114 lines
4.1 KiB
C#
114 lines
4.1 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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//using UnityEngine.Playables;
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using Spine;
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using Spine.Unity;
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using Spine.Unity.Playables;
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namespace Spine.Unity.Playables {
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[AddComponentMenu("Spine/Playables/SkeletonAnimation Playable Handle (Playables)")]
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public class SkeletonAnimationPlayableHandle : SpinePlayableHandleBase {
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#region Inspector
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public SkeletonAnimation skeletonAnimation;
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//public float fadeOutDuration = 0.5f;
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#if UNITY_EDITOR
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void OnValidate () {
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if (this.skeletonAnimation == null)
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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}
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#endif
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#endregion
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//readonly HashSet<int> frameAppliedProperties = new HashSet<int>();
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public override Skeleton Skeleton { get { return skeletonAnimation.Skeleton; } }
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public override SkeletonData SkeletonData { get { return skeletonAnimation.Skeleton.data; } }
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#if UNITY_2017 || UNITY_2018 || (UNITY_2019_1_OR_NEWER && SPINE_TIMELINE_PACKAGE_DOWNLOADED)
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void Awake () {
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if (skeletonAnimation == null)
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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//frameAppliedProperties.Clear();
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}
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//Skeleton skeleton;
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//int frameTrackCount = 0;
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//int frameCurrentInputs = 0;
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//bool firstCleared = false;
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//int lastApplyFrame = 0;
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//public override void ProcessFrame (Playable playable, FrameData info, SpineAnimationMixerBehaviour mixer) {
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// if (skeletonAnimation == null) return;
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// if (skeleton == null) skeleton = skeletonAnimation.Skeleton;
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// // New frame.
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// if (lastApplyFrame != Time.frameCount) {
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// if (frameTrackCount > 0)
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// frameAppliedProperties.Clear();
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// frameCurrentInputs = 0;
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// frameTrackCount = 0;
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// }
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// lastApplyFrame = Time.frameCount;
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// int currentInputs = mixer.ApplyPlayableFrame(playable, skeleton, frameAppliedProperties, frameTrackCount);
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// frameCurrentInputs += currentInputs;
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// // EXPERIMENTAL: Handle overriding SkeletonAnimation.AnimationState.
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// if (frameCurrentInputs > 0) {
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// var state = skeletonAnimation.AnimationState;
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// if (!firstCleared) {
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// firstCleared = true;
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// for (int i = 0; i < 4; i++) {
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// if (state.GetCurrent(i) != null) state.SetEmptyAnimation(i, fadeOutDuration);
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// }
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// }
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// // Update again whenever an animation is playing in the AnimationState. Quite wasteful.
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// //if (state.GetCurrent(0) != null) {
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// skeleton.UpdateWorldTransform();
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// //}
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// }
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// frameTrackCount++;
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//}
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#endif
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}
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}
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