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- /******************************************************************************
- * Spine Runtimes Software License v2.5
- *
- * Copyright (c) 2013-2016, Esoteric Software
- * All rights reserved.
- *
- * You are granted a perpetual, non-exclusive, non-sublicensable, and
- * non-transferable license to use, install, execute, and perform the Spine
- * Runtimes software and derivative works solely for personal or internal
- * use. Without the written permission of Esoteric Software (see Section 2 of
- * the Spine Software License Agreement), you may not (a) modify, translate,
- * adapt, or develop new applications using the Spine Runtimes or otherwise
- * create derivative works or improvements of the Spine Runtimes or (b) remove,
- * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
- * or other intellectual property or proprietary rights notices on or in the
- * Software, including any copy thereof. Redistributions in binary or source
- * form must include this license and terms.
- *
- * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
- * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
- * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
- * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
- * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
- * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
- * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
- * POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
-
- using UnityEngine;
-
- namespace Spine.Unity {
-
- [ExecuteInEditMode]
- [AddComponentMenu("Spine/SkeletonAnimation")]
- [HelpURL("http://esotericsoftware.com/spine-unity-documentation#Controlling-Animation")]
- public class SkeletonAnimation : SkeletonRenderer, ISkeletonAnimation, IAnimationStateComponent {
-
- #region IAnimationStateComponent
- /// <summary>
- /// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it.
- /// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary>
- public Spine.AnimationState state;
- /// <summary>
- /// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it.
- /// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary>
- public Spine.AnimationState AnimationState { get { return this.state; } }
- #endregion
-
- #region Bone Callbacks ISkeletonAnimation
- protected event UpdateBonesDelegate _UpdateLocal;
- protected event UpdateBonesDelegate _UpdateWorld;
- protected event UpdateBonesDelegate _UpdateComplete;
-
- /// <summary>
- /// Occurs after the animations are applied and before world space values are resolved.
- /// Use this callback when you want to set bone local values.
- /// </summary>
- public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } }
-
- /// <summary>
- /// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
- /// Using this callback will cause the world space values to be solved an extra time.
- /// Use this callback if want to use bone world space values, and also set bone local values.</summary>
- public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } }
-
- /// <summary>
- /// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
- /// Use this callback if you want to use bone world space values, but don't intend to modify bone local values.
- /// This callback can also be used when setting world position and the bone matrix.</summary>
- public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
- #endregion
-
- #region Serialized state and Beginner API
- [SerializeField]
- [SpineAnimation]
- private string _animationName;
-
- /// <summary>
- /// Setting this property sets the animation of the skeleton. If invalid, it will store the animation name for the next time the skeleton is properly initialized.
- /// Getting this property gets the name of the currently playing animation. If invalid, it will return the last stored animation name set through this property.</summary>
- public string AnimationName {
- get {
- if (!valid) {
- return _animationName;
- } else {
- TrackEntry entry = state.GetCurrent(0);
- return entry == null ? null : entry.Animation.Name;
- }
- }
- set {
- if (_animationName == value)
- return;
- _animationName = value;
-
- if (string.IsNullOrEmpty(value)) {
- state.ClearTrack(0);
- } else {
- TrySetAnimation(value, loop);
- }
- }
- }
-
- TrackEntry TrySetAnimation (string animationName, bool animationLoop) {
- var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(animationName);
- if (animationObject != null)
- return state.SetAnimation(0, animationObject, animationLoop);
-
- return null;
- }
-
- /// <summary>Whether or not <see cref="AnimationName"/> should loop. This only applies to the initial animation specified in the inspector, or any subsequent Animations played through .AnimationName. Animations set through state.SetAnimation are unaffected.</summary>
- public bool loop;
-
- /// <summary>
- /// The rate at which animations progress over time. 1 means 100%. 0.5 means 50%.</summary>
- /// <remarks>AnimationState and TrackEntry also have their own timeScale. These are combined multiplicatively.</remarks>
- public float timeScale = 1;
- #endregion
-
- #region Runtime Instantiation
- /// <summary>Adds and prepares a SkeletonAnimation component to a GameObject at runtime.</summary>
- /// <returns>The newly instantiated SkeletonAnimation</returns>
- public static SkeletonAnimation AddToGameObject (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) {
- return SkeletonRenderer.AddSpineComponent<SkeletonAnimation>(gameObject, skeletonDataAsset);
- }
-
- /// <summary>Instantiates a new UnityEngine.GameObject and adds a prepared SkeletonAnimation component to it.</summary>
- /// <returns>The newly instantiated SkeletonAnimation component.</returns>
- public static SkeletonAnimation NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset) {
- return SkeletonRenderer.NewSpineGameObject<SkeletonAnimation>(skeletonDataAsset);
- }
- #endregion
-
- /// <summary>
- /// Clears the previously generated mesh, resets the skeleton's pose, and clears all previously active animations.</summary>
- public override void ClearState () {
- base.ClearState();
- if (state != null) state.ClearTracks();
- }
-
- /// <summary>
- /// Initialize this component. Attempts to load the SkeletonData and creates the internal Spine objects and buffers.</summary>
- /// <param name="overwrite">If set to <c>true</c>, force overwrite an already initialized object.</param>
- public override void Initialize (bool overwrite) {
- if (valid && !overwrite)
- return;
-
- base.Initialize(overwrite);
-
- if (!valid)
- return;
-
- state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
-
- #if UNITY_EDITOR
- if (!string.IsNullOrEmpty(_animationName)) {
- if (Application.isPlaying) {
- TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
- if (startingTrack != null)
- Update(0);
- } else {
- // Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
- var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
- if (animationObject != null)
- animationObject.PoseSkeleton(skeleton, 0f);
- }
- }
- #else
- if (!string.IsNullOrEmpty(_animationName)) {
- TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
- if (startingTrack != null)
- Update(0);
- }
- #endif
- }
-
- void Update () {
- Update(Time.deltaTime);
- }
-
- /// <summary>Progresses the AnimationState according to the given deltaTime, and applies it to the Skeleton. Use Time.deltaTime to update manually. Use deltaTime 0 to update without progressing the time.</summary>
- public void Update (float deltaTime) {
- if (!valid)
- return;
-
- deltaTime *= timeScale;
- skeleton.Update(deltaTime);
- state.Update(deltaTime);
- state.Apply(skeleton);
-
- if (_UpdateLocal != null)
- _UpdateLocal(this);
-
- skeleton.UpdateWorldTransform();
-
- if (_UpdateWorld != null) {
- _UpdateWorld(this);
- skeleton.UpdateWorldTransform();
- }
-
- if (_UpdateComplete != null) {
- _UpdateComplete(this);
- }
- }
-
- }
-
- }
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