165 lines
7.0 KiB
Plaintext
165 lines
7.0 KiB
Plaintext
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System.Collections.Generic;
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using UnityEngine;
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namespace Spine.Unity.Examples {
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// This is an example of an animation handle. This is implemented with strings as state names.
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// Strings can serve as the identifier when Mecanim is used as the state machine and state source.
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// If you don't use Mecanim, using custom ScriptableObjects may be a more efficient way to store information about the state and its connection with specific Spine animations.
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// This animation handle implementation also comes with a dummy implementation of transition-handling.
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public class SkeletonAnimationHandleExample : MonoBehaviour {
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public SkeletonAnimation skeletonAnimation;
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public List<StateNameToAnimationReference> statesAndAnimations = new List<StateNameToAnimationReference>();
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public List<AnimationTransition> transitions = new List<AnimationTransition>(); // Alternately, an AnimationPair-Animation Dictionary (commented out) can be used for more efficient lookups.
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[System.Serializable]
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public class StateNameToAnimationReference {
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public string stateName;
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public AnimationReferenceAsset animation;
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}
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[System.Serializable]
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public class AnimationTransition {
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public AnimationReferenceAsset from;
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public AnimationReferenceAsset to;
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public AnimationReferenceAsset transition;
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}
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//readonly Dictionary<Spine.AnimationStateData.AnimationPair, Spine.Animation> transitionDictionary = new Dictionary<AnimationStateData.AnimationPair, Animation>(Spine.AnimationStateData.AnimationPairComparer.Instance);
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public Spine.Animation TargetAnimation { get; private set; }
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void Awake () {
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// Initialize AnimationReferenceAssets
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foreach (var entry in statesAndAnimations) {
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entry.animation.Initialize();
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}
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foreach (var entry in transitions) {
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entry.from.Initialize();
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entry.to.Initialize();
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entry.transition.Initialize();
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}
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// Build Dictionary
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//foreach (var entry in transitions) {
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// transitionDictionary.Add(new AnimationStateData.AnimationPair(entry.from.Animation, entry.to.Animation), entry.transition.Animation);
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//}
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}
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/// <summary>Sets the horizontal flip state of the skeleton based on a nonzero float. If negative, the skeleton is flipped. If positive, the skeleton is not flipped.</summary>
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public void SetFlip (float horizontal) {
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if (horizontal != 0) {
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skeletonAnimation.Skeleton.ScaleX = horizontal > 0 ? 1f : -1f;
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}
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}
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/// <summary>Plays an animation based on the state name.</summary>
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public void PlayAnimationForState (string stateShortName, int layerIndex) {
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PlayAnimationForState(StringToHash(stateShortName), layerIndex);
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}
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/// <summary>Plays an animation based on the hash of the state name.</summary>
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public void PlayAnimationForState (int shortNameHash, int layerIndex) {
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var foundAnimation = GetAnimationForState(shortNameHash);
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if (foundAnimation == null)
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return;
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PlayNewAnimation(foundAnimation, layerIndex);
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}
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/// <summary>Gets a Spine Animation based on the state name.</summary>
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public Spine.Animation GetAnimationForState (string stateShortName) {
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return GetAnimationForState(StringToHash(stateShortName));
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}
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/// <summary>Gets a Spine Animation based on the hash of the state name.</summary>
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public Spine.Animation GetAnimationForState (int shortNameHash) {
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var foundState = statesAndAnimations.Find(entry => StringToHash(entry.stateName) == shortNameHash);
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return (foundState == null) ? null : foundState.animation;
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}
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/// <summary>Play an animation. If a transition animation is defined, the transition is played before the target animation being passed.</summary>
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public void PlayNewAnimation (Spine.Animation target, int layerIndex) {
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Spine.Animation transition = null;
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Spine.Animation current = null;
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current = GetCurrentAnimation(layerIndex);
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if (current != null)
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transition = TryGetTransition(current, target);
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if (transition != null) {
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skeletonAnimation.AnimationState.SetAnimation(layerIndex, transition, false);
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skeletonAnimation.AnimationState.AddAnimation(layerIndex, target, true, 0f);
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} else {
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skeletonAnimation.AnimationState.SetAnimation(layerIndex, target, true);
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}
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this.TargetAnimation = target;
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}
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/// <summary>Play a non-looping animation once then continue playing the state animation.</summary>
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public void PlayOneShot (Spine.Animation oneShot, int layerIndex) {
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var state = skeletonAnimation.AnimationState;
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state.SetAnimation(0, oneShot, false);
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var transition = TryGetTransition(oneShot, TargetAnimation);
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if (transition != null)
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state.AddAnimation(0, transition, false, 0f);
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state.AddAnimation(0, this.TargetAnimation, true, 0f);
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}
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Spine.Animation TryGetTransition (Spine.Animation from, Spine.Animation to) {
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foreach (var transition in transitions) {
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if (transition.from.Animation == from && transition.to.Animation == to) {
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return transition.transition.Animation;
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}
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}
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return null;
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//Spine.Animation foundTransition = null;
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//transitionDictionary.TryGetValue(new AnimationStateData.AnimationPair(from, to), out foundTransition);
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//return foundTransition;
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}
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Spine.Animation GetCurrentAnimation (int layerIndex) {
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var currentTrackEntry = skeletonAnimation.AnimationState.GetCurrent(layerIndex);
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return (currentTrackEntry != null) ? currentTrackEntry.Animation : null;
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}
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int StringToHash (string s) {
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return Animator.StringToHash(s);
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}
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}
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}
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