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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
// This is an example of an animation handle. This is implemented with strings as state names.
// Strings can serve as the identifier when Mecanim is used as the state machine and state source.
// 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.
// This animation handle implementation also comes with a dummy implementation of transition-handling.
public class SkeletonAnimationHandleExample : MonoBehaviour {
public SkeletonAnimation skeletonAnimation;
public List<StateNameToAnimationReference> statesAndAnimations = new List<StateNameToAnimationReference>();
public List<AnimationTransition> transitions = new List<AnimationTransition>(); // Alternately, an AnimationPair-Animation Dictionary (commented out) can be used for more efficient lookups.
[System.Serializable]
public class StateNameToAnimationReference {
public string stateName;
public AnimationReferenceAsset animation;
}
[System.Serializable]
public class AnimationTransition {
public AnimationReferenceAsset from;
public AnimationReferenceAsset to;
public AnimationReferenceAsset transition;
}
//readonly Dictionary<Spine.AnimationStateData.AnimationPair, Spine.Animation> transitionDictionary = new Dictionary<AnimationStateData.AnimationPair, Animation>(Spine.AnimationStateData.AnimationPairComparer.Instance);
public Spine.Animation TargetAnimation { get; private set; }
void Awake () {
// Initialize AnimationReferenceAssets
foreach (var entry in statesAndAnimations) {
entry.animation.Initialize();
}
foreach (var entry in transitions) {
entry.from.Initialize();
entry.to.Initialize();
entry.transition.Initialize();
}
// Build Dictionary
//foreach (var entry in transitions) {
// transitionDictionary.Add(new AnimationStateData.AnimationPair(entry.from.Animation, entry.to.Animation), entry.transition.Animation);
//}
}
/// <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>
public void SetFlip (float horizontal) {
if (horizontal != 0) {
skeletonAnimation.Skeleton.ScaleX = horizontal > 0 ? 1f : -1f;
}
}
/// <summary>Plays an animation based on the state name.</summary>
public void PlayAnimationForState (string stateShortName, int layerIndex) {
PlayAnimationForState(StringToHash(stateShortName), layerIndex);
}
/// <summary>Plays an animation based on the hash of the state name.</summary>
public void PlayAnimationForState (int shortNameHash, int layerIndex) {
var foundAnimation = GetAnimationForState(shortNameHash);
if (foundAnimation == null)
return;
PlayNewAnimation(foundAnimation, layerIndex);
}
/// <summary>Gets a Spine Animation based on the state name.</summary>
public Spine.Animation GetAnimationForState (string stateShortName) {
return GetAnimationForState(StringToHash(stateShortName));
}
/// <summary>Gets a Spine Animation based on the hash of the state name.</summary>
public Spine.Animation GetAnimationForState (int shortNameHash) {
var foundState = statesAndAnimations.Find(entry => StringToHash(entry.stateName) == shortNameHash);
return (foundState == null) ? null : foundState.animation;
}
/// <summary>Play an animation. If a transition animation is defined, the transition is played before the target animation being passed.</summary>
public void PlayNewAnimation (Spine.Animation target, int layerIndex) {
Spine.Animation transition = null;
Spine.Animation current = null;
current = GetCurrentAnimation(layerIndex);
if (current != null)
transition = TryGetTransition(current, target);
if (transition != null) {
skeletonAnimation.AnimationState.SetAnimation(layerIndex, transition, false);
skeletonAnimation.AnimationState.AddAnimation(layerIndex, target, true, 0f);
} else {
skeletonAnimation.AnimationState.SetAnimation(layerIndex, target, true);
}
this.TargetAnimation = target;
}
/// <summary>Play a non-looping animation once then continue playing the state animation.</summary>
public void PlayOneShot (Spine.Animation oneShot, int layerIndex) {
var state = skeletonAnimation.AnimationState;
state.SetAnimation(0, oneShot, false);
var transition = TryGetTransition(oneShot, TargetAnimation);
if (transition != null)
state.AddAnimation(0, transition, false, 0f);
state.AddAnimation(0, this.TargetAnimation, true, 0f);
}
Spine.Animation TryGetTransition (Spine.Animation from, Spine.Animation to) {
foreach (var transition in transitions) {
if (transition.from.Animation == from && transition.to.Animation == to) {
return transition.transition.Animation;
}
}
return null;
//Spine.Animation foundTransition = null;
//transitionDictionary.TryGetValue(new AnimationStateData.AnimationPair(from, to), out foundTransition);
//return foundTransition;
}
Spine.Animation GetCurrentAnimation (int layerIndex) {
var currentTrackEntry = skeletonAnimation.AnimationState.GetCurrent(layerIndex);
return (currentTrackEntry != null) ? currentTrackEntry.Animation : null;
}
int StringToHash (string s) {
return Animator.StringToHash(s);
}
}
}