1506 lines
65 KiB
C#
1506 lines
65 KiB
C#
|
/******************************************************************************
|
||
|
* Spine Runtimes License Agreement
|
||
|
* Last updated July 28, 2023. Replaces all prior versions.
|
||
|
*
|
||
|
* Copyright (c) 2013-2023, 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;
|
||
|
using System.Collections.Generic;
|
||
|
|
||
|
namespace Spine {
|
||
|
|
||
|
/// <summary>
|
||
|
/// <para>
|
||
|
/// Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies
|
||
|
/// multiple animations on top of each other (layering).</para>
|
||
|
/// <para>
|
||
|
/// See <a href='http://esotericsoftware.com/spine-applying-animations/'>Applying Animations</a> in the Spine Runtimes Guide.</para>
|
||
|
/// </summary>
|
||
|
public class AnimationState {
|
||
|
internal static readonly Animation EmptyAnimation = new Animation("<empty>", new ExposedList<Timeline>(), 0);
|
||
|
|
||
|
/// 1) A previously applied timeline has set this property.<para />
|
||
|
/// Result: Mix from the current pose to the timeline pose.
|
||
|
internal const int Subsequent = 0;
|
||
|
/// 1) This is the first timeline to set this property.<para />
|
||
|
/// 2) The next track entry applied after this one does not have a timeline to set this property.<para />
|
||
|
/// Result: Mix from the setup pose to the timeline pose.
|
||
|
internal const int First = 1;
|
||
|
/// 1) A previously applied timeline has set this property.<para />
|
||
|
/// 2) The next track entry to be applied does have a timeline to set this property.<para />
|
||
|
/// 3) The next track entry after that one does not have a timeline to set this property.<para />
|
||
|
/// Result: Mix from the current pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading
|
||
|
/// animations that key the same property. A subsequent timeline will set this property using a mix.
|
||
|
internal const int HoldSubsequent = 2;
|
||
|
/// 1) This is the first timeline to set this property.<para />
|
||
|
/// 2) The next track entry to be applied does have a timeline to set this property.<para />
|
||
|
/// 3) The next track entry after that one does not have a timeline to set this property.<para />
|
||
|
/// Result: Mix from the setup pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading animations
|
||
|
/// that key the same property. A subsequent timeline will set this property using a mix.
|
||
|
internal const int HoldFirst = 3;
|
||
|
/// 1) This is the first timeline to set this property.<para />
|
||
|
/// 2) The next track entry to be applied does have a timeline to set this property.<para />
|
||
|
/// 3) The next track entry after that one does have a timeline to set this property.<para />
|
||
|
/// 4) timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property.<para />
|
||
|
/// Result: The same as HOLD except the mix percentage from the timelineHoldMix track entry is used. This handles when more than
|
||
|
/// 2 track entries in a row have a timeline that sets the same property.<para />
|
||
|
/// Eg, A -> B -> C -> D where A, B, and C have a timeline setting same property, but D does not. When A is applied, to avoid
|
||
|
/// "dipping" A is not mixed out, however D (the first entry that doesn't set the property) mixing in is used to mix out A
|
||
|
/// (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap to the mixed
|
||
|
/// out position.
|
||
|
internal const int HoldMix = 4;
|
||
|
|
||
|
internal const int Setup = 1, Current = 2;
|
||
|
|
||
|
protected AnimationStateData data;
|
||
|
private readonly ExposedList<TrackEntry> tracks = new ExposedList<TrackEntry>();
|
||
|
private readonly ExposedList<Event> events = new ExposedList<Event>();
|
||
|
// difference to libgdx reference: delegates are used for event callbacks instead of 'final SnapshotArray<AnimationStateListener> listeners'.
|
||
|
internal void OnStart (TrackEntry entry) { if (Start != null) Start(entry); }
|
||
|
internal void OnInterrupt (TrackEntry entry) { if (Interrupt != null) Interrupt(entry); }
|
||
|
internal void OnEnd (TrackEntry entry) { if (End != null) End(entry); }
|
||
|
internal void OnDispose (TrackEntry entry) { if (Dispose != null) Dispose(entry); }
|
||
|
internal void OnComplete (TrackEntry entry) { if (Complete != null) Complete(entry); }
|
||
|
internal void OnEvent (TrackEntry entry, Event e) { if (Event != null) Event(entry, e); }
|
||
|
|
||
|
public delegate void TrackEntryDelegate (TrackEntry trackEntry);
|
||
|
/// <summary>See <see href="http://esotericsoftware.com/spine-api-reference#AnimationStateListener-Methods">
|
||
|
/// API Reference documentation pages here</see> for details. Usage in C# and spine-unity is explained
|
||
|
/// <see href="http://esotericsoftware.com/spine-unity#Processing-AnimationState-Events">here</see>
|
||
|
/// on the spine-unity documentation pages.</summary>
|
||
|
public event TrackEntryDelegate Start, Interrupt, End, Dispose, Complete;
|
||
|
|
||
|
public delegate void TrackEntryEventDelegate (TrackEntry trackEntry, Event e);
|
||
|
public event TrackEntryEventDelegate Event;
|
||
|
|
||
|
public void AssignEventSubscribersFrom (AnimationState src) {
|
||
|
Event = src.Event;
|
||
|
Start = src.Start;
|
||
|
Interrupt = src.Interrupt;
|
||
|
End = src.End;
|
||
|
Dispose = src.Dispose;
|
||
|
Complete = src.Complete;
|
||
|
}
|
||
|
|
||
|
public void AddEventSubscribersFrom (AnimationState src) {
|
||
|
Event += src.Event;
|
||
|
Start += src.Start;
|
||
|
Interrupt += src.Interrupt;
|
||
|
End += src.End;
|
||
|
Dispose += src.Dispose;
|
||
|
Complete += src.Complete;
|
||
|
}
|
||
|
|
||
|
// end of difference
|
||
|
private readonly EventQueue queue; // Initialized by constructor.
|
||
|
private readonly HashSet<string> propertyIds = new HashSet<string>();
|
||
|
private bool animationsChanged;
|
||
|
private float timeScale = 1;
|
||
|
private int unkeyedState;
|
||
|
|
||
|
private readonly Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>();
|
||
|
|
||
|
public AnimationState (AnimationStateData data) {
|
||
|
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
|
||
|
this.data = data;
|
||
|
this.queue = new EventQueue(
|
||
|
this,
|
||
|
delegate { this.animationsChanged = true; },
|
||
|
trackEntryPool
|
||
|
);
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Increments the track entry <see cref="TrackEntry.TrackTime"/>, setting queued animations as current if needed.</summary>
|
||
|
/// <param name="delta">delta time</param>
|
||
|
public void Update (float delta) {
|
||
|
delta *= timeScale;
|
||
|
TrackEntry[] tracksItems = tracks.Items;
|
||
|
for (int i = 0, n = tracks.Count; i < n; i++) {
|
||
|
TrackEntry current = tracksItems[i];
|
||
|
if (current == null) continue;
|
||
|
|
||
|
current.animationLast = current.nextAnimationLast;
|
||
|
current.trackLast = current.nextTrackLast;
|
||
|
|
||
|
float currentDelta = delta * current.timeScale;
|
||
|
|
||
|
if (current.delay > 0) {
|
||
|
current.delay -= currentDelta;
|
||
|
if (current.delay > 0) continue;
|
||
|
currentDelta = -current.delay;
|
||
|
current.delay = 0;
|
||
|
}
|
||
|
|
||
|
TrackEntry next = current.next;
|
||
|
if (next != null) {
|
||
|
// When the next entry's delay is passed, change to the next entry, preserving leftover time.
|
||
|
float nextTime = current.trackLast - next.delay;
|
||
|
if (nextTime >= 0) {
|
||
|
next.delay = 0;
|
||
|
next.trackTime += current.timeScale == 0 ? 0 : (nextTime / current.timeScale + delta) * next.timeScale;
|
||
|
current.trackTime += currentDelta;
|
||
|
SetCurrent(i, next, true);
|
||
|
while (next.mixingFrom != null) {
|
||
|
next.mixTime += delta;
|
||
|
next = next.mixingFrom;
|
||
|
}
|
||
|
continue;
|
||
|
}
|
||
|
} else if (current.trackLast >= current.trackEnd && current.mixingFrom == null) {
|
||
|
// Clear the track when there is no next entry, the track end time is reached, and there is no mixingFrom.
|
||
|
tracksItems[i] = null;
|
||
|
queue.End(current);
|
||
|
ClearNext(current);
|
||
|
continue;
|
||
|
}
|
||
|
if (current.mixingFrom != null && UpdateMixingFrom(current, delta)) {
|
||
|
// End mixing from entries once all have completed.
|
||
|
TrackEntry from = current.mixingFrom;
|
||
|
current.mixingFrom = null;
|
||
|
if (from != null) from.mixingTo = null;
|
||
|
while (from != null) {
|
||
|
queue.End(from);
|
||
|
from = from.mixingFrom;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
current.trackTime += currentDelta;
|
||
|
}
|
||
|
|
||
|
queue.Drain();
|
||
|
}
|
||
|
|
||
|
/// <summary>Returns true when all mixing from entries are complete.</summary>
|
||
|
private bool UpdateMixingFrom (TrackEntry to, float delta) {
|
||
|
TrackEntry from = to.mixingFrom;
|
||
|
if (from == null) return true;
|
||
|
|
||
|
bool finished = UpdateMixingFrom(from, delta);
|
||
|
|
||
|
from.animationLast = from.nextAnimationLast;
|
||
|
from.trackLast = from.nextTrackLast;
|
||
|
|
||
|
// Require mixTime > 0 to ensure the mixing from entry was applied at least once.
|
||
|
if (to.mixTime > 0 && to.mixTime >= to.mixDuration) {
|
||
|
// Require totalAlpha == 0 to ensure mixing is complete, unless mixDuration == 0 (the transition is a single frame).
|
||
|
if (from.totalAlpha == 0 || to.mixDuration == 0) {
|
||
|
to.mixingFrom = from.mixingFrom;
|
||
|
if (from.mixingFrom != null) from.mixingFrom.mixingTo = to;
|
||
|
to.interruptAlpha = from.interruptAlpha;
|
||
|
queue.End(from);
|
||
|
}
|
||
|
return finished;
|
||
|
}
|
||
|
|
||
|
from.trackTime += delta * from.timeScale;
|
||
|
to.mixTime += delta;
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Poses the skeleton using the track entry animations. The animation state is not changed, so can be applied to multiple
|
||
|
/// skeletons to pose them identically.</summary>
|
||
|
/// <returns>True if any animations were applied.</returns>
|
||
|
public bool Apply (Skeleton skeleton) {
|
||
|
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
|
||
|
if (animationsChanged) AnimationsChanged();
|
||
|
|
||
|
ExposedList<Event> events = this.events;
|
||
|
bool applied = false;
|
||
|
TrackEntry[] tracksItems = tracks.Items;
|
||
|
for (int i = 0, n = tracks.Count; i < n; i++) {
|
||
|
TrackEntry current = tracksItems[i];
|
||
|
if (current == null || current.delay > 0) continue;
|
||
|
applied = true;
|
||
|
|
||
|
// Track 0 animations aren't for layering, so do not show the previously applied animations before the first key.
|
||
|
MixBlend blend = i == 0 ? MixBlend.First : current.mixBlend;
|
||
|
|
||
|
// Apply mixing from entries first.
|
||
|
float alpha = current.alpha;
|
||
|
if (current.mixingFrom != null)
|
||
|
alpha *= ApplyMixingFrom(current, skeleton, blend);
|
||
|
else if (current.trackTime >= current.trackEnd && current.next == null) //
|
||
|
alpha = 0; // Set to setup pose the last time the entry will be applied.
|
||
|
bool attachments = alpha >= current.alphaAttachmentThreshold;
|
||
|
|
||
|
// Apply current entry.
|
||
|
float animationLast = current.animationLast, animationTime = current.AnimationTime, applyTime = animationTime;
|
||
|
ExposedList<Event> applyEvents = events;
|
||
|
if (current.reverse) {
|
||
|
applyTime = current.animation.duration - applyTime;
|
||
|
applyEvents = null;
|
||
|
}
|
||
|
|
||
|
int timelineCount = current.animation.timelines.Count;
|
||
|
Timeline[] timelines = current.animation.timelines.Items;
|
||
|
if ((i == 0 && alpha == 1) || blend == MixBlend.Add) {
|
||
|
if (i == 0) attachments = true;
|
||
|
for (int ii = 0; ii < timelineCount; ii++) {
|
||
|
Timeline timeline = timelines[ii];
|
||
|
if (timeline is AttachmentTimeline)
|
||
|
ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, applyTime, blend, attachments);
|
||
|
else
|
||
|
timeline.Apply(skeleton, animationLast, applyTime, applyEvents, alpha, blend, MixDirection.In);
|
||
|
}
|
||
|
} else {
|
||
|
int[] timelineMode = current.timelineMode.Items;
|
||
|
|
||
|
bool shortestRotation = current.shortestRotation;
|
||
|
bool firstFrame = !shortestRotation && current.timelinesRotation.Count != timelineCount << 1;
|
||
|
if (firstFrame) current.timelinesRotation.Resize(timelineCount << 1);
|
||
|
float[] timelinesRotation = current.timelinesRotation.Items;
|
||
|
|
||
|
for (int ii = 0; ii < timelineCount; ii++) {
|
||
|
Timeline timeline = timelines[ii];
|
||
|
MixBlend timelineBlend = timelineMode[ii] == AnimationState.Subsequent ? blend : MixBlend.Setup;
|
||
|
RotateTimeline rotateTimeline = timeline as RotateTimeline;
|
||
|
if (!shortestRotation && rotateTimeline != null)
|
||
|
ApplyRotateTimeline(rotateTimeline, skeleton, applyTime, alpha, timelineBlend, timelinesRotation,
|
||
|
ii << 1, firstFrame);
|
||
|
else if (timeline is AttachmentTimeline)
|
||
|
ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, applyTime, blend, attachments);
|
||
|
else
|
||
|
timeline.Apply(skeleton, animationLast, applyTime, applyEvents, alpha, timelineBlend, MixDirection.In);
|
||
|
}
|
||
|
}
|
||
|
QueueEvents(current, animationTime);
|
||
|
events.Clear(false);
|
||
|
current.nextAnimationLast = animationTime;
|
||
|
current.nextTrackLast = current.trackTime;
|
||
|
}
|
||
|
|
||
|
// Set slots attachments to the setup pose, if needed. This occurs if an animation that is mixing out sets attachments so
|
||
|
// subsequent timelines see any deform, but the subsequent timelines don't set an attachment (eg they are also mixing out or
|
||
|
// the time is before the first key).
|
||
|
int setupState = unkeyedState + Setup;
|
||
|
Slot[] slots = skeleton.slots.Items;
|
||
|
for (int i = 0, n = skeleton.slots.Count; i < n; i++) {
|
||
|
Slot slot = slots[i];
|
||
|
if (slot.attachmentState == setupState) {
|
||
|
string attachmentName = slot.data.attachmentName;
|
||
|
slot.Attachment = (attachmentName == null ? null : skeleton.GetAttachment(slot.data.index, attachmentName));
|
||
|
}
|
||
|
}
|
||
|
unkeyedState += 2; // Increasing after each use avoids the need to reset attachmentState for every slot.
|
||
|
|
||
|
queue.Drain();
|
||
|
return applied;
|
||
|
}
|
||
|
|
||
|
/// <summary>Version of <see cref="Apply"/> only applying and updating time at
|
||
|
/// EventTimelines for lightweight off-screen updates.</summary>
|
||
|
/// <param name="issueEvents">When set to false, only animation times of TrackEntries are updated.</param>
|
||
|
// Note: This method is not part of the libgdx reference implementation.
|
||
|
public bool ApplyEventTimelinesOnly (Skeleton skeleton, bool issueEvents = true) {
|
||
|
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
|
||
|
|
||
|
ExposedList<Event> events = this.events;
|
||
|
bool applied = false;
|
||
|
TrackEntry[] tracksItems = tracks.Items;
|
||
|
for (int i = 0, n = tracks.Count; i < n; i++) {
|
||
|
TrackEntry current = tracksItems[i];
|
||
|
if (current == null || current.delay > 0) continue;
|
||
|
applied = true;
|
||
|
|
||
|
// Apply mixing from entries first.
|
||
|
if (current.mixingFrom != null) ApplyMixingFromEventTimelinesOnly(current, skeleton, issueEvents);
|
||
|
|
||
|
// Apply current entry.
|
||
|
float animationLast = current.animationLast, animationTime = current.AnimationTime;
|
||
|
|
||
|
if (issueEvents) {
|
||
|
int timelineCount = current.animation.timelines.Count;
|
||
|
Timeline[] timelines = current.animation.timelines.Items;
|
||
|
for (int ii = 0; ii < timelineCount; ii++) {
|
||
|
Timeline timeline = timelines[ii];
|
||
|
if (timeline is EventTimeline)
|
||
|
timeline.Apply(skeleton, animationLast, animationTime, events, 1.0f, MixBlend.Setup, MixDirection.In);
|
||
|
}
|
||
|
QueueEvents(current, animationTime);
|
||
|
events.Clear(false);
|
||
|
}
|
||
|
current.nextAnimationLast = animationTime;
|
||
|
current.nextTrackLast = current.trackTime;
|
||
|
}
|
||
|
|
||
|
if (issueEvents)
|
||
|
queue.Drain();
|
||
|
return applied;
|
||
|
}
|
||
|
|
||
|
private float ApplyMixingFrom (TrackEntry to, Skeleton skeleton, MixBlend blend) {
|
||
|
TrackEntry from = to.mixingFrom;
|
||
|
if (from.mixingFrom != null) ApplyMixingFrom(from, skeleton, blend);
|
||
|
|
||
|
float mix;
|
||
|
if (to.mixDuration == 0) { // Single frame mix to undo mixingFrom changes.
|
||
|
mix = 1;
|
||
|
if (blend == MixBlend.First) blend = MixBlend.Setup; // Tracks > 0 are transparent and can't reset to setup pose.
|
||
|
} else {
|
||
|
mix = to.mixTime / to.mixDuration;
|
||
|
if (mix > 1) mix = 1;
|
||
|
if (blend != MixBlend.First) blend = from.mixBlend; // Track 0 ignores track mix blend.
|
||
|
}
|
||
|
|
||
|
bool attachments = mix < from.mixAttachmentThreshold, drawOrder = mix < from.mixDrawOrderThreshold;
|
||
|
int timelineCount = from.animation.timelines.Count;
|
||
|
Timeline[] timelines = from.animation.timelines.Items;
|
||
|
float alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix);
|
||
|
float animationLast = from.animationLast, animationTime = from.AnimationTime, applyTime = animationTime;
|
||
|
ExposedList<Event> events = null;
|
||
|
if (from.reverse)
|
||
|
applyTime = from.animation.duration - applyTime;
|
||
|
else {
|
||
|
if (mix < from.eventThreshold) events = this.events;
|
||
|
}
|
||
|
|
||
|
if (blend == MixBlend.Add) {
|
||
|
for (int i = 0; i < timelineCount; i++)
|
||
|
timelines[i].Apply(skeleton, animationLast, applyTime, events, alphaMix, blend, MixDirection.Out);
|
||
|
} else {
|
||
|
int[] timelineMode = from.timelineMode.Items;
|
||
|
TrackEntry[] timelineHoldMix = from.timelineHoldMix.Items;
|
||
|
|
||
|
bool shortestRotation = from.shortestRotation;
|
||
|
bool firstFrame = !shortestRotation && from.timelinesRotation.Count != timelineCount << 1;
|
||
|
if (firstFrame) from.timelinesRotation.Resize(timelineCount << 1);
|
||
|
float[] timelinesRotation = from.timelinesRotation.Items;
|
||
|
|
||
|
from.totalAlpha = 0;
|
||
|
for (int i = 0; i < timelineCount; i++) {
|
||
|
Timeline timeline = timelines[i];
|
||
|
MixDirection direction = MixDirection.Out;
|
||
|
MixBlend timelineBlend;
|
||
|
float alpha;
|
||
|
switch (timelineMode[i]) {
|
||
|
case AnimationState.Subsequent:
|
||
|
if (!drawOrder && timeline is DrawOrderTimeline) continue;
|
||
|
timelineBlend = blend;
|
||
|
alpha = alphaMix;
|
||
|
break;
|
||
|
case AnimationState.First:
|
||
|
timelineBlend = MixBlend.Setup;
|
||
|
alpha = alphaMix;
|
||
|
break;
|
||
|
case AnimationState.HoldSubsequent:
|
||
|
timelineBlend = blend;
|
||
|
alpha = alphaHold;
|
||
|
break;
|
||
|
case AnimationState.HoldFirst:
|
||
|
timelineBlend = MixBlend.Setup;
|
||
|
alpha = alphaHold;
|
||
|
break;
|
||
|
default: // HoldMix
|
||
|
timelineBlend = MixBlend.Setup;
|
||
|
TrackEntry holdMix = timelineHoldMix[i];
|
||
|
alpha = alphaHold * Math.Max(0, 1 - holdMix.mixTime / holdMix.mixDuration);
|
||
|
break;
|
||
|
}
|
||
|
from.totalAlpha += alpha;
|
||
|
RotateTimeline rotateTimeline = timeline as RotateTimeline;
|
||
|
if (!shortestRotation && rotateTimeline != null) {
|
||
|
ApplyRotateTimeline(rotateTimeline, skeleton, applyTime, alpha, timelineBlend, timelinesRotation, i << 1,
|
||
|
firstFrame);
|
||
|
} else if (timeline is AttachmentTimeline) {
|
||
|
ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, applyTime, timelineBlend,
|
||
|
attachments && alpha >= from.alphaAttachmentThreshold);
|
||
|
} else {
|
||
|
if (drawOrder && timeline is DrawOrderTimeline && timelineBlend == MixBlend.Setup)
|
||
|
direction = MixDirection.In;
|
||
|
timeline.Apply(skeleton, animationLast, applyTime, events, alpha, timelineBlend, direction);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (to.mixDuration > 0) QueueEvents(from, animationTime);
|
||
|
this.events.Clear(false);
|
||
|
from.nextAnimationLast = animationTime;
|
||
|
from.nextTrackLast = from.trackTime;
|
||
|
|
||
|
return mix;
|
||
|
}
|
||
|
|
||
|
/// <summary>Version of <see cref="ApplyMixingFrom"/> only applying and updating time at
|
||
|
/// EventTimelines for lightweight off-screen updates.</summary>
|
||
|
/// <param name="issueEvents">When set to false, only animation times of TrackEntries are updated.</param>
|
||
|
// Note: This method is not part of the libgdx reference implementation.
|
||
|
private float ApplyMixingFromEventTimelinesOnly (TrackEntry to, Skeleton skeleton, bool issueEvents) {
|
||
|
TrackEntry from = to.mixingFrom;
|
||
|
if (from.mixingFrom != null) ApplyMixingFromEventTimelinesOnly(from, skeleton, issueEvents);
|
||
|
|
||
|
|
||
|
float mix;
|
||
|
if (to.mixDuration == 0) { // Single frame mix to undo mixingFrom changes.
|
||
|
mix = 1;
|
||
|
} else {
|
||
|
mix = to.mixTime / to.mixDuration;
|
||
|
if (mix > 1) mix = 1;
|
||
|
}
|
||
|
|
||
|
ExposedList<Event> eventBuffer = mix < from.eventThreshold ? this.events : null;
|
||
|
if (eventBuffer == null) return mix;
|
||
|
|
||
|
float animationLast = from.animationLast, animationTime = from.AnimationTime;
|
||
|
if (issueEvents) {
|
||
|
int timelineCount = from.animation.timelines.Count;
|
||
|
Timeline[] timelines = from.animation.timelines.Items;
|
||
|
for (int i = 0; i < timelineCount; i++) {
|
||
|
Timeline timeline = timelines[i];
|
||
|
if (timeline is EventTimeline)
|
||
|
timeline.Apply(skeleton, animationLast, animationTime, eventBuffer, 0, MixBlend.Setup, MixDirection.Out);
|
||
|
}
|
||
|
|
||
|
if (to.mixDuration > 0) QueueEvents(from, animationTime);
|
||
|
this.events.Clear(false);
|
||
|
}
|
||
|
from.nextAnimationLast = animationTime;
|
||
|
from.nextTrackLast = from.trackTime;
|
||
|
|
||
|
return mix;
|
||
|
}
|
||
|
|
||
|
/// <summary> Applies the attachment timeline and sets <see cref="Slot.attachmentState"/>.</summary>
|
||
|
/// <param name="attachments">False when: 1) the attachment timeline is mixing out, 2) mix < attachmentThreshold, and 3) the timeline
|
||
|
/// is not the last timeline to set the slot's attachment. In that case the timeline is applied only so subsequent
|
||
|
/// timelines see any deform.</param>
|
||
|
private void ApplyAttachmentTimeline (AttachmentTimeline timeline, Skeleton skeleton, float time, MixBlend blend,
|
||
|
bool attachments) {
|
||
|
|
||
|
Slot slot = skeleton.slots.Items[timeline.SlotIndex];
|
||
|
if (!slot.bone.active) return;
|
||
|
|
||
|
float[] frames = timeline.frames;
|
||
|
if (time < frames[0]) { // Time is before first frame.
|
||
|
if (blend == MixBlend.Setup || blend == MixBlend.First)
|
||
|
SetAttachment(skeleton, slot, slot.data.attachmentName, attachments);
|
||
|
} else
|
||
|
SetAttachment(skeleton, slot, timeline.AttachmentNames[Timeline.Search(frames, time)], attachments);
|
||
|
|
||
|
// If an attachment wasn't set (ie before the first frame or attachments is false), set the setup attachment later.
|
||
|
if (slot.attachmentState <= unkeyedState) slot.attachmentState = unkeyedState + Setup;
|
||
|
}
|
||
|
|
||
|
private void SetAttachment (Skeleton skeleton, Slot slot, String attachmentName, bool attachments) {
|
||
|
slot.Attachment = attachmentName == null ? null : skeleton.GetAttachment(slot.data.index, attachmentName);
|
||
|
if (attachments) slot.attachmentState = unkeyedState + Current;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Applies the rotate timeline, mixing with the current pose while keeping the same rotation direction chosen as the shortest
|
||
|
/// the first time the mixing was applied.</summary>
|
||
|
static private void ApplyRotateTimeline (RotateTimeline timeline, Skeleton skeleton, float time, float alpha, MixBlend blend,
|
||
|
float[] timelinesRotation, int i, bool firstFrame) {
|
||
|
|
||
|
if (firstFrame) timelinesRotation[i] = 0;
|
||
|
|
||
|
if (alpha == 1) {
|
||
|
timeline.Apply(skeleton, 0, time, null, 1, blend, MixDirection.In);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Bone bone = skeleton.bones.Items[timeline.BoneIndex];
|
||
|
if (!bone.active) return;
|
||
|
|
||
|
float[] frames = timeline.frames;
|
||
|
float r1, r2;
|
||
|
if (time < frames[0]) { // Time is before first frame.
|
||
|
switch (blend) {
|
||
|
case MixBlend.Setup:
|
||
|
bone.rotation = bone.data.rotation;
|
||
|
goto default; // Fall through.
|
||
|
default:
|
||
|
return;
|
||
|
case MixBlend.First:
|
||
|
r1 = bone.rotation;
|
||
|
r2 = bone.data.rotation;
|
||
|
break;
|
||
|
}
|
||
|
} else {
|
||
|
r1 = blend == MixBlend.Setup ? bone.data.rotation : bone.rotation;
|
||
|
r2 = bone.data.rotation + timeline.GetCurveValue(time);
|
||
|
}
|
||
|
|
||
|
// Mix between rotations using the direction of the shortest route on the first frame.
|
||
|
float total, diff = r2 - r1;
|
||
|
diff -= (float)Math.Ceiling(diff / 360 - 0.5f) * 360;
|
||
|
if (diff == 0) {
|
||
|
total = timelinesRotation[i];
|
||
|
} else {
|
||
|
float lastTotal, lastDiff;
|
||
|
if (firstFrame) {
|
||
|
lastTotal = 0;
|
||
|
lastDiff = diff;
|
||
|
} else {
|
||
|
lastTotal = timelinesRotation[i];
|
||
|
lastDiff = timelinesRotation[i + 1];
|
||
|
}
|
||
|
float loops = lastTotal - lastTotal % 360;
|
||
|
total = diff + loops;
|
||
|
bool current = diff >= 0, dir = lastTotal >= 0;
|
||
|
if (Math.Abs(lastDiff) <= 90 && Math.Sign(lastDiff) != Math.Sign(diff)) {
|
||
|
if (Math.Abs(lastTotal - loops) > 180) {
|
||
|
total += 360 * Math.Sign(lastTotal);
|
||
|
dir = current;
|
||
|
} else if (loops != 0)
|
||
|
total -= 360 * Math.Sign(lastTotal);
|
||
|
else
|
||
|
dir = current;
|
||
|
}
|
||
|
if (dir != current) total += 360 * Math.Sign(lastTotal);
|
||
|
timelinesRotation[i] = total;
|
||
|
}
|
||
|
timelinesRotation[i + 1] = diff;
|
||
|
bone.rotation = r1 + total * alpha;
|
||
|
}
|
||
|
|
||
|
private void QueueEvents (TrackEntry entry, float animationTime) {
|
||
|
float animationStart = entry.animationStart, animationEnd = entry.animationEnd;
|
||
|
float duration = animationEnd - animationStart;
|
||
|
float trackLastWrapped = entry.trackLast % duration;
|
||
|
|
||
|
// Queue events before complete.
|
||
|
Event[] eventsItems = this.events.Items;
|
||
|
int i = 0, n = events.Count;
|
||
|
for (; i < n; i++) {
|
||
|
Event e = eventsItems[i];
|
||
|
if (e.time < trackLastWrapped) break;
|
||
|
if (e.time > animationEnd) continue; // Discard events outside animation start/end.
|
||
|
queue.Event(entry, e);
|
||
|
}
|
||
|
|
||
|
// Queue complete if completed a loop iteration or the animation.
|
||
|
bool complete = false;
|
||
|
if (entry.loop) {
|
||
|
if (duration == 0)
|
||
|
complete = true;
|
||
|
else {
|
||
|
int cycles = (int)(entry.trackTime / duration);
|
||
|
complete = cycles > 0 && cycles > (int)(entry.trackLast / duration);
|
||
|
}
|
||
|
} else
|
||
|
complete = animationTime >= animationEnd && entry.animationLast < animationEnd;
|
||
|
if (complete) queue.Complete(entry);
|
||
|
|
||
|
// Queue events after complete.
|
||
|
for (; i < n; i++) {
|
||
|
Event e = eventsItems[i];
|
||
|
if (e.time < animationStart) continue; // Discard events outside animation start/end.
|
||
|
queue.Event(entry, eventsItems[i]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// <para>Removes all animations from all tracks, leaving skeletons in their current pose.</para>
|
||
|
/// <para>
|
||
|
/// It may be desired to use <see cref="AnimationState.SetEmptyAnimations(float)"/> to mix the skeletons back to the setup pose,
|
||
|
/// rather than leaving them in their current pose.</para>
|
||
|
/// </summary>
|
||
|
public void ClearTracks () {
|
||
|
bool oldDrainDisabled = queue.drainDisabled;
|
||
|
queue.drainDisabled = true;
|
||
|
for (int i = 0, n = tracks.Count; i < n; i++) {
|
||
|
ClearTrack(i);
|
||
|
}
|
||
|
tracks.Clear();
|
||
|
queue.drainDisabled = oldDrainDisabled;
|
||
|
queue.Drain();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// <para>Removes all animations from the track, leaving skeletons in their current pose.</para>
|
||
|
/// <para>
|
||
|
/// It may be desired to use <see cref="AnimationState.SetEmptyAnimation(int, float)"/> to mix the skeletons back to the setup pose,
|
||
|
/// rather than leaving them in their current pose.</para>
|
||
|
/// </summary>
|
||
|
public void ClearTrack (int trackIndex) {
|
||
|
if (trackIndex >= tracks.Count) return;
|
||
|
TrackEntry current = tracks.Items[trackIndex];
|
||
|
if (current == null) return;
|
||
|
|
||
|
queue.End(current);
|
||
|
|
||
|
ClearNext(current);
|
||
|
|
||
|
TrackEntry entry = current;
|
||
|
while (true) {
|
||
|
TrackEntry from = entry.mixingFrom;
|
||
|
if (from == null) break;
|
||
|
queue.End(from);
|
||
|
entry.mixingFrom = null;
|
||
|
entry.mixingTo = null;
|
||
|
entry = from;
|
||
|
}
|
||
|
|
||
|
tracks.Items[current.trackIndex] = null;
|
||
|
|
||
|
queue.Drain();
|
||
|
}
|
||
|
|
||
|
/// <summary>Sets the active TrackEntry for a given track number.</summary>
|
||
|
private void SetCurrent (int index, TrackEntry current, bool interrupt) {
|
||
|
TrackEntry from = ExpandToIndex(index);
|
||
|
tracks.Items[index] = current;
|
||
|
current.previous = null;
|
||
|
|
||
|
if (from != null) {
|
||
|
if (interrupt) queue.Interrupt(from);
|
||
|
current.mixingFrom = from;
|
||
|
from.mixingTo = current;
|
||
|
current.mixTime = 0;
|
||
|
|
||
|
// Store the interrupted mix percentage.
|
||
|
if (from.mixingFrom != null && from.mixDuration > 0)
|
||
|
current.interruptAlpha *= Math.Min(1, from.mixTime / from.mixDuration);
|
||
|
|
||
|
from.timelinesRotation.Clear(); // Reset rotation for mixing out, in case entry was mixed in.
|
||
|
}
|
||
|
|
||
|
queue.Start(current); // triggers AnimationsChanged
|
||
|
}
|
||
|
|
||
|
/// <summary>Sets an animation by name. <seealso cref="SetAnimation(int, Animation, bool)" /></summary>
|
||
|
public TrackEntry SetAnimation (int trackIndex, string animationName, bool loop) {
|
||
|
Animation animation = data.skeletonData.FindAnimation(animationName);
|
||
|
if (animation == null) throw new ArgumentException("Animation not found: " + animationName, "animationName");
|
||
|
return SetAnimation(trackIndex, animation, loop);
|
||
|
}
|
||
|
|
||
|
/// <summary>Sets the current animation for a track, discarding any queued animations. If the formerly current track entry was never
|
||
|
/// applied to a skeleton, it is replaced (not mixed from).</summary>
|
||
|
/// <param name="loop">If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
|
||
|
/// duration. In either case<see cref="TrackEntry.TrackEnd"/> determines when the track is cleared.</param>
|
||
|
/// <returns> A track entry to allow further customization of animation playback. References to the track entry must not be kept
|
||
|
/// after the <see cref="AnimationState.Dispose"/> event occurs.</returns>
|
||
|
public TrackEntry SetAnimation (int trackIndex, Animation animation, bool loop) {
|
||
|
if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null.");
|
||
|
bool interrupt = true;
|
||
|
TrackEntry current = ExpandToIndex(trackIndex);
|
||
|
if (current != null) {
|
||
|
if (current.nextTrackLast == -1) {
|
||
|
// Don't mix from an entry that was never applied.
|
||
|
tracks.Items[trackIndex] = current.mixingFrom;
|
||
|
queue.Interrupt(current);
|
||
|
queue.End(current);
|
||
|
ClearNext(current);
|
||
|
current = current.mixingFrom;
|
||
|
interrupt = false; // mixingFrom is current again, but don't interrupt it twice.
|
||
|
} else
|
||
|
ClearNext(current);
|
||
|
}
|
||
|
TrackEntry entry = NewTrackEntry(trackIndex, animation, loop, current);
|
||
|
SetCurrent(trackIndex, entry, interrupt);
|
||
|
queue.Drain();
|
||
|
return entry;
|
||
|
}
|
||
|
|
||
|
/// <summary>Queues an animation by name.</summary>
|
||
|
/// <seealso cref="AddAnimation(int, Animation, bool, float)" />
|
||
|
public TrackEntry AddAnimation (int trackIndex, string animationName, bool loop, float delay) {
|
||
|
Animation animation = data.skeletonData.FindAnimation(animationName);
|
||
|
if (animation == null) throw new ArgumentException("Animation not found: " + animationName, "animationName");
|
||
|
return AddAnimation(trackIndex, animation, loop, delay);
|
||
|
}
|
||
|
|
||
|
/// <summary>Adds an animation to be played after the current or last queued animation for a track. If the track is empty, it is
|
||
|
/// equivalent to calling <see cref="SetAnimation(int, Animation, bool)"/>.</summary>
|
||
|
/// <param name="delay">
|
||
|
/// If > 0, sets <see cref="TrackEntry.Delay"/>. If <= 0, the delay set is the duration of the previous track entry
|
||
|
/// minus any mix duration (from the <see cref="AnimationStateData"/> plus the specified <c>Delay</c> (ie the mix
|
||
|
/// ends at (<c>Delay</c> = 0) or before (<c>Delay</c> < 0) the previous track entry duration). If the
|
||
|
/// previous entry is looping, its next loop completion is used instead of its duration.
|
||
|
/// </param>
|
||
|
/// <returns>A track entry to allow further customization of animation playback. References to the track entry must not be kept
|
||
|
/// after the <see cref="AnimationState.Dispose"/> event occurs.</returns>
|
||
|
public TrackEntry AddAnimation (int trackIndex, Animation animation, bool loop, float delay) {
|
||
|
if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null.");
|
||
|
|
||
|
TrackEntry last = ExpandToIndex(trackIndex);
|
||
|
if (last != null) {
|
||
|
while (last.next != null)
|
||
|
last = last.next;
|
||
|
}
|
||
|
|
||
|
TrackEntry entry = NewTrackEntry(trackIndex, animation, loop, last);
|
||
|
|
||
|
if (last == null) {
|
||
|
SetCurrent(trackIndex, entry, true);
|
||
|
queue.Drain();
|
||
|
} else {
|
||
|
last.next = entry;
|
||
|
entry.previous = last;
|
||
|
if (delay <= 0) delay += last.TrackComplete - entry.mixDuration;
|
||
|
}
|
||
|
|
||
|
entry.delay = delay;
|
||
|
return entry;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// <para>Sets an empty animation for a track, discarding any queued animations, and sets the track entry's
|
||
|
/// <see cref="TrackEntry.getMixDuration()"/>. An empty animation has no timelines and serves as a placeholder for mixing in or out.</para>
|
||
|
/// <para>
|
||
|
/// Mixing out is done by setting an empty animation with a mix duration using either <see cref="AnimationState.SetEmptyAnimation(int, float)"/>,
|
||
|
/// <see cref="AnimationState.SetEmptyAnimations(float)"/>, or <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/>. Mixing to an empty animation causes
|
||
|
/// the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation
|
||
|
/// transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of
|
||
|
/// 0 still mixes out over one frame.</para>
|
||
|
/// <para>
|
||
|
/// Mixing in is done by first setting an empty animation, then adding an animation using
|
||
|
/// <see cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with the desired delay (an empty animation has a duration of 0) and on
|
||
|
/// the returned track entry, set the <see cref="TrackEntry.SetMixDuration(float)"/>. Mixing from an empty animation causes the new
|
||
|
/// animation to be applied more and more over the mix duration. Properties keyed in the new animation transition from the value
|
||
|
/// from lower tracks or from the setup pose value if no lower tracks key the property to the value keyed in the new
|
||
|
/// animation.</para></summary>
|
||
|
public TrackEntry SetEmptyAnimation (int trackIndex, float mixDuration) {
|
||
|
TrackEntry entry = SetAnimation(trackIndex, AnimationState.EmptyAnimation, false);
|
||
|
entry.mixDuration = mixDuration;
|
||
|
entry.trackEnd = mixDuration;
|
||
|
return entry;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's
|
||
|
/// <see cref="TrackEntry.MixDuration"/>. If the track is empty, it is equivalent to calling
|
||
|
/// <see cref="AnimationState.SetEmptyAnimation(int, float)"/>.</summary>
|
||
|
/// <seealso cref="AnimationState.SetEmptyAnimation(int, float)"/>
|
||
|
/// <param name="trackIndex">Track number.</param>
|
||
|
/// <param name="mixDuration">Mix duration.</param>
|
||
|
/// <param name="delay">If > 0, sets <see cref="TrackEntry.Delay"/>. If <= 0, the delay set is the duration of the previous track entry
|
||
|
/// minus any mix duration plus the specified <c>Delay</c> (ie the mix ends at (<c>Delay</c> = 0) or
|
||
|
/// before (<c>Delay</c> < 0) the previous track entry duration). If the previous entry is looping, its next
|
||
|
/// loop completion is used instead of its duration.</param>
|
||
|
/// <returns> A track entry to allow further customization of animation playback. References to the track entry must not be kept
|
||
|
/// after the <see cref="AnimationState.Dispose"/> event occurs.
|
||
|
/// </returns>
|
||
|
public TrackEntry AddEmptyAnimation (int trackIndex, float mixDuration, float delay) {
|
||
|
TrackEntry entry = AddAnimation(trackIndex, AnimationState.EmptyAnimation, false, delay);
|
||
|
if (delay <= 0) entry.delay += entry.mixDuration - mixDuration;
|
||
|
entry.mixDuration = mixDuration;
|
||
|
entry.trackEnd = mixDuration;
|
||
|
return entry;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix
|
||
|
/// duration.</summary>
|
||
|
public void SetEmptyAnimations (float mixDuration) {
|
||
|
bool oldDrainDisabled = queue.drainDisabled;
|
||
|
queue.drainDisabled = true;
|
||
|
TrackEntry[] tracksItems = tracks.Items;
|
||
|
for (int i = 0, n = tracks.Count; i < n; i++) {
|
||
|
TrackEntry current = tracksItems[i];
|
||
|
if (current != null) SetEmptyAnimation(current.trackIndex, mixDuration);
|
||
|
}
|
||
|
queue.drainDisabled = oldDrainDisabled;
|
||
|
queue.Drain();
|
||
|
}
|
||
|
|
||
|
private TrackEntry ExpandToIndex (int index) {
|
||
|
if (index < tracks.Count) return tracks.Items[index];
|
||
|
tracks.Resize(index + 1);
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
/// <summary>Object-pooling version of new TrackEntry. Obtain an unused TrackEntry from the pool and clear/initialize its values.</summary>
|
||
|
/// <param name="last">May be null.</param>
|
||
|
private TrackEntry NewTrackEntry (int trackIndex, Animation animation, bool loop, TrackEntry last) {
|
||
|
TrackEntry entry = trackEntryPool.Obtain();
|
||
|
entry.trackIndex = trackIndex;
|
||
|
entry.animation = animation;
|
||
|
entry.loop = loop;
|
||
|
entry.holdPrevious = false;
|
||
|
|
||
|
entry.eventThreshold = 0;
|
||
|
entry.alphaAttachmentThreshold = 0;
|
||
|
entry.mixAttachmentThreshold = 0;
|
||
|
entry.mixDrawOrderThreshold = 0;
|
||
|
|
||
|
entry.animationStart = 0;
|
||
|
entry.animationEnd = animation.Duration;
|
||
|
entry.animationLast = -1;
|
||
|
entry.nextAnimationLast = -1;
|
||
|
|
||
|
entry.delay = 0;
|
||
|
entry.trackTime = 0;
|
||
|
entry.trackLast = -1;
|
||
|
entry.nextTrackLast = -1;
|
||
|
entry.trackEnd = float.MaxValue;
|
||
|
entry.timeScale = 1;
|
||
|
|
||
|
entry.alpha = 1;
|
||
|
entry.interruptAlpha = 1;
|
||
|
entry.mixTime = 0;
|
||
|
entry.mixDuration = last == null ? 0 : data.GetMix(last.animation, animation);
|
||
|
entry.mixBlend = MixBlend.Replace;
|
||
|
return entry;
|
||
|
}
|
||
|
|
||
|
/// <summary>Removes the <see cref="TrackEntry.Next">next entry</see> and all entries after it for the specified entry.</summary>
|
||
|
public void ClearNext (TrackEntry entry) {
|
||
|
TrackEntry next = entry.next;
|
||
|
while (next != null) {
|
||
|
queue.Dispose(next);
|
||
|
next = next.next;
|
||
|
}
|
||
|
entry.next = null;
|
||
|
}
|
||
|
|
||
|
private void AnimationsChanged () {
|
||
|
animationsChanged = false;
|
||
|
|
||
|
// Process in the order that animations are applied.
|
||
|
propertyIds.Clear();
|
||
|
int n = tracks.Count;
|
||
|
TrackEntry[] tracksItems = tracks.Items;
|
||
|
for (int i = 0; i < n; i++) {
|
||
|
TrackEntry entry = tracksItems[i];
|
||
|
if (entry == null) continue;
|
||
|
while (entry.mixingFrom != null) // Move to last entry, then iterate in reverse.
|
||
|
entry = entry.mixingFrom;
|
||
|
do {
|
||
|
if (entry.mixingTo == null || entry.mixBlend != MixBlend.Add) ComputeHold(entry);
|
||
|
entry = entry.mixingTo;
|
||
|
} while (entry != null);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void ComputeHold (TrackEntry entry) {
|
||
|
TrackEntry to = entry.mixingTo;
|
||
|
Timeline[] timelines = entry.animation.timelines.Items;
|
||
|
int timelinesCount = entry.animation.timelines.Count;
|
||
|
int[] timelineMode = entry.timelineMode.Resize(timelinesCount).Items;
|
||
|
entry.timelineHoldMix.Clear();
|
||
|
TrackEntry[] timelineHoldMix = entry.timelineHoldMix.Resize(timelinesCount).Items;
|
||
|
HashSet<string> propertyIds = this.propertyIds;
|
||
|
|
||
|
if (to != null && to.holdPrevious) {
|
||
|
for (int i = 0; i < timelinesCount; i++)
|
||
|
timelineMode[i] = propertyIds.AddAll(timelines[i].PropertyIds) ? AnimationState.HoldFirst : AnimationState.HoldSubsequent;
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// outer:
|
||
|
for (int i = 0; i < timelinesCount; i++) {
|
||
|
Timeline timeline = timelines[i];
|
||
|
String[] ids = timeline.PropertyIds;
|
||
|
if (!propertyIds.AddAll(ids))
|
||
|
timelineMode[i] = AnimationState.Subsequent;
|
||
|
else if (to == null || timeline is AttachmentTimeline || timeline is DrawOrderTimeline
|
||
|
|| timeline is EventTimeline || !to.animation.HasTimeline(ids)) {
|
||
|
timelineMode[i] = AnimationState.First;
|
||
|
} else {
|
||
|
for (TrackEntry next = to.mixingTo; next != null; next = next.mixingTo) {
|
||
|
if (next.animation.HasTimeline(ids)) continue;
|
||
|
if (next.mixDuration > 0) {
|
||
|
timelineMode[i] = AnimationState.HoldMix;
|
||
|
timelineHoldMix[i] = next;
|
||
|
goto continue_outer; // continue outer;
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
timelineMode[i] = AnimationState.HoldFirst;
|
||
|
}
|
||
|
continue_outer: { }
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <returns>The track entry for the animation currently playing on the track, or null if no animation is currently playing.</returns>
|
||
|
public TrackEntry GetCurrent (int trackIndex) {
|
||
|
if (trackIndex >= tracks.Count) return null;
|
||
|
return tracks.Items[trackIndex];
|
||
|
}
|
||
|
|
||
|
/// <summary> Discards all listener notifications that have not yet been delivered. This can be useful to call from an
|
||
|
/// AnimationState event subscriber when it is known that further notifications that may have been already queued for delivery
|
||
|
/// are not wanted because new animations are being set.
|
||
|
/// </summary>
|
||
|
public void ClearListenerNotifications () {
|
||
|
queue.Clear();
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// <para>Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower
|
||
|
/// or faster. Defaults to 1.</para>
|
||
|
/// <para>
|
||
|
/// See TrackEntry <see cref="TrackEntry.TimeScale"/> for affecting a single animation.</para>
|
||
|
/// </summary>
|
||
|
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
|
||
|
|
||
|
/// <summary>The <see cref="AnimationStateData"/> to look up mix durations.</summary>
|
||
|
public AnimationStateData Data {
|
||
|
get {
|
||
|
return data;
|
||
|
}
|
||
|
set {
|
||
|
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
|
||
|
this.data = value;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>A list of tracks that have animations, which may contain nulls.</summary>
|
||
|
public ExposedList<TrackEntry> Tracks { get { return tracks; } }
|
||
|
|
||
|
override public string ToString () {
|
||
|
System.Text.StringBuilder buffer = new System.Text.StringBuilder();
|
||
|
TrackEntry[] tracksItems = tracks.Items;
|
||
|
for (int i = 0, n = tracks.Count; i < n; i++) {
|
||
|
TrackEntry entry = tracksItems[i];
|
||
|
if (entry == null) continue;
|
||
|
if (buffer.Length > 0) buffer.Append(", ");
|
||
|
buffer.Append(entry.ToString());
|
||
|
}
|
||
|
if (buffer.Length == 0) return "<none>";
|
||
|
return buffer.ToString();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// <para>
|
||
|
/// Stores settings and other state for the playback of an animation on an <see cref="AnimationState"/> track.</para>
|
||
|
/// <para>
|
||
|
/// References to a track entry must not be kept after the <see cref="AnimationStateListener.Dispose(TrackEntry)"/> event occurs.</para>
|
||
|
/// </summary>
|
||
|
public class TrackEntry : Pool<TrackEntry>.IPoolable {
|
||
|
internal Animation animation;
|
||
|
|
||
|
internal TrackEntry previous, next, mixingFrom, mixingTo;
|
||
|
// difference to libgdx reference: delegates are used for event callbacks instead of 'AnimationStateListener listener'.
|
||
|
/// <summary>See <see href="http://esotericsoftware.com/spine-api-reference#AnimationStateListener-Methods">
|
||
|
/// API Reference documentation pages here</see> for details. Usage in C# and spine-unity is explained
|
||
|
/// <see href="http://esotericsoftware.com/spine-unity#Processing-AnimationState-Events">here</see>
|
||
|
/// on the spine-unity documentation pages.</summary>
|
||
|
public event AnimationState.TrackEntryDelegate Start, Interrupt, End, Dispose, Complete;
|
||
|
public event AnimationState.TrackEntryEventDelegate Event;
|
||
|
internal void OnStart () { if (Start != null) Start(this); }
|
||
|
internal void OnInterrupt () { if (Interrupt != null) Interrupt(this); }
|
||
|
internal void OnEnd () { if (End != null) End(this); }
|
||
|
internal void OnDispose () { if (Dispose != null) Dispose(this); }
|
||
|
internal void OnComplete () { if (Complete != null) Complete(this); }
|
||
|
internal void OnEvent (Event e) { if (Event != null) Event(this, e); }
|
||
|
|
||
|
internal int trackIndex;
|
||
|
|
||
|
internal bool loop, holdPrevious, reverse, shortestRotation;
|
||
|
internal float eventThreshold, mixAttachmentThreshold, alphaAttachmentThreshold, mixDrawOrderThreshold;
|
||
|
internal float animationStart, animationEnd, animationLast, nextAnimationLast;
|
||
|
internal float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale = 1f;
|
||
|
internal float alpha, mixTime, mixDuration, interruptAlpha, totalAlpha;
|
||
|
internal MixBlend mixBlend = MixBlend.Replace;
|
||
|
internal readonly ExposedList<int> timelineMode = new ExposedList<int>();
|
||
|
internal readonly ExposedList<TrackEntry> timelineHoldMix = new ExposedList<TrackEntry>();
|
||
|
internal readonly ExposedList<float> timelinesRotation = new ExposedList<float>();
|
||
|
|
||
|
// IPoolable.Reset()
|
||
|
public void Reset () {
|
||
|
previous = null;
|
||
|
next = null;
|
||
|
mixingFrom = null;
|
||
|
mixingTo = null;
|
||
|
animation = null;
|
||
|
// replaces 'listener = null;' since delegates are used for event callbacks
|
||
|
Start = null;
|
||
|
Interrupt = null;
|
||
|
End = null;
|
||
|
Dispose = null;
|
||
|
Complete = null;
|
||
|
Event = null;
|
||
|
timelineMode.Clear();
|
||
|
timelineHoldMix.Clear();
|
||
|
timelinesRotation.Clear();
|
||
|
}
|
||
|
|
||
|
/// <summary>The index of the track where this entry is either current or queued.</summary>
|
||
|
/// <seealso cref="AnimationState.GetCurrent(int)"/>
|
||
|
public int TrackIndex { get { return trackIndex; } }
|
||
|
|
||
|
/// <summary>The animation to apply for this track entry.</summary>
|
||
|
public Animation Animation { get { return animation; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
|
||
|
/// duration.</summary>
|
||
|
public bool Loop { get { return loop; } set { loop = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// <para>
|
||
|
/// Seconds to postpone playing the animation. When this track entry is the current track entry, <c>Delay</c>
|
||
|
/// postpones incrementing the <see cref="TrackEntry.TrackTime"/>. When this track entry is queued, <c>Delay</c> is the time from
|
||
|
/// the start of the previous animation to when this track entry will become the current track entry (ie when the previous
|
||
|
/// track entry <see cref="TrackEntry.TrackTime"/> >= this track entry's <c>Delay</c>).</para>
|
||
|
/// <para>
|
||
|
/// <see cref="TrackEntry.TimeScale"/> affects the delay.</para>
|
||
|
/// <para>
|
||
|
/// When using <see cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a <c>delay</c> <= 0, the delay
|
||
|
/// is set using the mix duration from the <see cref="AnimationStateData"/>. If <see cref="mixDuration"/> is set afterward, the delay
|
||
|
/// may need to be adjusted.</para></summary>
|
||
|
public float Delay { get { return delay; } set { delay = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Current time in seconds this track entry has been the current track entry. The track time determines
|
||
|
/// <see cref="TrackEntry.AnimationTime"/>. The track time can be set to start the animation at a time other than 0, without affecting
|
||
|
/// looping.</summary>
|
||
|
public float TrackTime { get { return trackTime; } set { trackTime = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// <para>
|
||
|
/// The track time in seconds when this animation will be removed from the track. Defaults to the highest possible float
|
||
|
/// value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time
|
||
|
/// is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the
|
||
|
/// properties keyed by the animation are set to the setup pose and the track is cleared.</para>
|
||
|
/// <para>
|
||
|
/// It may be desired to use <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/> rather than have the animation
|
||
|
/// abruptly cease being applied.</para>
|
||
|
/// </summary>
|
||
|
public float TrackEnd { get { return trackEnd; } set { trackEnd = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// If this track entry is non-looping, the track time in seconds when <see cref="AnimationEnd"/> is reached, or the current
|
||
|
/// <see cref="TrackTime"/> if it has already been reached. If this track entry is looping, the track time when this
|
||
|
/// animation will reach its next <see cref="AnimationEnd"/> (the next loop completion).</summary>
|
||
|
public float TrackComplete {
|
||
|
get {
|
||
|
float duration = animationEnd - animationStart;
|
||
|
if (duration != 0) {
|
||
|
if (loop) return duration * (1 + (int)(trackTime / duration)); // Completion of next loop.
|
||
|
if (trackTime < duration) return duration; // Before duration.
|
||
|
}
|
||
|
return trackTime; // Next update.
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// <para>
|
||
|
/// Seconds when this animation starts, both initially and after looping. Defaults to 0.</para>
|
||
|
/// <para>
|
||
|
/// When changing the <c>AnimationStart</c> time, it often makes sense to set <see cref="TrackEntry.AnimationLast"/> to the same
|
||
|
/// value to prevent timeline keys before the start time from triggering.</para>
|
||
|
/// </summary>
|
||
|
public float AnimationStart { get { return animationStart; } set { animationStart = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will
|
||
|
/// loop back to <see cref="TrackEntry.AnimationStart"/> at this time. Defaults to the animation <see cref="Animation.Duration"/>.
|
||
|
/// </summary>
|
||
|
public float AnimationEnd { get { return animationEnd; } set { animationEnd = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this
|
||
|
/// animation is applied, event timelines will fire all events between the <c>AnimationLast</c> time (exclusive) and
|
||
|
/// <c>AnimationTime</c> (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation
|
||
|
/// is applied.</summary>
|
||
|
public float AnimationLast {
|
||
|
get { return animationLast; }
|
||
|
set {
|
||
|
animationLast = value;
|
||
|
nextAnimationLast = value;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Uses <see cref="TrackEntry.TrackTime"/> to compute the <c>AnimationTime</c>. When the <c>TrackTime</c> is 0, the
|
||
|
/// <c>AnimationTime</c> is equal to the <c>AnimationStart</c> time.
|
||
|
/// <para>
|
||
|
/// The <c>animationTime</c> is between <see cref="AnimationStart"/> and <see cref="AnimationEnd"/>, except if this
|
||
|
/// track entry is non-looping and <see cref="AnimationEnd"/> is >= to the animation <see cref="Animation.Duration"/>, then
|
||
|
/// <c>animationTime</c> continues to increase past <see cref="AnimationEnd"/>.</para>
|
||
|
/// </summary>
|
||
|
public float AnimationTime {
|
||
|
get {
|
||
|
if (loop) {
|
||
|
float duration = animationEnd - animationStart;
|
||
|
if (duration == 0) return animationStart;
|
||
|
return (trackTime % duration) + animationStart;
|
||
|
}
|
||
|
float animationTime = trackTime + animationStart;
|
||
|
return animationEnd >= animation.duration ? animationTime : Math.Min(animationTime, animationEnd);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// <para>
|
||
|
/// Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or
|
||
|
/// faster. Defaults to 1.</para>
|
||
|
/// <para>
|
||
|
/// Values < 0 are not supported. To play an animation in reverse, use <see cref="Reverse"/>.</para>
|
||
|
/// <para>
|
||
|
/// <see cref="TrackEntry.MixTime"/> is not affected by track entry time scale, so <see cref="TrackEntry.MixDuration"/> may need to be adjusted to
|
||
|
/// match the animation speed.</para>
|
||
|
/// <para>
|
||
|
/// When using <see cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a <c>Delay</c> <= 0, the
|
||
|
/// <see cref="TrackEntry.Delay"/> is set using the mix duration from the <see cref="AnimationStateData"/>, assuming time scale to be 1. If
|
||
|
/// the time scale is not 1, the delay may need to be adjusted.</para>
|
||
|
/// <para>
|
||
|
/// See AnimationState <see cref="AnimationState.TimeScale"/> for affecting all animations.</para>
|
||
|
/// </summary>
|
||
|
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// <para>
|
||
|
/// Values < 1 mix this animation with the skeleton's current pose (usually the pose resulting from lower tracks). Defaults
|
||
|
/// to 1, which overwrites the skeleton's current pose with this animation.</para>
|
||
|
/// <para>
|
||
|
/// Typically track 0 is used to completely pose the skeleton, then alpha is used on higher tracks. It doesn't make sense to
|
||
|
/// use alpha on track 0 if the skeleton pose is from the last frame render.</para>
|
||
|
/// </summary>
|
||
|
public float Alpha { get { return alpha; } set { alpha = value; } }
|
||
|
|
||
|
public float InterruptAlpha { get { return interruptAlpha; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// When the mix percentage (<see cref="TrackEntry.MixTime"/> / <see cref="TrackEntry.MixDuration"/>) is less than the
|
||
|
/// <c>EventThreshold</c>, event timelines are applied while this animation is being mixed out. Defaults to 0, so event
|
||
|
/// timelines are not applied while this animation is being mixed out.
|
||
|
/// </summary>
|
||
|
public float EventThreshold { get { return eventThreshold; } set { eventThreshold = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// When <see cref="Alpha"/> is greater than <c>AlphaAttachmentThreshold</c>, attachment timelines are applied.
|
||
|
/// Defaults to 0, so attachment timelines are always applied.
|
||
|
/// </summary>
|
||
|
public float AlphaAttachmentThreshold { get { return alphaAttachmentThreshold; } set { alphaAttachmentThreshold = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// When the mix percentage (<see cref="TrackEntry.MixTime"/> / <see cref="TrackEntry.MixDuration"/>) is less than the
|
||
|
/// <c>MixAttachmentThreshold</c>, attachment timelines are applied while this animation is being mixed out. Defaults
|
||
|
/// to 0, so attachment timelines are not applied while this animation is being mixed out.
|
||
|
/// </summary>
|
||
|
public float MixAttachmentThreshold { get { return mixAttachmentThreshold; } set { mixAttachmentThreshold = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// When the mix percentage (<see cref="TrackEntry.MixTime"/> / <see cref="TrackEntry.MixDuration"/>) is less than the
|
||
|
/// <c>MixDrawOrderThreshold</c>, draw order timelines are applied while this animation is being mixed out. Defaults to
|
||
|
/// 0, so draw order timelines are not applied while this animation is being mixed out.
|
||
|
/// </summary>
|
||
|
public float MixDrawOrderThreshold { get { return mixDrawOrderThreshold; } set { mixDrawOrderThreshold = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// The animation queued to start after this animation, or null if there is none. <c>next</c> makes up a doubly linked
|
||
|
/// list.
|
||
|
/// <para>
|
||
|
/// See <see cref="AnimationState.ClearNext(TrackEntry)"/> to truncate the list.</para></summary>
|
||
|
public TrackEntry Next { get { return next; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// The animation queued to play before this animation, or null. <c>previous</c> makes up a doubly linked list.</summary>
|
||
|
public TrackEntry Previous { get { return previous; } }
|
||
|
|
||
|
/// <summary>Returns true if this track entry has been applied at least once.</summary>
|
||
|
/// <seealso cref="AnimationState.Apply(Skeleton)"/>
|
||
|
public bool WasApplied {
|
||
|
get { return nextTrackLast != -1; }
|
||
|
}
|
||
|
|
||
|
/// <summary>Returns true if there is a <see cref="Next"/> track entry that will become the current track entry during the
|
||
|
/// next <see cref="AnimationState.Update(float)"/>.</summary>
|
||
|
public bool IsNextReady {
|
||
|
get {
|
||
|
return (next != null) && (nextTrackLast - next.delay >= 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns true if at least one loop has been completed.</summary>
|
||
|
/// <seealso cref="TrackEntry.Complete"/>
|
||
|
public bool IsComplete {
|
||
|
get { return trackTime >= animationEnd - animationStart; }
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Seconds from 0 to the <see cref="TrackEntry.MixDuration"/> when mixing from the previous animation to this animation. May be
|
||
|
/// slightly more than <c>MixDuration</c> when the mix is complete.</summary>
|
||
|
public float MixTime { get { return mixTime; } set { mixTime = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// <para>
|
||
|
/// Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData
|
||
|
/// <see cref="AnimationStateData.GetMix(Animation, Animation)"/> based on the animation before this animation (if any).</para>
|
||
|
/// <para>
|
||
|
/// The <c>MixDuration</c> can be set manually rather than use the value from
|
||
|
/// <see cref="AnimationStateData.GetMix(Animation, Animation)"/>. In that case, the <c>MixDuration</c> can be set for a new
|
||
|
/// track entry only before <see cref="AnimationState.Update(float)"/> is first called.</para>
|
||
|
/// <para>
|
||
|
/// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a <c>Delay</c> <= 0, the
|
||
|
/// <see cref="TrackEntry.Delay"/> is set using the mix duration from the <see cref=" AnimationStateData"/>. If <c>mixDuration</c> is set
|
||
|
/// afterward, the delay may need to be adjusted. For example:</para>
|
||
|
/// <para><c>entry.Delay = entry.previous.TrackComplete - entry.MixDuration;</c></para>
|
||
|
/// <para>Alternatively, <see cref="SetMixDuration(float, float)"/> can be used to recompute the delay:</para>
|
||
|
/// <para><c>entry.SetMixDuration(0.25f, 0);</c></para>
|
||
|
/// </summary>
|
||
|
public float MixDuration { get { return mixDuration; } set { mixDuration = value; } }
|
||
|
|
||
|
/// <summary>Sets both <see cref="MixDuration"/> and <see cref="Delay"/>.</summary>
|
||
|
/// <param name="delay">If > 0, sets <see cref="TrackEntry.Delay"/>. If <= 0, the delay set is the duration of the previous track
|
||
|
/// entry minus the specified mix duration plus the specified<c> delay</c> (ie the mix ends at
|
||
|
/// (<c>delay</c> = 0) or before (<c>delay</c> < 0) the previous track entry duration). If the previous
|
||
|
/// entry is looping, its next loop completion is used instead of its duration.</param>
|
||
|
public void SetMixDuration (float mixDuration, float delay) {
|
||
|
this.mixDuration = mixDuration;
|
||
|
if (previous != null && delay <= 0) delay += previous.TrackComplete - mixDuration;
|
||
|
this.delay = delay;
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// <para>
|
||
|
/// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to <see cref="MixBlend.Replace"/>.
|
||
|
/// </para><para>
|
||
|
/// Track entries on track 0 ignore this setting and always use <see cref="MixBlend.First"/>.
|
||
|
/// </para><para>
|
||
|
/// The <c>MixBlend</c> can be set for a new track entry only before <see cref="AnimationState.Apply(Skeleton)"/> is first
|
||
|
/// called.</para>
|
||
|
/// </summary>
|
||
|
public MixBlend MixBlend { get { return mixBlend; } set { mixBlend = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// The track entry for the previous animation when mixing from the previous animation to this animation, or null if no
|
||
|
/// mixing is currently occurring. When mixing from multiple animations, <c>MixingFrom</c> makes up a linked list.</summary>
|
||
|
public TrackEntry MixingFrom { get { return mixingFrom; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// The track entry for the next animation when mixing from this animation to the next animation, or null if no mixing is
|
||
|
/// currently occurring. When mixing to multiple animations, <c>MixingTo</c> makes up a linked list.</summary>
|
||
|
public TrackEntry MixingTo { get { return mixingTo; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// <para>
|
||
|
/// If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead
|
||
|
/// of being mixed out.</para>
|
||
|
/// <para>
|
||
|
/// When mixing between animations that key the same property, if a lower track also keys that property then the value will
|
||
|
/// briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0%
|
||
|
/// while the second animation mixes from 0% to 100%. Setting <c>HoldPrevious</c> to true applies the first animation
|
||
|
/// at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which
|
||
|
/// keys the property, only when a higher track also keys the property.</para>
|
||
|
/// <para>
|
||
|
/// Snapping will occur if <c>HoldPrevious</c> is true and this animation does not key all the same properties as the
|
||
|
/// previous animation.</para>
|
||
|
/// </summary>
|
||
|
public bool HoldPrevious { get { return holdPrevious; } set { holdPrevious = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// If true, the animation will be applied in reverse. Events are not fired when an animation is applied in reverse.</summary>
|
||
|
public bool Reverse { get { return reverse; } set { reverse = value; } }
|
||
|
|
||
|
/// <summary><para>
|
||
|
/// If true, mixing rotation between tracks always uses the shortest rotation direction. If the rotation is animated, the
|
||
|
/// shortest rotation direction may change during the mix.
|
||
|
/// </para><para>
|
||
|
/// If false, the shortest rotation direction is remembered when the mix starts and the same direction is used for the rest
|
||
|
/// of the mix. Defaults to false.</para></summary>
|
||
|
public bool ShortestRotation { get { return shortestRotation; } set { shortestRotation = value; } }
|
||
|
|
||
|
/// <summary>Returns true if this entry is for the empty animation. See <see cref="AnimationState.SetEmptyAnimation(int, float)"/>,
|
||
|
/// <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/>, and <see cref="AnimationState.SetEmptyAnimations(float)"/>.
|
||
|
/// </summary>
|
||
|
public bool IsEmptyAnimation { get { return animation == AnimationState.EmptyAnimation; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// <para>
|
||
|
/// Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the
|
||
|
/// long way around when using <see cref="alpha"/> and starting animations on other tracks.</para>
|
||
|
/// <para>
|
||
|
/// Mixing with <see cref="MixBlend.Replace"/> involves finding a rotation between two others, which has two possible solutions:
|
||
|
/// the short way or the long way around. The two rotations likely change over time, so which direction is the short or long
|
||
|
/// way also changes. If the short way was always chosen, bones would flip to the other side when that direction became the
|
||
|
/// long way. TrackEntry chooses the short way the first time it is applied and remembers that direction.</para>
|
||
|
/// </summary>
|
||
|
public void ResetRotationDirections () {
|
||
|
timelinesRotation.Clear();
|
||
|
}
|
||
|
|
||
|
override public string ToString () {
|
||
|
return animation == null ? "<none>" : animation.name;
|
||
|
}
|
||
|
|
||
|
// Note: This method is required by SpineAnimationStateMixerBehaviour,
|
||
|
// which is part of the timeline extension package. Thus the internal member variable
|
||
|
// nextTrackLast is not accessible. We favor providing this method
|
||
|
// over exposing nextTrackLast as public property, which would rather confuse users.
|
||
|
public void AllowImmediateQueue () {
|
||
|
if (nextTrackLast < 0) nextTrackLast = 0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
class EventQueue {
|
||
|
private readonly List<EventQueueEntry> eventQueueEntries = new List<EventQueueEntry>();
|
||
|
internal bool drainDisabled;
|
||
|
|
||
|
private readonly AnimationState state;
|
||
|
private readonly Pool<TrackEntry> trackEntryPool;
|
||
|
internal event Action AnimationsChanged;
|
||
|
|
||
|
internal EventQueue (AnimationState state, Action HandleAnimationsChanged, Pool<TrackEntry> trackEntryPool) {
|
||
|
this.state = state;
|
||
|
this.AnimationsChanged += HandleAnimationsChanged;
|
||
|
this.trackEntryPool = trackEntryPool;
|
||
|
}
|
||
|
|
||
|
internal void Start (TrackEntry entry) {
|
||
|
eventQueueEntries.Add(new EventQueueEntry(EventType.Start, entry));
|
||
|
if (AnimationsChanged != null) AnimationsChanged();
|
||
|
}
|
||
|
|
||
|
internal void Interrupt (TrackEntry entry) {
|
||
|
eventQueueEntries.Add(new EventQueueEntry(EventType.Interrupt, entry));
|
||
|
}
|
||
|
|
||
|
internal void End (TrackEntry entry) {
|
||
|
eventQueueEntries.Add(new EventQueueEntry(EventType.End, entry));
|
||
|
if (AnimationsChanged != null) AnimationsChanged();
|
||
|
}
|
||
|
|
||
|
internal void Dispose (TrackEntry entry) {
|
||
|
eventQueueEntries.Add(new EventQueueEntry(EventType.Dispose, entry));
|
||
|
}
|
||
|
|
||
|
internal void Complete (TrackEntry entry) {
|
||
|
eventQueueEntries.Add(new EventQueueEntry(EventType.Complete, entry));
|
||
|
}
|
||
|
|
||
|
internal void Event (TrackEntry entry, Event e) {
|
||
|
eventQueueEntries.Add(new EventQueueEntry(EventType.Event, entry, e));
|
||
|
}
|
||
|
|
||
|
/// <summary>Raises all events in the queue and drains the queue.</summary>
|
||
|
internal void Drain () {
|
||
|
if (drainDisabled) return;
|
||
|
drainDisabled = true;
|
||
|
|
||
|
List<EventQueueEntry> eventQueueEntries = this.eventQueueEntries;
|
||
|
AnimationState state = this.state;
|
||
|
|
||
|
// Don't cache eventQueueEntries.Count so callbacks can queue their own events (eg, call SetAnimation in AnimationState_Complete).
|
||
|
for (int i = 0; i < eventQueueEntries.Count; i++) {
|
||
|
EventQueueEntry queueEntry = eventQueueEntries[i];
|
||
|
TrackEntry trackEntry = queueEntry.entry;
|
||
|
|
||
|
switch (queueEntry.type) {
|
||
|
case EventType.Start:
|
||
|
trackEntry.OnStart();
|
||
|
state.OnStart(trackEntry);
|
||
|
break;
|
||
|
case EventType.Interrupt:
|
||
|
trackEntry.OnInterrupt();
|
||
|
state.OnInterrupt(trackEntry);
|
||
|
break;
|
||
|
case EventType.End:
|
||
|
trackEntry.OnEnd();
|
||
|
state.OnEnd(trackEntry);
|
||
|
goto case EventType.Dispose; // Fall through. (C#)
|
||
|
case EventType.Dispose:
|
||
|
trackEntry.OnDispose();
|
||
|
state.OnDispose(trackEntry);
|
||
|
trackEntryPool.Free(trackEntry);
|
||
|
break;
|
||
|
case EventType.Complete:
|
||
|
trackEntry.OnComplete();
|
||
|
state.OnComplete(trackEntry);
|
||
|
break;
|
||
|
case EventType.Event:
|
||
|
trackEntry.OnEvent(queueEntry.e);
|
||
|
state.OnEvent(trackEntry, queueEntry.e);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
eventQueueEntries.Clear();
|
||
|
|
||
|
drainDisabled = false;
|
||
|
}
|
||
|
|
||
|
internal void Clear () {
|
||
|
eventQueueEntries.Clear();
|
||
|
}
|
||
|
|
||
|
struct EventQueueEntry {
|
||
|
public EventType type;
|
||
|
public TrackEntry entry;
|
||
|
public Event e;
|
||
|
|
||
|
public EventQueueEntry (EventType eventType, TrackEntry trackEntry, Event e = null) {
|
||
|
this.type = eventType;
|
||
|
this.entry = trackEntry;
|
||
|
this.e = e;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
enum EventType {
|
||
|
Start, Interrupt, End, Dispose, Complete, Event
|
||
|
}
|
||
|
}
|
||
|
|
||
|
class Pool<T> where T : class, new() {
|
||
|
public readonly int max;
|
||
|
readonly Stack<T> freeObjects;
|
||
|
|
||
|
public int Count { get { return freeObjects.Count; } }
|
||
|
public int Peak { get; private set; }
|
||
|
|
||
|
public Pool (int initialCapacity = 16, int max = int.MaxValue) {
|
||
|
freeObjects = new Stack<T>(initialCapacity);
|
||
|
this.max = max;
|
||
|
}
|
||
|
|
||
|
public T Obtain () {
|
||
|
return freeObjects.Count == 0 ? new T() : freeObjects.Pop();
|
||
|
}
|
||
|
|
||
|
public void Free (T obj) {
|
||
|
if (obj == null) throw new ArgumentNullException("obj", "obj cannot be null");
|
||
|
if (freeObjects.Count < max) {
|
||
|
freeObjects.Push(obj);
|
||
|
Peak = Math.Max(Peak, freeObjects.Count);
|
||
|
}
|
||
|
Reset(obj);
|
||
|
}
|
||
|
|
||
|
public void Clear () {
|
||
|
freeObjects.Clear();
|
||
|
}
|
||
|
|
||
|
protected void Reset (T obj) {
|
||
|
IPoolable poolable = obj as IPoolable;
|
||
|
if (poolable != null) poolable.Reset();
|
||
|
}
|
||
|
|
||
|
public interface IPoolable {
|
||
|
void Reset ();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public static class HashSetExtensions {
|
||
|
public static bool AddAll<T> (this HashSet<T> set, T[] addSet) {
|
||
|
bool anyItemAdded = false;
|
||
|
for (int i = 0, n = addSet.Length; i < n; ++i) {
|
||
|
T item = addSet[i];
|
||
|
anyItemAdded |= set.Add(item);
|
||
|
}
|
||
|
return anyItemAdded;
|
||
|
}
|
||
|
}
|
||
|
}
|