_TheStrongestSnail/TheStrongestSnail/Assets/Spine/Runtime/spine-unity/Components/EditorSkeletonPlayer.cs

193 lines
7.2 KiB
C#
Raw Normal View History

2024-11-12 14:06:34 +08:00
/******************************************************************************
* 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.
*****************************************************************************/
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
namespace Spine.Unity {
/// <summary>
/// Experimental Editor Skeleton Player component enabling Editor playback of the
/// selected animation outside of Play mode for SkeletonAnimation and SkeletonGraphic.
/// </summary>
[ExecuteInEditMode]
[AddComponentMenu("Spine/EditorSkeletonPlayer")]
[RequireComponent(typeof(ISkeletonAnimation))]
public class EditorSkeletonPlayer : MonoBehaviour {
public bool playWhenSelected = true;
public bool playWhenDeselected = true;
public float fixedTrackTime = 0.0f;
private IEditorSkeletonWrapper skeletonWrapper;
private TrackEntry trackEntry;
private string oldAnimationName;
private bool oldLoop;
private double oldTime;
[DidReloadScripts]
private static void OnReloaded () {
// Force start when scripts are reloaded
EditorSkeletonPlayer[] editorSpineAnimations = FindObjectsOfType<EditorSkeletonPlayer>();
foreach (EditorSkeletonPlayer editorSpineAnimation in editorSpineAnimations)
editorSpineAnimation.Start();
}
private void Reset () {
// Note: when a skeleton has a varying number of active materials,
// we're moving this component first in the hierarchy to still be
// able to disable this component.
for (int i = 0; i < 10; ++i)
UnityEditorInternal.ComponentUtility.MoveComponentUp(this);
}
private void Start () {
if (Application.isPlaying) return;
if (skeletonWrapper == null) {
SkeletonAnimation skeletonAnimation;
SkeletonGraphic skeletonGraphic;
if (skeletonAnimation = this.GetComponent<SkeletonAnimation>())
skeletonWrapper = new SkeletonAnimationWrapper(skeletonAnimation);
else if (skeletonGraphic = this.GetComponent<SkeletonGraphic>())
skeletonWrapper = new SkeletonGraphicWrapper(skeletonGraphic);
}
oldTime = EditorApplication.timeSinceStartup;
EditorApplication.update += EditorUpdate;
}
private void OnDestroy () {
EditorApplication.update -= EditorUpdate;
}
private void Update () {
if (enabled == false || Application.isPlaying) return;
if (skeletonWrapper == null) return;
if (skeletonWrapper.State == null || skeletonWrapper.State.Tracks.Count == 0) return;
TrackEntry currentEntry = skeletonWrapper.State.Tracks.Items[0];
if (currentEntry != null && fixedTrackTime != 0) {
currentEntry.TrackTime = fixedTrackTime;
}
}
private void EditorUpdate () {
if (enabled == false || Application.isPlaying) return;
if (skeletonWrapper == null) return;
if (skeletonWrapper.State == null) return;
bool isSelected = Selection.Contains(this.gameObject);
if (!this.playWhenSelected && isSelected) return;
if (!this.playWhenDeselected && !isSelected) return;
if (fixedTrackTime != 0) return;
// Update animation
if (oldAnimationName != skeletonWrapper.AnimationName || oldLoop != skeletonWrapper.Loop) {
SkeletonData skeletonData = skeletonWrapper.SkeletonData;
Spine.Animation animation = (skeletonData == null || skeletonWrapper.AnimationName == null) ?
null : skeletonData.FindAnimation(skeletonWrapper.AnimationName);
if (animation != null)
trackEntry = skeletonWrapper.State.SetAnimation(0, skeletonWrapper.AnimationName, skeletonWrapper.Loop);
else
trackEntry = skeletonWrapper.State.SetEmptyAnimation(0, 0);
oldAnimationName = skeletonWrapper.AnimationName;
oldLoop = skeletonWrapper.Loop;
}
// Update speed
if (trackEntry != null)
trackEntry.TimeScale = skeletonWrapper.Speed;
float deltaTime = (float)(EditorApplication.timeSinceStartup - oldTime);
skeletonWrapper.Update(deltaTime);
oldTime = EditorApplication.timeSinceStartup;
// Force repaint to update animation smoothly
#if UNITY_2017_2_OR_NEWER
EditorApplication.QueuePlayerLoopUpdate();
#else
SceneView.RepaintAll();
#endif
}
private class SkeletonAnimationWrapper : IEditorSkeletonWrapper {
private SkeletonAnimation skeletonAnimation;
public SkeletonAnimationWrapper (SkeletonAnimation skeletonAnimation) {
this.skeletonAnimation = skeletonAnimation;
}
public Spine.SkeletonData SkeletonData {
get {
if (!skeletonAnimation.SkeletonDataAsset) return null;
return skeletonAnimation.SkeletonDataAsset.GetSkeletonData(true);
}
}
public string AnimationName { get { return skeletonAnimation.AnimationName; } }
public bool Loop { get { return skeletonAnimation.loop; } }
public float Speed { get { return skeletonAnimation.timeScale; } }
public Spine.AnimationState State { get { return skeletonAnimation.state; } }
public void Update (float deltaTime) {
skeletonAnimation.Update(deltaTime);
}
}
private class SkeletonGraphicWrapper : IEditorSkeletonWrapper {
private SkeletonGraphic skeletonGraphic;
public SkeletonGraphicWrapper (SkeletonGraphic skeletonGraphic) {
this.skeletonGraphic = skeletonGraphic;
}
public Spine.SkeletonData SkeletonData { get { return skeletonGraphic.SkeletonData; } }
public string AnimationName { get { return skeletonGraphic.startingAnimation; } }
public bool Loop { get { return skeletonGraphic.startingLoop; } }
public float Speed { get { return skeletonGraphic.timeScale; } }
public Spine.AnimationState State { get { return skeletonGraphic.AnimationState; } }
public void Update (float deltaTime) {
skeletonGraphic.Update(deltaTime);
}
}
private interface IEditorSkeletonWrapper {
string AnimationName { get; }
Spine.SkeletonData SkeletonData { get; }
bool Loop { get; }
float Speed { get; }
Spine.AnimationState State { get; }
void Update (float deltaTime);
}
}
}
#endif