_TheStrongestSnail/TheStrongestSnail/Assets/Spine/Runtime/spine-unity/Utility/TimelineExtensions.cs

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/******************************************************************************
* 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,
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*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.AnimationTools {
public static class TimelineExtensions {
/// <summary>Evaluates the resulting value of a TranslateTimeline at a given time.
/// SkeletonData can be accessed from Skeleton.Data or from SkeletonDataAsset.GetSkeletonData.
/// If no SkeletonData is provided, values are returned as difference to setup pose
/// instead of absolute values.</summary>
public static Vector2 Evaluate (this TranslateTimeline timeline, float time, SkeletonData skeletonData = null) {
if (time < timeline.Frames[0]) return Vector2.zero;
float x, y;
timeline.GetCurveValue(out x, out y, time);
if (skeletonData == null) {
return new Vector2(x, y);
} else {
BoneData boneData = skeletonData.Bones.Items[timeline.BoneIndex];
return new Vector2(boneData.X + x, boneData.Y + y);
}
}
/// <summary>Evaluates the resulting value of a pair of split translate timelines at a given time.
/// SkeletonData can be accessed from Skeleton.Data or from SkeletonDataAsset.GetSkeletonData.
/// If no SkeletonData is given, values are returned as difference to setup pose
/// instead of absolute values.</summary>
public static Vector2 Evaluate (TranslateXTimeline xTimeline, TranslateYTimeline yTimeline,
float time, SkeletonData skeletonData = null) {
float x = 0, y = 0;
if (xTimeline != null && time > xTimeline.Frames[0]) x = xTimeline.GetCurveValue(time);
if (yTimeline != null && time > yTimeline.Frames[0]) y = yTimeline.GetCurveValue(time);
if (skeletonData == null) {
return new Vector2(x, y);
} else {
BoneData[] bonesItems = skeletonData.Bones.Items;
BoneData boneDataX = bonesItems[xTimeline.BoneIndex];
BoneData boneDataY = bonesItems[yTimeline.BoneIndex];
return new Vector2(boneDataX.X + x, boneDataY.Y + y);
}
}
/// <summary>Evaluates the resulting value of a RotateTimeline at a given time.
/// SkeletonData can be accessed from Skeleton.Data or from SkeletonDataAsset.GetSkeletonData.
/// If no SkeletonData is given, values are returned as difference to setup pose
/// instead of absolute values.</summary>
public static float Evaluate (this RotateTimeline timeline, float time, SkeletonData skeletonData = null) {
if (time < timeline.Frames[0]) return 0f;
float rotation = timeline.GetCurveValue(time);
if (skeletonData == null) {
return rotation;
} else {
BoneData boneData = skeletonData.Bones.Items[timeline.BoneIndex];
return (boneData.Rotation + rotation);
}
}
/// <summary>Evaluates the resulting X and Y translate mix values of a
/// TransformConstraintTimeline at a given time.</summary>
public static Vector2 EvaluateTranslateXYMix (this TransformConstraintTimeline timeline, float time) {
if (time < timeline.Frames[0]) return Vector2.zero;
float rotate, mixX, mixY, scaleX, scaleY, shearY;
timeline.GetCurveValue(out rotate, out mixX, out mixY, out scaleX, out scaleY, out shearY, time);
return new Vector2(mixX, mixY);
}
/// <summary>Evaluates the resulting rotate mix values of a
/// TransformConstraintTimeline at a given time.</summary>
public static float EvaluateRotateMix (this TransformConstraintTimeline timeline, float time) {
if (time < timeline.Frames[0]) return 0;
float rotate, mixX, mixY, scaleX, scaleY, shearY;
timeline.GetCurveValue(out rotate, out mixX, out mixY, out scaleX, out scaleY, out shearY, time);
return rotate;
}
/// <summary>Gets the translate timeline for a given boneIndex.
/// You can get the boneIndex using SkeletonData.FindBone().Index.
/// The root bone is always boneIndex 0.
/// This will return null if a TranslateTimeline is not found.</summary>
public static TranslateTimeline FindTranslateTimelineForBone (this Animation a, int boneIndex) {
foreach (Timeline timeline in a.Timelines) {
if (timeline.GetType().IsSubclassOf(typeof(TranslateTimeline)))
continue;
TranslateTimeline translateTimeline = timeline as TranslateTimeline;
if (translateTimeline != null && translateTimeline.BoneIndex == boneIndex)
return translateTimeline;
}
return null;
}
/// <summary>Gets the IBoneTimeline timeline of a given type for a given boneIndex.
/// You can get the boneIndex using SkeletonData.FindBoneIndex.
/// The root bone is always boneIndex 0.
/// This will return null if a timeline of the given type is not found.</summary>
public static T FindTimelineForBone<T> (this Animation a, int boneIndex) where T : class, IBoneTimeline {
foreach (Timeline timeline in a.Timelines) {
T translateTimeline = timeline as T;
if (translateTimeline != null && translateTimeline.BoneIndex == boneIndex)
return translateTimeline;
}
return null;
}
/// <summary>Gets the transform constraint timeline for a given boneIndex.
/// You can get the boneIndex using SkeletonData.FindBone().Index.
/// The root bone is always boneIndex 0.
/// This will return null if a TranslateTimeline is not found.</summary>
public static TransformConstraintTimeline FindTransformConstraintTimeline (this Animation a, int transformConstraintIndex) {
foreach (Timeline timeline in a.Timelines) {
if (timeline.GetType().IsSubclassOf(typeof(TransformConstraintTimeline)))
continue;
TransformConstraintTimeline transformConstraintTimeline = timeline as TransformConstraintTimeline;
if (transformConstraintTimeline != null &&
transformConstraintTimeline.TransformConstraintIndex == transformConstraintIndex)
return transformConstraintTimeline;
}
return null;
}
}
}