308 lines
12 KiB
C#
308 lines
12 KiB
C#
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
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#define NEW_PREFAB_SYSTEM
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#endif
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using UnityEngine;
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namespace Spine.Unity {
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#if NEW_PREFAB_SYSTEM
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[ExecuteAlways]
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#else
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[ExecuteInEditMode]
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#endif
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[AddComponentMenu("Spine/SkeletonAnimation")]
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[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonAnimation-Component")]
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public class SkeletonAnimation : SkeletonRenderer, ISkeletonAnimation, IAnimationStateComponent {
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#region IAnimationStateComponent
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/// <summary>
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/// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it.
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/// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary>
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public Spine.AnimationState state;
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/// <summary>
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/// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it.
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/// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary>
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public Spine.AnimationState AnimationState {
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get {
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Initialize(false);
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return this.state;
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}
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}
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private bool wasUpdatedAfterInit = true;
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#endregion
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#region Bone and Initialization Callbacks ISkeletonAnimation
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protected event ISkeletonAnimationDelegate _OnAnimationRebuild;
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protected event UpdateBonesDelegate _BeforeApply;
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protected event UpdateBonesDelegate _UpdateLocal;
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protected event UpdateBonesDelegate _UpdateWorld;
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protected event UpdateBonesDelegate _UpdateComplete;
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/// <summary>OnAnimationRebuild is raised after the SkeletonAnimation component is successfully initialized.</summary>
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public event ISkeletonAnimationDelegate OnAnimationRebuild { add { _OnAnimationRebuild += value; } remove { _OnAnimationRebuild -= value; } }
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/// <summary>
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/// Occurs before the animations are applied.
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/// Use this callback when you want to change the skeleton state before animations are applied on top.
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/// </summary>
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public event UpdateBonesDelegate BeforeApply { add { _BeforeApply += value; } remove { _BeforeApply -= value; } }
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/// <summary>
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/// Occurs after the animations are applied and before world space values are resolved.
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/// Use this callback when you want to set bone local values.
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/// </summary>
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public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } }
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/// <summary>
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/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
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/// Using this callback will cause the world space values to be solved an extra time.
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/// Use this callback if want to use bone world space values, and also set bone local values.
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/// </summary>
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public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } }
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/// <summary>
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/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
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/// Use this callback if you want to use bone world space values, but don't intend to modify bone local values.
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/// This callback can also be used when setting world position and the bone matrix.</summary>
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public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
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[SerializeField] protected UpdateTiming updateTiming = UpdateTiming.InUpdate;
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public UpdateTiming UpdateTiming { get { return updateTiming; } set { updateTiming = value; } }
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/// <summary>If enabled, AnimationState uses unscaled game time
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/// (<c>Time.unscaledDeltaTime</c> instead of normal game time(<c>Time.deltaTime</c>),
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/// running animations independent of e.g. game pause (<c>Time.timeScale</c>).
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/// Instance SkeletonAnimation.timeScale will still be applied.</summary>
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[SerializeField] protected bool unscaledTime;
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public bool UnscaledTime { get { return unscaledTime; } set { unscaledTime = value; } }
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#endregion
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#region Serialized state and Beginner API
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[SerializeField]
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[SpineAnimation]
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private string _animationName;
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/// <summary>
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/// Setting this property sets the animation of the skeleton. If invalid, it will store the animation name for the next time the skeleton is properly initialized.
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/// Getting this property gets the name of the currently playing animation. If invalid, it will return the last stored animation name set through this property.</summary>
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public string AnimationName {
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get {
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if (!valid) {
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return _animationName;
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} else {
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TrackEntry entry = state.GetCurrent(0);
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return entry == null ? null : entry.Animation.Name;
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}
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}
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set {
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Initialize(false);
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if (_animationName == value) {
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TrackEntry entry = state.GetCurrent(0);
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if (entry != null && entry.Loop == loop)
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return;
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}
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_animationName = value;
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if (string.IsNullOrEmpty(value)) {
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state.ClearTrack(0);
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} else {
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Spine.Animation animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(value);
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if (animationObject != null)
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state.SetAnimation(0, animationObject, loop);
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}
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}
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}
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/// <summary>Whether or not <see cref="AnimationName"/> should loop. This only applies to the initial animation specified in the inspector, or any subsequent Animations played through .AnimationName. Animations set through state.SetAnimation are unaffected.</summary>
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public bool loop;
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/// <summary>
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/// The rate at which animations progress over time. 1 means 100%. 0.5 means 50%.</summary>
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/// <remarks>AnimationState and TrackEntry also have their own timeScale. These are combined multiplicatively.</remarks>
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public float timeScale = 1;
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#endregion
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#region Runtime Instantiation
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/// <summary>Adds and prepares a SkeletonAnimation component to a GameObject at runtime.</summary>
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/// <returns>The newly instantiated SkeletonAnimation</returns>
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public static SkeletonAnimation AddToGameObject (GameObject gameObject, SkeletonDataAsset skeletonDataAsset,
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bool quiet = false) {
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return SkeletonRenderer.AddSpineComponent<SkeletonAnimation>(gameObject, skeletonDataAsset, quiet);
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}
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/// <summary>Instantiates a new UnityEngine.GameObject and adds a prepared SkeletonAnimation component to it.</summary>
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/// <returns>The newly instantiated SkeletonAnimation component.</returns>
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public static SkeletonAnimation NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset,
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bool quiet = false) {
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return SkeletonRenderer.NewSpineGameObject<SkeletonAnimation>(skeletonDataAsset, quiet);
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}
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#endregion
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/// <summary>
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/// Clears the previously generated mesh, resets the skeleton's pose, and clears all previously active animations.</summary>
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public override void ClearState () {
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base.ClearState();
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if (state != null) state.ClearTracks();
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}
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/// <summary>
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/// Initialize this component. Attempts to load the SkeletonData and creates the internal Spine objects and buffers.</summary>
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/// <param name="overwrite">If set to <c>true</c>, force overwrite an already initialized object.</param>
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public override void Initialize (bool overwrite, bool quiet = false) {
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if (valid && !overwrite)
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return;
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#if UNITY_EDITOR
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if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing)
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return;
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#endif
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state = null; // prevent applying leftover AnimationState
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base.Initialize(overwrite, quiet);
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if (!valid)
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return;
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state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
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wasUpdatedAfterInit = false;
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if (!string.IsNullOrEmpty(_animationName)) {
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Spine.Animation animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
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if (animationObject != null) {
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state.SetAnimation(0, animationObject, loop);
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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Update(0f);
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#endif
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}
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}
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if (_OnAnimationRebuild != null)
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_OnAnimationRebuild(this);
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}
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virtual protected void Update () {
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#if UNITY_EDITOR
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if (!Application.isPlaying) {
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Update(0f);
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return;
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}
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#endif
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if (updateTiming != UpdateTiming.InUpdate) return;
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Update(unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime);
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}
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virtual protected void FixedUpdate () {
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if (updateTiming != UpdateTiming.InFixedUpdate) return;
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Update(unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime);
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}
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/// <summary>Progresses the AnimationState according to the given deltaTime, and applies it to the Skeleton. Use Time.deltaTime to update manually. Use deltaTime 0 to update without progressing the time.</summary>
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public void Update (float deltaTime) {
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if (!valid || state == null)
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return;
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wasUpdatedAfterInit = true;
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if (updateMode < UpdateMode.OnlyAnimationStatus)
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return;
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UpdateAnimationStatus(deltaTime);
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if (updateMode == UpdateMode.OnlyAnimationStatus)
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return;
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ApplyAnimation();
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}
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protected void UpdateAnimationStatus (float deltaTime) {
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deltaTime *= timeScale;
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state.Update(deltaTime);
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skeleton.Update(deltaTime);
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ApplyTransformMovementToPhysics();
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if (updateMode == UpdateMode.OnlyAnimationStatus) {
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state.ApplyEventTimelinesOnly(skeleton, issueEvents: false);
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return;
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}
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}
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public virtual void ApplyAnimation () {
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if (_BeforeApply != null)
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_BeforeApply(this);
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if (updateMode != UpdateMode.OnlyEventTimelines)
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state.Apply(skeleton);
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else
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state.ApplyEventTimelinesOnly(skeleton, issueEvents: true);
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AfterAnimationApplied();
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}
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public void AfterAnimationApplied () {
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if (_UpdateLocal != null)
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_UpdateLocal(this);
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if (_UpdateWorld == null) {
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UpdateWorldTransform(Skeleton.Physics.Update);
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} else {
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UpdateWorldTransform(Skeleton.Physics.Pose);
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_UpdateWorld(this);
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UpdateWorldTransform(Skeleton.Physics.Update);
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}
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if (_UpdateComplete != null) {
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_UpdateComplete(this);
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}
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}
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public override void LateUpdate () {
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if (updateTiming == UpdateTiming.InLateUpdate && valid)
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Update(unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime);
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// instantiation can happen from Update() after this component, leading to a missing Update() call.
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if (!wasUpdatedAfterInit) Update(0);
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base.LateUpdate();
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}
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public override void OnBecameVisible () {
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UpdateMode previousUpdateMode = updateMode;
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updateMode = UpdateMode.FullUpdate;
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// OnBecameVisible is called after LateUpdate()
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if (previousUpdateMode != UpdateMode.FullUpdate &&
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previousUpdateMode != UpdateMode.EverythingExceptMesh)
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Update(0);
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if (previousUpdateMode != UpdateMode.FullUpdate)
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LateUpdate();
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}
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}
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}
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