783 lines
32 KiB
C#
783 lines
32 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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using System.Collections.Generic;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor.Animations;
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#endif
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namespace Spine.Unity {
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[RequireComponent(typeof(Animator))]
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[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonMecanim-Component")]
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public class SkeletonMecanim : SkeletonRenderer, ISkeletonAnimation {
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[SerializeField] protected MecanimTranslator translator;
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public MecanimTranslator Translator { get { return translator; } }
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private bool wasUpdatedAfterInit = true;
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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.</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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#endregion
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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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base.Initialize(overwrite, quiet);
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if (!valid)
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return;
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if (translator == null) translator = new MecanimTranslator();
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translator.Initialize(GetComponent<Animator>(), this.skeletonDataAsset);
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wasUpdatedAfterInit = false;
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if (_OnAnimationRebuild != null)
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_OnAnimationRebuild(this);
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}
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public virtual void Update () {
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if (!valid || updateTiming != UpdateTiming.InUpdate) return;
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UpdateAnimation(Time.deltaTime);
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}
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public virtual void FixedUpdate () {
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if (!valid || updateTiming != UpdateTiming.InFixedUpdate) return;
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UpdateAnimation(Time.deltaTime);
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}
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/// <summary>Manual animation update. Required when <c>updateTiming</c> is set to <c>ManualUpdate</c>.</summary>
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/// <param name="deltaTime">Ignored parameter.</param>
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public virtual void Update (float deltaTime) {
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if (!valid) return;
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UpdateAnimation(deltaTime);
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}
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protected void UpdateAnimation (float deltaTime) {
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wasUpdatedAfterInit = true;
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// animation status is kept by Mecanim Animator component
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if (updateMode <= UpdateMode.OnlyAnimationStatus)
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return;
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skeleton.Update(deltaTime);
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ApplyTransformMovementToPhysics();
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ApplyAnimation();
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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 UNITY_EDITOR
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Animator translatorAnimator = translator.Animator;
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if (translatorAnimator != null && !translatorAnimator.isInitialized)
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translatorAnimator.Rebind();
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if (Application.isPlaying) {
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translator.Apply(skeleton);
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} else {
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if (translatorAnimator != null && translatorAnimator.isInitialized &&
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translatorAnimator.isActiveAndEnabled && translatorAnimator.runtimeAnimatorController != null) {
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// Note: Rebind is required to prevent warning "Animator is not playing an AnimatorController" with prefabs
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translatorAnimator.Rebind();
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translator.Apply(skeleton);
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}
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}
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#else
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translator.Apply(skeleton);
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#endif
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AfterAnimationApplied();
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}
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public virtual 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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public override void LateUpdate () {
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if (updateTiming == UpdateTiming.InLateUpdate && valid && translator != null && translator.Animator != null)
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UpdateAnimation(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();
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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();
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if (previousUpdateMode != UpdateMode.FullUpdate)
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LateUpdate();
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}
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[System.Serializable]
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public class MecanimTranslator {
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const float WeightEpsilon = 0.0001f;
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#region Inspector
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public bool autoReset = true;
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public bool useCustomMixMode = true;
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public MixMode[] layerMixModes = new MixMode[0];
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public MixBlend[] layerBlendModes = new MixBlend[0];
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#endregion
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public delegate void OnClipAppliedDelegate (Spine.Animation clip, int layerIndex, float weight,
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float time, float lastTime, bool playsBackward);
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protected event OnClipAppliedDelegate _OnClipApplied;
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public event OnClipAppliedDelegate OnClipApplied { add { _OnClipApplied += value; } remove { _OnClipApplied -= value; } }
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public enum MixMode { AlwaysMix, MixNext, Hard, Match }
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readonly Dictionary<int, Spine.Animation> animationTable = new Dictionary<int, Spine.Animation>(IntEqualityComparer.Instance);
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readonly Dictionary<AnimationClip, int> clipNameHashCodeTable = new Dictionary<AnimationClip, int>(AnimationClipEqualityComparer.Instance);
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readonly List<Animation> previousAnimations = new List<Animation>();
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protected class ClipInfos {
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public bool isInterruptionActive = false;
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public bool isLastFrameOfInterruption = false;
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public int clipInfoCount = 0;
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public int nextClipInfoCount = 0;
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public int interruptingClipInfoCount = 0;
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public readonly List<AnimatorClipInfo> clipInfos = new List<AnimatorClipInfo>();
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public readonly List<AnimatorClipInfo> nextClipInfos = new List<AnimatorClipInfo>();
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public readonly List<AnimatorClipInfo> interruptingClipInfos = new List<AnimatorClipInfo>();
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public float[] clipResolvedWeights = new float[0];
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public float[] nextClipResolvedWeights = new float[0];
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public float[] interruptingClipResolvedWeights = new float[0];
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public AnimatorStateInfo stateInfo;
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public AnimatorStateInfo nextStateInfo;
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public AnimatorStateInfo interruptingStateInfo;
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public float interruptingClipTimeAddition = 0;
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}
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protected ClipInfos[] layerClipInfos = new ClipInfos[0];
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Animator animator;
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public Animator Animator { get { return this.animator; } }
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public int MecanimLayerCount {
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get {
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if (!animator)
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return 0;
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return animator.layerCount;
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}
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}
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public string[] MecanimLayerNames {
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get {
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if (!animator)
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return new string[0];
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string[] layerNames = new string[animator.layerCount];
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for (int i = 0; i < animator.layerCount; ++i) {
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layerNames[i] = animator.GetLayerName(i);
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}
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return layerNames;
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}
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}
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public void Initialize (Animator animator, SkeletonDataAsset skeletonDataAsset) {
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this.animator = animator;
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previousAnimations.Clear();
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animationTable.Clear();
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SkeletonData data = skeletonDataAsset.GetSkeletonData(true);
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foreach (Animation a in data.Animations)
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animationTable.Add(a.Name.GetHashCode(), a);
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clipNameHashCodeTable.Clear();
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ClearClipInfosForLayers();
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}
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private bool ApplyAnimation (Skeleton skeleton, AnimatorClipInfo info, AnimatorStateInfo stateInfo,
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int layerIndex, float layerWeight, MixBlend layerBlendMode,
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bool useCustomClipWeight = false, float customClipWeight = 1.0f) {
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float weight = info.weight * layerWeight;
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if (weight < WeightEpsilon)
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return false;
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Animation clip = GetAnimation(info.clip);
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if (clip == null)
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return false;
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float time = AnimationTime(stateInfo.normalizedTime, info.clip.length,
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info.clip.isLooping, stateInfo.speed < 0);
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weight = useCustomClipWeight ? layerWeight * customClipWeight : weight;
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clip.Apply(skeleton, 0, time, info.clip.isLooping, null,
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weight, layerBlendMode, MixDirection.In);
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if (_OnClipApplied != null)
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OnClipAppliedCallback(clip, stateInfo, layerIndex, time, info.clip.isLooping, weight);
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return true;
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}
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private bool ApplyInterruptionAnimation (Skeleton skeleton,
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bool interpolateWeightTo1, AnimatorClipInfo info, AnimatorStateInfo stateInfo,
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int layerIndex, float layerWeight, MixBlend layerBlendMode, float interruptingClipTimeAddition,
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bool useCustomClipWeight = false, float customClipWeight = 1.0f) {
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float clipWeight = interpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
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float weight = clipWeight * layerWeight;
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if (weight < WeightEpsilon)
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return false;
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Animation clip = GetAnimation(info.clip);
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if (clip == null)
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return false;
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float time = AnimationTime(stateInfo.normalizedTime + interruptingClipTimeAddition,
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info.clip.length, info.clip.isLooping, stateInfo.speed < 0);
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weight = useCustomClipWeight ? layerWeight * customClipWeight : weight;
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clip.Apply(skeleton, 0, time, info.clip.isLooping, null,
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weight, layerBlendMode, MixDirection.In);
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if (_OnClipApplied != null) {
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OnClipAppliedCallback(clip, stateInfo, layerIndex, time, info.clip.isLooping, weight);
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}
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return true;
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}
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private void OnClipAppliedCallback (Spine.Animation clip, AnimatorStateInfo stateInfo,
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int layerIndex, float time, bool isLooping, float weight) {
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float speedFactor = stateInfo.speedMultiplier * stateInfo.speed;
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float lastTime = time - (Time.deltaTime * speedFactor);
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float clipDuration = clip.Duration;
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if (isLooping && clipDuration != 0) {
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time %= clipDuration;
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lastTime %= clipDuration;
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}
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_OnClipApplied(clip, layerIndex, weight, time, lastTime, speedFactor < 0);
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}
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public void Apply (Skeleton skeleton) {
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#if UNITY_EDITOR
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if (!Application.isPlaying) {
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GetLayerBlendModes();
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}
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#endif
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if (layerMixModes.Length < animator.layerCount) {
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int oldSize = layerMixModes.Length;
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System.Array.Resize<MixMode>(ref layerMixModes, animator.layerCount);
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for (int layer = oldSize; layer < animator.layerCount; ++layer) {
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bool isAdditiveLayer = false;
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if (layer < layerBlendModes.Length)
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isAdditiveLayer = layerBlendModes[layer] == MixBlend.Add;
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layerMixModes[layer] = isAdditiveLayer ? MixMode.AlwaysMix : MixMode.MixNext;
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}
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}
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InitClipInfosForLayers();
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for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
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GetStateUpdatesFromAnimator(layer);
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}
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// Clear Previous
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if (autoReset) {
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List<Animation> previousAnimations = this.previousAnimations;
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for (int i = 0, n = previousAnimations.Count; i < n; i++)
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previousAnimations[i].Apply(skeleton, 0, 0, false, null, 0, MixBlend.Setup, MixDirection.Out); // SetKeyedItemsToSetupPose
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previousAnimations.Clear();
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for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
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float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer); // Animator.GetLayerWeight always returns 0 on the first layer. Should be interpreted as 1.
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if (layerWeight <= 0) continue;
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AnimatorStateInfo nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
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bool hasNext = nextStateInfo.fullPathHash != 0;
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int clipInfoCount, nextClipInfoCount, interruptingClipInfoCount;
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IList<AnimatorClipInfo> clipInfo, nextClipInfo, interruptingClipInfo;
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bool isInterruptionActive, shallInterpolateWeightTo1;
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GetAnimatorClipInfos(layer, out isInterruptionActive, out clipInfoCount, out nextClipInfoCount, out interruptingClipInfoCount,
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out clipInfo, out nextClipInfo, out interruptingClipInfo, out shallInterpolateWeightTo1);
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for (int c = 0; c < clipInfoCount; c++) {
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AnimatorClipInfo info = clipInfo[c];
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float weight = info.weight * layerWeight; if (weight < WeightEpsilon) continue;
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Spine.Animation clip = GetAnimation(info.clip);
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if (clip != null)
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previousAnimations.Add(clip);
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}
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if (hasNext) {
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for (int c = 0; c < nextClipInfoCount; c++) {
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AnimatorClipInfo info = nextClipInfo[c];
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float weight = info.weight * layerWeight; if (weight < WeightEpsilon) continue;
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Spine.Animation clip = GetAnimation(info.clip);
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if (clip != null)
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previousAnimations.Add(clip);
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}
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}
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if (isInterruptionActive) {
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for (int c = 0; c < interruptingClipInfoCount; c++) {
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AnimatorClipInfo info = interruptingClipInfo[c];
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float clipWeight = shallInterpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
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float weight = clipWeight * layerWeight; if (weight < WeightEpsilon) continue;
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Spine.Animation clip = GetAnimation(info.clip);
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if (clip != null)
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previousAnimations.Add(clip);
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}
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}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Apply
|
||
|
for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
|
||
|
float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer); // Animator.GetLayerWeight always returns 0 on the first layer. Should be interpreted as 1.
|
||
|
|
||
|
bool isInterruptionActive;
|
||
|
AnimatorStateInfo stateInfo;
|
||
|
AnimatorStateInfo nextStateInfo;
|
||
|
AnimatorStateInfo interruptingStateInfo;
|
||
|
float interruptingClipTimeAddition;
|
||
|
GetAnimatorStateInfos(layer, out isInterruptionActive, out stateInfo, out nextStateInfo, out interruptingStateInfo, out interruptingClipTimeAddition);
|
||
|
|
||
|
bool hasNext = nextStateInfo.fullPathHash != 0;
|
||
|
|
||
|
int clipInfoCount, nextClipInfoCount, interruptingClipInfoCount;
|
||
|
IList<AnimatorClipInfo> clipInfo, nextClipInfo, interruptingClipInfo;
|
||
|
bool interpolateWeightTo1;
|
||
|
GetAnimatorClipInfos(layer, out isInterruptionActive, out clipInfoCount, out nextClipInfoCount, out interruptingClipInfoCount,
|
||
|
out clipInfo, out nextClipInfo, out interruptingClipInfo, out interpolateWeightTo1);
|
||
|
|
||
|
MixBlend layerBlendMode = (layer < layerBlendModes.Length) ? layerBlendModes[layer] : MixBlend.Replace;
|
||
|
MixMode mode = GetMixMode(layer, layerBlendMode);
|
||
|
if (mode == MixMode.AlwaysMix) {
|
||
|
// Always use Mix instead of Applying the first non-zero weighted clip.
|
||
|
for (int c = 0; c < clipInfoCount; c++) {
|
||
|
ApplyAnimation(skeleton, clipInfo[c], stateInfo, layer, layerWeight, layerBlendMode);
|
||
|
}
|
||
|
if (hasNext) {
|
||
|
for (int c = 0; c < nextClipInfoCount; c++) {
|
||
|
ApplyAnimation(skeleton, nextClipInfo[c], nextStateInfo, layer, layerWeight, layerBlendMode);
|
||
|
}
|
||
|
}
|
||
|
if (isInterruptionActive) {
|
||
|
for (int c = 0; c < interruptingClipInfoCount; c++) {
|
||
|
ApplyInterruptionAnimation(skeleton, interpolateWeightTo1,
|
||
|
interruptingClipInfo[c], interruptingStateInfo,
|
||
|
layer, layerWeight, layerBlendMode, interruptingClipTimeAddition);
|
||
|
}
|
||
|
}
|
||
|
} else if (mode == MixMode.Match) {
|
||
|
// Calculate matching Spine lerp(lerp(A, B, w2), C, w3) weights
|
||
|
// from Unity's absolute weights A*W1 + B*W2 + C*W3.
|
||
|
MatchWeights(layerClipInfos[layer], hasNext, isInterruptionActive, clipInfoCount, nextClipInfoCount, interruptingClipInfoCount,
|
||
|
clipInfo, nextClipInfo, interruptingClipInfo);
|
||
|
|
||
|
float[] customWeights = layerClipInfos[layer].clipResolvedWeights;
|
||
|
for (int c = 0; c < clipInfoCount; c++) {
|
||
|
ApplyAnimation(skeleton, clipInfo[c], stateInfo, layer, layerWeight, layerBlendMode,
|
||
|
true, customWeights[c]);
|
||
|
}
|
||
|
if (hasNext) {
|
||
|
customWeights = layerClipInfos[layer].nextClipResolvedWeights;
|
||
|
for (int c = 0; c < nextClipInfoCount; c++) {
|
||
|
ApplyAnimation(skeleton, nextClipInfo[c], nextStateInfo, layer, layerWeight, layerBlendMode,
|
||
|
true, customWeights[c]);
|
||
|
}
|
||
|
}
|
||
|
if (isInterruptionActive) {
|
||
|
customWeights = layerClipInfos[layer].interruptingClipResolvedWeights;
|
||
|
for (int c = 0; c < interruptingClipInfoCount; c++) {
|
||
|
ApplyInterruptionAnimation(skeleton, interpolateWeightTo1,
|
||
|
interruptingClipInfo[c], interruptingStateInfo,
|
||
|
layer, layerWeight, layerBlendMode, interruptingClipTimeAddition,
|
||
|
true, customWeights[c]);
|
||
|
}
|
||
|
}
|
||
|
} else { // case MixNext || Hard
|
||
|
// Apply first non-zero weighted clip
|
||
|
int c = 0;
|
||
|
for (; c < clipInfoCount; c++) {
|
||
|
if (!ApplyAnimation(skeleton, clipInfo[c], stateInfo, layer, layerWeight, layerBlendMode,
|
||
|
true, 1.0f))
|
||
|
continue;
|
||
|
++c; break;
|
||
|
}
|
||
|
// Mix the rest
|
||
|
for (; c < clipInfoCount; c++) {
|
||
|
ApplyAnimation(skeleton, clipInfo[c], stateInfo, layer, layerWeight, layerBlendMode);
|
||
|
}
|
||
|
|
||
|
c = 0;
|
||
|
if (hasNext) {
|
||
|
// Apply next clip directly instead of mixing (ie: no crossfade, ignores mecanim transition weights)
|
||
|
if (mode == MixMode.Hard) {
|
||
|
for (; c < nextClipInfoCount; c++) {
|
||
|
if (!ApplyAnimation(skeleton, nextClipInfo[c], nextStateInfo, layer, layerWeight, layerBlendMode,
|
||
|
true, 1.0f))
|
||
|
continue;
|
||
|
++c; break;
|
||
|
}
|
||
|
}
|
||
|
// Mix the rest
|
||
|
for (; c < nextClipInfoCount; c++) {
|
||
|
if (!ApplyAnimation(skeleton, nextClipInfo[c], nextStateInfo, layer, layerWeight, layerBlendMode))
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
c = 0;
|
||
|
if (isInterruptionActive) {
|
||
|
// Apply next clip directly instead of mixing (ie: no crossfade, ignores mecanim transition weights)
|
||
|
if (mode == MixMode.Hard) {
|
||
|
for (; c < interruptingClipInfoCount; c++) {
|
||
|
if (ApplyInterruptionAnimation(skeleton, interpolateWeightTo1,
|
||
|
interruptingClipInfo[c], interruptingStateInfo,
|
||
|
layer, layerWeight, layerBlendMode, interruptingClipTimeAddition, true, 1.0f)) {
|
||
|
|
||
|
++c; break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
// Mix the rest
|
||
|
for (; c < interruptingClipInfoCount; c++) {
|
||
|
ApplyInterruptionAnimation(skeleton, interpolateWeightTo1,
|
||
|
interruptingClipInfo[c], interruptingStateInfo,
|
||
|
layer, layerWeight, layerBlendMode, interruptingClipTimeAddition);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Resolve matching weights from Unity's absolute weights A*w1 + B*w2 + C*w3 to
|
||
|
/// Spine's lerp(lerp(A, B, x), C, y) weights, in reverse order of clips.
|
||
|
/// </summary>
|
||
|
protected void MatchWeights (ClipInfos clipInfos, bool hasNext, bool isInterruptionActive,
|
||
|
int clipInfoCount, int nextClipInfoCount, int interruptingClipInfoCount,
|
||
|
IList<AnimatorClipInfo> clipInfo, IList<AnimatorClipInfo> nextClipInfo, IList<AnimatorClipInfo> interruptingClipInfo) {
|
||
|
|
||
|
if (clipInfos.clipResolvedWeights.Length < clipInfoCount) {
|
||
|
System.Array.Resize<float>(ref clipInfos.clipResolvedWeights, clipInfoCount);
|
||
|
}
|
||
|
if (hasNext && clipInfos.nextClipResolvedWeights.Length < nextClipInfoCount) {
|
||
|
System.Array.Resize<float>(ref clipInfos.nextClipResolvedWeights, nextClipInfoCount);
|
||
|
}
|
||
|
if (isInterruptionActive && clipInfos.interruptingClipResolvedWeights.Length < interruptingClipInfoCount) {
|
||
|
System.Array.Resize<float>(ref clipInfos.interruptingClipResolvedWeights, interruptingClipInfoCount);
|
||
|
}
|
||
|
|
||
|
float inverseWeight = 1.0f;
|
||
|
if (isInterruptionActive) {
|
||
|
for (int c = interruptingClipInfoCount - 1; c >= 0; c--) {
|
||
|
float unityWeight = interruptingClipInfo[c].weight;
|
||
|
clipInfos.interruptingClipResolvedWeights[c] = interruptingClipInfo[c].weight * inverseWeight;
|
||
|
inverseWeight /= (1.0f - unityWeight);
|
||
|
}
|
||
|
}
|
||
|
if (hasNext) {
|
||
|
for (int c = nextClipInfoCount - 1; c >= 0; c--) {
|
||
|
float unityWeight = nextClipInfo[c].weight;
|
||
|
clipInfos.nextClipResolvedWeights[c] = nextClipInfo[c].weight * inverseWeight;
|
||
|
inverseWeight /= (1.0f - unityWeight);
|
||
|
}
|
||
|
}
|
||
|
for (int c = clipInfoCount - 1; c >= 0; c--) {
|
||
|
float unityWeight = clipInfo[c].weight;
|
||
|
clipInfos.clipResolvedWeights[c] = (c == 0) ? 1f : clipInfo[c].weight * inverseWeight;
|
||
|
inverseWeight /= (1.0f - unityWeight);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public KeyValuePair<Spine.Animation, float> GetActiveAnimationAndTime (int layer) {
|
||
|
if (layer >= layerClipInfos.Length)
|
||
|
return new KeyValuePair<Spine.Animation, float>(null, 0);
|
||
|
|
||
|
ClipInfos layerInfos = layerClipInfos[layer];
|
||
|
bool isInterruptionActive = layerInfos.isInterruptionActive;
|
||
|
AnimationClip clip = null;
|
||
|
Spine.Animation animation = null;
|
||
|
AnimatorStateInfo stateInfo;
|
||
|
if (isInterruptionActive && layerInfos.interruptingClipInfoCount > 0) {
|
||
|
clip = layerInfos.interruptingClipInfos[0].clip;
|
||
|
stateInfo = layerInfos.interruptingStateInfo;
|
||
|
} else {
|
||
|
clip = layerInfos.clipInfos[0].clip;
|
||
|
stateInfo = layerInfos.stateInfo;
|
||
|
}
|
||
|
animation = GetAnimation(clip);
|
||
|
float time = AnimationTime(stateInfo.normalizedTime, clip.length,
|
||
|
clip.isLooping, stateInfo.speed < 0);
|
||
|
return new KeyValuePair<Animation, float>(animation, time);
|
||
|
}
|
||
|
|
||
|
static float AnimationTime (float normalizedTime, float clipLength, bool loop, bool reversed) {
|
||
|
float time = ToSpineAnimationTime(normalizedTime, clipLength, loop, reversed);
|
||
|
if (loop) return time;
|
||
|
const float EndSnapEpsilon = 1f / 30f; // Workaround for end-duration keys not being applied.
|
||
|
return (clipLength - time < EndSnapEpsilon) ? clipLength : time; // return a time snapped to clipLength;
|
||
|
}
|
||
|
|
||
|
static float ToSpineAnimationTime (float normalizedTime, float clipLength, bool loop, bool reversed) {
|
||
|
if (reversed)
|
||
|
normalizedTime = (1 - normalizedTime);
|
||
|
if (normalizedTime < 0.0f)
|
||
|
normalizedTime = loop ? (normalizedTime % 1.0f) + 1.0f : 0.0f;
|
||
|
return normalizedTime * clipLength;
|
||
|
}
|
||
|
|
||
|
void InitClipInfosForLayers () {
|
||
|
if (layerClipInfos.Length < animator.layerCount) {
|
||
|
System.Array.Resize<ClipInfos>(ref layerClipInfos, animator.layerCount);
|
||
|
for (int layer = 0, n = animator.layerCount; layer < n; ++layer) {
|
||
|
if (layerClipInfos[layer] == null)
|
||
|
layerClipInfos[layer] = new ClipInfos();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void ClearClipInfosForLayers () {
|
||
|
for (int layer = 0, n = layerClipInfos.Length; layer < n; ++layer) {
|
||
|
if (layerClipInfos[layer] == null)
|
||
|
layerClipInfos[layer] = new ClipInfos();
|
||
|
else {
|
||
|
layerClipInfos[layer].isInterruptionActive = false;
|
||
|
layerClipInfos[layer].isLastFrameOfInterruption = false;
|
||
|
layerClipInfos[layer].clipInfos.Clear();
|
||
|
layerClipInfos[layer].nextClipInfos.Clear();
|
||
|
layerClipInfos[layer].interruptingClipInfos.Clear();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private MixMode GetMixMode (int layer, MixBlend layerBlendMode) {
|
||
|
if (useCustomMixMode) {
|
||
|
MixMode mode = layerMixModes[layer];
|
||
|
// Note: at additive blending it makes no sense to use constant weight 1 at a fadeout anim add1 as
|
||
|
// with override layers, so we use AlwaysMix instead to use the proper weights.
|
||
|
// AlwaysMix leads to the expected result = lower_layer + lerp(add1, add2, transition_weight).
|
||
|
if (layerBlendMode == MixBlend.Add && mode == MixMode.MixNext) {
|
||
|
mode = MixMode.AlwaysMix;
|
||
|
layerMixModes[layer] = mode;
|
||
|
}
|
||
|
return mode;
|
||
|
} else {
|
||
|
return layerBlendMode == MixBlend.Add ? MixMode.AlwaysMix : MixMode.MixNext;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
void GetLayerBlendModes () {
|
||
|
if (layerBlendModes.Length < animator.layerCount) {
|
||
|
System.Array.Resize<MixBlend>(ref layerBlendModes, animator.layerCount);
|
||
|
}
|
||
|
for (int layer = 0, n = animator.layerCount; layer < n; ++layer) {
|
||
|
AnimatorController controller = animator.runtimeAnimatorController as UnityEditor.Animations.AnimatorController;
|
||
|
if (controller != null) {
|
||
|
layerBlendModes[layer] = MixBlend.First;
|
||
|
if (layer > 0) {
|
||
|
layerBlendModes[layer] = controller.layers[layer].blendingMode == UnityEditor.Animations.AnimatorLayerBlendingMode.Additive ?
|
||
|
MixBlend.Add : MixBlend.Replace;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
void GetStateUpdatesFromAnimator (int layer) {
|
||
|
|
||
|
ClipInfos layerInfos = layerClipInfos[layer];
|
||
|
int clipInfoCount = animator.GetCurrentAnimatorClipInfoCount(layer);
|
||
|
int nextClipInfoCount = animator.GetNextAnimatorClipInfoCount(layer);
|
||
|
|
||
|
List<AnimatorClipInfo> clipInfos = layerInfos.clipInfos;
|
||
|
List<AnimatorClipInfo> nextClipInfos = layerInfos.nextClipInfos;
|
||
|
List<AnimatorClipInfo> interruptingClipInfos = layerInfos.interruptingClipInfos;
|
||
|
|
||
|
layerInfos.isInterruptionActive = (clipInfoCount == 0 && clipInfos.Count != 0 &&
|
||
|
nextClipInfoCount == 0 && nextClipInfos.Count != 0);
|
||
|
|
||
|
// Note: during interruption, GetCurrentAnimatorClipInfoCount and GetNextAnimatorClipInfoCount
|
||
|
// are returning 0 in calls above. Therefore we keep previous clipInfos and nextClipInfos
|
||
|
// until the interruption is over.
|
||
|
if (layerInfos.isInterruptionActive) {
|
||
|
|
||
|
// Note: The last frame of a transition interruption
|
||
|
// will have fullPathHash set to 0, therefore we have to use previous
|
||
|
// frame's infos about interruption clips and correct some values
|
||
|
// accordingly (normalizedTime and weight).
|
||
|
AnimatorStateInfo interruptingStateInfo = animator.GetNextAnimatorStateInfo(layer);
|
||
|
layerInfos.isLastFrameOfInterruption = interruptingStateInfo.fullPathHash == 0;
|
||
|
if (!layerInfos.isLastFrameOfInterruption) {
|
||
|
animator.GetNextAnimatorClipInfo(layer, interruptingClipInfos);
|
||
|
layerInfos.interruptingClipInfoCount = interruptingClipInfos.Count;
|
||
|
float oldTime = layerInfos.interruptingStateInfo.normalizedTime;
|
||
|
float newTime = interruptingStateInfo.normalizedTime;
|
||
|
layerInfos.interruptingClipTimeAddition = newTime - oldTime;
|
||
|
layerInfos.interruptingStateInfo = interruptingStateInfo;
|
||
|
}
|
||
|
} else {
|
||
|
layerInfos.clipInfoCount = clipInfoCount;
|
||
|
layerInfos.nextClipInfoCount = nextClipInfoCount;
|
||
|
layerInfos.interruptingClipInfoCount = 0;
|
||
|
layerInfos.isLastFrameOfInterruption = false;
|
||
|
|
||
|
if (clipInfos.Capacity < clipInfoCount) clipInfos.Capacity = clipInfoCount;
|
||
|
if (nextClipInfos.Capacity < nextClipInfoCount) nextClipInfos.Capacity = nextClipInfoCount;
|
||
|
|
||
|
animator.GetCurrentAnimatorClipInfo(layer, clipInfos);
|
||
|
animator.GetNextAnimatorClipInfo(layer, nextClipInfos);
|
||
|
|
||
|
layerInfos.stateInfo = animator.GetCurrentAnimatorStateInfo(layer);
|
||
|
layerInfos.nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void GetAnimatorClipInfos (
|
||
|
int layer,
|
||
|
out bool isInterruptionActive,
|
||
|
out int clipInfoCount,
|
||
|
out int nextClipInfoCount,
|
||
|
out int interruptingClipInfoCount,
|
||
|
out IList<AnimatorClipInfo> clipInfo,
|
||
|
out IList<AnimatorClipInfo> nextClipInfo,
|
||
|
out IList<AnimatorClipInfo> interruptingClipInfo,
|
||
|
out bool shallInterpolateWeightTo1) {
|
||
|
|
||
|
ClipInfos layerInfos = layerClipInfos[layer];
|
||
|
isInterruptionActive = layerInfos.isInterruptionActive;
|
||
|
|
||
|
clipInfoCount = layerInfos.clipInfoCount;
|
||
|
nextClipInfoCount = layerInfos.nextClipInfoCount;
|
||
|
interruptingClipInfoCount = layerInfos.interruptingClipInfoCount;
|
||
|
|
||
|
clipInfo = layerInfos.clipInfos;
|
||
|
nextClipInfo = layerInfos.nextClipInfos;
|
||
|
interruptingClipInfo = isInterruptionActive ? layerInfos.interruptingClipInfos : null;
|
||
|
shallInterpolateWeightTo1 = layerInfos.isLastFrameOfInterruption;
|
||
|
}
|
||
|
|
||
|
void GetAnimatorStateInfos (
|
||
|
int layer,
|
||
|
out bool isInterruptionActive,
|
||
|
out AnimatorStateInfo stateInfo,
|
||
|
out AnimatorStateInfo nextStateInfo,
|
||
|
out AnimatorStateInfo interruptingStateInfo,
|
||
|
out float interruptingClipTimeAddition) {
|
||
|
|
||
|
ClipInfos layerInfos = layerClipInfos[layer];
|
||
|
isInterruptionActive = layerInfos.isInterruptionActive;
|
||
|
|
||
|
stateInfo = layerInfos.stateInfo;
|
||
|
nextStateInfo = layerInfos.nextStateInfo;
|
||
|
interruptingStateInfo = layerInfos.interruptingStateInfo;
|
||
|
interruptingClipTimeAddition = layerInfos.isLastFrameOfInterruption ? layerInfos.interruptingClipTimeAddition : 0;
|
||
|
}
|
||
|
|
||
|
Spine.Animation GetAnimation (AnimationClip clip) {
|
||
|
int clipNameHashCode;
|
||
|
if (!clipNameHashCodeTable.TryGetValue(clip, out clipNameHashCode)) {
|
||
|
clipNameHashCode = clip.name.GetHashCode();
|
||
|
clipNameHashCodeTable.Add(clip, clipNameHashCode);
|
||
|
}
|
||
|
Spine.Animation animation;
|
||
|
animationTable.TryGetValue(clipNameHashCode, out animation);
|
||
|
return animation;
|
||
|
}
|
||
|
|
||
|
class AnimationClipEqualityComparer : IEqualityComparer<AnimationClip> {
|
||
|
internal static readonly IEqualityComparer<AnimationClip> Instance = new AnimationClipEqualityComparer();
|
||
|
public bool Equals (AnimationClip x, AnimationClip y) { return x.GetInstanceID() == y.GetInstanceID(); }
|
||
|
public int GetHashCode (AnimationClip o) { return o.GetInstanceID(); }
|
||
|
}
|
||
|
|
||
|
class IntEqualityComparer : IEqualityComparer<int> {
|
||
|
internal static readonly IEqualityComparer<int> Instance = new IntEqualityComparer();
|
||
|
public bool Equals (int x, int y) { return x == y; }
|
||
|
public int GetHashCode (int o) { return o; }
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|