/****************************************************************************** * 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 { /// /// Experimental Editor Skeleton Player component enabling Editor playback of the /// selected animation outside of Play mode for SkeletonAnimation and SkeletonGraphic. /// [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(); 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()) skeletonWrapper = new SkeletonAnimationWrapper(skeletonAnimation); else if (skeletonGraphic = this.GetComponent()) 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