/****************************************************************************** * 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_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER #define NEW_PREFAB_SYSTEM #endif using UnityEngine; namespace Spine.Unity { #if NEW_PREFAB_SYSTEM [ExecuteAlways] #else [ExecuteInEditMode] #endif [AddComponentMenu("Spine/SkeletonAnimation")] [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonAnimation-Component")] public class SkeletonAnimation : SkeletonRenderer, ISkeletonAnimation, IAnimationStateComponent { #region IAnimationStateComponent /// /// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it. /// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start public Spine.AnimationState state; /// /// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it. /// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start public Spine.AnimationState AnimationState { get { Initialize(false); return this.state; } } private bool wasUpdatedAfterInit = true; #endregion #region Bone and Initialization Callbacks ISkeletonAnimation protected event ISkeletonAnimationDelegate _OnAnimationRebuild; protected event UpdateBonesDelegate _BeforeApply; protected event UpdateBonesDelegate _UpdateLocal; protected event UpdateBonesDelegate _UpdateWorld; protected event UpdateBonesDelegate _UpdateComplete; /// OnAnimationRebuild is raised after the SkeletonAnimation component is successfully initialized. public event ISkeletonAnimationDelegate OnAnimationRebuild { add { _OnAnimationRebuild += value; } remove { _OnAnimationRebuild -= value; } } /// /// Occurs before the animations are applied. /// Use this callback when you want to change the skeleton state before animations are applied on top. /// public event UpdateBonesDelegate BeforeApply { add { _BeforeApply += value; } remove { _BeforeApply -= value; } } /// /// Occurs after the animations are applied and before world space values are resolved. /// Use this callback when you want to set bone local values. /// public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } } /// /// Occurs after the Skeleton's bone world space values are resolved (including all constraints). /// Using this callback will cause the world space values to be solved an extra time. /// Use this callback if want to use bone world space values, and also set bone local values. /// public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } } /// /// Occurs after the Skeleton's bone world space values are resolved (including all constraints). /// Use this callback if you want to use bone world space values, but don't intend to modify bone local values. /// This callback can also be used when setting world position and the bone matrix. public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } } [SerializeField] protected UpdateTiming updateTiming = UpdateTiming.InUpdate; public UpdateTiming UpdateTiming { get { return updateTiming; } set { updateTiming = value; } } /// If enabled, AnimationState uses unscaled game time /// (Time.unscaledDeltaTime instead of normal game time(Time.deltaTime), /// running animations independent of e.g. game pause (Time.timeScale). /// Instance SkeletonAnimation.timeScale will still be applied. [SerializeField] protected bool unscaledTime; public bool UnscaledTime { get { return unscaledTime; } set { unscaledTime = value; } } #endregion #region Serialized state and Beginner API [SerializeField] [SpineAnimation] private string _animationName; /// /// 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. /// 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. public string AnimationName { get { if (!valid) { return _animationName; } else { TrackEntry entry = state.GetCurrent(0); return entry == null ? null : entry.Animation.Name; } } set { Initialize(false); if (_animationName == value) { TrackEntry entry = state.GetCurrent(0); if (entry != null && entry.Loop == loop) return; } _animationName = value; if (string.IsNullOrEmpty(value)) { state.ClearTrack(0); } else { Spine.Animation animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(value); if (animationObject != null) state.SetAnimation(0, animationObject, loop); } } } /// Whether or not 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. public bool loop; /// /// The rate at which animations progress over time. 1 means 100%. 0.5 means 50%. /// AnimationState and TrackEntry also have their own timeScale. These are combined multiplicatively. public float timeScale = 1; #endregion #region Runtime Instantiation /// Adds and prepares a SkeletonAnimation component to a GameObject at runtime. /// The newly instantiated SkeletonAnimation public static SkeletonAnimation AddToGameObject (GameObject gameObject, SkeletonDataAsset skeletonDataAsset, bool quiet = false) { return SkeletonRenderer.AddSpineComponent(gameObject, skeletonDataAsset, quiet); } /// Instantiates a new UnityEngine.GameObject and adds a prepared SkeletonAnimation component to it. /// The newly instantiated SkeletonAnimation component. public static SkeletonAnimation NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset, bool quiet = false) { return SkeletonRenderer.NewSpineGameObject(skeletonDataAsset, quiet); } #endregion /// /// Clears the previously generated mesh, resets the skeleton's pose, and clears all previously active animations. public override void ClearState () { base.ClearState(); if (state != null) state.ClearTracks(); } /// /// Initialize this component. Attempts to load the SkeletonData and creates the internal Spine objects and buffers. /// If set to true, force overwrite an already initialized object. public override void Initialize (bool overwrite, bool quiet = false) { if (valid && !overwrite) return; #if UNITY_EDITOR if (BuildUtilities.IsInSkeletonAssetBuildPreProcessing) return; #endif state = null; // prevent applying leftover AnimationState base.Initialize(overwrite, quiet); if (!valid) return; state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData()); wasUpdatedAfterInit = false; if (!string.IsNullOrEmpty(_animationName)) { Spine.Animation animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName); if (animationObject != null) { state.SetAnimation(0, animationObject, loop); #if UNITY_EDITOR if (!Application.isPlaying) Update(0f); #endif } } if (_OnAnimationRebuild != null) _OnAnimationRebuild(this); } virtual protected void Update () { #if UNITY_EDITOR if (!Application.isPlaying) { Update(0f); return; } #endif if (updateTiming != UpdateTiming.InUpdate) return; Update(unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime); } virtual protected void FixedUpdate () { if (updateTiming != UpdateTiming.InFixedUpdate) return; Update(unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime); } /// 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. public void Update (float deltaTime) { if (!valid || state == null) return; wasUpdatedAfterInit = true; if (updateMode < UpdateMode.OnlyAnimationStatus) return; UpdateAnimationStatus(deltaTime); if (updateMode == UpdateMode.OnlyAnimationStatus) return; ApplyAnimation(); } protected void UpdateAnimationStatus (float deltaTime) { deltaTime *= timeScale; state.Update(deltaTime); skeleton.Update(deltaTime); ApplyTransformMovementToPhysics(); if (updateMode == UpdateMode.OnlyAnimationStatus) { state.ApplyEventTimelinesOnly(skeleton, issueEvents: false); return; } } public virtual void ApplyAnimation () { if (_BeforeApply != null) _BeforeApply(this); if (updateMode != UpdateMode.OnlyEventTimelines) state.Apply(skeleton); else state.ApplyEventTimelinesOnly(skeleton, issueEvents: true); AfterAnimationApplied(); } public void AfterAnimationApplied () { if (_UpdateLocal != null) _UpdateLocal(this); if (_UpdateWorld == null) { UpdateWorldTransform(Skeleton.Physics.Update); } else { UpdateWorldTransform(Skeleton.Physics.Pose); _UpdateWorld(this); UpdateWorldTransform(Skeleton.Physics.Update); } if (_UpdateComplete != null) { _UpdateComplete(this); } } public override void LateUpdate () { if (updateTiming == UpdateTiming.InLateUpdate && valid) Update(unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime); // instantiation can happen from Update() after this component, leading to a missing Update() call. if (!wasUpdatedAfterInit) Update(0); base.LateUpdate(); } public override void OnBecameVisible () { UpdateMode previousUpdateMode = updateMode; updateMode = UpdateMode.FullUpdate; // OnBecameVisible is called after LateUpdate() if (previousUpdateMode != UpdateMode.FullUpdate && previousUpdateMode != UpdateMode.EverythingExceptMesh) Update(0); if (previousUpdateMode != UpdateMode.FullUpdate) LateUpdate(); } } }