_TheStrongestSnail/TheStrongestSnail/Assets/Spine/Runtime/spine-unity/Components/SkeletonAnimation.cs
2024-11-12 14:06:34 +08:00

308 lines
12 KiB
C#

/******************************************************************************
* 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
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*
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#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
/// <summary>
/// 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</summary>
public Spine.AnimationState state;
/// <summary>
/// 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</summary>
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;
/// <summary>OnAnimationRebuild is raised after the SkeletonAnimation component is successfully initialized.</summary>
public event ISkeletonAnimationDelegate OnAnimationRebuild { add { _OnAnimationRebuild += value; } remove { _OnAnimationRebuild -= value; } }
/// <summary>
/// Occurs before the animations are applied.
/// Use this callback when you want to change the skeleton state before animations are applied on top.
/// </summary>
public event UpdateBonesDelegate BeforeApply { add { _BeforeApply += value; } remove { _BeforeApply -= value; } }
/// <summary>
/// Occurs after the animations are applied and before world space values are resolved.
/// Use this callback when you want to set bone local values.
/// </summary>
public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } }
/// <summary>
/// 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.
/// </summary>
public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } }
/// <summary>
/// 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.</summary>
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; } }
/// <summary>If enabled, AnimationState uses unscaled game time
/// (<c>Time.unscaledDeltaTime</c> instead of normal game time(<c>Time.deltaTime</c>),
/// running animations independent of e.g. game pause (<c>Time.timeScale</c>).
/// Instance SkeletonAnimation.timeScale will still be applied.</summary>
[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;
/// <summary>
/// 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.</summary>
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);
}
}
}
/// <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>
public bool loop;
/// <summary>
/// The rate at which animations progress over time. 1 means 100%. 0.5 means 50%.</summary>
/// <remarks>AnimationState and TrackEntry also have their own timeScale. These are combined multiplicatively.</remarks>
public float timeScale = 1;
#endregion
#region Runtime Instantiation
/// <summary>Adds and prepares a SkeletonAnimation component to a GameObject at runtime.</summary>
/// <returns>The newly instantiated SkeletonAnimation</returns>
public static SkeletonAnimation AddToGameObject (GameObject gameObject, SkeletonDataAsset skeletonDataAsset,
bool quiet = false) {
return SkeletonRenderer.AddSpineComponent<SkeletonAnimation>(gameObject, skeletonDataAsset, quiet);
}
/// <summary>Instantiates a new UnityEngine.GameObject and adds a prepared SkeletonAnimation component to it.</summary>
/// <returns>The newly instantiated SkeletonAnimation component.</returns>
public static SkeletonAnimation NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset,
bool quiet = false) {
return SkeletonRenderer.NewSpineGameObject<SkeletonAnimation>(skeletonDataAsset, quiet);
}
#endregion
/// <summary>
/// Clears the previously generated mesh, resets the skeleton's pose, and clears all previously active animations.</summary>
public override void ClearState () {
base.ClearState();
if (state != null) state.ClearTracks();
}
/// <summary>
/// Initialize this component. Attempts to load the SkeletonData and creates the internal Spine objects and buffers.</summary>
/// <param name="overwrite">If set to <c>true</c>, force overwrite an already initialized object.</param>
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);
}
/// <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>
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();
}
}
}