mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
Refactored AnimationState to better support setting a to/from time.
#113
This commit is contained in:
parent
ac302b31ee
commit
0049b4f7b4
@ -37,24 +37,24 @@ using System.Collections.Generic;
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namespace Spine {
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public class AnimationState {
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private AnimationStateData data;
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private Animation current, previous;
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private float currentTime, currentLastTime, previousTime;
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private bool currentLoop, previousLoop;
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private QueueEntry currentQueueEntry;
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private QueuedAnimation current, previous;
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private float mixTime, mixDuration;
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private List<QueuedAnimation> queue = new List<QueuedAnimation>();
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private List<Event> events = new List<Event>();
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private List<QueueEntry> queue = new List<QueueEntry>();
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public AnimationStateData Data { get { return data; } }
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public Animation Animation { get { return current; } }
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public bool Loop { get { return currentLoop; } set { currentLoop = value; } }
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public List<QueuedAnimation> Queue { get { return queue; } }
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public QueuedAnimation Current { get { return current; } }
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public Animation Animation {
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get { return current != null ? current.animation : null; }
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}
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public float Time {
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get { return currentTime; }
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set {
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currentTime = value;
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currentLastTime = value - 0.00001f;
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}
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get { return current != null ? current.time : 0; }
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set { if (current != null) current.Time = value; }
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}
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public bool Loop {
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get { return current != null ? current.loop : false; }
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set { if (current != null) current.Loop = value; }
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}
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public event EventHandler Start;
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@ -68,54 +68,63 @@ namespace Spine {
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}
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public void Update (float delta) {
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currentTime += delta;
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previousTime += delta;
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mixTime += delta;
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QueuedAnimation current = this.current;
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if (current == null) return;
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if (current != null) {
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float duration = current.duration;
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if (currentLoop ? (currentLastTime % duration > currentTime % duration)
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: (currentLastTime < duration && currentTime >= duration)) {
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int count = (int)(currentTime / duration);
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if (currentQueueEntry != null) currentQueueEntry.OnComplete(this, count);
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if (Complete != null) Complete(this, new CompleteArgs(count));
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}
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float time = current.time;
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float duration = current.endTime;
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current.time = time + delta;
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if (previous != null) {
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previous.time += delta;
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mixTime += delta;
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}
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// Check if completed the animation or a loop iteration.
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if (current.loop ? (current.lastTime % duration > time % duration) : (current.lastTime < duration && time >= duration)) {
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int count = (int)(time / duration);
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current.OnComplete(this, count);
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if (Complete != null) Complete(this, new CompleteArgs(count));
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}
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if (queue.Count > 0) {
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QueueEntry entry = queue[0];
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if (currentTime >= entry.delay) {
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SetAnimationInternal(entry.animation, entry.loop, entry);
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queue.RemoveAt(0);
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QueuedAnimation entry = queue[0];
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if (time >= entry.delay) {
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if (entry.animation == null)
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ClearAnimation();
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else {
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SetAnimationEntry(entry);
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queue.RemoveAt(0);
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}
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}
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}
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}
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public void Apply (Skeleton skeleton) {
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QueuedAnimation current = this.current;
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if (current == null) return;
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List<Event> events = this.events;
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events.Clear();
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QueuedAnimation previous = this.previous;
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if (previous != null) {
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previous.Apply(skeleton, int.MaxValue, previousTime, previousLoop, null);
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previous.animation.Apply(skeleton, int.MaxValue, previous.time, previous.loop, null);
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float alpha = mixTime / mixDuration;
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if (alpha >= 1) {
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alpha = 1;
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previous = null;
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this.previous = null;
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}
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current.Mix(skeleton, currentLastTime, currentTime, currentLoop, events, alpha);
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current.animation.Mix(skeleton, current.lastTime, current.time, current.loop, events, alpha);
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} else
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current.Apply(skeleton, currentLastTime, currentTime, currentLoop, events);
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current.animation.Apply(skeleton, current.lastTime, current.time, current.loop, events);
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if (Event != null || currentQueueEntry != null) {
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foreach (Event e in events) {
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if (currentQueueEntry != null) currentQueueEntry.OnEvent(this, e);
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if (Event != null) Event(this, new EventTriggeredArgs(e));
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}
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foreach (Event e in events) {
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current.OnEvent(this, e);
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if (Event != null) Event(this, new EventTriggeredArgs(e));
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}
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currentLastTime = currentTime;
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current.lastTime = current.time;
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}
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public void ClearAnimation () {
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@ -124,72 +133,73 @@ namespace Spine {
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queue.Clear();
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}
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private void SetAnimationInternal (Animation animation, bool loop, QueueEntry entry) {
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private void SetAnimationEntry (QueuedAnimation entry) {
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previous = null;
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QueuedAnimation current = this.current;
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if (current != null) {
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if (currentQueueEntry != null) currentQueueEntry.OnEnd(this);
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current.OnEnd(this);
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if (End != null) End(this, EventArgs.Empty);
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if (animation != null) {
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mixDuration = data.GetMix(current, animation);
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if (mixDuration > 0) {
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mixTime = 0;
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previous = current;
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previousTime = currentTime;
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previousLoop = currentLoop;
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}
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mixDuration = data.GetMix(current.animation, entry.animation);
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if (mixDuration > 0) {
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mixTime = 0;
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previous = current;
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}
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}
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current = animation;
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currentLoop = loop;
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currentTime = 0;
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currentLastTime = 0;
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currentQueueEntry = entry;
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this.current = entry;
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if (currentQueueEntry != null) currentQueueEntry.OnStart(this);
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entry.OnStart(this);
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if (Start != null) Start(this, EventArgs.Empty);
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}
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public void SetAnimation (String animationName, bool loop) {
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public QueuedAnimation SetAnimation (String animationName, bool loop) {
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Animation animation = data.skeletonData.FindAnimation(animationName);
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if (animation == null) throw new ArgumentException("Animation not found: " + animationName);
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SetAnimation(animation, loop);
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return SetAnimation(animation, loop);
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}
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/** Set the current animation. Any queued animations are cleared and the current animation time is set to 0.
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* @param animation May be null.
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* @param listener May be null. */
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public void SetAnimation (Animation animation, bool loop) {
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/** Set the current animation. Any queued animations are cleared. */
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public QueuedAnimation SetAnimation (Animation animation, bool loop) {
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queue.Clear();
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SetAnimationInternal(animation, loop, null);
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QueuedAnimation entry = new QueuedAnimation();
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entry.animation = animation;
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entry.loop = loop;
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entry.time = 0;
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entry.endTime = animation.Duration;
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SetAnimationEntry(entry);
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return entry;
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}
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public QueueEntry AddAnimation (String animationName, bool loop) {
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public QueuedAnimation AddAnimation (String animationName, bool loop) {
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return AddAnimation(animationName, loop, 0);
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}
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public QueueEntry AddAnimation (String animationName, bool loop, float delay) {
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public QueuedAnimation AddAnimation (String animationName, bool loop, float delay) {
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Animation animation = data.skeletonData.FindAnimation(animationName);
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if (animation == null) throw new ArgumentException("Animation not found: " + animationName);
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return AddAnimation(animation, loop, delay);
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}
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public QueueEntry AddAnimation (Animation animation, bool loop) {
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public QueuedAnimation AddAnimation (Animation animation, bool loop) {
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return AddAnimation(animation, loop, 0);
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}
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/** Adds an animation to be played delay seconds after the current or last queued animation.
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* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
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public QueueEntry AddAnimation (Animation animation, bool loop, float delay) {
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QueueEntry entry = new QueueEntry();
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public QueuedAnimation AddAnimation (Animation animation, bool loop, float delay) {
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QueuedAnimation entry = new QueuedAnimation();
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entry.animation = animation;
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entry.loop = loop;
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entry.time = 0;
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entry.endTime = animation != null ? animation.Duration : 0;
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if (delay <= 0) {
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Animation previousAnimation = queue.Count == 0 ? current : queue[queue.Count - 1].animation;
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if (previousAnimation != null)
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delay = previousAnimation.duration - data.GetMix(previousAnimation, animation) + delay;
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else
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QueuedAnimation previousEntry = queue.Count > 0 ? queue[queue.Count - 1] : current;
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if (previousEntry != null) {
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delay += previousEntry.endTime;
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if (animation != null) delay += -data.GetMix(previousEntry.animation, animation);
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} else
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delay = 0;
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}
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entry.delay = delay;
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@ -200,11 +210,12 @@ namespace Spine {
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/** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */
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public bool IsComplete () {
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return current == null || currentTime >= current.duration;
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return current == null || current.time >= current.endTime;
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}
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override public String ToString () {
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return (current != null && current.name != null) ? current.name : base.ToString();
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if (current == null || current.animation == null) return "<none>";
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return current.animation.Name;
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}
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}
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@ -224,10 +235,23 @@ namespace Spine {
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}
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}
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public class QueueEntry {
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internal Spine.Animation animation;
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public class QueuedAnimation {
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internal Animation animation;
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internal bool loop;
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internal float delay;
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internal float delay, time, lastTime, endTime;
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public Animation Animation { get { return animation; } }
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public bool Loop { get { return loop; } set { loop = value; } }
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public float Delay { get { return delay; } set { delay = value; } }
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public float EndTime { get { return EndTime; } set { EndTime = value; } }
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public float Time {
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get { return time; }
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set {
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time = value;
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if (lastTime < value) lastTime = value;
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}
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}
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public event EventHandler Start;
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public event EventHandler End;
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@ -34,19 +34,17 @@
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package com.esotericsoftware.spine;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.Pool.Poolable;
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import com.badlogic.gdx.utils.Pools;
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/** Stores state for an animation and automatically mixes between animations. */
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public class AnimationState {
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private final AnimationStateData data;
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private Animation current, previous;
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private float currentTime, currentLastTime, previousTime;
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private boolean currentLoop, previousLoop;
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private AnimationStateListener currentListener;
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private QueuedAnimation current, previous;
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private float mixTime, mixDuration;
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private final Array<QueueEntry> queue = new Array();
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private final Array<Event> events = new Array();
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private final Array<QueuedAnimation> queue = new Array();
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private final Array<AnimationStateListener> listeners = new Array();
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private final Array<Event> events = new Array();
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public AnimationState (AnimationStateData data) {
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if (data == null) throw new IllegalArgumentException("data cannot be null.");
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@ -54,62 +52,79 @@ public class AnimationState {
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}
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public void update (float delta) {
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currentTime += delta;
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previousTime += delta;
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mixTime += delta;
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QueuedAnimation current = this.current;
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if (current == null) return;
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if (current != null) {
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float duration = current.getDuration();
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if (currentLoop ? (currentLastTime % duration > currentTime % duration)
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: (currentLastTime < duration && currentTime >= duration)) {
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int count = (int)(currentTime / duration);
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if (currentListener != null) currentListener.complete(count);
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for (int i = 0, n = listeners.size; i < n; i++)
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listeners.get(i).complete(count);
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}
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float time = current.time;
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float duration = current.endTime;
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current.time = time + delta;
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if (previous != null) {
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previous.time += delta;
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mixTime += delta;
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}
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// Check if completed the animation or a loop iteration.
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if (current.loop ? (current.lastTime % duration > time % duration) : (current.lastTime < duration && time >= duration)) {
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int count = (int)(time / duration);
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if (current.listener != null) current.listener.complete(count);
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for (int i = 0, n = listeners.size; i < n; i++)
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listeners.get(i).complete(count);
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}
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if (queue.size > 0) {
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QueueEntry entry = queue.first();
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if (currentTime >= entry.delay) {
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setAnimationInternal(entry.animation, entry.loop, entry.listener);
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Pools.free(entry);
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queue.removeIndex(0);
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QueuedAnimation entry = queue.first();
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if (time >= entry.delay) {
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if (entry.animation == null)
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clearAnimation();
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else {
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setAnimationEntry(entry);
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queue.removeIndex(0);
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}
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}
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}
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}
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public void apply (Skeleton skeleton) {
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QueuedAnimation current = this.current;
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if (current == null) return;
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Array<Event> events = this.events;
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events.clear();
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events.size = 0;
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QueuedAnimation previous = this.previous;
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if (previous != null) {
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previous.apply(skeleton, Integer.MAX_VALUE, previousTime, previousLoop, null);
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previous.animation.apply(skeleton, Integer.MAX_VALUE, previous.time, previous.loop, null);
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float alpha = mixTime / mixDuration;
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if (alpha >= 1) {
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alpha = 1;
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previous = null;
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Pools.free(previous);
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this.previous = null;
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}
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current.mix(skeleton, currentLastTime, currentTime, currentLoop, events, alpha);
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current.animation.mix(skeleton, current.lastTime, current.time, current.loop, events, alpha);
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} else
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current.apply(skeleton, currentLastTime, currentTime, currentLoop, events);
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current.animation.apply(skeleton, current.lastTime, current.time, current.loop, events);
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int listenerCount = listeners.size;
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for (int i = 0, n = events.size; i < n; i++) {
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Event event = events.get(i);
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if (currentListener != null) currentListener.event(event);
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if (current.listener != null) current.listener.event(event);
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for (int ii = 0; ii < listenerCount; ii++)
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listeners.get(ii).event(event);
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}
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currentLastTime = currentTime;
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current.lastTime = current.time;
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}
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public void clearAnimation () {
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previous = null;
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current = null;
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if (previous != null) {
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Pools.free(previous);
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previous = null;
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}
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if (current != null) {
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Pools.free(current);
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current = null;
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}
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clearQueue();
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}
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@ -118,117 +133,121 @@ public class AnimationState {
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queue.clear();
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}
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private void setAnimationInternal (Animation animation, boolean loop, AnimationStateListener listener) {
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previous = null;
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private void setAnimationEntry (QueuedAnimation entry) {
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if (previous != null) {
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Pools.free(previous);
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previous = null;
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}
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QueuedAnimation current = this.current;
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if (current != null) {
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if (currentListener != null) currentListener.end();
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if (current.listener != null) current.listener.end();
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for (int i = 0, n = listeners.size; i < n; i++)
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listeners.get(i).end();
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if (animation != null) {
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mixDuration = data.getMix(current, animation);
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if (mixDuration > 0) {
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mixTime = 0;
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previous = current;
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previousTime = currentTime;
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previousLoop = currentLoop;
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}
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}
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mixDuration = data.getMix(current.animation, entry.animation);
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if (mixDuration > 0) {
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mixTime = 0;
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previous = current;
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} else
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Pools.free(current);
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}
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current = animation;
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currentLoop = loop;
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currentTime = 0;
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currentLastTime = 0;
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currentListener = listener;
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this.current = entry;
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if (currentListener != null) currentListener.start();
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if (entry != null && entry.listener != null) entry.listener.start();
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for (int i = 0, n = listeners.size; i < n; i++)
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listeners.get(i).start();
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}
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/** @see #setAnimation(Animation, boolean, AnimationStateListener) */
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public void setAnimation (String animationName, boolean loop) {
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setAnimation(animationName, loop, null);
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}
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/** @see #setAnimation(Animation, boolean, AnimationStateListener) */
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public void setAnimation (String animationName, boolean loop, AnimationStateListener listener) {
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/** @see #setAnimation(Animation, boolean) */
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public QueuedAnimation setAnimation (String animationName, boolean loop) {
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Animation animation = data.getSkeletonData().findAnimation(animationName);
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if (animation == null) throw new IllegalArgumentException("Animation not found: " + animationName);
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setAnimation(animation, loop, listener);
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return setAnimation(animation, loop);
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}
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/** @see #setAnimation(Animation, boolean, AnimationStateListener) */
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public void setAnimation (Animation animation, boolean loop) {
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setAnimation(animation, loop, null);
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}
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/** Set the current animation. Any queued animations are cleared and the current animation time is set to 0. The specified
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* listener receives events only for this animation.
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* @param animation May be null.
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* @param listener May be null. */
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public void setAnimation (Animation animation, boolean loop, AnimationStateListener listener) {
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/** Set the current animation. Any queued animations are cleared. */
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public QueuedAnimation setAnimation (Animation animation, boolean loop) {
|
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clearQueue();
|
||||
setAnimationInternal(animation, loop, listener);
|
||||
|
||||
QueuedAnimation entry = Pools.obtain(QueuedAnimation.class);
|
||||
entry.animation = animation;
|
||||
entry.loop = loop;
|
||||
entry.time = 0;
|
||||
entry.endTime = animation.getDuration();
|
||||
setAnimationEntry(entry);
|
||||
return entry;
|
||||
}
|
||||
|
||||
/** @see #addAnimation(Animation, boolean) */
|
||||
public void addAnimation (String animationName, boolean loop) {
|
||||
addAnimation(animationName, loop, 0, null);
|
||||
public QueuedAnimation addAnimation (String animationName, boolean loop) {
|
||||
return addAnimation(animationName, loop, 0);
|
||||
}
|
||||
|
||||
/** @see #addAnimation(Animation, boolean, float, AnimationStateListener) */
|
||||
public void addAnimation (String animationName, boolean loop, float delay, AnimationStateListener listener) {
|
||||
/** @see #addAnimation(Animation, boolean, float) */
|
||||
public QueuedAnimation addAnimation (String animationName, boolean loop, float delay) {
|
||||
Animation animation = data.getSkeletonData().findAnimation(animationName);
|
||||
if (animation == null) throw new IllegalArgumentException("Animation not found: " + animationName);
|
||||
addAnimation(animation, loop, delay, listener);
|
||||
return addAnimation(animation, loop, delay);
|
||||
}
|
||||
|
||||
/** Adds an animation to be played delay seconds after the current or last queued animation, taking into account any mix
|
||||
* duration. */
|
||||
public void addAnimation (Animation animation, boolean loop) {
|
||||
addAnimation(animation, loop, 0, null);
|
||||
* duration.
|
||||
* @param animation May be null to queue clearing the AnimationState. */
|
||||
public QueuedAnimation addAnimation (Animation animation, boolean loop) {
|
||||
return addAnimation(animation, loop, 0);
|
||||
}
|
||||
|
||||
/** Adds an animation to be played delay seconds after the current or last queued animation.
|
||||
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay.
|
||||
* @param listener May be null. */
|
||||
public void addAnimation (Animation animation, boolean loop, float delay, AnimationStateListener listener) {
|
||||
QueueEntry entry = Pools.obtain(QueueEntry.class);
|
||||
* @param animation May be null to queue clearing the AnimationState.
|
||||
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
|
||||
public QueuedAnimation addAnimation (Animation animation, boolean loop, float delay) {
|
||||
QueuedAnimation entry = Pools.obtain(QueuedAnimation.class);
|
||||
entry.animation = animation;
|
||||
entry.loop = loop;
|
||||
entry.listener = listener;
|
||||
entry.time = 0;
|
||||
entry.endTime = animation != null ? animation.getDuration() : 0;
|
||||
|
||||
if (delay <= 0) {
|
||||
Animation previousAnimation = queue.size == 0 ? current : queue.peek().animation;
|
||||
if (previousAnimation != null)
|
||||
delay = previousAnimation.getDuration() - data.getMix(previousAnimation, animation) + delay;
|
||||
else
|
||||
QueuedAnimation previousEntry = queue.size > 0 ? queue.peek() : current;
|
||||
if (previousEntry != null) {
|
||||
delay += previousEntry.endTime;
|
||||
if (animation != null) delay += -data.getMix(previousEntry.animation, animation);
|
||||
} else
|
||||
delay = 0;
|
||||
}
|
||||
entry.delay = delay;
|
||||
|
||||
queue.add(entry);
|
||||
return entry;
|
||||
}
|
||||
|
||||
public Array<QueuedAnimation> getQueue () {
|
||||
return queue;
|
||||
}
|
||||
|
||||
/** @return May be null. */
|
||||
public QueuedAnimation getCurrent () {
|
||||
return current;
|
||||
}
|
||||
|
||||
/** @return May be null. */
|
||||
public Animation getAnimation () {
|
||||
return current;
|
||||
return current != null ? current.animation : null;
|
||||
}
|
||||
|
||||
/** Returns the time within the current animation. */
|
||||
public float getTime () {
|
||||
return currentTime;
|
||||
return current != null ? current.time : 0;
|
||||
}
|
||||
|
||||
public void setTime (float time) {
|
||||
currentTime = time;
|
||||
currentLastTime = time - 0.00001f;
|
||||
if (current != null) current.setTime(time);
|
||||
}
|
||||
|
||||
/** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */
|
||||
public boolean isComplete () {
|
||||
return current == null || currentTime >= current.getDuration();
|
||||
return current == null || current.time >= current.endTime;
|
||||
}
|
||||
|
||||
/** Adds a listener to receive events for all animations. */
|
||||
@ -237,15 +256,9 @@ public class AnimationState {
|
||||
listeners.add(listener);
|
||||
}
|
||||
|
||||
/** Removes the listener, which may be for all animations, the current animation, or a queued animation. */
|
||||
/** Removes the listener added with {@link #addListener(AnimationStateListener)}. */
|
||||
public void removeListener (AnimationStateListener listener) {
|
||||
listeners.removeValue(listener, true);
|
||||
|
||||
if (listener == currentListener) currentListener = null;
|
||||
|
||||
Array<QueueEntry> queue = this.queue;
|
||||
for (int i = queue.size - 1; i >= 0; i--)
|
||||
if (queue.get(i).listener == listener) queue.get(i).listener = null;
|
||||
}
|
||||
|
||||
public AnimationStateData getData () {
|
||||
@ -253,14 +266,66 @@ public class AnimationState {
|
||||
}
|
||||
|
||||
public String toString () {
|
||||
return (current != null && current.getName() != null) ? current.getName() : super.toString();
|
||||
if (current == null || current.animation == null) return "<none>";
|
||||
return current.animation.getName();
|
||||
}
|
||||
|
||||
static private class QueueEntry {
|
||||
/** A queued animation. */
|
||||
static public class QueuedAnimation implements Poolable {
|
||||
Animation animation;
|
||||
boolean loop;
|
||||
float delay;
|
||||
float delay, time, lastTime, endTime;
|
||||
AnimationStateListener listener;
|
||||
|
||||
public void reset () {
|
||||
animation = null;
|
||||
listener = null;
|
||||
}
|
||||
|
||||
public Animation getAnimation () {
|
||||
return animation;
|
||||
}
|
||||
|
||||
public boolean getLoop () {
|
||||
return loop;
|
||||
}
|
||||
|
||||
public void setLoop (boolean loop) {
|
||||
this.loop = loop;
|
||||
}
|
||||
|
||||
public float getTime () {
|
||||
return time;
|
||||
}
|
||||
|
||||
public void setTime (float time) {
|
||||
this.time = time;
|
||||
if (lastTime < time) lastTime = time;
|
||||
}
|
||||
|
||||
public float getEndTime () {
|
||||
return endTime;
|
||||
}
|
||||
|
||||
public void setEndTime (float endTime) {
|
||||
this.endTime = endTime;
|
||||
}
|
||||
|
||||
public AnimationStateListener getListener () {
|
||||
return listener;
|
||||
}
|
||||
|
||||
public void setListener (AnimationStateListener listener) {
|
||||
this.listener = listener;
|
||||
}
|
||||
|
||||
public float getDelay () {
|
||||
return delay;
|
||||
}
|
||||
|
||||
public void setDelay (float delay) {
|
||||
this.delay = delay;
|
||||
}
|
||||
}
|
||||
|
||||
static public interface AnimationStateListener {
|
||||
|
||||
@ -112,12 +112,6 @@ public class AnimationStateTest extends ApplicationAdapter {
|
||||
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
|
||||
|
||||
state.apply(skeleton);
|
||||
if (state.getAnimation().getName().equals("walk")) {
|
||||
// After one second, change the current animation. Mixing is done by AnimationState for you.
|
||||
// if (state.getTime() > 2) state.setAnimation("jump", false);
|
||||
// } else {
|
||||
// if (state.getTime() > 1) state.setAnimation("walk", true);
|
||||
}
|
||||
skeleton.updateWorldTransform();
|
||||
|
||||
batch.begin();
|
||||
|
||||
@ -995,6 +995,11 @@
|
||||
{ "time": 0.9333, "angle": 2.28 },
|
||||
{ "time": 1.0666, "angle": 3.6 }
|
||||
]
|
||||
},
|
||||
"root": {
|
||||
"rotate": [
|
||||
{ "time": 0, "angle": 0 }
|
||||
]
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -88,7 +88,7 @@ namespace Spine {
|
||||
|
||||
state = new AnimationState(stateData);
|
||||
|
||||
if (true) {
|
||||
if (false) {
|
||||
// Event handling for all animations.
|
||||
state.Start += new EventHandler(Start);
|
||||
state.End += new EventHandler(End);
|
||||
@ -98,7 +98,7 @@ namespace Spine {
|
||||
state.SetAnimation("drawOrder", true);
|
||||
} else {
|
||||
state.SetAnimation("walk", false);
|
||||
QueueEntry entry = state.AddAnimation("jump", false);
|
||||
QueuedAnimation entry = state.AddAnimation("jump", false);
|
||||
entry.End += new EventHandler(End); // Event handling for queued animations.
|
||||
state.AddAnimation("walk", true);
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user