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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
[csharp] Revert holdPrevious AnimationState change
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2d7f26a21c
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01564c622a
@ -34,22 +34,22 @@ using System.Collections.Generic;
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namespace Spine {
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public class AnimationState {
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static readonly Animation EmptyAnimation = new Animation("<empty>", new ExposedList<Timeline>(), 0);
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internal const int Subsequent = 0, First = 1, Hold = 2, HoldMix = 3;
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internal const int Subsequent = 0, First = 1, Dip = 2, DipMix = 3;
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protected AnimationStateData data;
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private AnimationStateData data;
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private readonly Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>();
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Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>();
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private readonly ExposedList<TrackEntry> tracks = new ExposedList<TrackEntry>();
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private readonly ExposedList<Event> events = new ExposedList<Event>();
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private readonly EventQueue queue; // Initialized by constructor.
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private readonly HashSet<int> propertyIDs = new HashSet<int>();
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private readonly ExposedList<TrackEntry> mixingTo = new ExposedList<TrackEntry>();
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private bool animationsChanged;
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private float timeScale = 1;
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public AnimationStateData Data { get { return data; } }
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/// <summary>A list of tracks that have animations, which may contain nulls.</summary>
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public ExposedList<TrackEntry> Tracks { get { return tracks; } }
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public float TimeScale { get { return timeScale; } set { timeScale = value; } }
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@ -71,7 +71,7 @@ namespace Spine {
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}
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/// <summary>
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/// Increments the track entry trackTimes, setting queued animations as current if needed</summary>
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/// Increments the track entry times, setting queued animations as current if needed</summary>
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/// <param name="delta">delta time</param>
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public void Update (float delta) {
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delta *= timeScale;
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@ -110,6 +110,7 @@ namespace Spine {
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} else if (current.trackLast >= current.trackEnd && current.mixingFrom == null) {
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// Clear the track when there is no next entry, the track end time is reached, and there is no mixingFrom.
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tracksItems[i] = null;
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queue.End(current);
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DisposeNext(current);
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continue;
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@ -118,7 +119,6 @@ namespace Spine {
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// End mixing from entries once all have completed.
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var from = current.mixingFrom;
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current.mixingFrom = null;
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if (from != null) from.mixingTo = null;
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while (from != null) {
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queue.End(from);
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from = from.mixingFrom;
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@ -146,7 +146,6 @@ namespace Spine {
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// Require totalAlpha == 0 to ensure mixing is complete, unless mixDuration == 0 (the transition is a single frame).
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if (from.totalAlpha == 0 || to.mixDuration == 0) {
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to.mixingFrom = from.mixingFrom;
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if (from.mixingFrom != null) from.mixingFrom.mixingTo = to;
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to.interruptAlpha = from.interruptAlpha;
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queue.End(from);
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}
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@ -166,6 +165,7 @@ namespace Spine {
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if (animationsChanged) AnimationsChanged();
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var events = this.events;
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bool applied = false;
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var tracksItems = tracks.Items;
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for (int i = 0, m = tracks.Count; i < m; i++) {
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@ -173,7 +173,6 @@ namespace Spine {
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if (current == null || current.delay > 0) continue;
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applied = true;
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// Track 0 animations aren't for layering, so do not show the previously applied animations before the first key.
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MixBlend blend = i == 0 ? MixBlend.First : current.mixBlend;
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// Apply mixing from entries first.
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@ -188,11 +187,11 @@ namespace Spine {
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int timelineCount = current.animation.timelines.Count;
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var timelines = current.animation.timelines;
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var timelinesItems = timelines.Items;
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if (i == 0 && (mix == 1 || blend == MixBlend.Add)) {
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if (mix == 1 || blend == MixBlend.Add) {
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for (int ii = 0; ii < timelineCount; ii++)
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timelinesItems[ii].Apply(skeleton, animationLast, animationTime, events, mix, blend, MixDirection.In);
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} else {
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var timelineMode = current.timelineMode.Items;
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var timelineData = current.timelineData.Items;
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bool firstFrame = current.timelinesRotation.Count == 0;
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if (firstFrame) current.timelinesRotation.EnsureCapacity(timelines.Count << 1);
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@ -200,7 +199,7 @@ namespace Spine {
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for (int ii = 0; ii < timelineCount; ii++) {
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Timeline timeline = timelinesItems[ii];
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MixBlend timelineBlend = timelineMode[ii] >= AnimationState.Subsequent ? blend : MixBlend.Setup;
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MixBlend timelineBlend = timelineData[ii] >= AnimationState.Subsequent ? blend : MixBlend.Setup;
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var rotateTimeline = timeline as RotateTimeline;
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if (rotateTimeline != null)
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ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii << 1, firstFrame);
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@ -238,14 +237,14 @@ namespace Spine {
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var timelines = from.animation.timelines;
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int timelineCount = timelines.Count;
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var timelinesItems = timelines.Items;
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float alphaHold = from.alpha * to.interruptAlpha, alphaMix = alphaHold * (1 - mix);
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float alphaDip = from.alpha * to.interruptAlpha, alphaMix = alphaDip * (1 - mix);
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if (blend == MixBlend.Add) {
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for (int i = 0; i < timelineCount; i++)
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timelinesItems[i].Apply(skeleton, animationLast, animationTime, eventBuffer, alphaMix, blend, MixDirection.Out);
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(timelinesItems[i]).Apply(skeleton, animationLast, animationTime, eventBuffer, alphaMix, blend, MixDirection.Out);
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} else {
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var timelineMode = from.timelineMode.Items;
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var timelineHoldMix = from.timelineHoldMix.Items;
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var timelineData = from.timelineData.Items;
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var timelineDipMix = from.timelineDipMix.Items;
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bool firstFrame = from.timelinesRotation.Count == 0;
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if (firstFrame) from.timelinesRotation.Resize(timelines.Count << 1); // from.timelinesRotation.setSize
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@ -256,10 +255,12 @@ namespace Spine {
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Timeline timeline = timelinesItems[i];
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MixBlend timelineBlend;
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float alpha;
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switch (timelineMode[i]) {
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switch (timelineData[i]) {
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case AnimationState.Subsequent:
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if (!attachments && timeline is AttachmentTimeline) continue;
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if (!drawOrder && timeline is DrawOrderTimeline) continue;
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if (!attachments && timeline is AttachmentTimeline)
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continue;
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if (!drawOrder && timeline is DrawOrderTimeline)
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continue;
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timelineBlend = blend;
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alpha = alphaMix;
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break;
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@ -267,14 +268,14 @@ namespace Spine {
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timelineBlend = MixBlend.Setup;
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alpha = alphaMix;
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break;
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case AnimationState.Hold:
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case AnimationState.Dip:
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timelineBlend = MixBlend.Setup;
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alpha = alphaHold;
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alpha = alphaDip;
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break;
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default:
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timelineBlend = MixBlend.Setup;
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TrackEntry holdMix = timelineHoldMix[i];
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alpha = alphaHold * Math.Max(0, 1 - holdMix.mixTime / holdMix.mixDuration);
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TrackEntry dipMix = timelineDipMix[i];
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alpha = alphaDip * Math.Max(0, 1 - dipMix.mixTime / dipMix.mixDuration);
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break;
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}
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from.totalAlpha += alpha;
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@ -427,7 +428,6 @@ namespace Spine {
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if (from == null) break;
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queue.End(from);
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entry.mixingFrom = null;
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entry.mixingTo = null;
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entry = from;
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}
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@ -444,7 +444,6 @@ namespace Spine {
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if (from != null) {
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if (interrupt) queue.Interrupt(from);
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current.mixingFrom = from;
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from.mixingTo = current;
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current.mixTime = 0;
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// Store interrupted mix percentage.
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@ -600,7 +599,6 @@ namespace Spine {
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entry.trackIndex = trackIndex;
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entry.animation = animation;
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entry.loop = loop;
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entry.holdPrevious = false;
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entry.eventThreshold = 0;
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entry.attachmentThreshold = 0;
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@ -638,71 +636,17 @@ namespace Spine {
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private void AnimationsChanged () {
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animationsChanged = false;
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var propertyIDs = this.propertyIDs;
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propertyIDs.Clear();
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var mixingTo = this.mixingTo;
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var tracksItems = tracks.Items;
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for (int i = 0, n = tracks.Count; i < n; i++) {
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var entry = tracksItems[i];
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if (entry == null) continue;
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// Move to last entry, then iterate in reverse (the order animations are applied).
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while (entry.mixingFrom != null)
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entry = entry.mixingFrom;
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do {
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if (entry.mixingTo == null || entry.mixBlend != MixBlend.Add) SetTimelineModes(entry);
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entry = entry.mixingTo;
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} while (entry != null);
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if (entry != null && (i == 0 || entry.mixBlend != MixBlend.Add)) entry.SetTimelineData(null, mixingTo, propertyIDs);
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}
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}
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private void SetTimelineModes (TrackEntry entry) {
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TrackEntry to = entry.mixingTo;
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var timelines = entry.animation.timelines.Items;
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int timelinesCount = entry.animation.timelines.Count;
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var timelineMode = entry.timelineMode.Resize(timelinesCount).Items; //timelineMode.setSize(timelinesCount);
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entry.timelineHoldMix.Clear();
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var timelineHoldMix = entry.timelineHoldMix.Resize(timelinesCount).Items; //timelineHoldMix.setSize(timelinesCount);
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var propertyIDs = this.propertyIDs;
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if (to != null && to.holdPrevious) {
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for (int i = 0; i < timelinesCount; i++) {
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propertyIDs.Add(timelines[i].PropertyId);
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timelineMode[i] = AnimationState.Hold;
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}
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return;
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}
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// outer:
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for (int i = 0; i < timelinesCount; i++) {
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int id = timelines[i].PropertyId;
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if (!propertyIDs.Add(id))
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timelineMode[i] = AnimationState.Subsequent;
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else if (to == null || !HasTimeline(to, id))
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timelineMode[i] = AnimationState.First;
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else {
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for (TrackEntry next = to.mixingTo; next != null; next = next.mixingTo) {
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if (HasTimeline(next, id)) continue;
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if (next.mixDuration > 0) {
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timelineMode[i] = AnimationState.HoldMix;
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timelineHoldMix[i] = next;
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goto continue_outer; // continue outer;
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}
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break;
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}
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timelineMode[i] = AnimationState.Hold;
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}
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continue_outer: {}
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}
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}
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static bool HasTimeline (TrackEntry entry, int id) {
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var timelines = entry.animation.timelines.Items;
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for (int i = 0, n = entry.animation.timelines.Count; i < n; i++)
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if (timelines[i].PropertyId == id) return true;
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return false;
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}
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/// <returns>The track entry for the animation currently playing on the track, or null if no animation is currently playing.</returns>
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public TrackEntry GetCurrent (int trackIndex) {
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return (trackIndex >= tracks.Count) ? null : tracks.Items[trackIndex];
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@ -731,17 +675,17 @@ namespace Spine {
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public class TrackEntry : Pool<TrackEntry>.IPoolable {
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internal Animation animation;
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internal TrackEntry next, mixingFrom, mixingTo;
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internal TrackEntry next, mixingFrom;
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internal int trackIndex;
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internal bool loop, holdPrevious;
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internal bool loop;
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internal float eventThreshold, attachmentThreshold, drawOrderThreshold;
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internal float animationStart, animationEnd, animationLast, nextAnimationLast;
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internal float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale = 1f;
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internal float alpha, mixTime, mixDuration, interruptAlpha, totalAlpha;
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internal MixBlend mixBlend = MixBlend.Replace;
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internal readonly ExposedList<int> timelineMode = new ExposedList<int>();
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internal readonly ExposedList<TrackEntry> timelineHoldMix = new ExposedList<TrackEntry>();
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internal readonly ExposedList<int> timelineData = new ExposedList<int>();
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internal readonly ExposedList<TrackEntry> timelineDipMix = new ExposedList<TrackEntry>();
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internal readonly ExposedList<float> timelinesRotation = new ExposedList<float>();
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// IPoolable.Reset()
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@ -749,8 +693,8 @@ namespace Spine {
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next = null;
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mixingFrom = null;
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animation = null;
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timelineMode.Clear();
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timelineHoldMix.Clear();
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timelineData.Clear();
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timelineDipMix.Clear();
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timelinesRotation.Clear();
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Start = null;
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@ -761,6 +705,54 @@ namespace Spine {
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Event = null;
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}
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/// <summary>Sets the timeline data.</summary>
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/// <param name="to">May be null.</param>
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internal TrackEntry SetTimelineData (TrackEntry to, ExposedList<TrackEntry> mixingToArray, HashSet<int> propertyIDs) {
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if (to != null) mixingToArray.Add(to);
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var lastEntry = mixingFrom != null ? mixingFrom.SetTimelineData(this, mixingToArray, propertyIDs) : this;
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if (to != null) mixingToArray.Pop();
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var mixingTo = mixingToArray.Items;
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int mixingToLast = mixingToArray.Count - 1;
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var timelines = animation.timelines.Items;
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int timelinesCount = animation.timelines.Count;
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var timelineDataItems = timelineData.Resize(timelinesCount).Items; // timelineData.setSize(timelinesCount);
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timelineDipMix.Clear();
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var timelineDipMixItems = timelineDipMix.Resize(timelinesCount).Items; //timelineDipMix.setSize(timelinesCount);
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// outer:
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for (int i = 0; i < timelinesCount; i++) {
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int id = timelines[i].PropertyId;
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if (!propertyIDs.Add(id)) {
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timelineDataItems[i] = AnimationState.Subsequent;
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} else if (to == null || !to.HasTimeline(id)) {
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timelineDataItems[i] = AnimationState.First;
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} else {
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for (int ii = mixingToLast; ii >= 0; ii--) {
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var entry = mixingTo[ii];
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if (!entry.HasTimeline(id)) {
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if (entry.mixDuration > 0) {
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timelineDataItems[i] = AnimationState.DipMix;
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timelineDipMixItems[i] = entry;
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goto continue_outer; // continue outer;
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}
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break;
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}
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}
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timelineDataItems[i] = AnimationState.Dip;
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}
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continue_outer: {}
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}
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return lastEntry;
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}
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bool HasTimeline (int id) {
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var timelines = animation.timelines.Items;
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for (int i = 0, n = animation.timelines.Count; i < n; i++)
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if (timelines[i].PropertyId == id) return true;
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return false;
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}
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/// <summary>The index of the track where this entry is either current or queued.</summary>
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public int TrackIndex { get { return trackIndex; } }
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@ -911,15 +903,6 @@ namespace Spine {
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/// mixing is currently occuring. When mixing from multiple animations, MixingFrom makes up a linked list.</summary>
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public TrackEntry MixingFrom { get { return mixingFrom; } }
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/// <summary>
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/// If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead of being mixed out.
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///
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/// When mixing between animations that key the same property, if a lower track also keys that property then the value will briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0% while the second animation mixes from 0% to 100%. Setting HoldPrevious to true applies the first animation at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which keys the property, only when a higher track also keys the property.
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///
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/// Snapping will occur if HoldPrevious is true and this animation does not key all the same properties as the previous animation.
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/// </summary>
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public bool HoldPrevious { get { return holdPrevious; } set { holdPrevious = value; } }
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public event AnimationState.TrackEntryDelegate Start, Interrupt, End, Dispose, Complete;
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public event AnimationState.TrackEntryEventDelegate Event;
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internal void OnStart () { if (Start != null) Start(this); }
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