[unity] Improved Mecanim+SkeletonAnimation example.

This commit is contained in:
pharan 2018-12-20 10:54:19 +08:00
parent 63238bfc69
commit 0180f59336
17 changed files with 851 additions and 497 deletions

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One script handles communicating with SkeletonAnimation (and handling transitions
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timeCreated: 1531300871 timeCreated: 1545228667
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userData: userData:

View File

@ -1,62 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine;
using Spine.Unity;
public class AnimationStateMecanimState : StateMachineBehaviour {
#region Inspector
public AnimationReferenceAsset animation;
[System.Serializable]
public struct AnimationTransition {
public AnimationReferenceAsset from;
public AnimationReferenceAsset transition;
}
[UnityEngine.Serialization.FormerlySerializedAs("transitions")]
public List<AnimationTransition> fromTransitions = new List<AnimationTransition>();
#endregion
Spine.AnimationState state;
public void Initialize (Animator animator) {
if (state == null) {
var animationStateComponent = (animator.GetComponent(typeof(IAnimationStateComponent))) as IAnimationStateComponent;
state = animationStateComponent.AnimationState;
}
}
override public void OnStateEnter (Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
if (state == null) {
Initialize(animator);
}
float timeScale = stateInfo.speed;
var current = state.GetCurrent(layerIndex);
bool transitionPlayed = false;
if (current != null && fromTransitions.Count > 0) {
foreach (var t in fromTransitions) {
if (t.from.Animation == current.Animation) {
var transitionEntry = state.SetAnimation(layerIndex, t.transition.Animation, false);
transitionEntry.TimeScale = timeScale;
transitionPlayed = true;
break;
}
}
}
TrackEntry trackEntry;
if (transitionPlayed) {
trackEntry = state.AddAnimation(layerIndex, animation.Animation, stateInfo.loop, 0);
} else {
trackEntry = state.SetAnimation(layerIndex, animation.Animation, stateInfo.loop);
}
trackEntry.TimeScale = timeScale;
}
}

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@ -2,14 +2,11 @@
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using Spine;
using Spine.Unity;
namespace Spine.Unity.Examples { namespace Spine.Unity.Examples {
public class AnimationStateWithMecanimExample : MonoBehaviour { public class DummyMecanimControllerExample : MonoBehaviour {
SkeletonAnimation skeletonAnimation; public Animator logicAnimator;
Animator logicAnimator; public SkeletonAnimationHandleExample animationHandle;
[Header("Controls")] [Header("Controls")]
public KeyCode walkButton = KeyCode.LeftShift; public KeyCode walkButton = KeyCode.LeftShift;
@ -26,9 +23,6 @@ namespace Spine.Unity.Examples {
public bool isGrounded; public bool isGrounded;
void Awake () { void Awake () {
skeletonAnimation = GetComponent<SkeletonAnimation>();
logicAnimator = GetComponent<Animator>();
isGrounded = true; isGrounded = true;
} }
@ -42,7 +36,7 @@ namespace Spine.Unity.Examples {
// Flip skeleton. // Flip skeleton.
if (x != 0) { if (x != 0) {
skeletonAnimation.Skeleton.ScaleX = x > 0 ? 1f : -1f; animationHandle.SetFlip(x);
} }
if (Input.GetKeyDown(jumpButton)) { if (Input.GetKeyDown(jumpButton)) {
@ -53,7 +47,6 @@ namespace Spine.Unity.Examples {
logicAnimator.SetFloat(horizontalSpeedProperty, Mathf.Abs(speed.x)); logicAnimator.SetFloat(horizontalSpeedProperty, Mathf.Abs(speed.x));
logicAnimator.SetFloat(verticalSpeedProperty, speed.y); logicAnimator.SetFloat(verticalSpeedProperty, speed.y);
logicAnimator.SetBool(groundedProperty, isGrounded); logicAnimator.SetBool(groundedProperty, isGrounded);
} }
IEnumerator FakeJump () { IEnumerator FakeJump () {

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@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
// This StateMachineBehaviour handles sending the Mecanim state information to the component that handles playing the Spine animations.
public class MecanimToAnimationHandleExample : StateMachineBehaviour {
SkeletonAnimationHandleExample animationHandle;
bool initialized;
override public void OnStateEnter (Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
if (!initialized) {
animationHandle = animator.GetComponent<SkeletonAnimationHandleExample>();
initialized = true;
}
animationHandle.PlayAnimationForState(stateInfo.shortNameHash, layerIndex);
}
}
}

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@ -1,6 +1,6 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 536bdde8dc7bbb641b17da9221d6562f guid: 16f3a0143bc0dbc4793717b6d2ff94a2
timeCreated: 1531293563 timeCreated: 1545230670
licenseType: Free licenseType: Free
MonoImporter: MonoImporter:
serializedVersion: 2 serializedVersion: 2

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@ -0,0 +1,77 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class SkeletonAnimationHandleExample : MonoBehaviour {
public SkeletonAnimation skeletonAnimation;
public List<StateNameToAnimationReference> statesAndAnimations = new List<StateNameToAnimationReference>();
public List<AnimationTransition> transitions = new List<AnimationTransition>();
[System.Serializable]
public class StateNameToAnimationReference {
public string stateName;
public AnimationReferenceAsset animation;
}
[System.Serializable]
public struct AnimationTransition {
public AnimationReferenceAsset from;
public AnimationReferenceAsset to;
public AnimationReferenceAsset transition;
}
readonly Dictionary<Spine.AnimationStateData.AnimationPair, Spine.Animation> transitionDictionary = new Dictionary<AnimationStateData.AnimationPair, Animation>(Spine.AnimationStateData.AnimationPairComparer.Instance);
void Awake () {
foreach (var entry in transitions) {
// If uninitialized
entry.from.Initialize();
entry.to.Initialize();
entry.transition.Initialize();
transitionDictionary.Add(new AnimationStateData.AnimationPair(entry.from.Animation, entry.to.Animation), entry.transition.Animation);
}
}
public void SetFlip (float horizontal) {
if (horizontal != 0) {
skeletonAnimation.Skeleton.ScaleX = horizontal > 0 ? 1f : -1f;
}
}
public void PlayAnimationForState (int shortNameHash, int layerIndex) {
var foundAnimation = GetAnimationForState(shortNameHash);
if (foundAnimation == null)
return;
PlayNewAnimation(foundAnimation, layerIndex);
}
public Spine.Animation GetAnimationForState (int shortNameHash) {
var foundState = statesAndAnimations.Find(entry => Animator.StringToHash(entry.stateName) == shortNameHash);
return (foundState == null) ? null : foundState.animation;
}
void PlayNewAnimation (Spine.Animation target, int layerIndex) {
Spine.Animation transition = null;
Spine.Animation current = null;
var currentTrackEntry = skeletonAnimation.AnimationState.GetCurrent(layerIndex);
if (currentTrackEntry != null) {
current = currentTrackEntry.Animation;
if (current != null)
transitionDictionary.TryGetValue(new AnimationStateData.AnimationPair(current, target), out transition);
}
if (transition != null) {
skeletonAnimation.AnimationState.SetAnimation(layerIndex, transition, false);
skeletonAnimation.AnimationState.AddAnimation(layerIndex, target, true, 0f);
} else {
skeletonAnimation.AnimationState.SetAnimation(layerIndex, target, true);
}
}
}
}

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@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: dd8d49de34fd0724ca8c1ae3c44afe59
timeCreated: 1545230473
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,4 +1,4 @@
/****************************************************************************** /******************************************************************************
* Spine Runtimes Software License v2.5 * Spine Runtimes Software License v2.5
* *
* Copyright (c) 2013-2016, Esoteric Software * Copyright (c) 2013-2016, Esoteric Software

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@ -1,4 +1,4 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;

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@ -7,7 +7,7 @@ Material:
m_PrefabParentObject: {fileID: 0} m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0} m_PrefabInternal: {fileID: 0}
m_Name: spineboy-pro_Material m_Name: spineboy-pro_Material
m_Shader: {fileID: 4800000, guid: 1e8a610c9e01c3648bac42585e5fc676, type: 3} m_Shader: {fileID: 4800000, guid: 45495790b394f894a967dbf44489b57b, type: 3}
m_ShaderKeywords: m_ShaderKeywords:
m_LightmapFlags: 4 m_LightmapFlags: 4
m_EnableInstancingVariants: 0 m_EnableInstancingVariants: 0
@ -24,5 +24,9 @@ Material:
m_Offset: {x: 0, y: 0} m_Offset: {x: 0, y: 0}
m_Floats: m_Floats:
- _Cutoff: 0.1 - _Cutoff: 0.1
- _FillPhase: 0
- _StraightAlphaInput: 0 - _StraightAlphaInput: 0
m_Colors: [] m_Colors:
- _Black: {r: 0, g: 0, b: 0, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _FillColor: {r: 1, g: 1, b: 1, a: 1}