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https://github.com/EsotericSoftware/spine-runtimes.git
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[lua] Ported skeleton of AnimationState, all of EventQueue
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@ -28,7 +28,122 @@
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-- POSSIBILITY OF SUCH DAMAGE.
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-------------------------------------------------------------------------------
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local setmetatable = setmetatable
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local table_insert = table.insert
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local utils = require "spine-lua.utils"
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local Animation = require "spine-lua.Animation"
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local AnimationStateData = require "spine-lua.AnimationStateData"
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local EventType = {
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start = 0,
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interrupt = 1,
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_end = 2,
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dispose = 3,
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complete = 4,
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event = 5
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}
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local EventQueue = {}
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EventQueue.__index = EventQueue
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function EventQueue.new (animationState)
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local self = {
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objects = {},
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animationState = animationState,
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drainDisabled = false
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}
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setmetatable(self, EventQueue)
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return self
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end
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function EventQueue:start (entry)
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local objects = self.objects
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table_insert(objects, EventType.start)
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table_insert(objects, entry)
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animationState.animationsChanged = true
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end
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function EventQueue:interrupt (entry)
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local objects = self.objects
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table_insert(objects, EventType.interrupt)
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table_insert(objects, entry)
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end
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function EventQueue:_end (entry)
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local objects = self.objects
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table_insert(objects, EventType._end)
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table_insert(objects, entry)
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animationState.animationsChanged = true
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end
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function EventQueue:dispose (entry)
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local objects = self.objects
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table_insert(objects, EventType.dispose)
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table_insert(objects, entry)
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end
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function EventQueue:complete (entry)
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local objects = self.objects
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table_insert(objects, EventType.complete)
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table_insert(objects, entry)
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end
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function EventQueue:event (entry, event)
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local objects = self.objects
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table_insert(objects, EventType.event)
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table_insert(objects, entry)
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table_insert(objects, event)
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end
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function EventQueue:drain ()
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if self.drainDisabled then return end -- Not reentrant.
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self.drainDisabled = true
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local objects = self.objects
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local as = self.animationState
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local i = 1
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local n = #objects
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while i <= n do
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local _type = objects[i]
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local entry = objects[i + 1]
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if _type == EventType.start then
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if entry.onStart then entry.onStart(entry) end
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if as.onStart then entry.onStart(entry) end
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elseif _type == EventType.interrupt then
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if entry.onInterrupt then entry.onInterrupt(entry) end
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if as.onInterrupt then entry.onInterrupt(entry) end
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elseif _type == EventType._end then
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if entry.onEnd then entry.onEnd(entry) end
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if as.onEnd then entry.onEnd(entry) end
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-- fall through in ref impl
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if entry.onDispose then entry.onDispose(entry) end
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if as.onDispose then entry.onDispose(entry) end
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elseif _type == EventType._dispose then
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if entry.onDispose then entry.onDispose(entry) end
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if as.onDispose then entry.onDispose(entry) end
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elseif _type == EventType.complete then
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if entry.onComplete then entry.onComplete(entry) end
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if as.onComplete then entry.onComplete(entry) end
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elseif _type == EventType.event then
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local event = objects[i + 2]
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if entry.onEvent then entry.onEvent(entry, event) end
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if as.onEvent then entry.onEvent(entry, event) end
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i = i + 1
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end
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i = i + 2
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end
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self:clear()
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self.drainDisabled = false;
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end
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function EventQueue:clear ()
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self.objects[1] = nil -- dirty trick so we don't re-alloc, relies on using # in drain
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end
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local AnimationState = {}
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AnimationState.__index = AnimationState
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function AnimationState.new (data)
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if not data then error("data cannot be nil", 2) end
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@ -36,215 +151,15 @@ function AnimationState.new (data)
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local self = {
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data = data,
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tracks = {},
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trackCount = 0,
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events = {},
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onStart = nil, onEnd = nil, onComplete = nil, onEvent = nil,
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onStart = nil, onInterrupt = nil, onEnd = nil, onDispose = nil, onComplete = nil, onEvent = nil,
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queue = nil,
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propertyIDs = {},
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animationsChanged = false,
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timeScale = 1
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}
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local function setCurrent (index, entry)
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local current = self.tracks[index]
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if current then
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local previous = current.previous
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current.previous = nil
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if current.onEnd then current.onEnd(index) end
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if self.onEnd then self.onEnd(index) end
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entry.mixDuration = self.data:getMix(current.animation.name, entry.animation.name)
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if entry.mixDuration > 0 then
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entry.mixTime = 0
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-- If a mix is in progress, mix from the closest animation.
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if previous and current.mixTime / current.mixDuration < 0.5 then
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entry.previous = previous
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else
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entry.previous = current
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end
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end
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end
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self.tracks[index] = entry
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self.trackCount = math.max(self.trackCount, index + 1)
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if entry.onStart then entry.onStart(index) end
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if self.onStart then self.onStart(index) end
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end
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function self:update (delta)
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delta = delta * self.timeScale
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for i = 0, self.trackCount - 1 do
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local current = self.tracks[i]
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if current then
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current.time = current.time + delta * current.timeScale
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if current.previous then
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local previousDelta = delta * current.previous.timeScale
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current.previous.time = current.previous.time + previousDelta
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current.mixTime = current.mixTime + previousDelta
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end
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local next = current.next
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if next then
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next.time = current.lastTime - next.delay
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if next.time >= 0 then setCurrent(i, next) end
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else
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-- End non-looping animation when it reaches its end time and there is no next entry.
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if not current.loop and current.lastTime >= current.endTime then self:clearTrack(i) end
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end
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end
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end
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end
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function self:apply(skeleton)
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for i = 0, self.trackCount - 1 do
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local current = self.tracks[i]
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if current then
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local time = current.time
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local lastTime = current.lastTime
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local endTime = current.endTime
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local loop = current.loop
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if not loop and time > endTime then time = endTime end
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local previous = current.previous
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if not previous then
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if current.mix == 1 then
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current.animation:apply(skeleton, current.lastTime, time, loop, self.events)
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else
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current.animation:mix(skeleton, current.lastTime, time, loop, self.events, current.mix)
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end
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else
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local previousTime = previous.time
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if not previous.loop and previousTime > previous.endTime then previousTime = previous.endTime end
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previous.animation:apply(skeleton, previousTime, previousTime, previous.loop, nil)
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local alpha = current.mixTime / current.mixDuration * current.mix
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if alpha >= 1 then
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alpha = 1
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current.previous = nil
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end
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current.animation:mix(skeleton, current.lastTime, time, loop, self.events, alpha)
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end
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local eventCount = #self.events
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for ii = 1, eventCount, 1 do
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local event = self.events[ii]
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if current.onEvent then current.onEvent(i, event) end
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if self.onEvent then self.onEvent(i, event) end
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end
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for ii = 1, eventCount, 1 do
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table.remove(self.events)
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end
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-- Check if completed the animation or a loop iteration.
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local complete
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if current.loop then
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complete = lastTime % endTime > time % endTime
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else
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complete = lastTime < endTime and time >= endTime
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end
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if complete then
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local count = math.floor(time / endTime)
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if current.onComplete then current.onComplete(i, count) end
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if self.onComplete then self.onComplete(i, count) end
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end
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current.lastTime = current.time
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end
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end
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end
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function self:clearTracks ()
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for i,current in pairs(self.tracks) do
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self.clearTrack(i)
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end
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self.tracks = {}
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self.trackCount = 0
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end
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function self:clearTrack (trackIndex)
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local current = self.tracks[trackIndex]
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if not current then return end
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if current.onEnd then current.onEnd(trackIndex) end
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if self.onEnd then self.onEnd(trackIndex) end
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self.tracks[trackIndex] = nil
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if trackIndex == self.trackCount - 1 then
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self.trackCount = self.trackCount - 1
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end
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end
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function self:setAnimationByName (trackIndex, animationName, loop)
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local animation = self.data.skeletonData:findAnimation(animationName)
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if not animation then error("Animation not found: " .. animationName) end
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return self:setAnimation(trackIndex, animation, loop)
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end
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-- Set the current animation. Any queued animations are cleared.
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function self:setAnimation (trackIndex, animation, loop)
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local entry = AnimationState.TrackEntry.new()
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entry.animation = animation
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entry.loop = loop
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entry.endTime = animation.duration
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setCurrent(trackIndex, entry)
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return entry
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end
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function self:addAnimationByName (trackIndex, animationName, loop, delay)
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local animation = self.data.skeletonData:findAnimation(animationName)
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if not animation then error("Animation not found: " .. animationName) end
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return self:addAnimation(trackIndex, animation, loop, delay)
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end
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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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function self:addAnimation (trackIndex, animation, loop, delay)
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local entry = AnimationState.TrackEntry.new()
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entry.animation = animation
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entry.loop = loop
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entry.endTime = animation.duration
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local last = self.tracks[trackIndex]
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if last then
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while (last.next) do
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last = last.next
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end
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last.next = entry
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else
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setCurrent(trackIndex, entry)
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end
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delay = delay or 0
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if delay <= 0 then
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if last then
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delay = delay + last.endTime - self.data:getMix(last.animation.name, animation.name)
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else
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delay = 0
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end
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end
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entry.delay = delay
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return entry
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end
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-- May return nil.
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function self:getCurrent (trackIndex)
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return self.tracks[trackIndex]
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end
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return self
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end
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AnimationState.TrackEntry = {}
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function AnimationState.TrackEntry.new (data)
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local self = {
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next = nil, previous = nil,
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animation = nil,
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loop = false,
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delay = 0, time = 0, lastTime = -1, endTime = 0,
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timeScale = 1,
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mixTime = 0, mixDuration = 0, mix = 1,
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onStart = nil, onEnd = nil, onComplete = nil, onEvent = nil
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}
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queue = EventQueue.new(self)
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setmetatable(self, AnimationState)
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return self
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end
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