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Add a component that allows playing the skeleton even in Edit Mode in Unity.
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_EDITOR
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using Spine;
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using Spine.Unity;
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using UnityEditor;
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using UnityEditor.Callbacks;
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using UnityEngine;
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namespace Spine.Unity {
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[ExecuteInEditMode]
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[AddComponentMenu("Spine/EditorSkeletonPlayer")]
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[RequireComponent(typeof(ISkeletonAnimation))]
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public class EditorSkeletonPlayer : MonoBehaviour {
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private IEditorSkeletonWrapper skeletonWrapper;
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private TrackEntry trackEntry;
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private string oldAnimationName;
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private bool oldLoop;
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private double oldTime;
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[DidReloadScripts]
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private static void OnReloaded() {
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// Force start when scripts are reloaded
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EditorSkeletonPlayer[] editorSpineAnimations = FindObjectsOfType<EditorSkeletonPlayer>();
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foreach (EditorSkeletonPlayer editorSpineAnimation in editorSpineAnimations)
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editorSpineAnimation.Start();
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}
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private void Start() {
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if (Application.isPlaying) return;
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if (skeletonWrapper == null) {
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if (TryGetComponent(out SkeletonAnimation skeletonAnimation))
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skeletonWrapper = new SkeletonAnimationWrapper(skeletonAnimation);
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else if (TryGetComponent(out SkeletonGraphic skeletonGraphic))
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skeletonWrapper = new SkeletonGraphicWrapper(skeletonGraphic);
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}
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oldTime = EditorApplication.timeSinceStartup;
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EditorApplication.update += EditorUpdate;
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}
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private void OnDestroy() {
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EditorApplication.update -= EditorUpdate;
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}
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private void EditorUpdate() {
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if (enabled == false || Application.isPlaying) return;
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if (skeletonWrapper == null) return;
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if (skeletonWrapper.State == null) return;
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// Update animation
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if (oldAnimationName != skeletonWrapper.AnimationName || oldLoop != skeletonWrapper.Loop) {
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trackEntry = skeletonWrapper.State.SetAnimation(0, skeletonWrapper.AnimationName, skeletonWrapper.Loop);
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oldAnimationName = skeletonWrapper.AnimationName;
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oldLoop = skeletonWrapper.Loop;
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}
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// Update speed
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if (trackEntry != null)
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trackEntry.TimeScale = skeletonWrapper.Speed;
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float deltaTime = (float)(EditorApplication.timeSinceStartup - oldTime);
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skeletonWrapper.Update(deltaTime);
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oldTime = EditorApplication.timeSinceStartup;
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// Force repaint to update animation smoothly
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EditorApplication.QueuePlayerLoopUpdate();
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}
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private class SkeletonAnimationWrapper : IEditorSkeletonWrapper {
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private SkeletonAnimation _skeletonAnimation;
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public SkeletonAnimationWrapper(SkeletonAnimation skeletonAnimation) {
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_skeletonAnimation = skeletonAnimation;
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}
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public string AnimationName {
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get { return _skeletonAnimation.AnimationName; }
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}
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public bool Loop {
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get { return _skeletonAnimation.loop; }
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}
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public float Speed {
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get { return _skeletonAnimation.timeScale; }
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}
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public Spine.AnimationState State {
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get { return _skeletonAnimation.state; }
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}
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public void Update(float deltaTime) {
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_skeletonAnimation.Update(deltaTime);
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}
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}
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private class SkeletonGraphicWrapper : IEditorSkeletonWrapper {
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private SkeletonGraphic _skeletonGraphic;
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public SkeletonGraphicWrapper(SkeletonGraphic skeletonGraphic) {
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_skeletonGraphic = skeletonGraphic;
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}
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public string AnimationName {
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get { return _skeletonGraphic.startingAnimation; }
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}
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public bool Loop {
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get { return _skeletonGraphic.startingLoop; }
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}
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public float Speed {
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get { return _skeletonGraphic.timeScale; }
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}
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public Spine.AnimationState State {
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get { return _skeletonGraphic.AnimationState; }
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}
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public void Update(float deltaTime) {
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_skeletonGraphic.Update(deltaTime);
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}
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}
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private interface IEditorSkeletonWrapper {
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string AnimationName { get; }
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bool Loop { get; }
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float Speed { get; }
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Spine.AnimationState State { get; }
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void Update(float deltaTime);
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}
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}
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}
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#endif
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 8b473abb659158442b906826a22f18bc
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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