Add a component that allows playing the skeleton even in Edit Mode in Unity.

This commit is contained in:
SR 2023-08-26 01:31:41 +09:00
parent 076e4e9e94
commit 1553b95863
2 changed files with 179 additions and 0 deletions

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

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