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[csharp] Ported AnimationState and Animation changes of commit a321aa7. See #1303.
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@ -67,6 +67,12 @@ namespace Spine {
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/// (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap into
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/// place.
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internal const int HoldMix = 3;
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/// 1) An attachment timeline in a subsequent track entry sets the attachment for the same slot as this attachment
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/// timeline.<para />
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/// Result: This attachment timeline will not use MixDirection.out, which would otherwise show the setup mode attachment (or
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/// none if not visible in setup mode). This allows deform timelines to be applied for the subsequent entry to mix from, rather
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/// than mixing from the setup pose.
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internal const int NotLast = 4;
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protected AnimationStateData data;
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private readonly ExposedList<TrackEntry> tracks = new ExposedList<TrackEntry>();
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@ -234,7 +240,7 @@ 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 = (timelineMode[ii] & AnimationState.NotLast - 1) == 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,
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@ -292,7 +298,7 @@ namespace Spine {
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MixDirection direction = MixDirection.Out;
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MixBlend timelineBlend;
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float alpha;
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switch (timelineMode[i]) {
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switch (timelineMode[i] & AnimationState.NotLast - 1) {
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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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@ -322,7 +328,7 @@ namespace Spine {
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} else {
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if (timelineBlend == MixBlend.Setup) {
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if (timeline is AttachmentTimeline) {
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if (attachments) direction = MixDirection.In;
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if (attachments || (timelineMode[i] & AnimationState.NotLast) == AnimationState.NotLast) direction = MixDirection.In;
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} else if (timeline is DrawOrderTimeline) {
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if (drawOrder) {
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direction = MixDirection.In;
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@ -716,25 +722,34 @@ namespace Spine {
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private void AnimationsChanged () {
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animationsChanged = false;
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// Process in the order that animations are applied.
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propertyIDs.Clear();
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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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TrackEntry 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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while (entry.mixingFrom != null) // Move to last entry, then iterate in reverse.
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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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if (entry.mixingTo == null || entry.mixBlend != MixBlend.Add) ComputeHold(entry);
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entry = entry.mixingTo;
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} while (entry != null);
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}
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// Process in the reverse order that animations are applied.
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propertyIDs.Clear();
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for (int i = tracks.Count - 1; i >= 0; i--) {
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TrackEntry entry = tracksItems[i];
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do {
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ComputeNotLast(entry);
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entry = entry.mixingFrom;
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} while (entry != null);
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}
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}
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private void SetTimelineModes (TrackEntry entry) {
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private void ComputeHold (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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@ -753,12 +768,14 @@ namespace Spine {
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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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Timeline timeline = timelines[i];
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int id = timeline.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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else if (to == null || timeline is AttachmentTimeline || timeline is DrawOrderTimeline
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|| timeline is EventTimeline || !HasTimeline(to, id)) {
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timelineMode[i] = AnimationState.First;
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else {
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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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@ -774,6 +791,20 @@ namespace Spine {
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}
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}
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private void ComputeNotLast (TrackEntry entry) {
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var timelines = entry.animation.timelines.Items;
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int timelinesCount = entry.animation.timelines.Count;
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int[] timelineMode = entry.timelineMode.Items;
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var propertyIDs = this.propertyIDs;
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for (int i = 0; i < timelinesCount; i++) {
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if (timelines[i] is AttachmentTimeline) {
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AttachmentTimeline timeline = (AttachmentTimeline)timelines[i];
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if (!propertyIDs.Add(timeline.slotIndex)) timelineMode[i] |= AnimationState.NotLast;
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}
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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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