diff --git a/CHANGELOG.md b/CHANGELOG.md index 779388f32..e156f0265 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -137,7 +137,7 @@ ### Unity -* **Officially supported Unity versions are 2017.1-2022.1**. +* **Officially supported Unity versions are 2017.1-2023.1**. * **Additions** * `SpineAtlasAsset.CreateRuntimeInstance` methods now provide an optional `newCustomTextureLoader` parameter (defaults to `null`) which can be set to e.g. `(a) => new YourCustomTextureLoader(a)` to use your own `TextureLoader` subclass instead of `MaterialsTextureLoader`. @@ -171,6 +171,7 @@ * Tint Black: Added support for [Tint Black](http://en.esotericsoftware.com/spine-slots#Tint-black) functionality at all Spine URP shaders (2D and 3D shaders) and at all standard pipeline `Spine/Sprite` shaders. This feature can be enabled via the `Tint Black` material parameter in the Inspector. Note: The URP Sprite shaders provided in the Spine URP Shaders extension UPM package require the latest version of the spine-unity runtime (package version 4.1.12, 2023-05-31 or newer) to display the added material parameters in the Inspector GUI. * Added `SkeletonGraphic.MeshScale` property to allow access to calculated mesh scale. `MeshScale` is based on (1) Canvas pixels per unit, and (2) `RectTransform` bounds when using `Layout Scale Mode` other than `None` at `SkeletonGraphic` which scales the skeleton mesh to fit the parent `RectTransform` bounds accordingly. * Added `updateSeparatorPartScale` property to `SkeletonGraphic` to let render separator parts follow the scale (lossy scale) of the `SkeletonGraphic` GameObject. Defaults to `false` to maintain existing behaviour. + * Added experimental `EditorSkeletonPlayer` component to allow Editor playback of the initial animation set at `SkeletonAnimation` or `SkeletonGraphic` components. Add this component to your skeleton GameObject to enable the in-editor animation preview. Allows configurations for continuous playback when selected, deselected, and alternative single-frame preview by setting `Fixed Track Time` to any value other than 0. Limitations: At skeletons with variable material count the Inspector preview may be too unresponsive. It is then recommended to disable the `EditorSkeletonPlayer` component (at the top of the Inspector) to make it responsive again, then you can disable `Play When Selected` and re-enable the component to preview playback only when deselected. * **Breaking changes** * Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead. diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/EditorSkeletonPlayer.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/EditorSkeletonPlayer.cs new file mode 100644 index 000000000..da4d8b7a8 --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/EditorSkeletonPlayer.cs @@ -0,0 +1,192 @@ +/****************************************************************************** + * 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 + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE + * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + *****************************************************************************/ + +#if UNITY_EDITOR +using UnityEditor; +using UnityEditor.Callbacks; +using UnityEngine; + +namespace Spine.Unity { + + /// + /// Experimental Editor Skeleton Player component enabling Editor playback of the + /// selected animation outside of Play mode for SkeletonAnimation and SkeletonGraphic. + /// + [ExecuteInEditMode] + [AddComponentMenu("Spine/EditorSkeletonPlayer")] + [RequireComponent(typeof(ISkeletonAnimation))] + public class EditorSkeletonPlayer : MonoBehaviour { + public bool playWhenSelected = true; + public bool playWhenDeselected = true; + public float fixedTrackTime = 0.0f; + 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(); + + foreach (EditorSkeletonPlayer editorSpineAnimation in editorSpineAnimations) + editorSpineAnimation.Start(); + } + + private void Reset () { + // Note: when a skeleton has a varying number of active materials, + // we're moving this component first in the hierarchy to still be + // able to disable this component. + for (int i = 0; i < 10; ++i) + UnityEditorInternal.ComponentUtility.MoveComponentUp(this); + } + + private void Start () { + if (Application.isPlaying) return; + + if (skeletonWrapper == null) { + SkeletonAnimation skeletonAnimation; + SkeletonGraphic skeletonGraphic; + if (skeletonAnimation = this.GetComponent()) + skeletonWrapper = new SkeletonAnimationWrapper(skeletonAnimation); + else if (skeletonGraphic = this.GetComponent()) + skeletonWrapper = new SkeletonGraphicWrapper(skeletonGraphic); + } + + oldTime = EditorApplication.timeSinceStartup; + EditorApplication.update += EditorUpdate; + } + + private void OnDestroy () { + EditorApplication.update -= EditorUpdate; + } + + private void Update () { + if (enabled == false || Application.isPlaying) return; + if (skeletonWrapper == null) return; + if (skeletonWrapper.State == null || skeletonWrapper.State.Tracks.Count == 0) return; + + TrackEntry currentEntry = skeletonWrapper.State.Tracks.Items[0]; + if (currentEntry != null && fixedTrackTime != 0) { + currentEntry.TrackTime = fixedTrackTime; + } + } + + private void EditorUpdate () { + if (enabled == false || Application.isPlaying) return; + if (skeletonWrapper == null) return; + if (skeletonWrapper.State == null) return; + bool isSelected = Selection.Contains(this.gameObject); + if (!this.playWhenSelected && isSelected) return; + if (!this.playWhenDeselected && !isSelected) return; + if (fixedTrackTime != 0) return; + + // Update animation + if (oldAnimationName != skeletonWrapper.AnimationName || oldLoop != skeletonWrapper.Loop) { + SkeletonData skeletonData = skeletonWrapper.SkeletonData; + Spine.Animation animation = (skeletonData == null || skeletonWrapper.AnimationName == null) ? + null : skeletonData.FindAnimation(skeletonWrapper.AnimationName); + if (animation != null) + trackEntry = skeletonWrapper.State.SetAnimation(0, skeletonWrapper.AnimationName, skeletonWrapper.Loop); + else + trackEntry = skeletonWrapper.State.SetEmptyAnimation(0, 0); + 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 +#if UNITY_2017_2_OR_NEWER + EditorApplication.QueuePlayerLoopUpdate(); +#else + SceneView.RepaintAll(); +#endif + } + + private class SkeletonAnimationWrapper : IEditorSkeletonWrapper { + private SkeletonAnimation skeletonAnimation; + + public SkeletonAnimationWrapper (SkeletonAnimation skeletonAnimation) { + this.skeletonAnimation = skeletonAnimation; + } + + public Spine.SkeletonData SkeletonData { + get { + if (!skeletonAnimation.SkeletonDataAsset) return null; + return skeletonAnimation.SkeletonDataAsset.GetSkeletonData(true); + } + } + + 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) { + this.skeletonGraphic = skeletonGraphic; + } + + public Spine.SkeletonData SkeletonData { get { return skeletonGraphic.SkeletonData; } } + 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; } + Spine.SkeletonData SkeletonData { get; } + bool Loop { get; } + float Speed { get; } + Spine.AnimationState State { get; } + void Update (float deltaTime); + } + } +} +#endif diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/EditorSkeletonPlayer.cs.meta b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/EditorSkeletonPlayer.cs.meta new file mode 100644 index 000000000..acdcc3044 --- /dev/null +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/EditorSkeletonPlayer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8b473abb659158442b906826a22f18bc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/Spine/package.json b/spine-unity/Assets/Spine/package.json index 0c72c5e12..858510509 100644 --- a/spine-unity/Assets/Spine/package.json +++ b/spine-unity/Assets/Spine/package.json @@ -2,7 +2,7 @@ "name": "com.esotericsoftware.spine.spine-unity", "displayName": "spine-unity Runtime", "description": "This plugin provides the spine-unity runtime core.", - "version": "4.2.17", + "version": "4.2.18", "unity": "2018.3", "author": { "name": "Esoteric Software",