mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
parent
6441bd93b6
commit
2df28f8564
@ -70,7 +70,7 @@ namespace Spine {
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List<Timeline> timelines = this.timelines;
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for (int i = 0, n = timelines.Count; i < n; i++)
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timelines[i].Apply(skeleton, lastTime, time, 1, events);
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timelines[i].Apply(skeleton, lastTime, time, events, 1);
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}
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/** @deprecated */
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@ -92,7 +92,7 @@ namespace Spine {
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List<Timeline> timelines = this.timelines;
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for (int i = 0, n = timelines.Count; i < n; i++)
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timelines[i].Apply(skeleton, lastTime, time, alpha, events);
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timelines[i].Apply(skeleton, lastTime, time, events, alpha);
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}
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/** @param target After the first and before the last entry. */
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@ -120,7 +120,7 @@ namespace Spine {
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public interface Timeline {
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/** Sets the value(s) for the specified time. */
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void Apply (Skeleton skeleton, float lastTime, float time, float alpha, List<Event> firedEvents);
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void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha);
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}
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/** Base class for frames that use an interpolation bezier curve. */
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@ -136,7 +136,7 @@ namespace Spine {
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curves = new float[(frameCount - 1) * 6];
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}
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abstract public void Apply (Skeleton skeleton, float lastTime, float time, float alpha, List<Event> firedEvents);
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abstract public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha);
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public void SetLinear (int frameIndex) {
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curves[frameIndex * 6] = LINEAR;
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@ -225,7 +225,7 @@ namespace Spine {
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frames[frameIndex + 1] = angle;
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}
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override public void Apply (Skeleton skeleton, float lastTime, float time, float alpha, List<Event> firedEvents) {
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override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
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float[] frames = this.frames;
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if (time < frames[0]) return; // Time is before first frame.
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@ -288,7 +288,7 @@ namespace Spine {
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frames[frameIndex + 2] = y;
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}
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override public void Apply (Skeleton skeleton, float lastTime, float time, float alpha, List<Event> firedEvents) {
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override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
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float[] frames = this.frames;
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if (time < frames[0]) return; // Time is before first frame.
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@ -318,7 +318,7 @@ namespace Spine {
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: base(frameCount) {
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}
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override public void Apply (Skeleton skeleton, float lastTime, float time, float alpha, List<Event> firedEvents) {
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override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
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float[] frames = this.frames;
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if (time < frames[0]) return; // Time is before first frame.
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@ -370,7 +370,7 @@ namespace Spine {
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frames[frameIndex + 4] = a;
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}
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override public void Apply (Skeleton skeleton, float lastTime, float time, float alpha, List<Event> firedEvents) {
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override public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
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float[] frames = this.frames;
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if (time < frames[0]) return; // Time is before first frame.
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@ -434,7 +434,7 @@ namespace Spine {
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attachmentNames[frameIndex] = attachmentName;
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}
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public void Apply (Skeleton skeleton, float lastTime, float time, float alpha, List<Event> firedEvents) {
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public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
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float[] frames = this.frames;
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if (time < frames[0]) return; // Time is before first frame.
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@ -469,7 +469,7 @@ namespace Spine {
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events[frameIndex] = e;
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}
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public void Apply (Skeleton skeleton, float lastTime, float time, float alpha, List<Event> firedEvents) {
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public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
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float[] frames = this.frames;
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if (time < frames[0]) return; // Time is before first frame.
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@ -478,7 +478,7 @@ namespace Spine {
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if (lastTime > time) {
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// Fire events after last time for looped animations.
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Apply(skeleton, lastTime, int.MaxValue, alpha, firedEvents);
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Apply(skeleton, lastTime, int.MaxValue, firedEvents, alpha);
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lastTime = 0;
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}
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@ -520,7 +520,7 @@ namespace Spine {
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drawOrders[frameIndex] = drawOrder;
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}
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public void Apply (Skeleton skeleton, float lastTime, float time, float alpha, List<Event> firedEvents) {
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public void Apply (Skeleton skeleton, float lastTime, float time, List<Event> firedEvents, float alpha) {
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float[] frames = this.frames;
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if (time < frames[0]) return; // Time is before first frame.
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@ -33,32 +33,18 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace Spine {
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public class AnimationState {
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private AnimationStateData data;
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private QueuedAnimation current, previous;
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private float mixTime, mixDuration;
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private List<QueuedAnimation> queue = new List<QueuedAnimation>();
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private List<TrackEntry> tracks = new List<TrackEntry>();
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private List<Event> events = new List<Event>();
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public AnimationStateData Data { get { return data; } }
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public List<QueuedAnimation> Queue { get { return queue; } }
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public QueuedAnimation Current { get { return current; } }
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public Animation Animation {
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get { return current != null ? current.animation : null; }
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}
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public float Time {
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get { return current != null ? current.time : 0; }
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set { if (current != null) current.Time = value; }
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}
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public bool Loop {
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get { return current != null ? current.loop : false; }
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set { if (current != null) current.Loop = value; }
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}
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public event EventHandler Start;
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public event EventHandler End;
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public event EventHandler<StartEndArgs> Start;
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public event EventHandler<StartEndArgs> End;
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public event EventHandler<EventTriggeredArgs> Event;
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public event EventHandler<CompleteArgs> Complete;
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@ -68,177 +54,218 @@ namespace Spine {
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}
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public void Update (float delta) {
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QueuedAnimation current = this.current;
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if (current == null) return;
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for (int i = 0, n = tracks.Count; i < n; i++) {
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TrackEntry current = tracks[i];
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if (current == null) continue;
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float time = current.time;
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float duration = current.endTime;
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float time = current.time + delta;
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float endTime = current.endTime;
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current.time = time + delta;
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if (previous != null) {
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previous.time += delta;
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mixTime += delta;
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}
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current.time = time;
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if (current.previous != null) {
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current.previous.time += delta;
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current.mixTime += delta;
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}
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// Check if completed the animation or a loop iteration.
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if (current.loop ? (current.lastTime % duration > time % duration) : (current.lastTime < duration && time >= duration)) {
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int count = (int)(time / duration);
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current.OnComplete(this, count);
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if (Complete != null) Complete(this, new CompleteArgs(count));
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}
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// Check if completed the animation or a loop iteration.
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if (current.loop ? (current.lastTime % endTime > time % endTime) : (current.lastTime < endTime && time >= endTime)) {
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int count = (int)(time / endTime);
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current.OnComplete(this, i, count);
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if (Complete != null) Complete(this, new CompleteArgs(i, count));
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}
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if (queue.Count > 0) {
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QueuedAnimation entry = queue[0];
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if (time >= entry.delay) {
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if (entry.animation == null)
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ClearAnimation();
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else {
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SetAnimationEntry(entry);
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queue.RemoveAt(0);
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}
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TrackEntry next = current.next;
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if (next != null && time >= next.delay) {
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if (next.animation == null)
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Clear(i);
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else
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SetCurrent(i, next);
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}
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}
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}
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public void Apply (Skeleton skeleton) {
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QueuedAnimation current = this.current;
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List<Event> events = this.events;
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for (int i = 0, n = tracks.Count; i < n; i++) {
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TrackEntry current = tracks[i];
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if (current == null) continue;
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events.Clear();
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TrackEntry previous = current.previous;
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if (previous == null)
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current.animation.Apply(skeleton, current.lastTime, current.time, current.loop, events);
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else {
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previous.animation.Apply(skeleton, int.MaxValue, previous.time, previous.loop, null);
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float alpha = current.mixTime / current.mixDuration;
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if (alpha >= 1) {
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alpha = 1;
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current.previous = null;
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}
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current.animation.Mix(skeleton, current.lastTime, current.time, current.loop, events, alpha);
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}
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for (int ii = 0, nn = events.Count; ii < nn; ii++) {
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Event e = events[ii];
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current.OnEvent(this, i, e);
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if (Event != null) Event(this, new EventTriggeredArgs(i, e));
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}
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current.lastTime = current.time;
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}
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}
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public void Clear () {
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for (int i = 0, n = tracks.Count; i < n; i++)
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Clear(i);
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tracks.Clear();
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}
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public void Clear (int trackIndex) {
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if (trackIndex >= tracks.Count) return;
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TrackEntry current = tracks[trackIndex];
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if (current == null) return;
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List<Event> events = this.events;
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events.Clear();
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current.OnEnd(this, trackIndex);
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if (End != null) End(this, new StartEndArgs(trackIndex));
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QueuedAnimation previous = this.previous;
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if (previous != null) {
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previous.animation.Apply(skeleton, int.MaxValue, previous.time, previous.loop, null);
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float alpha = mixTime / mixDuration;
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if (alpha >= 1) {
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alpha = 1;
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this.previous = null;
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}
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current.animation.Mix(skeleton, current.lastTime, current.time, current.loop, events, alpha);
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} else
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current.animation.Apply(skeleton, current.lastTime, current.time, current.loop, events);
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foreach (Event e in events) {
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current.OnEvent(this, e);
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if (Event != null) Event(this, new EventTriggeredArgs(e));
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}
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current.lastTime = current.time;
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tracks[trackIndex] = null;
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}
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public void ClearAnimation () {
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previous = null;
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current = null;
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queue.Clear();
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private TrackEntry ExpandToIndex (int index) {
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if (index < tracks.Count) return tracks[index];
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while (index >= tracks.Count)
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tracks.Add(null);
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return null;
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}
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private void SetAnimationEntry (QueuedAnimation entry) {
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previous = null;
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QueuedAnimation current = this.current;
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private void SetCurrent (int index, TrackEntry entry) {
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TrackEntry current = ExpandToIndex(index);
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if (current != null) {
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current.OnEnd(this);
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if (End != null) End(this, EventArgs.Empty);
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current.previous = null;
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mixDuration = data.GetMix(current.animation, entry.animation);
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if (mixDuration > 0) {
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mixTime = 0;
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previous = current;
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current.OnEnd(this, index);
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if (End != null) End(this, new StartEndArgs(index));
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entry.mixDuration = data.GetMix(current.animation, entry.animation);
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if (entry.mixDuration > 0) {
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entry.mixTime = 0;
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entry.previous = current;
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}
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}
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this.current = entry;
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entry.OnStart(this);
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if (Start != null) Start(this, EventArgs.Empty);
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tracks[index] = entry;
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entry.OnStart(this, index);
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if (Start != null) Start(this, new StartEndArgs(index));
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}
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public QueuedAnimation SetAnimation (String animationName, bool loop) {
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public TrackEntry SetAnimation (int trackIndex, String animationName, bool loop) {
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Animation animation = data.skeletonData.FindAnimation(animationName);
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if (animation == null) throw new ArgumentException("Animation not found: " + animationName);
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return SetAnimation(animation, loop);
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return SetAnimation(trackIndex, animation, loop);
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}
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/** Set the current animation. Any queued animations are cleared. */
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public QueuedAnimation SetAnimation (Animation animation, bool loop) {
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queue.Clear();
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QueuedAnimation entry = new QueuedAnimation();
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public TrackEntry SetAnimation (int trackIndex, Animation animation, bool loop) {
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TrackEntry entry = new TrackEntry();
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entry.animation = animation;
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entry.loop = loop;
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entry.time = 0;
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entry.endTime = animation.Duration;
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SetAnimationEntry(entry);
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SetCurrent(trackIndex, entry);
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return entry;
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}
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public QueuedAnimation AddAnimation (String animationName, bool loop) {
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return AddAnimation(animationName, loop, 0);
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}
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public QueuedAnimation AddAnimation (String animationName, bool loop, float delay) {
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public TrackEntry AddAnimation (int trackIndex, String animationName, bool loop, float delay) {
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Animation animation = data.skeletonData.FindAnimation(animationName);
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if (animation == null) throw new ArgumentException("Animation not found: " + animationName);
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return AddAnimation(animation, loop, delay);
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}
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public QueuedAnimation AddAnimation (Animation animation, bool loop) {
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return AddAnimation(animation, loop, 0);
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return AddAnimation(trackIndex, animation, loop, delay);
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}
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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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public QueuedAnimation AddAnimation (Animation animation, bool loop, float delay) {
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QueuedAnimation entry = new QueuedAnimation();
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public TrackEntry AddAnimation (int trackIndex, Animation animation, bool loop, float delay) {
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TrackEntry entry = new TrackEntry();
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entry.animation = animation;
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entry.loop = loop;
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entry.time = 0;
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entry.endTime = animation != null ? animation.Duration : 0;
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TrackEntry last = ExpandToIndex(trackIndex);
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if (last != null) {
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while (last.next != null)
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last = last.next;
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last.next = entry;
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} else
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tracks[trackIndex] = entry;
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if (delay <= 0) {
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QueuedAnimation previousEntry = queue.Count > 0 ? queue[queue.Count - 1] : current;
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if (previousEntry != null) {
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delay += previousEntry.endTime;
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if (animation != null) delay += -data.GetMix(previousEntry.animation, animation);
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if (last != null) {
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delay += last.endTime;
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if (animation != null) delay += -data.GetMix(last.animation, animation);
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} else
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delay = 0;
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}
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entry.delay = delay;
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queue.Add(entry);
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return entry;
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}
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/** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */
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public bool IsComplete () {
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return current == null || current.time >= current.endTime;
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/** @return May be null. */
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public TrackEntry getTrackEntry (int trackIndex) {
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if (trackIndex >= tracks.Count) return null;
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return tracks[trackIndex];
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}
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override public String ToString () {
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if (current == null || current.animation == null) return "<none>";
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return current.animation.Name;
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StringBuilder buffer = new StringBuilder();
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for (int i = 0, n = tracks.Count; i < n; i++) {
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TrackEntry entry = tracks[i];
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if (entry == null) continue;
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if (buffer.Length > 0) buffer.Append(", ");
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buffer.Append(entry.ToString());
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}
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if (buffer.Length == 0) return "<none>";
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return buffer.ToString();
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}
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}
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public class EventTriggeredArgs : EventArgs {
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public int TrackIndex { get; private set; }
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public Event Event { get; private set; }
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public EventTriggeredArgs (Event e) {
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public EventTriggeredArgs (int trackIndex, Event e) {
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TrackIndex = trackIndex;
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Event = e;
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}
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}
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public class CompleteArgs : EventArgs {
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public int TrackIndex { get; private set; }
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public int LoopCount { get; private set; }
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public CompleteArgs (int loopCount) {
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public CompleteArgs (int trackIndex, int loopCount) {
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TrackIndex = trackIndex;
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LoopCount = loopCount;
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}
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}
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public class QueuedAnimation {
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public class StartEndArgs : EventArgs {
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public int TrackIndex { get; private set; }
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public StartEndArgs (int trackIndex) {
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TrackIndex = trackIndex;
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}
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}
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public class TrackEntry {
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internal TrackEntry next, previous;
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internal Animation animation;
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internal bool loop;
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internal float delay, time, lastTime, endTime;
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internal float mixTime, mixDuration;
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public Animation Animation { get { return animation; } }
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public bool Loop { get { return loop; } set { loop = value; } }
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@ -253,25 +280,25 @@ namespace Spine {
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}
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}
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public event EventHandler Start;
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public event EventHandler End;
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public event EventHandler<StartEndArgs> Start;
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public event EventHandler<StartEndArgs> End;
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public event EventHandler<EventTriggeredArgs> Event;
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public event EventHandler<CompleteArgs> Complete;
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internal void OnStart (AnimationState state) {
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if (Start != null) Start(state, EventArgs.Empty);
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internal void OnStart (AnimationState state, int index) {
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if (Start != null) Start(state, new StartEndArgs(index));
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}
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||||
internal void OnEnd (AnimationState state) {
|
||||
if (End != null) End(state, EventArgs.Empty);
|
||||
internal void OnEnd (AnimationState state, int index) {
|
||||
if (End != null) End(state, new StartEndArgs(index));
|
||||
}
|
||||
|
||||
internal void OnEvent (AnimationState state, Event e) {
|
||||
if (Event != null) Event(state, new EventTriggeredArgs(e));
|
||||
internal void OnEvent (AnimationState state, int index, Event e) {
|
||||
if (Event != null) Event(state, new EventTriggeredArgs(index, e));
|
||||
}
|
||||
|
||||
internal void OnComplete (AnimationState state, int loopCount) {
|
||||
if (Complete != null) Complete(state, new CompleteArgs(loopCount));
|
||||
internal void OnComplete (AnimationState state, int index, int loopCount) {
|
||||
if (Complete != null) Complete(state, new CompleteArgs(index, loopCount));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -81,7 +81,7 @@ public class Animation {
|
||||
|
||||
Array<Timeline> timelines = this.timelines;
|
||||
for (int i = 0, n = timelines.size; i < n; i++)
|
||||
timelines.get(i).apply(skeleton, lastTime, time, 1, events);
|
||||
timelines.get(i).apply(skeleton, lastTime, time, events, 1);
|
||||
}
|
||||
|
||||
/** @deprecated */
|
||||
@ -103,7 +103,7 @@ public class Animation {
|
||||
|
||||
Array<Timeline> timelines = this.timelines;
|
||||
for (int i = 0, n = timelines.size; i < n; i++)
|
||||
timelines.get(i).apply(skeleton, lastTime, time, alpha, events);
|
||||
timelines.get(i).apply(skeleton, lastTime, time, events, alpha);
|
||||
}
|
||||
|
||||
public String getName () {
|
||||
@ -138,7 +138,7 @@ public class Animation {
|
||||
|
||||
static public interface Timeline {
|
||||
/** Sets the value(s) for the specified time. */
|
||||
public void apply (Skeleton skeleton, float lastTime, float time, float alpha, Array<Event> events);
|
||||
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha);
|
||||
}
|
||||
|
||||
/** Base class for frames that use an interpolation bezier curve. */
|
||||
@ -263,7 +263,7 @@ public class Animation {
|
||||
frames[frameIndex + 1] = angle;
|
||||
}
|
||||
|
||||
public void apply (Skeleton skeleton, float lastTime, float time, float alpha, Array<Event> events) {
|
||||
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha) {
|
||||
float[] frames = this.frames;
|
||||
if (time < frames[0]) return; // Time is before first frame.
|
||||
|
||||
@ -333,7 +333,7 @@ public class Animation {
|
||||
frames[frameIndex + 2] = y;
|
||||
}
|
||||
|
||||
public void apply (Skeleton skeleton, float lastTime, float time, float alpha, Array<Event> events) {
|
||||
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha) {
|
||||
float[] frames = this.frames;
|
||||
if (time < frames[0]) return; // Time is before first frame.
|
||||
|
||||
@ -363,7 +363,7 @@ public class Animation {
|
||||
super(frameCount);
|
||||
}
|
||||
|
||||
public void apply (Skeleton skeleton, float lastTime, float time, float alpha, Array<Event> events) {
|
||||
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha) {
|
||||
float[] frames = this.frames;
|
||||
if (time < frames[0]) return; // Time is before first frame.
|
||||
|
||||
@ -426,7 +426,7 @@ public class Animation {
|
||||
frames[frameIndex + 4] = a;
|
||||
}
|
||||
|
||||
public void apply (Skeleton skeleton, float lastTime, float time, float alpha, Array<Event> events) {
|
||||
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha) {
|
||||
float[] frames = this.frames;
|
||||
if (time < frames[0]) return; // Time is before first frame.
|
||||
|
||||
@ -499,7 +499,7 @@ public class Animation {
|
||||
attachmentNames[frameIndex] = attachmentName;
|
||||
}
|
||||
|
||||
public void apply (Skeleton skeleton, float lastTime, float time, float alpha, Array<Event> events) {
|
||||
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> events, float alpha) {
|
||||
float[] frames = this.frames;
|
||||
if (time < frames[0]) return; // Time is before first frame.
|
||||
|
||||
@ -542,7 +542,7 @@ public class Animation {
|
||||
events[frameIndex] = event;
|
||||
}
|
||||
|
||||
public void apply (Skeleton skeleton, float lastTime, float time, float alpha, Array<Event> firedEvents) {
|
||||
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> firedEvents, float alpha) {
|
||||
float[] frames = this.frames;
|
||||
if (time < frames[0]) return; // Time is before first frame.
|
||||
|
||||
@ -551,7 +551,7 @@ public class Animation {
|
||||
|
||||
if (lastTime > time) {
|
||||
// Fire events after last time for looped animations.
|
||||
apply(skeleton, lastTime, Integer.MAX_VALUE, alpha, firedEvents);
|
||||
apply(skeleton, lastTime, Integer.MAX_VALUE, firedEvents, alpha);
|
||||
lastTime = 0;
|
||||
}
|
||||
|
||||
@ -601,7 +601,7 @@ public class Animation {
|
||||
drawOrders[frameIndex] = drawOrder;
|
||||
}
|
||||
|
||||
public void apply (Skeleton skeleton, float lastTime, float time, float alpha, Array<Event> firedEvents) {
|
||||
public void apply (Skeleton skeleton, float lastTime, float time, Array<Event> firedEvents, float alpha) {
|
||||
float[] frames = this.frames;
|
||||
if (time < frames[0]) return; // Time is before first frame.
|
||||
|
||||
|
||||
@ -40,11 +40,9 @@ import com.badlogic.gdx.utils.Pools;
|
||||
/** Stores state for an animation and automatically mixes between animations. */
|
||||
public class AnimationState {
|
||||
private final AnimationStateData data;
|
||||
private QueuedAnimation current, previous;
|
||||
private float mixTime, mixDuration;
|
||||
private final Array<QueuedAnimation> queue = new Array();
|
||||
private final Array<AnimationStateListener> listeners = new Array();
|
||||
private Array<TrackEntry> tracks = new Array();
|
||||
private final Array<Event> events = new Array();
|
||||
private final Array<AnimationStateListener> listeners = new Array();
|
||||
|
||||
public AnimationState (AnimationStateData data) {
|
||||
if (data == null) throw new IllegalArgumentException("data cannot be null.");
|
||||
@ -52,202 +50,196 @@ public class AnimationState {
|
||||
}
|
||||
|
||||
public void update (float delta) {
|
||||
QueuedAnimation current = this.current;
|
||||
if (current == null) return;
|
||||
for (int i = 0, n = tracks.size; i < n; i++) {
|
||||
TrackEntry current = tracks.get(i);
|
||||
if (current == null) continue;
|
||||
|
||||
float time = current.time;
|
||||
float duration = current.endTime;
|
||||
float time = current.time + delta;
|
||||
float endTime = current.endTime;
|
||||
|
||||
current.time = time + delta;
|
||||
if (previous != null) {
|
||||
previous.time += delta;
|
||||
mixTime += delta;
|
||||
}
|
||||
current.time = time;
|
||||
if (current.previous != null) {
|
||||
current.previous.time += delta;
|
||||
current.mixTime += delta;
|
||||
}
|
||||
|
||||
// Check if completed the animation or a loop iteration.
|
||||
if (current.loop ? (current.lastTime % duration > time % duration) : (current.lastTime < duration && time >= duration)) {
|
||||
int count = (int)(time / duration);
|
||||
if (current.listener != null) current.listener.complete(count);
|
||||
for (int i = 0, n = listeners.size; i < n; i++)
|
||||
listeners.get(i).complete(count);
|
||||
}
|
||||
// Check if completed the animation or a loop iteration.
|
||||
if (current.loop ? (current.lastTime % endTime > time % endTime) : (current.lastTime < endTime && time >= endTime)) {
|
||||
int count = (int)(time / endTime);
|
||||
if (current.listener != null) current.listener.complete(i, count);
|
||||
for (int ii = 0, nn = listeners.size; ii < nn; ii++)
|
||||
listeners.get(ii).complete(i, count);
|
||||
}
|
||||
|
||||
if (queue.size > 0) {
|
||||
QueuedAnimation entry = queue.first();
|
||||
if (time >= entry.delay) {
|
||||
if (entry.animation == null)
|
||||
clearAnimation();
|
||||
else {
|
||||
setAnimationEntry(entry);
|
||||
queue.removeIndex(0);
|
||||
}
|
||||
TrackEntry next = current.next;
|
||||
if (next != null && time >= next.delay) {
|
||||
if (next.animation == null)
|
||||
clear(i);
|
||||
else
|
||||
setCurrent(i, next);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void apply (Skeleton skeleton) {
|
||||
QueuedAnimation current = this.current;
|
||||
Array<Event> events = this.events;
|
||||
int listenerCount = listeners.size;
|
||||
|
||||
for (int i = 0, n = tracks.size; i < n; i++) {
|
||||
TrackEntry current = tracks.get(i);
|
||||
if (current == null) continue;
|
||||
|
||||
events.size = 0;
|
||||
|
||||
TrackEntry previous = current.previous;
|
||||
if (previous == null)
|
||||
current.animation.apply(skeleton, current.lastTime, current.time, current.loop, events);
|
||||
else {
|
||||
previous.animation.apply(skeleton, Integer.MAX_VALUE, previous.time, previous.loop, null);
|
||||
float alpha = current.mixTime / current.mixDuration;
|
||||
if (alpha >= 1) {
|
||||
alpha = 1;
|
||||
Pools.free(previous);
|
||||
current.previous = null;
|
||||
}
|
||||
current.animation.mix(skeleton, current.lastTime, current.time, current.loop, events, alpha);
|
||||
}
|
||||
|
||||
for (int ii = 0, nn = events.size; ii < nn; ii++) {
|
||||
Event event = events.get(ii);
|
||||
if (current.listener != null) current.listener.event(i, event);
|
||||
for (int iii = 0; iii < listenerCount; iii++)
|
||||
listeners.get(iii).event(i, event);
|
||||
}
|
||||
|
||||
current.lastTime = current.time;
|
||||
}
|
||||
}
|
||||
|
||||
public void clear () {
|
||||
for (int i = 0, n = tracks.size; i < n; i++)
|
||||
clear(i);
|
||||
tracks.clear();
|
||||
}
|
||||
|
||||
public void clear (int trackIndex) {
|
||||
if (trackIndex >= tracks.size) return;
|
||||
TrackEntry current = tracks.get(trackIndex);
|
||||
if (current == null) return;
|
||||
|
||||
Array<Event> events = this.events;
|
||||
events.size = 0;
|
||||
if (current.listener != null) current.listener.end(trackIndex);
|
||||
for (int i = 0, n = listeners.size; i < n; i++)
|
||||
listeners.get(i).end(trackIndex);
|
||||
|
||||
QueuedAnimation previous = this.previous;
|
||||
if (previous != null) {
|
||||
previous.animation.apply(skeleton, Integer.MAX_VALUE, previous.time, previous.loop, null);
|
||||
float alpha = mixTime / mixDuration;
|
||||
if (alpha >= 1) {
|
||||
alpha = 1;
|
||||
Pools.free(previous);
|
||||
this.previous = null;
|
||||
tracks.set(trackIndex, null);
|
||||
freeAll(current);
|
||||
if (current.previous != null) Pools.free(current.previous);
|
||||
}
|
||||
|
||||
private void freeAll (TrackEntry entry) {
|
||||
while (entry != null) {
|
||||
TrackEntry next = entry.next;
|
||||
Pools.free(entry);
|
||||
entry = next;
|
||||
}
|
||||
}
|
||||
|
||||
private TrackEntry expandToIndex (int index) {
|
||||
if (index < tracks.size) return tracks.get(index);
|
||||
tracks.ensureCapacity(index - tracks.size + 1);
|
||||
tracks.size = index + 1;
|
||||
return null;
|
||||
}
|
||||
|
||||
private void setCurrent (int index, TrackEntry entry) {
|
||||
TrackEntry current = expandToIndex(index);
|
||||
if (current != null) {
|
||||
if (current.previous != null) {
|
||||
Pools.free(current.previous);
|
||||
current.previous = null;
|
||||
}
|
||||
current.animation.mix(skeleton, current.lastTime, current.time, current.loop, events, alpha);
|
||||
} else
|
||||
current.animation.apply(skeleton, current.lastTime, current.time, current.loop, events);
|
||||
|
||||
int listenerCount = listeners.size;
|
||||
for (int i = 0, n = events.size; i < n; i++) {
|
||||
Event event = events.get(i);
|
||||
if (current.listener != null) current.listener.event(event);
|
||||
for (int ii = 0; ii < listenerCount; ii++)
|
||||
listeners.get(ii).event(event);
|
||||
}
|
||||
|
||||
current.lastTime = current.time;
|
||||
}
|
||||
|
||||
public void clearAnimation () {
|
||||
if (previous != null) {
|
||||
Pools.free(previous);
|
||||
previous = null;
|
||||
}
|
||||
if (current != null) {
|
||||
Pools.free(current);
|
||||
current = null;
|
||||
}
|
||||
clearQueue();
|
||||
}
|
||||
|
||||
private void clearQueue () {
|
||||
Pools.freeAll(queue);
|
||||
queue.clear();
|
||||
}
|
||||
|
||||
private void setAnimationEntry (QueuedAnimation entry) {
|
||||
if (previous != null) {
|
||||
Pools.free(previous);
|
||||
previous = null;
|
||||
}
|
||||
|
||||
QueuedAnimation current = this.current;
|
||||
if (current != null) {
|
||||
if (current.listener != null) current.listener.end();
|
||||
if (current.listener != null) current.listener.end(index);
|
||||
for (int i = 0, n = listeners.size; i < n; i++)
|
||||
listeners.get(i).end();
|
||||
listeners.get(i).end(index);
|
||||
|
||||
mixDuration = data.getMix(current.animation, entry.animation);
|
||||
if (mixDuration > 0) {
|
||||
mixTime = 0;
|
||||
previous = current;
|
||||
entry.mixDuration = data.getMix(current.animation, entry.animation);
|
||||
if (entry.mixDuration > 0) {
|
||||
entry.mixTime = 0;
|
||||
entry.previous = current;
|
||||
} else
|
||||
Pools.free(current);
|
||||
}
|
||||
this.current = entry;
|
||||
|
||||
if (entry != null && entry.listener != null) entry.listener.start();
|
||||
tracks.set(index, entry);
|
||||
|
||||
if (entry.listener != null) entry.listener.start(index);
|
||||
for (int i = 0, n = listeners.size; i < n; i++)
|
||||
listeners.get(i).start();
|
||||
listeners.get(i).start(index);
|
||||
}
|
||||
|
||||
/** @see #setAnimation(Animation, boolean) */
|
||||
public QueuedAnimation setAnimation (String animationName, boolean loop) {
|
||||
/** @see #setAnimation(int, Animation, boolean) */
|
||||
public TrackEntry setAnimation (int trackIndex, String animationName, boolean loop) {
|
||||
Animation animation = data.getSkeletonData().findAnimation(animationName);
|
||||
if (animation == null) throw new IllegalArgumentException("Animation not found: " + animationName);
|
||||
return setAnimation(animation, loop);
|
||||
return setAnimation(trackIndex, animation, loop);
|
||||
}
|
||||
|
||||
/** Set the current animation. Any queued animations are cleared. */
|
||||
public QueuedAnimation setAnimation (Animation animation, boolean loop) {
|
||||
clearQueue();
|
||||
public TrackEntry setAnimation (int trackIndex, Animation animation, boolean loop) {
|
||||
TrackEntry current = expandToIndex(trackIndex);
|
||||
if (current != null) freeAll(current.next);
|
||||
|
||||
QueuedAnimation entry = Pools.obtain(QueuedAnimation.class);
|
||||
TrackEntry entry = Pools.obtain(TrackEntry.class);
|
||||
entry.animation = animation;
|
||||
entry.loop = loop;
|
||||
entry.time = 0;
|
||||
entry.endTime = animation.getDuration();
|
||||
setAnimationEntry(entry);
|
||||
setCurrent(trackIndex, entry);
|
||||
return entry;
|
||||
}
|
||||
|
||||
/** @see #addAnimation(Animation, boolean) */
|
||||
public QueuedAnimation addAnimation (String animationName, boolean loop) {
|
||||
return addAnimation(animationName, loop, 0);
|
||||
}
|
||||
|
||||
/** @see #addAnimation(Animation, boolean, float) */
|
||||
public QueuedAnimation addAnimation (String animationName, boolean loop, float delay) {
|
||||
/** {@link #addAnimation(int, Animation, boolean, float)} */
|
||||
public TrackEntry addAnimation (int trackIndex, String animationName, boolean loop, float delay) {
|
||||
Animation animation = data.getSkeletonData().findAnimation(animationName);
|
||||
if (animation == null) throw new IllegalArgumentException("Animation not found: " + animationName);
|
||||
return addAnimation(animation, loop, delay);
|
||||
}
|
||||
|
||||
/** Adds an animation to be played delay seconds after the current or last queued animation, taking into account any mix
|
||||
* duration.
|
||||
* @param animation May be null to queue clearing the AnimationState. */
|
||||
public QueuedAnimation addAnimation (Animation animation, boolean loop) {
|
||||
return addAnimation(animation, loop, 0);
|
||||
return addAnimation(trackIndex, animation, loop, delay);
|
||||
}
|
||||
|
||||
/** Adds an animation to be played delay seconds after the current or last queued animation.
|
||||
* @param animation May be null to queue clearing the AnimationState.
|
||||
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
|
||||
public QueuedAnimation addAnimation (Animation animation, boolean loop, float delay) {
|
||||
QueuedAnimation entry = Pools.obtain(QueuedAnimation.class);
|
||||
public TrackEntry addAnimation (int trackIndex, Animation animation, boolean loop, float delay) {
|
||||
TrackEntry entry = Pools.obtain(TrackEntry.class);
|
||||
entry.animation = animation;
|
||||
entry.loop = loop;
|
||||
entry.time = 0;
|
||||
entry.endTime = animation != null ? animation.getDuration() : 0;
|
||||
|
||||
TrackEntry last = expandToIndex(trackIndex);
|
||||
if (last != null) {
|
||||
while (last.next != null)
|
||||
last = last.next;
|
||||
last.next = entry;
|
||||
} else
|
||||
tracks.set(trackIndex, entry);
|
||||
|
||||
if (delay <= 0) {
|
||||
QueuedAnimation previousEntry = queue.size > 0 ? queue.peek() : current;
|
||||
if (previousEntry != null) {
|
||||
delay += previousEntry.endTime;
|
||||
if (animation != null) delay += -data.getMix(previousEntry.animation, animation);
|
||||
if (last != null) {
|
||||
delay += last.endTime;
|
||||
if (animation != null) delay += -data.getMix(last.animation, animation);
|
||||
} else
|
||||
delay = 0;
|
||||
}
|
||||
entry.delay = delay;
|
||||
|
||||
queue.add(entry);
|
||||
return entry;
|
||||
}
|
||||
|
||||
public Array<QueuedAnimation> getQueue () {
|
||||
return queue;
|
||||
}
|
||||
|
||||
/** @return May be null. */
|
||||
public QueuedAnimation getCurrent () {
|
||||
return current;
|
||||
}
|
||||
|
||||
/** @return May be null. */
|
||||
public Animation getAnimation () {
|
||||
return current != null ? current.animation : null;
|
||||
}
|
||||
|
||||
/** Returns the time within the current animation. */
|
||||
public float getTime () {
|
||||
return current != null ? current.time : 0;
|
||||
}
|
||||
|
||||
public void setTime (float time) {
|
||||
if (current != null) current.setTime(time);
|
||||
}
|
||||
|
||||
/** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */
|
||||
public boolean isComplete () {
|
||||
return current == null || current.time >= current.endTime;
|
||||
public TrackEntry getTrackEntry (int trackIndex) {
|
||||
if (trackIndex >= tracks.size) return null;
|
||||
return tracks.get(trackIndex);
|
||||
}
|
||||
|
||||
/** Adds a listener to receive events for all animations. */
|
||||
@ -266,26 +258,39 @@ public class AnimationState {
|
||||
}
|
||||
|
||||
public String toString () {
|
||||
if (current == null || current.animation == null) return "<none>";
|
||||
return current.animation.getName();
|
||||
StringBuilder buffer = new StringBuilder(64);
|
||||
for (int i = 0, n = tracks.size; i < n; i++) {
|
||||
TrackEntry entry = tracks.get(i);
|
||||
if (entry == null) continue;
|
||||
if (buffer.length() > 0) buffer.append(", ");
|
||||
buffer.append(entry.toString());
|
||||
}
|
||||
if (buffer.length() == 0) return "<none>";
|
||||
return buffer.toString();
|
||||
}
|
||||
|
||||
/** A queued animation. */
|
||||
static public class QueuedAnimation implements Poolable {
|
||||
static public class TrackEntry implements Poolable {
|
||||
TrackEntry next, previous;
|
||||
Animation animation;
|
||||
boolean loop;
|
||||
float delay, time, lastTime, endTime;
|
||||
AnimationStateListener listener;
|
||||
float mixTime, mixDuration;
|
||||
|
||||
public void reset () {
|
||||
animation = null;
|
||||
listener = null;
|
||||
next = null;
|
||||
}
|
||||
|
||||
public Animation getAnimation () {
|
||||
return animation;
|
||||
}
|
||||
|
||||
public void setAnimation (Animation animation) {
|
||||
this.animation = animation;
|
||||
}
|
||||
|
||||
public boolean getLoop () {
|
||||
return loop;
|
||||
}
|
||||
@ -294,13 +299,20 @@ public class AnimationState {
|
||||
this.loop = loop;
|
||||
}
|
||||
|
||||
public float getDelay () {
|
||||
return delay;
|
||||
}
|
||||
|
||||
public void setDelay (float delay) {
|
||||
this.delay = delay;
|
||||
}
|
||||
|
||||
public float getTime () {
|
||||
return time;
|
||||
}
|
||||
|
||||
public void setTime (float time) {
|
||||
this.time = time;
|
||||
if (lastTime < time) lastTime = time;
|
||||
}
|
||||
|
||||
public float getEndTime () {
|
||||
@ -319,41 +331,58 @@ public class AnimationState {
|
||||
this.listener = listener;
|
||||
}
|
||||
|
||||
public float getDelay () {
|
||||
return delay;
|
||||
public float getLastTime () {
|
||||
return lastTime;
|
||||
}
|
||||
|
||||
public void setDelay (float delay) {
|
||||
this.delay = delay;
|
||||
public void setLastTime (float lastTime) {
|
||||
this.lastTime = lastTime;
|
||||
}
|
||||
|
||||
public TrackEntry getNext () {
|
||||
return next;
|
||||
}
|
||||
|
||||
public void setNext (TrackEntry next) {
|
||||
this.next = next;
|
||||
}
|
||||
|
||||
/** Returns true if the current time is greater than the end time, regardless of looping. */
|
||||
public boolean isComplete () {
|
||||
return time >= endTime;
|
||||
}
|
||||
|
||||
public String toString () {
|
||||
return animation == null ? "<none>" : animation.name;
|
||||
}
|
||||
}
|
||||
|
||||
static public interface AnimationStateListener {
|
||||
/** Invoked when the current animation triggers an event. */
|
||||
public void event (Event event);
|
||||
public void event (int trackIndex, Event event);
|
||||
|
||||
/** Invoked when the current animation has completed.
|
||||
* @param loopCount The number of times the animation reached the end. */
|
||||
public void complete (int loopCount);
|
||||
public void complete (int trackIndex, int loopCount);
|
||||
|
||||
/** Invoked just after the current animation is set. */
|
||||
public void start ();
|
||||
public void start (int trackIndex);
|
||||
|
||||
/** Invoked just before the current animation is replaced. */
|
||||
public void end ();
|
||||
public void end (int trackIndex);
|
||||
}
|
||||
|
||||
static public abstract class AnimationStateAdapter implements AnimationStateListener {
|
||||
public void event (Event event) {
|
||||
public void event (int trackIndex, Event event) {
|
||||
}
|
||||
|
||||
public void complete (int loopCount) {
|
||||
public void complete (int trackIndex, int loopCount) {
|
||||
}
|
||||
|
||||
public void start () {
|
||||
public void start (int trackIndex) {
|
||||
}
|
||||
|
||||
public void end () {
|
||||
public void end (int trackIndex) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -48,8 +48,9 @@ public class SkeletonData {
|
||||
bones.clear();
|
||||
slots.clear();
|
||||
skins.clear();
|
||||
animations.clear();
|
||||
defaultSkin = null;
|
||||
eventDatas.clear();
|
||||
animations.clear();
|
||||
}
|
||||
|
||||
// --- Bones.
|
||||
|
||||
@ -69,23 +69,23 @@ public class AnimationStateTest extends ApplicationAdapter {
|
||||
|
||||
state = new AnimationState(stateData);
|
||||
state.addListener(new AnimationStateListener() {
|
||||
public void event (Event event) {
|
||||
System.out.println("Event: " + event.getData().getName());
|
||||
public void event (int trackIndex, Event event) {
|
||||
System.out.println(trackIndex + " event: " + state.getTrackEntry(trackIndex) + ", " + event.getData().getName());
|
||||
}
|
||||
|
||||
public void complete (int loopCount) {
|
||||
System.out.println("Complete: " + state.getAnimation() + ", " + loopCount);
|
||||
public void complete (int trackIndex, int loopCount) {
|
||||
System.out.println(trackIndex + " complete: " + state.getTrackEntry(trackIndex) + ", " + loopCount);
|
||||
}
|
||||
|
||||
public void start () {
|
||||
System.out.println("Start: " + state.getAnimation());
|
||||
public void start (int trackIndex) {
|
||||
System.out.println(trackIndex + " start: " + state.getTrackEntry(trackIndex));
|
||||
}
|
||||
|
||||
public void end () {
|
||||
System.out.println("End: " + state.getAnimation());
|
||||
public void end (int trackIndex) {
|
||||
System.out.println(trackIndex + " end: " + state.getTrackEntry(trackIndex));
|
||||
}
|
||||
});
|
||||
state.setAnimation("walk", true);
|
||||
state.setAnimation(0, "walk", true);
|
||||
|
||||
skeleton = new Skeleton(skeletonData);
|
||||
skeleton.setX(250);
|
||||
@ -99,8 +99,11 @@ public class AnimationStateTest extends ApplicationAdapter {
|
||||
}
|
||||
|
||||
public boolean keyDown (int keycode) {
|
||||
state.setAnimation("jump", false);
|
||||
state.addAnimation("walk", true);
|
||||
// state.setAnimation(1, "jump", false);
|
||||
// state.addAnimation(1, (Animation)null, true, 0);
|
||||
|
||||
state.setAnimation(0, "jump", false);
|
||||
state.addAnimation(0, "walk", true, 0);
|
||||
return true;
|
||||
}
|
||||
});
|
||||
|
||||
@ -88,19 +88,19 @@ namespace Spine {
|
||||
|
||||
state = new AnimationState(stateData);
|
||||
|
||||
if (false) {
|
||||
if (true) {
|
||||
// Event handling for all animations.
|
||||
state.Start += new EventHandler(Start);
|
||||
state.End += new EventHandler(End);
|
||||
state.Start += new EventHandler<StartEndArgs>(Start);
|
||||
state.End += new EventHandler<StartEndArgs>(End);
|
||||
state.Complete += new EventHandler<CompleteArgs>(Complete);
|
||||
state.Event += new EventHandler<EventTriggeredArgs>(Event);
|
||||
|
||||
state.SetAnimation("drawOrder", true);
|
||||
state.SetAnimation(0, "drawOrder", true);
|
||||
} else {
|
||||
state.SetAnimation("walk", false);
|
||||
QueuedAnimation entry = state.AddAnimation("jump", false);
|
||||
entry.End += new EventHandler(End); // Event handling for queued animations.
|
||||
state.AddAnimation("walk", true);
|
||||
state.SetAnimation(0, "walk", false);
|
||||
TrackEntry entry = state.AddAnimation(0, "jump", false, 0);
|
||||
entry.End += new EventHandler<StartEndArgs>(End); // Event handling for queued animations.
|
||||
state.AddAnimation(0, "walk", true, 0);
|
||||
}
|
||||
|
||||
skeleton.X = 320;
|
||||
@ -149,20 +149,20 @@ namespace Spine {
|
||||
base.Draw(gameTime);
|
||||
}
|
||||
|
||||
public void Start (object sender, EventArgs e) {
|
||||
Console.WriteLine(state + ": start");
|
||||
public void Start (object sender, StartEndArgs e) {
|
||||
Console.WriteLine(e.TrackIndex + " " + state.getTrackEntry(e.TrackIndex) + ": start");
|
||||
}
|
||||
|
||||
public void End (object sender, EventArgs e) {
|
||||
Console.WriteLine(state + ": end");
|
||||
public void End (object sender, StartEndArgs e) {
|
||||
Console.WriteLine(e.TrackIndex + " " + state.getTrackEntry(e.TrackIndex) + ": end");
|
||||
}
|
||||
|
||||
public void Complete (object sender, CompleteArgs e) {
|
||||
Console.WriteLine(state + ": complete " + e.LoopCount);
|
||||
Console.WriteLine(e.TrackIndex + " " + state.getTrackEntry(e.TrackIndex) + ": complete " + e.LoopCount);
|
||||
}
|
||||
|
||||
public void Event (object sender, EventTriggeredArgs e) {
|
||||
Console.WriteLine(state + ": event " + e.Event);
|
||||
Console.WriteLine(e.TrackIndex + " " + state.getTrackEntry(e.TrackIndex) + ": event " + e.Event);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user