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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
Better AnimationState event delegates.
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8506ed5154
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@ -40,13 +40,15 @@ namespace Spine {
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public AnimationStateData Data { get { return data; } }
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public float TimeScale { get { return timeScale; } set { timeScale = value; } }
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/// <summary>The list of tracks that have animations, which may contain nulls.</summary>
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public List<TrackEntry> Tracks { get { return tracks; } }
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public delegate void StartEndDelegate(AnimationState state, int trackIndex);
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public StartEndDelegate Start;
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public StartEndDelegate 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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public delegate void EventDelegate(AnimationState state, int trackIndex, Event e);
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public EventDelegate Event;
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public delegate void CompleteDelete(AnimationState state, int trackIndex, int loopCount);
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public CompleteDelete Complete;
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public AnimationState (AnimationStateData data) {
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if (data == null) throw new ArgumentNullException("data cannot be null.");
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@ -73,7 +75,7 @@ namespace Spine {
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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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if (Complete != null) Complete(this, i, count);
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}
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TrackEntry next = current.next;
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@ -118,7 +120,7 @@ namespace Spine {
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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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if (Event != null) Event(this, i, e);
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}
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current.lastTime = current.time;
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@ -137,7 +139,7 @@ namespace Spine {
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if (current == null) return;
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current.OnEnd(this, trackIndex);
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if (End != null) End(this, new StartEndArgs(trackIndex));
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if (End != null) End(this, trackIndex);
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tracks[trackIndex] = null;
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}
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@ -156,7 +158,7 @@ namespace Spine {
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current.previous = null;
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current.OnEnd(this, index);
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if (End != null) End(this, new StartEndArgs(index));
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if (End != null) End(this, 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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@ -172,7 +174,7 @@ namespace Spine {
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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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if (Start != null) Start(this, index);
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}
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public TrackEntry SetAnimation (int trackIndex, String animationName, bool loop) {
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@ -245,34 +247,6 @@ namespace Spine {
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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 (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 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 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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@ -287,26 +261,26 @@ namespace Spine {
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public float EndTime { get { return endTime; } set { endTime = value; } }
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public float TimeScale { get { return timeScale; } set { timeScale = value; } }
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public bool Loop { get { return loop; } set { loop = value; } }
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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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public AnimationState.StartEndDelegate Start;
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public AnimationState.StartEndDelegate End;
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public AnimationState.EventDelegate Event;
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public AnimationState.CompleteDelete Complete;
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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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if (Start != null) Start(state, index);
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}
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internal void OnEnd (AnimationState state, int index) {
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if (End != null) End(state, new StartEndArgs(index));
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if (End != null) End(state, index);
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}
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internal void OnEvent (AnimationState state, int index, Event e) {
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if (Event != null) Event(state, new EventTriggeredArgs(index, e));
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if (Event != null) Event(state, index, e);
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}
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internal void OnComplete (AnimationState state, int index, int loopCount) {
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if (Complete != null) Complete(state, new CompleteArgs(index, loopCount));
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if (Complete != null) Complete(state, index, loopCount);
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}
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override public String ToString () {
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@ -38,9 +38,9 @@ public class Spineboy : MonoBehaviour {
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skeleton = GetComponent<SkeletonAnimation>();
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skeleton.state.Event += Event;
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}
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public void Event (object sender, EventTriggeredArgs e) {
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Debug.Log(e.TrackIndex + " " + skeleton.state.GetCurrent(e.TrackIndex) + ": event " + e.Event + ", " + e.Event.Int);
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public void Event (Spine.AnimationState state, int trackIndex, Spine.Event e) {
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Debug.Log(trackIndex + " " + state.GetCurrent(trackIndex) + ": event " + e + ", " + e.Int);
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}
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void OnMouseDown() {
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@ -28,12 +28,25 @@
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using UnityEngine;
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using System.Collections;
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using Spine;
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public class Goblins : MonoBehaviour {
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private bool girlSkin;
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private SkeletonAnimation skeletonAnimation;
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private Bone headBone;
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public void Start () {
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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headBone = skeletonAnimation.skeleton.FindBone("head");
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skeletonAnimation.UpdateBones += UpdateBones;
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}
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// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
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public void UpdateBones (SkeletonComponent skeletonAnimation) {
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headBone.Rotation -= 15;
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}
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public void OnMouseDown () {
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SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
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skeletonAnimation.skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
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skeletonAnimation.skeleton.SetSlotsToSetupPose();
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@ -39,8 +39,8 @@ public class Spineboy : MonoBehaviour {
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skeletonAnimation.state.Event += Event;
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}
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public void Event (object sender, EventTriggeredArgs e) {
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Debug.Log(e.TrackIndex + " " + skeletonAnimation.state.GetCurrent(e.TrackIndex) + ": event " + e.Event + ", " + e.Event.Int);
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public void Event (Spine.AnimationState state, int trackIndex, Spine.Event e) {
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Debug.Log(trackIndex + " " + state.GetCurrent(trackIndex) + ": event " + e + ", " + e.Int);
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}
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public void OnMouseDown () {
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