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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[ts] Fixed JSON parsing of SequenceTimeline
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@ -41,7 +41,9 @@ import { Skin } from "./Skin";
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import { SlotData, BlendMode } from "./SlotData";
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import { SlotData, BlendMode } from "./SlotData";
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import { TransformConstraintData } from "./TransformConstraintData";
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import { TransformConstraintData } from "./TransformConstraintData";
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import { Utils, Color, NumberArrayLike } from "./Utils";
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import { Utils, Color, NumberArrayLike } from "./Utils";
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import { Sequence } from "./attachments/Sequence";
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import { Sequence, SequenceMode } from "./attachments/Sequence";
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import { SequenceTimeline } from "src";
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import { HasTextureRegion } from "./attachments/HasTextureRegion";
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/** Loads skeleton data in the Spine JSON format.
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/** Loads skeleton data in the Spine JSON format.
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*
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*
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@ -797,54 +799,72 @@ export class SkeletonJson {
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for (let attachmentsName in map.attachments) {
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for (let attachmentsName in map.attachments) {
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let attachmentsMap = map.attachments[attachmentsName];
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let attachmentsMap = map.attachments[attachmentsName];
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let skin = skeletonData.findSkin(attachmentsName);
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let skin = skeletonData.findSkin(attachmentsName);
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for (let slotName in attachmentsMap) {
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for (let slotMapName in attachmentsMap) {
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let slotMap = attachmentsMap[slotName];
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let slotMap = attachmentsMap[slotMapName];
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let slotIndex = skeletonData.findSlot(slotName).index;
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let slotIndex = skeletonData.findSlot(slotMapName).index;
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for (let timelineName in slotMap) {
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for (let attachmentMapName in slotMap) {
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let attachmentMap = slotMap[timelineName];
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let attachmentMap = slotMap[attachmentMapName];
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let attachmentMapName = timelineName;
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let attachment = <VertexAttachment>skin.getAttachment(slotIndex, attachmentMapName);
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let keyMap = attachmentMap[0];
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if (!keyMap) continue;
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let attachment = <VertexAttachment>skin.getAttachment(slotIndex, timelineName);
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for (let timelineMapName in attachmentMap) {
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let weighted = attachment.bones;
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let timelineMap = attachmentMap[timelineMapName];
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let vertices = attachment.vertices;
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let keyMap = timelineMap[0];
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let deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
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if (!keyMap) continue;
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let timeline = new DeformTimeline(attachmentMap.length, attachmentMap.length, slotIndex, attachment);
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if (timelineMapName == "deform") {
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let time = getValue(keyMap, "time", 0);
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let weighted = attachment.bones;
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for (let frame = 0, bezier = 0; ; frame++) {
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let vertices = attachment.vertices;
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let deform: NumberArrayLike;
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let deformLength = weighted ? vertices.length / 3 * 2 : vertices.length;
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let verticesValue: Array<Number> = getValue(keyMap, "vertices", null);
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if (!verticesValue)
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let timeline = new DeformTimeline(timelineMap.length, timelineMap.length, slotIndex, attachment);
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deform = weighted ? Utils.newFloatArray(deformLength) : vertices;
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let time = getValue(keyMap, "time", 0);
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else {
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for (let frame = 0, bezier = 0; ; frame++) {
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deform = Utils.newFloatArray(deformLength);
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let deform: NumberArrayLike;
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let start = <number>getValue(keyMap, "offset", 0);
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let verticesValue: Array<Number> = getValue(keyMap, "vertices", null);
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Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length);
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if (!verticesValue)
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if (scale != 1) {
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deform = weighted ? Utils.newFloatArray(deformLength) : vertices;
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for (let i = start, n = i + verticesValue.length; i < n; i++)
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else {
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deform[i] *= scale;
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deform = Utils.newFloatArray(deformLength);
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let start = <number>getValue(keyMap, "offset", 0);
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Utils.arrayCopy(verticesValue, 0, deform, start, verticesValue.length);
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if (scale != 1) {
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for (let i = start, n = i + verticesValue.length; i < n; i++)
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deform[i] *= scale;
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}
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if (!weighted) {
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for (let i = 0; i < deformLength; i++)
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deform[i] += vertices[i];
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}
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}
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timeline.setFrame(frame, time, deform);
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let nextMap = timelineMap[frame + 1];
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if (!nextMap) {
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timeline.shrink(bezier);
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break;
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}
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let time2 = getValue(nextMap, "time", 0);
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let curve = keyMap.curve;
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if (curve) bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, 0, 1, 1);
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time = time2;
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keyMap = nextMap;
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}
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}
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if (!weighted) {
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timelines.push(timeline);
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for (let i = 0; i < deformLength; i++)
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} else if (timelineMapName == "sequence") {
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deform[i] += vertices[i];
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let timeline = new SequenceTimeline(timelineMap.length, slotIndex, attachment as unknown as HasTextureRegion);
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let lastDelay = 0;
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for (let frame = 0; frame < timelineMap.length; frame++) {
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let delay = getValue(keyMap, "delay", lastDelay);
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let time = getValue(keyMap, "time", 0);
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let mode = SequenceMode[getValue(keyMap, "mode", "hold")] as unknown as number;
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let index = getValue(keyMap, "index", 0);
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timeline.setFrame(frame, time, mode, index, delay);
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lastDelay = delay;
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keyMap = timelineMap[frame + 1];
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}
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}
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timelines.push(timeline);
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}
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}
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timeline.setFrame(frame, time, deform);
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let nextMap = attachmentMap[frame + 1];
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if (!nextMap) {
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timeline.shrink(bezier);
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break;
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}
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let time2 = getValue(nextMap, "time", 0);
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let curve = keyMap.curve;
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if (curve) bezier = readCurve(curve, timeline, bezier, frame, 0, time, time2, 0, 1, 1);
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time = time2;
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keyMap = nextMap;
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}
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}
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timelines.push(timeline);
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}
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}
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}
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}
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}
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}
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@ -32,25 +32,19 @@ import { Color } from "../Utils"
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import { Sequence } from "./Sequence"
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import { Sequence } from "./Sequence"
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export interface HasTextureRegion {
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export interface HasTextureRegion {
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/** The name used to find the {@link #getRegion()}. */
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/** The name used to find the {@link #region()}. */
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getPath (): string;
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path: string;
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setPath (path: string): void;
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/** The region used to draw the attachment. After setting the region or if the region's properties are changed,
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getRegion (): TextureRegion;
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/** Sets the region used to draw the attachment. After setting the region or if the region's properties are changed,
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* {@link #updateRegion()} must be called. */
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* {@link #updateRegion()} must be called. */
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setRegion (region: TextureRegion): void;
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region: TextureRegion;
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/** Updates any values the attachment calculates using the {@link #getRegion()}. Must be called after setting the
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/** Updates any values the attachment calculates using the {@link #getRegion()}. Must be called after setting the
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* {@link #getRegion()} or if the region's properties are changed. */
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* {@link #getRegion()} or if the region's properties are changed. */
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updateRegion (): void;
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updateRegion (): void;
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/** The color to tint the attachment. */
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/** The color to tint the attachment. */
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getColor (): Color;
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color: Color;
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getSequence (): Sequence;
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sequence: Sequence;
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setSequence (sequence: Sequence): void;
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}
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}
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