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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
Added AnimationState to spine-lua.
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@ -22,6 +22,17 @@ skeleton.debug = true -- Omit or set to false to not draw debug lines on top of
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if name == "goblins" then skeleton:setSkin("goblingirl") end
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skeleton:setToSetupPose()
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-- AnimationStateData defines crossfade durations between animations.
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local stateData = spine.AnimationStateData.new(skeletonData)
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stateData:setMix("walk", "jump", 0.2)
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stateData:setMix("jump", "walk", 0.4)
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-- AnimationState has a queue of animations and can apply them with crossfading.
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local state = spine.AnimationState.new(stateData)
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state:setAnimation("walk", false)
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state:addAnimation("jump", false)
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state:addAnimation("walk", true)
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local lastTime = 0
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local animationTime = 0
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Runtime:addEventListener("enterFrame", function (event)
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@ -30,9 +41,9 @@ Runtime:addEventListener("enterFrame", function (event)
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local delta = currentTime - lastTime
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lastTime = currentTime
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-- Accumulate time and pose skeleton using animation.
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animationTime = animationTime + delta
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walkAnimation:apply(skeleton, animationTime, true)
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-- Update the state with the delta time, apply it, and update the world transforms.
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state:update(delta)
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state:apply(skeleton)
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skeleton:updateWorldTransform()
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end)
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@ -41,6 +41,8 @@ spine.Bone = require "spine-lua.Bone"
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spine.Slot = require "spine-lua.Slot"
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spine.AttachmentLoader = require "spine-lua.AttachmentLoader"
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spine.Animation = require "spine-lua.Animation"
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spine.AnimationStateData = require "spine-lua.AnimationStateData"
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spine.AnimationState = require "spine-lua.AnimationState"
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spine.utils.readFile = function (fileName, base)
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if not base then base = system.ResourceDirectory end
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@ -38,6 +38,8 @@ spine.Bone = require "spine-lua.Bone"
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spine.Slot = require "spine-lua.Slot"
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spine.AttachmentLoader = require "spine-lua.AttachmentLoader"
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spine.Animation = require "spine-lua.Animation"
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spine.AnimationStateData = require "spine-lua.AnimationStateData"
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spine.AnimationState = require "spine-lua.AnimationState"
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spine.utils.readFile = function (fileName, base)
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local path = fileName
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130
spine-lua/AnimationState.lua
Normal file
130
spine-lua/AnimationState.lua
Normal file
@ -0,0 +1,130 @@
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-------------------------------------------------------------------------------
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-- Copyright (c) 2013, Esoteric Software
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-- All rights reserved.
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--
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-- Redistribution and use in source and binary forms, with or without
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-- modification, are permitted provided that the following conditions are met:
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--
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-- 1. Redistributions of source code must retain the above copyright notice, this
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-- list of conditions and the following disclaimer.
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-- 2. Redistributions in binary form must reproduce the above copyright notice,
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-- this list of conditions and the following disclaimer in the documentation
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-- and/or other materials provided with the distribution.
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--
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-- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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-- ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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-- WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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-- DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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-- ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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-- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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-- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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-- ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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-- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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-- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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------------------------------------------------------------------------------
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local AnimationState = {}
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function AnimationState.new (data)
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if not data then error("data cannot be nil", 2) end
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local self = {
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data = data,
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animation = nil,
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previous = nil,
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currentTime = 0,
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previousTime = 0,
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currentLoop = false,
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previousLoop = false,
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mixTime = 0,
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mixDuration = 0,
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queue = {}
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}
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local function setAnimationInternal (animation, loop)
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self.previous = nil
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if (animation and self.animation) then
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self.mixDuration = data:getMix(self.animation.name, animation.name)
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if (self.mixDuration > 0) then
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self.mixTime = 0
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self.previous = self.animation
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self.previousTime = self.currentTime
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self.previousLoop = self.currentLoop
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end
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end
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self.animation = animation
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self.currentLoop = loop
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self.currentTime = 0
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end
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function self:update (delta)
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self.currentTime = self.currentTime + delta
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self.previousTime = self.previousTime + delta
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self.mixTime = self.mixTime + delta
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if (#self.queue > 0) then
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local entry = self.queue[1]
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if (self.currentTime >= entry.delay) then
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setAnimationInternal(entry.animation, entry.loop)
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table.remove(self.queue, 1)
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end
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end
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end
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function self:apply(skeleton)
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if (not self.animation) then return end
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if (self.previous) then
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self.previous:apply(skeleton, self.previousTime, self.previousLoop)
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local alpha = self.mixTime / self.mixDuration
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if (alpha >= 1) then
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alpha = 1
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self.previous = nil
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end
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self.animation:mix(skeleton, self.currentTime, self.currentLoop, alpha)
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else
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self.animation:apply(skeleton, self.currentTime, self.currentLoop)
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end
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end
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-- Queues an animation to be played after a delay. The delay starts when the last queued animation (if any) begins.
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-- The delay may be <= 0 to use duration of the previous animation minus any mix duration plus the negative delay.
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function self:addAnimationWithDelay (animationName, loop, delay)
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if (delay <= 0) then
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-- Find the animation that is queued before this one.
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local last
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if (#self.queue == 0) then
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last = self.animation
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else
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last = self.queue[#self.queue].animation
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end
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if (last) then
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delay = last.duration - data:getMix(last.name, animationName) + delay
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else
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delay = 0
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end
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end
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local animation = nil
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if animationName then animation = data.skeletonData:findAnimation(animationName) end
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table.insert(self.queue, {animation = animation, loop = loop, delay = delay})
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end
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-- Queues an animation to be played after the last queued animation (if any).
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function self:addAnimation (animationName, loop)
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self:addAnimationWithDelay(animationName, loop, 0)
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end
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-- Clears the animation queue and sets the current animation.
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function self:setAnimation (animationName, loop)
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self.queue = {}
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local animation = nil
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if animationName then animation = data.skeletonData:findAnimation(animationName) end
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setAnimationInternal(animation, loop)
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end
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function self:isComplete ()
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return (not self.animation) or self.currentTime >= self.animation.duration
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end
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return self
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end
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return AnimationState
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54
spine-lua/AnimationStateData.lua
Normal file
54
spine-lua/AnimationStateData.lua
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@ -0,0 +1,54 @@
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-------------------------------------------------------------------------------
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-- Copyright (c) 2013, Esoteric Software
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-- All rights reserved.
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--
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-- Redistribution and use in source and binary forms, with or without
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-- modification, are permitted provided that the following conditions are met:
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--
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-- 1. Redistributions of source code must retain the above copyright notice, this
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-- list of conditions and the following disclaimer.
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-- 2. Redistributions in binary form must reproduce the above copyright notice,
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-- this list of conditions and the following disclaimer in the documentation
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-- and/or other materials provided with the distribution.
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--
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-- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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-- ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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-- WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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-- DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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-- ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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-- (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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-- LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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-- ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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-- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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-- SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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------------------------------------------------------------------------------
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local AnimationStateData = {}
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function AnimationStateData.new (skeletonData)
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if not skeletonData then error("skeletonData cannot be nil", 2) end
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local self = {
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animationToMixTime = {},
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skeletonData = skeletonData,
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defaultMix = 0
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}
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function self:setMix (fromName, toName, duration)
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if (not self.animationToMixTime[fromName]) then
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self.animationToMixTime[fromName] = {}
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end
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self.animationToMixTime[fromName][toName] = duration
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end
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function self:getMix (fromName, toName)
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local first = self.animationToMixTime[fromName]
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if (not first) then return self.defaultMix end
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local duration = first[toName]
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if (duration == nil) then return defaultMix end
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return duration
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end
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return self
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end
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return AnimationStateData
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