[unity] Timeline extension package: Added static EditorEvent callback for editor scripts to react to animation events outside play-mode.

This commit is contained in:
Harald Csaszar 2023-09-13 16:24:31 +02:00
parent fdfc4642ad
commit 74615a5177
3 changed files with 18 additions and 3 deletions

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@ -111,6 +111,7 @@
3) Copy the original material, add *_Outline* to its name and set the shader to your outline-only shader like `Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly` or `Spine/Outline/OutlineOnly-ZWrite`.
4) Assign this *_Outline* material at the new child GameObject's `MeshRenderer` component.
If you are using `SkeletonRenderSeparator` and need to enable and disable the `SkeletonRenderSeparator` component at runtime, you can increase the `RenderCombinedMesh` `Reference Renderers` array by one and assign the `SkeletonRenderer` itself at the last entry after the parts renderers. Disabled `MeshRenderer` components will be skipped when combining the final mesh, so the combined mesh is automatically filled from the desired active renderers.
* Timeline extension package: Added static `EditorEvent` callback to allow editor scripts to react to animation events outside of play-mode. Register to the events via `Spine.Unity.Playables.SpineAnimationStateMixerBehaviour.EditorEvent += YourCallback;`.
* **Breaking changes**
* Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead.

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@ -31,7 +31,9 @@
#define SPEED_INCLUDED_IN_CLIP_TIME
#endif
#if UNITY_EDITOR
#define SPINE_EDITMODEPOSE
#endif
using System;
using UnityEngine;
@ -250,8 +252,11 @@ namespace Spine.Unity.Playables {
}
#if SPINE_EDITMODEPOSE
/// <summary>Animation event callback for editor scripts when outside of play-mode.</summary>
public static event AnimationState.TrackEntryEventDelegate EditorEvent;
AnimationState dummyAnimationState;
ExposedList<Spine.Event> editorAnimationEvents = new ExposedList<Event>();
public void PreviewEditModePose (Playable playable,
ISkeletonComponent skeletonComponent, IAnimationStateComponent animationStateComponent,
@ -259,6 +264,7 @@ namespace Spine.Unity.Playables {
if (Application.isPlaying) return;
if (animationStateComponent.IsNullOrDestroyed() || skeletonComponent == null) return;
editorAnimationEvents.Clear(false);
int inputCount = playable.GetInputCount();
float rootSpeed = GetRootPlayableSpeed(playable);
@ -341,11 +347,19 @@ namespace Spine.Unity.Playables {
}
// Apply Pose
dummyAnimationState.Event += EditorEvent;
dummyAnimationState.Update(0);
dummyAnimationState.Apply(skeleton);
dummyAnimationState.Event -= EditorEvent;
} else {
if (toAnimation != null)
toAnimation.Apply(skeleton, 0, toClipTime, clipData.loop, null, clipData.alpha, MixBlend.Setup, MixDirection.In);
if (toAnimation != null) {
toAnimation.Apply(skeleton, 0, toClipTime, clipData.loop, editorAnimationEvents, clipData.alpha, MixBlend.Setup, MixDirection.In);
if (EditorEvent != null) {
foreach (Spine.Event e in editorAnimationEvents) {
EditorEvent(null, e);
}
}
}
}
skeleton.UpdateWorldTransform();

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@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.timeline",
"displayName": "Spine Timeline Extensions",
"description": "This plugin provides integration of spine-unity for the Unity Timeline.\n\nPrerequisites:\nIt requires a working installation of the spine-unity and spine-csharp runtimes as UPM packages (not as spine-unity unitypackage), version 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
"version": "4.1.12",
"version": "4.1.13",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",