mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[unity] Update calls to Timeline/Animation.Apply. And other cleanup.
This commit is contained in:
parent
44a44aa6c6
commit
7481a05931
@ -65,7 +65,7 @@ namespace Spine.Unity.Examples {
|
|||||||
if (fillAnimation == null) return;
|
if (fillAnimation == null) return;
|
||||||
}
|
}
|
||||||
|
|
||||||
fillAnimation.Apply(skeleton, 0, percent, false, null, 1f, true, false);
|
fillAnimation.Apply(skeleton, 0, percent, false, null, 1f, MixPose.Setup, MixDirection.In);
|
||||||
|
|
||||||
skeleton.Update(Time.deltaTime);
|
skeleton.Update(Time.deltaTime);
|
||||||
skeleton.UpdateWorldTransform();
|
skeleton.UpdateWorldTransform();
|
||||||
|
|||||||
@ -115,8 +115,8 @@ namespace Spine.Unity.Editor {
|
|||||||
Spine.Animation animationToUse = skeletonAnimation.skeleton.Data.FindAnimation(animationName.stringValue);
|
Spine.Animation animationToUse = skeletonAnimation.skeleton.Data.FindAnimation(animationName.stringValue);
|
||||||
|
|
||||||
if (!Application.isPlaying) {
|
if (!Application.isPlaying) {
|
||||||
if (animationToUse != null) animationToUse.Apply(skeletonAnimation.skeleton, 0f, 0f, false, null, 1f, true, false);
|
if (animationToUse != null) animationToUse.PoseSkeleton(skeletonAnimation.Skeleton, 0f);
|
||||||
skeletonAnimation.Update();
|
skeletonAnimation.Update(0);
|
||||||
skeletonAnimation.LateUpdate();
|
skeletonAnimation.LateUpdate();
|
||||||
requireRepaint = true;
|
requireRepaint = true;
|
||||||
} else {
|
} else {
|
||||||
|
|||||||
@ -931,7 +931,7 @@ namespace Spine.Unity.Editor {
|
|||||||
Skeleton skeleton = bone.Skeleton;
|
Skeleton skeleton = bone.Skeleton;
|
||||||
bool inheritRotation = bone.Data.TransformMode.InheritsRotation();
|
bool inheritRotation = bone.Data.TransformMode.InheritsRotation();
|
||||||
|
|
||||||
animation.Apply(skeleton, 0, 0, true, null, 1f, true, false);
|
animation.PoseSkeleton(skeleton, 0);
|
||||||
skeleton.UpdateWorldTransform();
|
skeleton.UpdateWorldTransform();
|
||||||
float duration = animation.Duration;
|
float duration = animation.Duration;
|
||||||
|
|
||||||
@ -952,7 +952,6 @@ namespace Spine.Unity.Editor {
|
|||||||
int steps = Mathf.CeilToInt(duration / bakeIncrement);
|
int steps = Mathf.CeilToInt(duration / bakeIncrement);
|
||||||
|
|
||||||
float currentTime = 0;
|
float currentTime = 0;
|
||||||
float lastTime = 0;
|
|
||||||
float angle = rotation;
|
float angle = rotation;
|
||||||
|
|
||||||
for (int i = 1; i <= steps; i++) {
|
for (int i = 1; i <= steps; i++) {
|
||||||
@ -960,7 +959,7 @@ namespace Spine.Unity.Editor {
|
|||||||
if (i == steps)
|
if (i == steps)
|
||||||
currentTime = duration;
|
currentTime = duration;
|
||||||
|
|
||||||
animation.Apply(skeleton, lastTime, currentTime, true, null, 1f, true, false);
|
animation.PoseSkeleton(skeleton, currentTime, true);
|
||||||
skeleton.UpdateWorldTransform();
|
skeleton.UpdateWorldTransform();
|
||||||
|
|
||||||
int pIndex = listIndex - 1;
|
int pIndex = listIndex - 1;
|
||||||
@ -969,11 +968,7 @@ namespace Spine.Unity.Editor {
|
|||||||
|
|
||||||
pk = keys[pIndex];
|
pk = keys[pIndex];
|
||||||
|
|
||||||
if (inheritRotation)
|
rotation = inheritRotation ? bone.AppliedRotation : GetUninheritedRotation(bone);
|
||||||
rotation = bone.AppliedRotation;
|
|
||||||
else {
|
|
||||||
rotation = GetUninheritedRotation(bone);
|
|
||||||
}
|
|
||||||
|
|
||||||
angle += Mathf.DeltaAngle(angle, rotation);
|
angle += Mathf.DeltaAngle(angle, rotation);
|
||||||
|
|
||||||
@ -988,7 +983,6 @@ namespace Spine.Unity.Editor {
|
|||||||
keys[pIndex] = pk;
|
keys[pIndex] = pk;
|
||||||
|
|
||||||
listIndex++;
|
listIndex++;
|
||||||
lastTime = currentTime;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
curve = EnsureCurveKeyCount(new AnimationCurve(keys.ToArray()));
|
curve = EnsureCurveKeyCount(new AnimationCurve(keys.ToArray()));
|
||||||
@ -1058,7 +1052,7 @@ namespace Spine.Unity.Editor {
|
|||||||
|
|
||||||
currentTime = time;
|
currentTime = time;
|
||||||
|
|
||||||
timeline.Apply(skeleton, lastTime, currentTime, null, 1, false, false);
|
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
|
||||||
|
|
||||||
lastTime = time;
|
lastTime = time;
|
||||||
listIndex++;
|
listIndex++;
|
||||||
@ -1085,7 +1079,7 @@ namespace Spine.Unity.Editor {
|
|||||||
|
|
||||||
currentTime = time;
|
currentTime = time;
|
||||||
|
|
||||||
timeline.Apply(skeleton, lastTime, currentTime, null, 1, false, false);
|
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
|
||||||
|
|
||||||
lastTime = time;
|
lastTime = time;
|
||||||
listIndex++;
|
listIndex++;
|
||||||
@ -1104,7 +1098,7 @@ namespace Spine.Unity.Editor {
|
|||||||
if (i == steps)
|
if (i == steps)
|
||||||
currentTime = time;
|
currentTime = time;
|
||||||
|
|
||||||
timeline.Apply(skeleton, lastTime, currentTime, null, 1, false, false);
|
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
|
||||||
|
|
||||||
px = xKeys[listIndex - 1];
|
px = xKeys[listIndex - 1];
|
||||||
py = yKeys[listIndex - 1];
|
py = yKeys[listIndex - 1];
|
||||||
@ -1201,7 +1195,7 @@ namespace Spine.Unity.Editor {
|
|||||||
|
|
||||||
currentTime = time;
|
currentTime = time;
|
||||||
|
|
||||||
timeline.Apply(skeleton, lastTime, currentTime, null, 1, false, false);
|
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
|
||||||
|
|
||||||
lastTime = time;
|
lastTime = time;
|
||||||
listIndex++;
|
listIndex++;
|
||||||
@ -1228,7 +1222,7 @@ namespace Spine.Unity.Editor {
|
|||||||
|
|
||||||
currentTime = time;
|
currentTime = time;
|
||||||
|
|
||||||
timeline.Apply(skeleton, lastTime, currentTime, null, 1, false, false);
|
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
|
||||||
|
|
||||||
lastTime = time;
|
lastTime = time;
|
||||||
listIndex++;
|
listIndex++;
|
||||||
@ -1246,7 +1240,7 @@ namespace Spine.Unity.Editor {
|
|||||||
if (i == steps)
|
if (i == steps)
|
||||||
currentTime = time;
|
currentTime = time;
|
||||||
|
|
||||||
timeline.Apply(skeleton, lastTime, currentTime, null, 1, false, false);
|
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
|
||||||
|
|
||||||
px = xKeys[listIndex - 1];
|
px = xKeys[listIndex - 1];
|
||||||
py = yKeys[listIndex - 1];
|
py = yKeys[listIndex - 1];
|
||||||
@ -1330,7 +1324,7 @@ namespace Spine.Unity.Editor {
|
|||||||
|
|
||||||
currentTime = time;
|
currentTime = time;
|
||||||
|
|
||||||
timeline.Apply(skeleton, lastTime, currentTime, null, 1, false, false);
|
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
|
||||||
|
|
||||||
lastTime = time;
|
lastTime = time;
|
||||||
listIndex++;
|
listIndex++;
|
||||||
@ -1355,7 +1349,7 @@ namespace Spine.Unity.Editor {
|
|||||||
|
|
||||||
currentTime = time;
|
currentTime = time;
|
||||||
|
|
||||||
timeline.Apply(skeleton, lastTime, currentTime, null, 1, false, false);
|
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
|
||||||
|
|
||||||
lastTime = time;
|
lastTime = time;
|
||||||
listIndex++;
|
listIndex++;
|
||||||
@ -1365,7 +1359,7 @@ namespace Spine.Unity.Editor {
|
|||||||
|
|
||||||
float time = frames[f];
|
float time = frames[f];
|
||||||
|
|
||||||
timeline.Apply(skeleton, lastTime, currentTime, null, 1, false, false);
|
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
|
||||||
skeleton.UpdateWorldTransform();
|
skeleton.UpdateWorldTransform();
|
||||||
|
|
||||||
rotation = frames[f + 1] + boneData.Rotation;
|
rotation = frames[f + 1] + boneData.Rotation;
|
||||||
@ -1379,7 +1373,7 @@ namespace Spine.Unity.Editor {
|
|||||||
if (i == steps)
|
if (i == steps)
|
||||||
currentTime = time;
|
currentTime = time;
|
||||||
|
|
||||||
timeline.Apply(skeleton, lastTime, currentTime, null, 1, false, false);
|
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
|
||||||
skeleton.UpdateWorldTransform();
|
skeleton.UpdateWorldTransform();
|
||||||
pk = keys[listIndex - 1];
|
pk = keys[listIndex - 1];
|
||||||
|
|
||||||
@ -1407,7 +1401,7 @@ namespace Spine.Unity.Editor {
|
|||||||
curve = EnsureCurveKeyCount(new AnimationCurve(keys.ToArray()));
|
curve = EnsureCurveKeyCount(new AnimationCurve(keys.ToArray()));
|
||||||
|
|
||||||
string path = GetPath(boneData);
|
string path = GetPath(boneData);
|
||||||
string propertyName = "localEulerAnglesBaked";
|
const string propertyName = "localEulerAnglesBaked";
|
||||||
|
|
||||||
EditorCurveBinding xBind = EditorCurveBinding.FloatCurve(path, typeof(Transform), propertyName + ".x");
|
EditorCurveBinding xBind = EditorCurveBinding.FloatCurve(path, typeof(Transform), propertyName + ".x");
|
||||||
AnimationUtility.SetEditorCurve(clip, xBind, new AnimationCurve());
|
AnimationUtility.SetEditorCurve(clip, xBind, new AnimationCurve());
|
||||||
|
|||||||
@ -242,7 +242,7 @@ namespace Spine.Unity {
|
|||||||
// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
|
// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
|
||||||
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
|
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
|
||||||
if (animationObject != null)
|
if (animationObject != null)
|
||||||
animationObject.Apply(skeleton, 0f, 0f, false, null, 1f, true, false);
|
animationObject.PoseSkeleton(skeleton, 0);
|
||||||
}
|
}
|
||||||
Update(0);
|
Update(0);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -150,7 +150,7 @@ namespace Spine.Unity {
|
|||||||
// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
|
// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
|
||||||
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
|
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
|
||||||
if (animationObject != null)
|
if (animationObject != null)
|
||||||
animationObject.Apply(skeleton, 0f, 0f, false, null, 1f, true, false);
|
animationObject.PoseSkeleton(skeleton, 0f);
|
||||||
}
|
}
|
||||||
Update(0);
|
Update(0);
|
||||||
}
|
}
|
||||||
@ -162,10 +162,11 @@ namespace Spine.Unity {
|
|||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Update () {
|
void Update () {
|
||||||
Update(Time.deltaTime);
|
Update(Time.deltaTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>Progresses the AnimationState according to the given deltaTime, and applies it to the Skeleton. Use Time.deltaTime to update manually. Use deltaTime 0 to update without progressing the time.</summary>
|
||||||
public void Update (float deltaTime) {
|
public void Update (float deltaTime) {
|
||||||
if (!valid)
|
if (!valid)
|
||||||
return;
|
return;
|
||||||
|
|||||||
@ -40,9 +40,6 @@ namespace Spine.Unity {
|
|||||||
public enum MixMode { AlwaysMix, MixNext, SpineStyle }
|
public enum MixMode { AlwaysMix, MixNext, SpineStyle }
|
||||||
public MixMode[] layerMixModes = new MixMode[0];
|
public MixMode[] layerMixModes = new MixMode[0];
|
||||||
|
|
||||||
public bool autoReset = true;
|
|
||||||
List<Animation> previousAnimations = new List<Animation>();
|
|
||||||
|
|
||||||
#region Bone Callbacks (ISkeletonAnimation)
|
#region Bone Callbacks (ISkeletonAnimation)
|
||||||
protected event UpdateBonesDelegate _UpdateLocal;
|
protected event UpdateBonesDelegate _UpdateLocal;
|
||||||
protected event UpdateBonesDelegate _UpdateWorld;
|
protected event UpdateBonesDelegate _UpdateWorld;
|
||||||
@ -66,25 +63,24 @@ namespace Spine.Unity {
|
|||||||
public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
|
public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
|
public class SpineMecanimTranslator {
|
||||||
readonly Dictionary<int, Spine.Animation> animationTable = new Dictionary<int, Spine.Animation>();
|
readonly Dictionary<int, Spine.Animation> animationTable = new Dictionary<int, Spine.Animation>();
|
||||||
readonly Dictionary<AnimationClip, int> clipNameHashCodeTable = new Dictionary<AnimationClip, int>();
|
readonly Dictionary<AnimationClip, int> clipNameHashCodeTable = new Dictionary<AnimationClip, int>();
|
||||||
Animator animator;
|
Animator animator;
|
||||||
|
|
||||||
public override void Initialize (bool overwrite) {
|
List<Animation> previousAnimations = new List<Animation>();
|
||||||
if (valid && !overwrite) return;
|
public bool autoReset = true;
|
||||||
base.Initialize(overwrite);
|
|
||||||
if (!valid) return;
|
|
||||||
|
|
||||||
|
public void Initialize (Animator animator, SkeletonDataAsset skeletonDataAsset) {
|
||||||
|
this.animator = animator;
|
||||||
animationTable.Clear();
|
animationTable.Clear();
|
||||||
clipNameHashCodeTable.Clear();
|
clipNameHashCodeTable.Clear();
|
||||||
animator = GetComponent<Animator>();
|
|
||||||
var data = skeletonDataAsset.GetSkeletonData(true);
|
var data = skeletonDataAsset.GetSkeletonData(true);
|
||||||
foreach (var a in data.Animations)
|
foreach (var a in data.Animations)
|
||||||
animationTable.Add(a.Name.GetHashCode(), a);
|
animationTable.Add(a.Name.GetHashCode(), a);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Update () {
|
public void Apply (Skeleton skeleton, ref MixMode[] layerMixModes) {
|
||||||
if (!valid) return;
|
|
||||||
|
|
||||||
if (layerMixModes.Length < animator.layerCount)
|
if (layerMixModes.Length < animator.layerCount)
|
||||||
System.Array.Resize<MixMode>(ref layerMixModes, animator.layerCount);
|
System.Array.Resize<MixMode>(ref layerMixModes, animator.layerCount);
|
||||||
@ -142,12 +138,12 @@ namespace Spine.Unity {
|
|||||||
// Always use Mix instead of Applying the first non-zero weighted clip.
|
// Always use Mix instead of Applying the first non-zero weighted clip.
|
||||||
for (int c = 0; c < clipInfo.Length; c++) {
|
for (int c = 0; c < clipInfo.Length; c++) {
|
||||||
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
||||||
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed <0), stateInfo.loop, null, weight, false, false);
|
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed <0), stateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
|
||||||
}
|
}
|
||||||
if (hasNext) {
|
if (hasNext) {
|
||||||
for (int c = 0; c < nextClipInfo.Length; c++) {
|
for (int c = 0; c < nextClipInfo.Length; c++) {
|
||||||
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
||||||
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, false, false);
|
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} else { // case MixNext || SpineStyle
|
} else { // case MixNext || SpineStyle
|
||||||
@ -155,13 +151,13 @@ namespace Spine.Unity {
|
|||||||
int c = 0;
|
int c = 0;
|
||||||
for (; c < clipInfo.Length; c++) {
|
for (; c < clipInfo.Length; c++) {
|
||||||
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
||||||
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed <0), stateInfo.loop, null, 1f, false, false);
|
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed <0), stateInfo.loop, null, 1f, MixPose.Current, MixDirection.In);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
// Mix the rest
|
// Mix the rest
|
||||||
for (; c < clipInfo.Length; c++) {
|
for (; c < clipInfo.Length; c++) {
|
||||||
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
||||||
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed <0), stateInfo.loop, null, weight, false, false);
|
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed <0), stateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
|
||||||
}
|
}
|
||||||
|
|
||||||
c = 0;
|
c = 0;
|
||||||
@ -170,34 +166,18 @@ namespace Spine.Unity {
|
|||||||
if (mode == MixMode.SpineStyle) {
|
if (mode == MixMode.SpineStyle) {
|
||||||
for (; c < nextClipInfo.Length; c++) {
|
for (; c < nextClipInfo.Length; c++) {
|
||||||
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
||||||
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, 1f, false, false);
|
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, 1f, MixPose.Current, MixDirection.In);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// Mix the rest
|
// Mix the rest
|
||||||
for (; c < nextClipInfo.Length; c++) {
|
for (; c < nextClipInfo.Length; c++) {
|
||||||
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
||||||
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, false, false);
|
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// UpdateWorldTransform and Bone Callbacks
|
|
||||||
{
|
|
||||||
if (_UpdateLocal != null)
|
|
||||||
_UpdateLocal(this);
|
|
||||||
|
|
||||||
skeleton.UpdateWorldTransform();
|
|
||||||
|
|
||||||
if (_UpdateWorld != null) {
|
|
||||||
_UpdateWorld(this);
|
|
||||||
skeleton.UpdateWorldTransform();
|
|
||||||
}
|
|
||||||
|
|
||||||
if (_UpdateComplete != null)
|
|
||||||
_UpdateComplete(this);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
static float AnimationTime (float normalizedTime, float clipLength, bool loop, bool reversed) {
|
static float AnimationTime (float normalizedTime, float clipLength, bool loop, bool reversed) {
|
||||||
@ -225,4 +205,38 @@ namespace Spine.Unity {
|
|||||||
return clipNameHashCode;
|
return clipNameHashCode;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public SpineMecanimTranslator translator;
|
||||||
|
|
||||||
|
public override void Initialize (bool overwrite) {
|
||||||
|
if (valid && !overwrite) return;
|
||||||
|
base.Initialize(overwrite);
|
||||||
|
if (!valid) return;
|
||||||
|
|
||||||
|
translator = new SpineMecanimTranslator();
|
||||||
|
translator.Initialize(GetComponent<Animator>(), this.skeletonDataAsset);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Update () {
|
||||||
|
if (!valid) return;
|
||||||
|
|
||||||
|
translator.Apply(skeleton, ref layerMixModes);
|
||||||
|
|
||||||
|
// UpdateWorldTransform and Bone Callbacks
|
||||||
|
{
|
||||||
|
if (_UpdateLocal != null)
|
||||||
|
_UpdateLocal(this);
|
||||||
|
|
||||||
|
skeleton.UpdateWorldTransform();
|
||||||
|
|
||||||
|
if (_UpdateWorld != null) {
|
||||||
|
_UpdateWorld(this);
|
||||||
|
skeleton.UpdateWorldTransform();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_UpdateComplete != null)
|
||||||
|
_UpdateComplete(this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -283,11 +283,6 @@ namespace Spine {
|
|||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region Posing
|
#region Posing
|
||||||
[System.Obsolete("Old Animation.Apply method signature. Please use the 8 parameter signature. See summary to learn about the extra arguments.")]
|
|
||||||
public static void Apply (this Spine.Animation animation, Skeleton skeleton, float lastTime, float time, bool loop, ExposedList<Event> events) {
|
|
||||||
animation.Apply(skeleton, lastTime, time, loop, events, 1f, false, false);
|
|
||||||
}
|
|
||||||
|
|
||||||
internal static void SetPropertyToSetupPose (this Skeleton skeleton, int propertyID) {
|
internal static void SetPropertyToSetupPose (this Skeleton skeleton, int propertyID) {
|
||||||
int tt = propertyID >> 24;
|
int tt = propertyID >> 24;
|
||||||
var timelineType = (TimelineType)tt;
|
var timelineType = (TimelineType)tt;
|
||||||
@ -326,6 +321,9 @@ namespace Spine {
|
|||||||
case TimelineType.Color:
|
case TimelineType.Color:
|
||||||
skeleton.slots.Items[i].SetColorToSetupPose();
|
skeleton.slots.Items[i].SetColorToSetupPose();
|
||||||
break;
|
break;
|
||||||
|
case TimelineType.TwoColor:
|
||||||
|
skeleton.slots.Items[i].SetColorToSetupPose();
|
||||||
|
break;
|
||||||
case TimelineType.Deform:
|
case TimelineType.Deform:
|
||||||
skeleton.slots.Items[i].attachmentVertices.Clear();
|
skeleton.slots.Items[i].attachmentVertices.Clear();
|
||||||
break;
|
break;
|
||||||
@ -341,6 +339,8 @@ namespace Spine {
|
|||||||
ikc.mix = ikc.data.mix;
|
ikc.mix = ikc.data.mix;
|
||||||
ikc.bendDirection = ikc.data.bendDirection;
|
ikc.bendDirection = ikc.data.bendDirection;
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
// TransformConstraint
|
||||||
case TimelineType.TransformConstraint:
|
case TimelineType.TransformConstraint:
|
||||||
var tc = skeleton.transformConstraints.Items[i];
|
var tc = skeleton.transformConstraints.Items[i];
|
||||||
var tcData = tc.data;
|
var tcData = tc.data;
|
||||||
@ -384,6 +384,9 @@ namespace Spine {
|
|||||||
slot.g = slot.data.g;
|
slot.g = slot.data.g;
|
||||||
slot.b = slot.data.b;
|
slot.b = slot.data.b;
|
||||||
slot.a = slot.data.a;
|
slot.a = slot.data.a;
|
||||||
|
slot.r2 = slot.data.r2;
|
||||||
|
slot.g2 = slot.data.g2;
|
||||||
|
slot.b2 = slot.data.b2;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Sets a slot's attachment to setup pose. If you have the slotIndex, Skeleton.SetSlotAttachmentToSetupPose is faster.</summary>
|
/// <summary>Sets a slot's attachment to setup pose. If you have the slotIndex, Skeleton.SetSlotAttachmentToSetupPose is faster.</summary>
|
||||||
@ -411,17 +414,24 @@ namespace Spine {
|
|||||||
/// <param name="animationName">The name of the animation to use.</param>
|
/// <param name="animationName">The name of the animation to use.</param>
|
||||||
/// <param name = "time">The time of the pose within the animation.</param>
|
/// <param name = "time">The time of the pose within the animation.</param>
|
||||||
/// <param name = "loop">Wraps the time around if it is longer than the duration of the animation.</param>
|
/// <param name = "loop">Wraps the time around if it is longer than the duration of the animation.</param>
|
||||||
public static void PoseWithAnimation (this Skeleton skeleton, string animationName, float time, bool loop) {
|
public static void PoseWithAnimation (this Skeleton skeleton, string animationName, float time, bool loop = false) {
|
||||||
// Fail loud when skeleton.data is null.
|
// Fail loud when skeleton.data is null.
|
||||||
Spine.Animation animation = skeleton.data.FindAnimation(animationName);
|
Spine.Animation animation = skeleton.data.FindAnimation(animationName);
|
||||||
if (animation == null) return;
|
if (animation == null) return;
|
||||||
animation.Apply(skeleton, 0, time, loop, null, 1f, false, false);
|
animation.Apply(skeleton, 0, time, loop, null, 1f, MixPose.Setup, MixDirection.In);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>Pose a skeleton according to a given time in an animation.</summary>
|
||||||
|
public static void PoseSkeleton (this Animation animation, Skeleton skeleton, float time, bool loop = false) {
|
||||||
|
animation.Apply(skeleton, 0, time, loop, null, 1f, MixPose.Setup, MixDirection.In);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Resets Skeleton parts to Setup Pose according to a Spine.Animation's keyed items.</summary>
|
/// <summary>Resets Skeleton parts to Setup Pose according to a Spine.Animation's keyed items.</summary>
|
||||||
public static void SetKeyedItemsToSetupPose (this Animation animation, Skeleton skeleton) {
|
public static void SetKeyedItemsToSetupPose (this Animation animation, Skeleton skeleton) {
|
||||||
animation.Apply(skeleton, 0, 0, false, null, 0, true, true);
|
animation.Apply(skeleton, 0, 0, false, null, 0, MixPose.Setup, MixDirection.Out);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region Skins
|
#region Skins
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user