mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 07:14:55 +08:00
Merge branch '3.7-beta' of https://github.com/esotericsoftware/spine-runtimes into 3.7-beta
This commit is contained in:
commit
854ec90657
@ -169,6 +169,14 @@ namespace Spine {
|
||||
TwoColor
|
||||
}
|
||||
|
||||
public interface IBoneTimeline {
|
||||
int BoneIndex { get; }
|
||||
}
|
||||
|
||||
public interface ISlotTimeline {
|
||||
int SlotIndex { get; }
|
||||
}
|
||||
|
||||
/// <summary>Base class for frames that use an interpolation bezier curve.</summary>
|
||||
abstract public class CurveTimeline : Timeline {
|
||||
protected const float LINEAR = 0, STEPPED = 1, BEZIER = 2;
|
||||
@ -251,7 +259,7 @@ namespace Spine {
|
||||
}
|
||||
}
|
||||
|
||||
public class RotateTimeline : CurveTimeline {
|
||||
public class RotateTimeline : CurveTimeline, IBoneTimeline {
|
||||
public const int ENTRIES = 2;
|
||||
internal const int PREV_TIME = -2, PREV_ROTATION = -1;
|
||||
internal const int ROTATION = 1;
|
||||
@ -339,7 +347,7 @@ namespace Spine {
|
||||
}
|
||||
}
|
||||
|
||||
public class TranslateTimeline : CurveTimeline {
|
||||
public class TranslateTimeline : CurveTimeline, IBoneTimeline {
|
||||
public const int ENTRIES = 3;
|
||||
protected const int PREV_TIME = -3, PREV_X = -2, PREV_Y = -1;
|
||||
protected const int X = 1, Y = 2;
|
||||
@ -419,7 +427,7 @@ namespace Spine {
|
||||
}
|
||||
}
|
||||
|
||||
public class ScaleTimeline : TranslateTimeline {
|
||||
public class ScaleTimeline : TranslateTimeline, IBoneTimeline {
|
||||
override public int PropertyId {
|
||||
get { return ((int)TimelineType.Scale << 24) + boneIndex; }
|
||||
}
|
||||
@ -522,7 +530,7 @@ namespace Spine {
|
||||
}
|
||||
}
|
||||
|
||||
public class ShearTimeline : TranslateTimeline {
|
||||
public class ShearTimeline : TranslateTimeline, IBoneTimeline {
|
||||
override public int PropertyId {
|
||||
get { return ((int)TimelineType.Shear << 24) + boneIndex; }
|
||||
}
|
||||
@ -582,7 +590,7 @@ namespace Spine {
|
||||
}
|
||||
}
|
||||
|
||||
public class ColorTimeline : CurveTimeline {
|
||||
public class ColorTimeline : CurveTimeline, ISlotTimeline {
|
||||
public const int ENTRIES = 5;
|
||||
protected const int PREV_TIME = -5, PREV_R = -4, PREV_G = -3, PREV_B = -2, PREV_A = -1;
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||||
protected const int R = 1, G = 2, B = 3, A = 4;
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||||
@ -683,7 +691,7 @@ namespace Spine {
|
||||
}
|
||||
}
|
||||
|
||||
public class TwoColorTimeline : CurveTimeline {
|
||||
public class TwoColorTimeline : CurveTimeline, ISlotTimeline {
|
||||
public const int ENTRIES = 8;
|
||||
protected const int PREV_TIME = -8, PREV_R = -7, PREV_G = -6, PREV_B = -5, PREV_A = -4;
|
||||
protected const int PREV_R2 = -3, PREV_G2 = -2, PREV_B2 = -1;
|
||||
@ -826,7 +834,7 @@ namespace Spine {
|
||||
|
||||
}
|
||||
|
||||
public class AttachmentTimeline : Timeline {
|
||||
public class AttachmentTimeline : Timeline, ISlotTimeline {
|
||||
internal int slotIndex;
|
||||
internal float[] frames;
|
||||
internal string[] attachmentNames;
|
||||
@ -880,7 +888,7 @@ namespace Spine {
|
||||
}
|
||||
}
|
||||
|
||||
public class DeformTimeline : CurveTimeline {
|
||||
public class DeformTimeline : CurveTimeline, ISlotTimeline {
|
||||
internal int slotIndex;
|
||||
internal float[] frames;
|
||||
internal float[][] frameVertices;
|
||||
|
||||
@ -30,6 +30,11 @@
|
||||
|
||||
#define SPINE_SKELETON_MECANIM
|
||||
|
||||
#if (UNITY_2017_4 || UNITY_2018)
|
||||
#define SPINE_UNITY_2018_PREVIEW_API
|
||||
#endif
|
||||
|
||||
|
||||
using System;
|
||||
using System.Reflection;
|
||||
using System.Collections.Generic;
|
||||
@ -51,7 +56,7 @@ namespace Spine.Unity.Editor {
|
||||
internal static bool showAttachments = false;
|
||||
|
||||
SerializedProperty atlasAssets, skeletonJSON, scale, fromAnimation, toAnimation, duration, defaultMix;
|
||||
SerializedProperty blendModeMaterials;
|
||||
SerializedProperty skeletonDataModifiers;
|
||||
#if SPINE_TK2D
|
||||
SerializedProperty spriteCollection;
|
||||
#endif
|
||||
@ -101,7 +106,7 @@ namespace Spine.Unity.Editor {
|
||||
duration = serializedObject.FindProperty("duration");
|
||||
defaultMix = serializedObject.FindProperty("defaultMix");
|
||||
|
||||
blendModeMaterials = serializedObject.FindProperty("blendModeMaterials");
|
||||
skeletonDataModifiers = serializedObject.FindProperty("skeletonDataModifiers");
|
||||
|
||||
#if SPINE_SKELETON_MECANIM
|
||||
controller = serializedObject.FindProperty("controller");
|
||||
@ -302,6 +307,8 @@ namespace Spine.Unity.Editor {
|
||||
}
|
||||
EditorGUILayout.PropertyField(skeletonJSON, SpineInspectorUtility.TempContent(skeletonJSON.displayName, Icons.spine));
|
||||
EditorGUILayout.PropertyField(scale);
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.PropertyField(skeletonDataModifiers, true);
|
||||
}
|
||||
|
||||
void DrawAtlasAssetsFields () {
|
||||
@ -318,8 +325,6 @@ namespace Spine.Unity.Editor {
|
||||
|
||||
if (atlasAssets.arraySize == 0)
|
||||
EditorGUILayout.HelpBox("AtlasAssets array is empty. Skeleton's attachments will load without being mapped to images.", MessageType.Info);
|
||||
|
||||
EditorGUILayout.PropertyField(blendModeMaterials);
|
||||
}
|
||||
|
||||
void HandleAtlasAssetsNulls () {
|
||||
@ -681,7 +686,7 @@ namespace Spine.Unity.Editor {
|
||||
GameObject previewGameObject;
|
||||
internal bool requiresRefresh;
|
||||
|
||||
#if !(UNITY_2017_4 || UNITY_2018)
|
||||
#if !SPINE_UNITY_2018_PREVIEW_API
|
||||
float animationLastTime;
|
||||
#endif
|
||||
|
||||
@ -777,7 +782,7 @@ namespace Spine.Unity.Editor {
|
||||
|
||||
if (previewRenderUtility == null) {
|
||||
previewRenderUtility = new PreviewRenderUtility(true);
|
||||
#if !(UNITY_2017_4 || UNITY_2018)
|
||||
#if !SPINE_UNITY_2018_PREVIEW_API
|
||||
animationLastTime = CurrentTime;
|
||||
#endif
|
||||
|
||||
@ -808,7 +813,7 @@ namespace Spine.Unity.Editor {
|
||||
skeletonAnimation.LateUpdate();
|
||||
previewGameObject.GetComponent<Renderer>().enabled = false;
|
||||
|
||||
#if UNITY_2017_4 || UNITY_2018
|
||||
#if SPINE_UNITY_2018_PREVIEW_API
|
||||
previewRenderUtility.AddSingleGO(previewGameObject);
|
||||
#endif
|
||||
}
|
||||
@ -869,7 +874,7 @@ namespace Spine.Unity.Editor {
|
||||
|
||||
|
||||
if (!EditorApplication.isPlaying) {
|
||||
#if !(UNITY_2017_4 || UNITY_2018)
|
||||
#if !SPINE_UNITY_2018_PREVIEW_API
|
||||
float current = CurrentTime;
|
||||
float deltaTime = (current - animationLastTime);
|
||||
skeletonAnimation.Update(deltaTime);
|
||||
|
||||
@ -253,8 +253,8 @@ namespace Spine.Unity.Editor {
|
||||
|
||||
using (new SpineInspectorUtility.IndentScope()) {
|
||||
using (new EditorGUILayout.HorizontalScope()) {
|
||||
initialFlipX.boolValue = EditorGUILayout.ToggleLeft(initialFlipX.displayName, initialFlipX.boolValue, GUILayout.Width(120f));
|
||||
initialFlipY.boolValue = EditorGUILayout.ToggleLeft(initialFlipY.displayName, initialFlipY.boolValue, GUILayout.Width(120f));
|
||||
SpineInspectorUtility.ToggleLeftLayout(initialFlipX);
|
||||
SpineInspectorUtility.ToggleLeftLayout(initialFlipY);
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
|
||||
@ -370,7 +370,6 @@ namespace Spine.Unity.Editor {
|
||||
}
|
||||
|
||||
override public void OnInspectorGUI () {
|
||||
//serializedObject.Update();
|
||||
bool multi = serializedObject.isEditingMultipleObjects;
|
||||
DrawInspectorGUI(multi);
|
||||
if (serializedObject.ApplyModifiedProperties() || SpineInspectorUtility.UndoRedoPerformed(Event.current)) {
|
||||
|
||||
@ -206,15 +206,15 @@ namespace Spine.Unity.Editor {
|
||||
|
||||
// Data Refresh Edit Mode.
|
||||
// This prevents deserialized SkeletonData from persisting from play mode to edit mode.
|
||||
#if UNITY_2017_2_OR_NEWER
|
||||
EditorApplication.playModeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged;
|
||||
EditorApplication.playModeStateChanged += DataReloadHandler.OnPlaymodeStateChanged;
|
||||
DataReloadHandler.OnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
|
||||
#else
|
||||
EditorApplication.playmodeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged;
|
||||
EditorApplication.playmodeStateChanged += DataReloadHandler.OnPlaymodeStateChanged;
|
||||
DataReloadHandler.OnPlaymodeStateChanged();
|
||||
#endif
|
||||
//#if UNITY_2017_2_OR_NEWER
|
||||
// EditorApplication.playModeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged;
|
||||
// EditorApplication.playModeStateChanged += DataReloadHandler.OnPlaymodeStateChanged;
|
||||
// DataReloadHandler.OnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
|
||||
//#else
|
||||
// EditorApplication.playmodeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged;
|
||||
// EditorApplication.playmodeStateChanged += DataReloadHandler.OnPlaymodeStateChanged;
|
||||
// DataReloadHandler.OnPlaymodeStateChanged();
|
||||
//#endif
|
||||
|
||||
initialized = true;
|
||||
}
|
||||
@ -351,10 +351,15 @@ namespace Spine.Unity.Editor {
|
||||
#else
|
||||
internal static void OnPlaymodeStateChanged () {
|
||||
#endif
|
||||
ReloadAllActiveSkeletons();
|
||||
ReloadAllActiveSkeletonsEditMode();
|
||||
}
|
||||
|
||||
static void ReloadAllActiveSkeletons () {
|
||||
static void ReloadAllActiveSkeletonsEditMode () {
|
||||
if (EditorApplication.isPaused) return;
|
||||
if (EditorApplication.isPlaying) return;
|
||||
if (EditorApplication.isCompiling) return;
|
||||
if (EditorApplication.isPlayingOrWillChangePlaymode) return;
|
||||
|
||||
var skeletonDataAssetsToReload = new HashSet<SkeletonDataAsset>();
|
||||
|
||||
var activeSkeletonRenderers = GameObject.FindObjectsOfType<SkeletonRenderer>();
|
||||
@ -369,11 +374,18 @@ namespace Spine.Unity.Editor {
|
||||
if (skeletonDataAsset != null) skeletonDataAssetsToReload.Add(skeletonDataAsset);
|
||||
}
|
||||
|
||||
foreach (var sda in skeletonDataAssetsToReload)
|
||||
foreach (var sda in skeletonDataAssetsToReload) {
|
||||
sda.Clear();
|
||||
sda.GetSkeletonData(true);
|
||||
}
|
||||
|
||||
foreach (var sr in activeSkeletonRenderers) sr.Initialize(true);
|
||||
foreach (var sg in activeSkeletonGraphics) sg.Initialize(true);
|
||||
foreach (var sr in activeSkeletonRenderers) {
|
||||
sr.Initialize(true);
|
||||
}
|
||||
|
||||
foreach (var sg in activeSkeletonGraphics) {
|
||||
sg.Initialize(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -71,6 +71,40 @@ namespace Spine.Unity.Editor {
|
||||
PropertyFieldWideLabel(property, label, width);
|
||||
}
|
||||
|
||||
/// <summary>Multi-edit-compatible version of EditorGUILayout.ToggleLeft(SerializedProperty)</summary>
|
||||
public static void ToggleLeftLayout (SerializedProperty property, GUIContent label = null, float width = 120f) {
|
||||
if (label == null) label = SpineInspectorUtility.TempContent(property.displayName, tooltip: property.tooltip);
|
||||
|
||||
if (property.hasMultipleDifferentValues) {
|
||||
bool previousShowMixedValue = EditorGUI.showMixedValue;
|
||||
EditorGUI.showMixedValue = true;
|
||||
|
||||
bool clicked = EditorGUILayout.ToggleLeft(label, property.boolValue, GUILayout.Width(width));
|
||||
if (clicked) property.boolValue = true; // Set all values to true when clicked.
|
||||
|
||||
EditorGUI.showMixedValue = previousShowMixedValue;
|
||||
} else {
|
||||
property.boolValue = EditorGUILayout.ToggleLeft(label, property.boolValue, GUILayout.Width(width));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Multi-edit-compatible version of EditorGUILayout.ToggleLeft(SerializedProperty)</summary>
|
||||
public static void ToggleLeft (Rect rect, SerializedProperty property, GUIContent label = null) {
|
||||
if (label == null) label = SpineInspectorUtility.TempContent(property.displayName, tooltip: property.tooltip);
|
||||
|
||||
if (property.hasMultipleDifferentValues) {
|
||||
bool previousShowMixedValue = EditorGUI.showMixedValue;
|
||||
EditorGUI.showMixedValue = true;
|
||||
|
||||
bool clicked = EditorGUI.ToggleLeft(rect, label, property.boolValue);
|
||||
if (clicked) property.boolValue = true; // Set all values to true when clicked.
|
||||
|
||||
EditorGUI.showMixedValue = previousShowMixedValue;
|
||||
} else {
|
||||
property.boolValue = EditorGUI.ToggleLeft(rect, label, property.boolValue);
|
||||
}
|
||||
}
|
||||
|
||||
public static bool UndoRedoPerformed (UnityEngine.Event current) {
|
||||
return current.type == EventType.ValidateCommand && current.commandName == "UndoRedoPerformed";
|
||||
}
|
||||
@ -342,7 +376,7 @@ namespace Spine.Unity.Editor {
|
||||
EditorGUILayout.PropertyField(prop.sortingOrder, OrderInLayerLabel);
|
||||
|
||||
if (applyModifiedProperties && EditorGUI.EndChangeCheck())
|
||||
prop.ApplyModifiedProperties();
|
||||
prop.ApplyModifiedProperties();
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
@ -99,9 +99,9 @@ namespace Spine.Unity.Editor {
|
||||
EditorGUI.PrefixLabel(rect, SpineInspectorUtility.TempContent("Initial Flip"));
|
||||
rect.x += EditorGUIUtility.labelWidth;
|
||||
rect.width = 30f;
|
||||
initialFlipX.boolValue = EditorGUI.ToggleLeft(rect, SpineInspectorUtility.TempContent("X", tooltip:"initialFlipX"), initialFlipX.boolValue);
|
||||
SpineInspectorUtility.ToggleLeft(rect, initialFlipX, SpineInspectorUtility.TempContent("X", tooltip: "initialFlipX"));
|
||||
rect.x += 35f;
|
||||
initialFlipY.boolValue = EditorGUI.ToggleLeft(rect, SpineInspectorUtility.TempContent("Y", tooltip:"initialFlipY"), initialFlipY.boolValue);
|
||||
SpineInspectorUtility.ToggleLeft(rect, initialFlipY, SpineInspectorUtility.TempContent("Y", tooltip: "initialFlipY"));
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
@ -37,7 +37,7 @@ using Spine;
|
||||
using Spine.Unity;
|
||||
|
||||
namespace Spine.Unity {
|
||||
[CreateAssetMenu(menuName = "Spine/Blend Mode Materials Asset", order = 200)]
|
||||
[CreateAssetMenu(menuName = "Spine/SkeletonData Modifiers/Blend Mode Materials", order = 200)]
|
||||
public class BlendModeMaterialsAsset : SkeletonDataModifierAsset {
|
||||
public Material multiplyMaterialTemplate;
|
||||
public Material screenMaterialTemplate;
|
||||
|
||||
@ -97,19 +97,13 @@ namespace Spine.Unity {
|
||||
if (string.IsNullOrEmpty(value)) {
|
||||
state.ClearTrack(0);
|
||||
} else {
|
||||
TrySetAnimation(value, loop);
|
||||
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(value);
|
||||
if (animationObject != null)
|
||||
state.SetAnimation(0, animationObject, loop);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
TrackEntry TrySetAnimation (string animationName, bool animationLoop) {
|
||||
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(animationName);
|
||||
if (animationObject != null)
|
||||
return state.SetAnimation(0, animationObject, animationLoop);
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>Whether or not <see cref="AnimationName"/> should loop. This only applies to the initial animation specified in the inspector, or any subsequent Animations played through .AnimationName. Animations set through state.SetAnimation are unaffected.</summary>
|
||||
public bool loop;
|
||||
|
||||
@ -153,27 +147,25 @@ namespace Spine.Unity {
|
||||
return;
|
||||
|
||||
state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
|
||||
|
||||
#if UNITY_EDITOR
|
||||
|
||||
if (!string.IsNullOrEmpty(_animationName)) {
|
||||
if (Application.isPlaying) {
|
||||
TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
|
||||
if (startingTrack != null)
|
||||
Update(0);
|
||||
} else {
|
||||
// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
|
||||
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
|
||||
if (animationObject != null)
|
||||
animationObject.PoseSkeleton(skeleton, 0f);
|
||||
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
|
||||
if (animationObject != null) {
|
||||
animationObject.PoseSkeleton(skeleton, 0f);
|
||||
skeleton.UpdateWorldTransform();
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (Application.isPlaying) {
|
||||
#endif
|
||||
|
||||
// Make this block not run in Unity Editor edit mode.
|
||||
state.SetAnimation(0, animationObject, loop);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
#else
|
||||
if (!string.IsNullOrEmpty(_animationName)) {
|
||||
TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
|
||||
if (startingTrack != null)
|
||||
Update(0);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void Update () {
|
||||
|
||||
@ -166,7 +166,8 @@ namespace Spine.Unity {
|
||||
/// <summary>
|
||||
/// Clears the previously generated mesh and resets the skeleton's pose.</summary>
|
||||
public virtual void ClearState () {
|
||||
meshFilter.sharedMesh = null;
|
||||
var meshFilter = GetComponent<MeshFilter>();
|
||||
if (meshFilter != null) meshFilter.sharedMesh = null;
|
||||
currentInstructions.Clear();
|
||||
if (skeleton != null) skeleton.SetToSetupPose();
|
||||
}
|
||||
@ -193,7 +194,7 @@ namespace Spine.Unity {
|
||||
valid = false;
|
||||
}
|
||||
|
||||
if (!skeletonDataAsset) {
|
||||
if (skeletonDataAsset == null) {
|
||||
if (logErrors) Debug.LogError("Missing SkeletonData asset.", this);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bdfae2bc4b385b84eb4f5f6855d0f991
|
||||
folderAsset: yes
|
||||
timeCreated: 1537527020
|
||||
licenseType: Pro
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,265 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes Software License v2.5
|
||||
*
|
||||
* Copyright (c) 2013-2016, Esoteric Software
|
||||
* All rights reserved.
|
||||
*
|
||||
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
||||
* non-transferable license to use, install, execute, and perform the Spine
|
||||
* Runtimes software and derivative works solely for personal or internal
|
||||
* use. Without the written permission of Esoteric Software (see Section 2 of
|
||||
* the Spine Software License Agreement), you may not (a) modify, translate,
|
||||
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
||||
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
||||
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||||
* or other intellectual property or proprietary rights notices on or in the
|
||||
* Software, including any copy thereof. Redistributions in binary or source
|
||||
* form must include this license and terms.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
||||
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||||
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
||||
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
||||
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
|
||||
namespace Spine.Unity.Modules {
|
||||
|
||||
//[CreateAssetMenu(menuName = "Spine/SkeletonData Modifiers/Animation Match", order = 200)]
|
||||
public class AnimationMatchModifierAsset : SkeletonDataModifierAsset {
|
||||
|
||||
public bool matchAllAnimations = true;
|
||||
|
||||
public override void Apply (SkeletonData skeletonData) {
|
||||
if (matchAllAnimations)
|
||||
AnimationTools.MatchAnimationTimelines(skeletonData.animations, skeletonData);
|
||||
}
|
||||
|
||||
public static class AnimationTools {
|
||||
|
||||
#region Filler Timelines
|
||||
/// <summary>
|
||||
/// Matches the animation timelines across the given set of animations.
|
||||
/// This allows unkeyed properties to assume setup pose when animations are naively mixed using Animation.Apply.
|
||||
/// </summary>
|
||||
/// <param name="animations">An enumerable collection animations whose timelines will be matched.</param>
|
||||
/// <param name="skeletonData">The SkeletonData where the animations belong.</param>
|
||||
public static void MatchAnimationTimelines (IEnumerable<Spine.Animation> animations, SkeletonData skeletonData) {
|
||||
if (animations == null) return;
|
||||
if (skeletonData == null) throw new System.ArgumentNullException("skeletonData", "Timelines can't be matched without a SkeletonData source.");
|
||||
|
||||
// Build a reference collection of timelines to match
|
||||
// and a collection of dummy timelines that can be used to fill-in missing items.
|
||||
var timelineDictionary = new Dictionary<int, Spine.Timeline>();
|
||||
foreach (var animation in animations) {
|
||||
foreach (var timeline in animation.timelines) {
|
||||
if (timeline is EventTimeline) continue;
|
||||
|
||||
int propertyID = timeline.PropertyId;
|
||||
if (!timelineDictionary.ContainsKey(propertyID)) {
|
||||
timelineDictionary.Add(propertyID, GetFillerTimeline(timeline, skeletonData));
|
||||
}
|
||||
}
|
||||
}
|
||||
var idsToMatch = new List<int>(timelineDictionary.Keys);
|
||||
|
||||
// For each animation in the list, check for and add missing timelines.
|
||||
var currentAnimationIDs = new HashSet<int>();
|
||||
foreach (var animation in animations) {
|
||||
currentAnimationIDs.Clear();
|
||||
foreach (var timeline in animation.timelines) {
|
||||
if (timeline is EventTimeline) continue;
|
||||
currentAnimationIDs.Add(timeline.PropertyId);
|
||||
}
|
||||
|
||||
var animationTimelines = animation.timelines;
|
||||
foreach (int propertyID in idsToMatch) {
|
||||
if (!currentAnimationIDs.Contains(propertyID))
|
||||
animationTimelines.Add(timelineDictionary[propertyID]);
|
||||
}
|
||||
}
|
||||
|
||||
// These are locals, but sometimes Unity's GC does weird stuff. So let's clean up.
|
||||
timelineDictionary.Clear();
|
||||
timelineDictionary = null;
|
||||
idsToMatch.Clear();
|
||||
idsToMatch = null;
|
||||
currentAnimationIDs.Clear();
|
||||
currentAnimationIDs = null;
|
||||
}
|
||||
|
||||
static Timeline GetFillerTimeline (Timeline timeline, SkeletonData skeletonData) {
|
||||
int propertyID = timeline.PropertyId;
|
||||
int tt = propertyID >> 24;
|
||||
var timelineType = (TimelineType)tt;
|
||||
|
||||
switch (timelineType) {
|
||||
// Bone
|
||||
case TimelineType.Rotate:
|
||||
return GetFillerTimeline((RotateTimeline)timeline, skeletonData);
|
||||
case TimelineType.Translate:
|
||||
return GetFillerTimeline((TranslateTimeline)timeline, skeletonData);
|
||||
case TimelineType.Scale:
|
||||
return GetFillerTimeline((ScaleTimeline)timeline, skeletonData);
|
||||
case TimelineType.Shear:
|
||||
return GetFillerTimeline((ShearTimeline)timeline, skeletonData);
|
||||
|
||||
// Slot
|
||||
case TimelineType.Attachment:
|
||||
return GetFillerTimeline((AttachmentTimeline)timeline, skeletonData);
|
||||
case TimelineType.Color:
|
||||
return GetFillerTimeline((ColorTimeline)timeline, skeletonData);
|
||||
case TimelineType.TwoColor:
|
||||
return GetFillerTimeline((TwoColorTimeline)timeline, skeletonData);
|
||||
case TimelineType.Deform:
|
||||
return GetFillerTimeline((DeformTimeline)timeline, skeletonData);
|
||||
|
||||
// Skeleton
|
||||
case TimelineType.DrawOrder:
|
||||
return GetFillerTimeline((DrawOrderTimeline)timeline, skeletonData);
|
||||
|
||||
// IK Constraint
|
||||
case TimelineType.IkConstraint:
|
||||
return GetFillerTimeline((IkConstraintTimeline)timeline, skeletonData);
|
||||
|
||||
// TransformConstraint
|
||||
case TimelineType.TransformConstraint:
|
||||
return GetFillerTimeline((TransformConstraintTimeline)timeline, skeletonData);
|
||||
|
||||
// Path Constraint
|
||||
case TimelineType.PathConstraintPosition:
|
||||
return GetFillerTimeline((PathConstraintPositionTimeline)timeline, skeletonData);
|
||||
case TimelineType.PathConstraintSpacing:
|
||||
return GetFillerTimeline((PathConstraintSpacingTimeline)timeline, skeletonData);
|
||||
case TimelineType.PathConstraintMix:
|
||||
return GetFillerTimeline((PathConstraintMixTimeline)timeline, skeletonData);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
static RotateTimeline GetFillerTimeline (RotateTimeline timeline, SkeletonData skeletonData) {
|
||||
var t = new RotateTimeline(1);
|
||||
t.boneIndex = timeline.boneIndex;
|
||||
t.SetFrame(0, 0, 0);
|
||||
return t;
|
||||
}
|
||||
|
||||
static TranslateTimeline GetFillerTimeline (TranslateTimeline timeline, SkeletonData skeletonData) {
|
||||
var t = new TranslateTimeline(1);
|
||||
t.boneIndex = timeline.boneIndex;
|
||||
t.SetFrame(0, 0, 0, 0);
|
||||
return t;
|
||||
}
|
||||
|
||||
static ScaleTimeline GetFillerTimeline (ScaleTimeline timeline, SkeletonData skeletonData) {
|
||||
var t = new ScaleTimeline(1);
|
||||
t.boneIndex = timeline.boneIndex;
|
||||
t.SetFrame(0, 0, 0, 0);
|
||||
return t;
|
||||
}
|
||||
|
||||
static ShearTimeline GetFillerTimeline (ShearTimeline timeline, SkeletonData skeletonData) {
|
||||
var t = new ShearTimeline(1);
|
||||
t.boneIndex = timeline.boneIndex;
|
||||
t.SetFrame(0, 0, 0, 0);
|
||||
return t;
|
||||
}
|
||||
|
||||
static AttachmentTimeline GetFillerTimeline (AttachmentTimeline timeline, SkeletonData skeletonData) {
|
||||
var t = new AttachmentTimeline(1);
|
||||
t.slotIndex = timeline.slotIndex;
|
||||
var slotData = skeletonData.slots.Items[t.slotIndex];
|
||||
t.SetFrame(0, 0, slotData.attachmentName);
|
||||
return t;
|
||||
}
|
||||
|
||||
static ColorTimeline GetFillerTimeline (ColorTimeline timeline, SkeletonData skeletonData) {
|
||||
var t = new ColorTimeline(1);
|
||||
t.slotIndex = timeline.slotIndex;
|
||||
var slotData = skeletonData.slots.Items[t.slotIndex];
|
||||
t.SetFrame(0, 0, slotData.r, slotData.g, slotData.b, slotData.a);
|
||||
return t;
|
||||
}
|
||||
|
||||
static TwoColorTimeline GetFillerTimeline (TwoColorTimeline timeline, SkeletonData skeletonData) {
|
||||
var t = new TwoColorTimeline(1);
|
||||
t.slotIndex = timeline.slotIndex;
|
||||
var slotData = skeletonData.slots.Items[t.slotIndex];
|
||||
t.SetFrame(0, 0, slotData.r, slotData.g, slotData.b, slotData.a, slotData.r2, slotData.g2, slotData.b2);
|
||||
return t;
|
||||
}
|
||||
|
||||
static DeformTimeline GetFillerTimeline (DeformTimeline timeline, SkeletonData skeletonData) {
|
||||
var t = new DeformTimeline(1);
|
||||
t.slotIndex = timeline.slotIndex;
|
||||
t.attachment = timeline.attachment;
|
||||
var slotData = skeletonData.slots.Items[t.slotIndex];
|
||||
|
||||
if (t.attachment.IsWeighted()) {
|
||||
t.SetFrame(0, 0, new float[t.attachment.vertices.Length]);
|
||||
} else {
|
||||
t.SetFrame(0, 0, t.attachment.vertices.Clone() as float[]);
|
||||
}
|
||||
|
||||
return t;
|
||||
}
|
||||
|
||||
static DrawOrderTimeline GetFillerTimeline (DrawOrderTimeline timeline, SkeletonData skeletonData) {
|
||||
var t = new DrawOrderTimeline(1);
|
||||
t.SetFrame(0, 0, null); // null means use setup pose in DrawOrderTimeline.Apply.
|
||||
return t;
|
||||
}
|
||||
|
||||
static IkConstraintTimeline GetFillerTimeline (IkConstraintTimeline timeline, SkeletonData skeletonData) {
|
||||
var t = new IkConstraintTimeline(1);
|
||||
var ikConstraintData = skeletonData.ikConstraints.Items[timeline.ikConstraintIndex];
|
||||
t.SetFrame(0, 0, ikConstraintData.mix, ikConstraintData.bendDirection, ikConstraintData.compress, ikConstraintData.stretch);
|
||||
return t;
|
||||
}
|
||||
|
||||
static TransformConstraintTimeline GetFillerTimeline (TransformConstraintTimeline timeline, SkeletonData skeletonData) {
|
||||
var t = new TransformConstraintTimeline(1);
|
||||
var data = skeletonData.transformConstraints.Items[timeline.transformConstraintIndex];
|
||||
t.SetFrame(0, 0, data.rotateMix, data.translateMix, data.scaleMix, data.shearMix);
|
||||
return t;
|
||||
}
|
||||
|
||||
static PathConstraintPositionTimeline GetFillerTimeline (PathConstraintPositionTimeline timeline, SkeletonData skeletonData) {
|
||||
var t = new PathConstraintPositionTimeline(1);
|
||||
var data = skeletonData.pathConstraints.Items[timeline.pathConstraintIndex];
|
||||
t.SetFrame(0, 0, data.position);
|
||||
return t;
|
||||
}
|
||||
|
||||
static PathConstraintSpacingTimeline GetFillerTimeline (PathConstraintSpacingTimeline timeline, SkeletonData skeletonData) {
|
||||
var t = new PathConstraintSpacingTimeline(1);
|
||||
var data = skeletonData.pathConstraints.Items[timeline.pathConstraintIndex];
|
||||
t.SetFrame(0, 0, data.spacing);
|
||||
return t;
|
||||
}
|
||||
|
||||
static PathConstraintMixTimeline GetFillerTimeline (PathConstraintMixTimeline timeline, SkeletonData skeletonData) {
|
||||
var t = new PathConstraintMixTimeline(1);
|
||||
var data = skeletonData.pathConstraints.Items[timeline.pathConstraintIndex];
|
||||
t.SetFrame(0, 0, data.rotateMix, data.translateMix);
|
||||
return t;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: df7d457928e0f4041a439f9847f72290
|
||||
timeCreated: 1537527074
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,6 @@
|
||||
AnimationMatchModifierAsset
|
||||
===========================
|
||||
|
||||
This is a SkeletonDataModifierAsset. Add it to a SkeletonDataAsset to apply its effects when its SkeletonData is loaded.
|
||||
|
||||
AnimationMatchModifierAsset processes animations so that their timelines match. This allows them to function with naive Animation Apply systems such as SkeletonMecanim without the need for autoreset functionality.
|
||||
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b4436c0c78cc5ee469089ed864f4e1ea
|
||||
timeCreated: 1537528259
|
||||
licenseType: Pro
|
||||
TextScriptImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Binary file not shown.
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8623082208cae724e88314ec951691e1
|
||||
timeCreated: 1537527914
|
||||
licenseType: Pro
|
||||
NativeFormatImporter:
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -901,7 +901,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
|
||||
}
|
||||
|
||||
public static RegionAttachment GetClone (this RegionAttachment o) {
|
||||
return new RegionAttachment(o.Name + "clone") {
|
||||
return new RegionAttachment(o.Name) {
|
||||
x = o.x,
|
||||
y = o.y,
|
||||
rotation = o.rotation,
|
||||
|
||||
@ -102,4 +102,4 @@ Shader "Spine/Skeleton Fill" {
|
||||
}
|
||||
}
|
||||
FallBack "Diffuse"
|
||||
}
|
||||
}
|
||||
@ -244,24 +244,24 @@ namespace Spine.Unity {
|
||||
if (!string.IsNullOrEmpty(initialSkinName))
|
||||
skeleton.SetSkin(initialSkinName);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (!string.IsNullOrEmpty(startingAnimation)) {
|
||||
if (Application.isPlaying) {
|
||||
state.SetAnimation(0, startingAnimation, startingLoop);
|
||||
} else {
|
||||
// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
|
||||
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
|
||||
if (animationObject != null)
|
||||
animationObject.PoseSkeleton(skeleton, 0);
|
||||
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
|
||||
if (animationObject != null) {
|
||||
animationObject.PoseSkeleton(skeleton, 0f);
|
||||
skeleton.UpdateWorldTransform();
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (Application.isPlaying) {
|
||||
#endif
|
||||
|
||||
// Make this block not run in Unity Editor edit mode.
|
||||
state.SetAnimation(0, animationObject, startingLoop);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
}
|
||||
#endif
|
||||
}
|
||||
Update(0);
|
||||
}
|
||||
#else
|
||||
if (!string.IsNullOrEmpty(startingAnimation)) {
|
||||
state.SetAnimation(0, startingAnimation, startingLoop);
|
||||
Update(0);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
public void UpdateMesh () {
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user