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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 UnityEngine; + +namespace Spine.Unity { + [DisallowMultipleComponent] + public sealed class SkeletonAnimationFixedTimestep : MonoBehaviour { + #region Inspector + public SkeletonAnimation skeletonAnimation; + + [Tooltip("The duration of each frame in seconds. For 12fps: enter '1/12' in the Unity inspector.")] + public float frameDeltaTime = 1 / 15f; + + [Header("Advanced")] + [Tooltip("The maximum number of fixed timesteps. If the game framerate drops below the If the framerate is consistently faster than the limited frames, this does nothing.")] + public int maxFrameSkip = 4; + + [Tooltip("If enabled, the Skeleton mesh will be updated only on the same frame when the animation is updated./n/nDisable this or call SkeletonAnimation.LateUpdate yourself if you are modifying the Skeleton using other components that don't run in the same fixed timestep.")] + public bool frameskipMeshUpdate = true; + + [Tooltip("This is the amount the internal accumulator starts with. Set it to some fraction of your frame delta time if you want to stagger updates between multiple skeletons.")] + public float timeOffset; + #endregion + + float accumulatedTime = 0; + bool requiresNewMesh; + + void OnValidate () { + skeletonAnimation = GetComponent(); + if (frameDeltaTime <= 0) frameDeltaTime = 1 / 60f; + if (maxFrameSkip <= 1) maxFrameSkip = 1; + } + + void Awake () { + requiresNewMesh = true; + accumulatedTime = timeOffset; + } + + void Update () { + if (skeletonAnimation.enabled) + skeletonAnimation.enabled = false; + + accumulatedTime += Time.deltaTime; + + float frames = 0; + while (accumulatedTime >= frameDeltaTime) { + frames++; + if (frames > maxFrameSkip) break; + accumulatedTime -= frameDeltaTime; + } + + if (frames > 0) { + skeletonAnimation.Update(frames * frameDeltaTime); + requiresNewMesh = true; + } + } + + void LateUpdate () { + if (frameskipMeshUpdate && !requiresNewMesh) return; + + skeletonAnimation.LateUpdate(); + requiresNewMesh = false; + } + } +} + diff --git a/spine-unity/Assets/Spine Examples/Scripts/Sample Components/SkeletonAnimationFixedTimestep.cs.meta b/spine-unity/Assets/Spine Examples/Scripts/Sample Components/SkeletonAnimationFixedTimestep.cs.meta new file mode 100644 index 000000000..f437d4cfd --- /dev/null +++ b/spine-unity/Assets/Spine Examples/Scripts/Sample Components/SkeletonAnimationFixedTimestep.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e1670ee04b19c794db301d734c71bdd6 +timeCreated: 1545031871 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: