[unity] Added SkeletonAnimationMulti methods SetActiveSkeleton(int index) and getter property SkeletonAnimations, some code cleanup.

This commit is contained in:
Harald Csaszar 2022-10-04 13:19:03 +02:00
parent e2dbc468e4
commit 9d6afa1853
2 changed files with 28 additions and 21 deletions

View File

@ -90,6 +90,7 @@
* Added outline shader parameter `Advanced - Opaque Alpha` which can be used to exclude problematic semi-transparent areas, which may receive an undesired large outline color overlay otherwise.
* Added Spine Preferences setting `Prefabs` - `Optimize Preview Meshes`. When enabled, Spine prefab preview meshes will be removed in a pre-build step to reduce build size. This increases build time as all prefabs in the project will be processed. Defaults to false to not slow down builds substantially every time.
* Added Spine Preferences setting `Reload SkeletonData after Play`. When enabled, the shared `SkeletonData` of all skeletons in the active scene is reloaded (from the `.json` or `.skel.bytes` file) after exiting play-mode. You can disable this setting to avoid the reloading delay if you can ensure that there are no (accidental) modifications to the shared `SkeletonData` during play-mode (otherwise it would carry over its effect into subsequent plays). Defaults to `true` (the safe setting), which maintains existing behaviour.
* Added `SkeletonAnimationMulti` sample component methods `SetActiveSkeleton(int index)` and getter property `SkeletonAnimations` to more easily apply changes at all SkeletonAnimation instances instead of only the active one.
* **Breaking changes**
* Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead.

View File

@ -56,17 +56,24 @@ namespace Spine.Unity {
SkeletonAnimation currentSkeletonAnimation;
void Clear () {
foreach (var s in skeletonAnimations)
Destroy(s.gameObject);
foreach (SkeletonAnimation skeletonAnimation in skeletonAnimations)
Destroy(skeletonAnimation.gameObject);
skeletonAnimations.Clear();
animationNameTable.Clear();
animationSkeletonTable.Clear();
}
void SetActiveSkeleton (int index) {
if (index < 0 || index >= skeletonAnimations.Count)
SetActiveSkeleton(null);
else
SetActiveSkeleton(skeletonAnimations[index]);
}
void SetActiveSkeleton (SkeletonAnimation skeletonAnimation) {
foreach (var sa in skeletonAnimations)
sa.gameObject.SetActive(sa == skeletonAnimation);
foreach (SkeletonAnimation iter in skeletonAnimations)
iter.gameObject.SetActive(iter == skeletonAnimation);
currentSkeletonAnimation = skeletonAnimation;
}
@ -81,34 +88,35 @@ namespace Spine.Unity {
public Dictionary<Animation, SkeletonAnimation> AnimationSkeletonTable { get { return this.animationSkeletonTable; } }
public Dictionary<string, Animation> AnimationNameTable { get { return this.animationNameTable; } }
public SkeletonAnimation CurrentSkeletonAnimation { get { return this.currentSkeletonAnimation; } }
public List<SkeletonAnimation> SkeletonAnimations { get { return skeletonAnimations; } }
public void Initialize (bool overwrite) {
if (skeletonAnimations.Count != 0 && !overwrite) return;
Clear();
var settings = this.meshGeneratorSettings;
MeshGenerator.Settings settings = this.meshGeneratorSettings;
Transform thisTransform = this.transform;
foreach (var sda in skeletonDataAssets) {
var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(sda);
sa.transform.SetParent(thisTransform, false);
foreach (SkeletonDataAsset dataAsset in skeletonDataAssets) {
SkeletonAnimation newSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(dataAsset);
newSkeletonAnimation.transform.SetParent(thisTransform, false);
sa.SetMeshSettings(settings);
sa.initialFlipX = this.initialFlipX;
sa.initialFlipY = this.initialFlipY;
var skeleton = sa.skeleton;
newSkeletonAnimation.SetMeshSettings(settings);
newSkeletonAnimation.initialFlipX = this.initialFlipX;
newSkeletonAnimation.initialFlipY = this.initialFlipY;
Skeleton skeleton = newSkeletonAnimation.skeleton;
skeleton.ScaleX = this.initialFlipX ? -1 : 1;
skeleton.ScaleY = this.initialFlipY ? -1 : 1;
sa.Initialize(false);
skeletonAnimations.Add(sa);
newSkeletonAnimation.Initialize(false);
skeletonAnimations.Add(newSkeletonAnimation);
}
// Build cache
var animationNameTable = this.animationNameTable;
var animationSkeletonTable = this.animationSkeletonTable;
foreach (var skeletonAnimation in skeletonAnimations) {
foreach (var animationObject in skeletonAnimation.Skeleton.Data.Animations) {
Dictionary<string, Animation> animationNameTable = this.animationNameTable;
Dictionary<Animation, SkeletonAnimation> animationSkeletonTable = this.animationSkeletonTable;
foreach (SkeletonAnimation skeletonAnimation in skeletonAnimations) {
foreach (Animation animationObject in skeletonAnimation.Skeleton.Data.Animations) {
animationNameTable[animationObject.Name] = animationObject;
animationSkeletonTable[animationObject] = skeletonAnimation;
}
@ -119,7 +127,6 @@ namespace Spine.Unity {
}
public Animation FindAnimation (string animationName) {
// Analysis disable once LocalVariableHidesMember
Animation animation;
animationNameTable.TryGetValue(animationName, out animation);
return animation;
@ -138,11 +145,10 @@ namespace Spine.Unity {
if (skeletonAnimation != null) {
SetActiveSkeleton(skeletonAnimation);
skeletonAnimation.skeleton.SetToSetupPose();
var trackEntry = skeletonAnimation.state.SetAnimation(MainTrackIndex, animation, loop);
TrackEntry trackEntry = skeletonAnimation.state.SetAnimation(MainTrackIndex, animation, loop);
skeletonAnimation.Update(0);
return trackEntry;
}
return null;
}