[unity] Fixed SkeletonMecanim throwing exception at non-Spine clip. Closes #1675.

This commit is contained in:
Harald Csaszar 2020-05-14 17:50:45 +02:00
parent 3e93e2daf1
commit b1e4c8f2b7

View File

@ -213,14 +213,18 @@ namespace Spine.Unity {
for (int c = 0; c < clipInfoCount; c++) {
var info = clipInfo[c];
float weight = info.weight * layerWeight; if (weight == 0) continue;
previousAnimations.Add(GetAnimation(info.clip));
var clip = GetAnimation(info.clip);
if (clip != null)
previousAnimations.Add(clip);
}
if (hasNext) {
for (int c = 0; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c];
float weight = info.weight * layerWeight; if (weight == 0) continue;
previousAnimations.Add(GetAnimation(info.clip));
var clip = GetAnimation(info.clip);
if (clip != null)
previousAnimations.Add(clip);
}
}
@ -230,7 +234,9 @@ namespace Spine.Unity {
var info = interruptingClipInfo[c];
float clipWeight = shallInterpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
float weight = clipWeight * layerWeight; if (weight == 0) continue;
previousAnimations.Add(GetAnimation(info.clip));
var clip = GetAnimation(info.clip);
if (clip != null)
previousAnimations.Add(clip);
}
}
}
@ -261,12 +267,16 @@ namespace Spine.Unity {
// Always use Mix instead of Applying the first non-zero weighted clip.
for (int c = 0; c < clipInfoCount; c++) {
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, layerBlendMode, MixDirection.In);
var clip = GetAnimation(info.clip);
if (clip != null)
clip.Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, layerBlendMode, MixDirection.In);
}
if (hasNext) {
for (int c = 0; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime, info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, layerBlendMode, MixDirection.In);
var clip = GetAnimation(info.clip);
if (clip != null)
clip.Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime, info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, layerBlendMode, MixDirection.In);
}
}
if (isInterruptionActive) {
@ -275,7 +285,9 @@ namespace Spine.Unity {
var info = interruptingClipInfo[c];
float clipWeight = shallInterpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
float weight = clipWeight * layerWeight; if (weight == 0) continue;
GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(interruptingStateInfo.normalizedTime + interruptingClipTimeAddition, info.clip.length, interruptingStateInfo.speed < 0),
var clip = GetAnimation(info.clip);
if (clip != null)
clip.Apply(skeleton, 0, AnimationTime(interruptingStateInfo.normalizedTime + interruptingClipTimeAddition, info.clip.length, interruptingStateInfo.speed < 0),
interruptingStateInfo.loop, null, weight, layerBlendMode, MixDirection.In);
}
}
@ -284,13 +296,17 @@ namespace Spine.Unity {
int c = 0;
for (; c < clipInfoCount; c++) {
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, 1f, layerBlendMode, MixDirection.In);
var clip = GetAnimation(info.clip);
if (clip != null)
clip.Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, 1f, layerBlendMode, MixDirection.In);
++c; break;
}
// Mix the rest
for (; c < clipInfoCount; c++) {
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, layerBlendMode, MixDirection.In);
var clip = GetAnimation(info.clip);
if (clip != null)
clip.Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, layerBlendMode, MixDirection.In);
}
c = 0;
@ -299,14 +315,18 @@ namespace Spine.Unity {
if (mode == MixMode.Hard) {
for (; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime, info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, 1f, layerBlendMode, MixDirection.In);
var clip = GetAnimation(info.clip);
if (clip != null)
clip.Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime, info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, 1f, layerBlendMode, MixDirection.In);
++c; break;
}
}
// Mix the rest
for (; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime, info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, layerBlendMode, MixDirection.In);
var clip = GetAnimation(info.clip);
if (clip != null)
clip.Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime, info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, layerBlendMode, MixDirection.In);
}
}
@ -318,7 +338,9 @@ namespace Spine.Unity {
var info = interruptingClipInfo[c];
float clipWeight = shallInterpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
float weight = clipWeight * layerWeight; if (weight == 0) continue;
GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(interruptingStateInfo.normalizedTime + interruptingClipTimeAddition, info.clip.length, interruptingStateInfo.speed < 0), interruptingStateInfo.loop, null, 1f, layerBlendMode, MixDirection.In);
var clip = GetAnimation(info.clip);
if (clip != null)
clip.Apply(skeleton, 0, AnimationTime(interruptingStateInfo.normalizedTime + interruptingClipTimeAddition, info.clip.length, interruptingStateInfo.speed < 0), interruptingStateInfo.loop, null, 1f, layerBlendMode, MixDirection.In);
++c; break;
}
}
@ -327,7 +349,9 @@ namespace Spine.Unity {
var info = interruptingClipInfo[c];
float clipWeight = shallInterpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
float weight = clipWeight * layerWeight; if (weight == 0) continue;
GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(interruptingStateInfo.normalizedTime + interruptingClipTimeAddition, info.clip.length, interruptingStateInfo.speed < 0), interruptingStateInfo.loop, null, weight, layerBlendMode, MixDirection.In);
var clip = GetAnimation(info.clip);
if (clip != null)
clip.Apply(skeleton, 0, AnimationTime(interruptingStateInfo.normalizedTime + interruptingClipTimeAddition, info.clip.length, interruptingStateInfo.speed < 0), interruptingStateInfo.loop, null, weight, layerBlendMode, MixDirection.In);
}
}
}