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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Improved upon pull request #2351, commit 01273670. Coding style adaptations, added robustness and configurability.
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012736700e
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c0db9fb91f
@ -28,141 +28,146 @@
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*****************************************************************************/
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#if UNITY_EDITOR
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using Spine;
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using Spine.Unity;
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using UnityEditor;
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using UnityEditor.Callbacks;
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using UnityEngine;
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namespace Spine.Unity {
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[ExecuteInEditMode]
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[AddComponentMenu("Spine/EditorSkeletonPlayer")]
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[RequireComponent(typeof(ISkeletonAnimation))]
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public class EditorSkeletonPlayer : MonoBehaviour {
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private IEditorSkeletonWrapper skeletonWrapper;
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private TrackEntry trackEntry;
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private string oldAnimationName;
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private bool oldLoop;
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private double oldTime;
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[DidReloadScripts]
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private static void OnReloaded() {
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// Force start when scripts are reloaded
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EditorSkeletonPlayer[] editorSpineAnimations = FindObjectsOfType<EditorSkeletonPlayer>();
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/// <summary>
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/// Experimental Editor Skeleton Player component enabling Editor playback of the
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/// selected animation outside of Play mode for SkeletonAnimation and SkeletonGraphic.
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/// </summary>
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[ExecuteInEditMode]
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[AddComponentMenu("Spine/EditorSkeletonPlayer")]
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[RequireComponent(typeof(ISkeletonAnimation))]
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public class EditorSkeletonPlayer : MonoBehaviour {
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public bool playWhenSelected = true;
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public bool playWhenDeselected = true;
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private IEditorSkeletonWrapper skeletonWrapper;
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private TrackEntry trackEntry;
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private string oldAnimationName;
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private bool oldLoop;
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private double oldTime;
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foreach (EditorSkeletonPlayer editorSpineAnimation in editorSpineAnimations)
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editorSpineAnimation.Start();
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}
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[DidReloadScripts]
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private static void OnReloaded () {
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// Force start when scripts are reloaded
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EditorSkeletonPlayer[] editorSpineAnimations = FindObjectsOfType<EditorSkeletonPlayer>();
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private void Start() {
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if (Application.isPlaying) return;
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foreach (EditorSkeletonPlayer editorSpineAnimation in editorSpineAnimations)
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editorSpineAnimation.Start();
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}
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if (skeletonWrapper == null) {
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if (TryGetComponent(out SkeletonAnimation skeletonAnimation))
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skeletonWrapper = new SkeletonAnimationWrapper(skeletonAnimation);
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else if (TryGetComponent(out SkeletonGraphic skeletonGraphic))
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skeletonWrapper = new SkeletonGraphicWrapper(skeletonGraphic);
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}
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private void Reset () {
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// Note: when a skeleton has a varying number of active materials,
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// we're moving this component first in the hierarchy to still be
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// able to disable this component.
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for (int i = 0; i < 10; ++i)
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UnityEditorInternal.ComponentUtility.MoveComponentUp(this);
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}
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oldTime = EditorApplication.timeSinceStartup;
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EditorApplication.update += EditorUpdate;
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}
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private void Start () {
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if (Application.isPlaying) return;
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private void OnDestroy() {
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EditorApplication.update -= EditorUpdate;
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}
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if (skeletonWrapper == null) {
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if (TryGetComponent(out SkeletonAnimation skeletonAnimation))
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skeletonWrapper = new SkeletonAnimationWrapper(skeletonAnimation);
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else if (TryGetComponent(out SkeletonGraphic skeletonGraphic))
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skeletonWrapper = new SkeletonGraphicWrapper(skeletonGraphic);
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}
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private void EditorUpdate() {
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if (enabled == false || Application.isPlaying) return;
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if (skeletonWrapper == null) return;
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if (skeletonWrapper.State == null) return;
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oldTime = EditorApplication.timeSinceStartup;
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EditorApplication.update += EditorUpdate;
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}
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// Update animation
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if (oldAnimationName != skeletonWrapper.AnimationName || oldLoop != skeletonWrapper.Loop) {
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trackEntry = skeletonWrapper.State.SetAnimation(0, skeletonWrapper.AnimationName, skeletonWrapper.Loop);
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oldAnimationName = skeletonWrapper.AnimationName;
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oldLoop = skeletonWrapper.Loop;
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}
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private void OnDestroy () {
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EditorApplication.update -= EditorUpdate;
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}
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// Update speed
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if (trackEntry != null)
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trackEntry.TimeScale = skeletonWrapper.Speed;
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private void EditorUpdate () {
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if (enabled == false || Application.isPlaying) return;
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if (skeletonWrapper == null) return;
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if (skeletonWrapper.State == null) return;
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bool isSelected = Selection.Contains(this.gameObject);
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if (!this.playWhenSelected && isSelected) return;
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if (!this.playWhenDeselected && !isSelected) return;
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float deltaTime = (float)(EditorApplication.timeSinceStartup - oldTime);
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skeletonWrapper.Update(deltaTime);
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oldTime = EditorApplication.timeSinceStartup;
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// Update animation
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if (oldAnimationName != skeletonWrapper.AnimationName || oldLoop != skeletonWrapper.Loop) {
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SkeletonData skeletonData = skeletonWrapper.SkeletonData;
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Spine.Animation animation = (skeletonData == null || skeletonWrapper.AnimationName == null) ?
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null : skeletonData.FindAnimation(skeletonWrapper.AnimationName);
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if (animation != null)
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trackEntry = skeletonWrapper.State.SetAnimation(0, skeletonWrapper.AnimationName, skeletonWrapper.Loop);
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else
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trackEntry = skeletonWrapper.State.SetEmptyAnimation(0, 0);
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oldAnimationName = skeletonWrapper.AnimationName;
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oldLoop = skeletonWrapper.Loop;
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}
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// Force repaint to update animation smoothly
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EditorApplication.QueuePlayerLoopUpdate();
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}
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// Update speed
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if (trackEntry != null)
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trackEntry.TimeScale = skeletonWrapper.Speed;
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private class SkeletonAnimationWrapper : IEditorSkeletonWrapper {
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private SkeletonAnimation _skeletonAnimation;
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float deltaTime = (float)(EditorApplication.timeSinceStartup - oldTime);
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skeletonWrapper.Update(deltaTime);
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oldTime = EditorApplication.timeSinceStartup;
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public SkeletonAnimationWrapper(SkeletonAnimation skeletonAnimation) {
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_skeletonAnimation = skeletonAnimation;
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}
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// Force repaint to update animation smoothly
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EditorApplication.QueuePlayerLoopUpdate();
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}
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public string AnimationName {
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get { return _skeletonAnimation.AnimationName; }
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}
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private class SkeletonAnimationWrapper : IEditorSkeletonWrapper {
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private SkeletonAnimation skeletonAnimation;
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public bool Loop {
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get { return _skeletonAnimation.loop; }
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}
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public SkeletonAnimationWrapper (SkeletonAnimation skeletonAnimation) {
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this.skeletonAnimation = skeletonAnimation;
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}
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public float Speed {
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get { return _skeletonAnimation.timeScale; }
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}
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public Spine.SkeletonData SkeletonData {
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get {
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if (!skeletonAnimation.SkeletonDataAsset) return null;
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return skeletonAnimation.SkeletonDataAsset.GetSkeletonData(true);
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}
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}
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public Spine.AnimationState State {
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get { return _skeletonAnimation.state; }
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}
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public string AnimationName { get { return skeletonAnimation.AnimationName; } }
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public bool Loop { get { return skeletonAnimation.loop; } }
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public float Speed { get { return skeletonAnimation.timeScale; } }
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public Spine.AnimationState State { get { return skeletonAnimation.state; } }
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public void Update(float deltaTime) {
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_skeletonAnimation.Update(deltaTime);
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}
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}
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public void Update (float deltaTime) {
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skeletonAnimation.Update(deltaTime);
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}
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}
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private class SkeletonGraphicWrapper : IEditorSkeletonWrapper {
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private SkeletonGraphic _skeletonGraphic;
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private class SkeletonGraphicWrapper : IEditorSkeletonWrapper {
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private SkeletonGraphic skeletonGraphic;
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public SkeletonGraphicWrapper(SkeletonGraphic skeletonGraphic) {
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_skeletonGraphic = skeletonGraphic;
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}
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public SkeletonGraphicWrapper (SkeletonGraphic skeletonGraphic) {
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this.skeletonGraphic = skeletonGraphic;
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}
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public string AnimationName {
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get { return _skeletonGraphic.startingAnimation; }
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}
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public Spine.SkeletonData SkeletonData { get { return skeletonGraphic.SkeletonData; } }
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public string AnimationName { get { return skeletonGraphic.startingAnimation; } }
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public bool Loop { get { return skeletonGraphic.startingLoop; } }
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public float Speed { get { return skeletonGraphic.timeScale; } }
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public Spine.AnimationState State { get { return skeletonGraphic.AnimationState; } }
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public bool Loop {
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get { return _skeletonGraphic.startingLoop; }
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}
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public void Update (float deltaTime) {
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skeletonGraphic.Update(deltaTime);
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}
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}
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public float Speed {
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get { return _skeletonGraphic.timeScale; }
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}
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public Spine.AnimationState State {
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get { return _skeletonGraphic.AnimationState; }
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}
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public void Update(float deltaTime) {
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_skeletonGraphic.Update(deltaTime);
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}
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}
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private interface IEditorSkeletonWrapper {
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string AnimationName { get; }
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bool Loop { get; }
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float Speed { get; }
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Spine.AnimationState State { get; }
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void Update(float deltaTime);
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}
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}
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private interface IEditorSkeletonWrapper {
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string AnimationName { get; }
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Spine.SkeletonData SkeletonData { get; }
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bool Loop { get; }
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float Speed { get; }
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Spine.AnimationState State { get; }
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void Update (float deltaTime);
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}
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}
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}
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#endif
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#endif
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