diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/EditorSkeletonPlayer.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/EditorSkeletonPlayer.cs index ba6313da3..67838fa26 100644 --- a/spine-unity/Assets/Spine/Runtime/spine-unity/Components/EditorSkeletonPlayer.cs +++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Components/EditorSkeletonPlayer.cs @@ -28,141 +28,146 @@ *****************************************************************************/ #if UNITY_EDITOR -using Spine; -using Spine.Unity; using UnityEditor; using UnityEditor.Callbacks; using UnityEngine; namespace Spine.Unity { - [ExecuteInEditMode] - [AddComponentMenu("Spine/EditorSkeletonPlayer")] - [RequireComponent(typeof(ISkeletonAnimation))] - public class EditorSkeletonPlayer : MonoBehaviour { - private IEditorSkeletonWrapper skeletonWrapper; - private TrackEntry trackEntry; - private string oldAnimationName; - private bool oldLoop; - private double oldTime; - [DidReloadScripts] - private static void OnReloaded() { - // Force start when scripts are reloaded - EditorSkeletonPlayer[] editorSpineAnimations = FindObjectsOfType(); + /// + /// Experimental Editor Skeleton Player component enabling Editor playback of the + /// selected animation outside of Play mode for SkeletonAnimation and SkeletonGraphic. + /// + [ExecuteInEditMode] + [AddComponentMenu("Spine/EditorSkeletonPlayer")] + [RequireComponent(typeof(ISkeletonAnimation))] + public class EditorSkeletonPlayer : MonoBehaviour { + public bool playWhenSelected = true; + public bool playWhenDeselected = true; + private IEditorSkeletonWrapper skeletonWrapper; + private TrackEntry trackEntry; + private string oldAnimationName; + private bool oldLoop; + private double oldTime; - foreach (EditorSkeletonPlayer editorSpineAnimation in editorSpineAnimations) - editorSpineAnimation.Start(); - } + [DidReloadScripts] + private static void OnReloaded () { + // Force start when scripts are reloaded + EditorSkeletonPlayer[] editorSpineAnimations = FindObjectsOfType(); - private void Start() { - if (Application.isPlaying) return; + foreach (EditorSkeletonPlayer editorSpineAnimation in editorSpineAnimations) + editorSpineAnimation.Start(); + } - if (skeletonWrapper == null) { - if (TryGetComponent(out SkeletonAnimation skeletonAnimation)) - skeletonWrapper = new SkeletonAnimationWrapper(skeletonAnimation); - else if (TryGetComponent(out SkeletonGraphic skeletonGraphic)) - skeletonWrapper = new SkeletonGraphicWrapper(skeletonGraphic); - } + private void Reset () { + // Note: when a skeleton has a varying number of active materials, + // we're moving this component first in the hierarchy to still be + // able to disable this component. + for (int i = 0; i < 10; ++i) + UnityEditorInternal.ComponentUtility.MoveComponentUp(this); + } - oldTime = EditorApplication.timeSinceStartup; - EditorApplication.update += EditorUpdate; - } + private void Start () { + if (Application.isPlaying) return; - private void OnDestroy() { - EditorApplication.update -= EditorUpdate; - } + if (skeletonWrapper == null) { + if (TryGetComponent(out SkeletonAnimation skeletonAnimation)) + skeletonWrapper = new SkeletonAnimationWrapper(skeletonAnimation); + else if (TryGetComponent(out SkeletonGraphic skeletonGraphic)) + skeletonWrapper = new SkeletonGraphicWrapper(skeletonGraphic); + } - private void EditorUpdate() { - if (enabled == false || Application.isPlaying) return; - if (skeletonWrapper == null) return; - if (skeletonWrapper.State == null) return; + oldTime = EditorApplication.timeSinceStartup; + EditorApplication.update += EditorUpdate; + } - // Update animation - if (oldAnimationName != skeletonWrapper.AnimationName || oldLoop != skeletonWrapper.Loop) { - trackEntry = skeletonWrapper.State.SetAnimation(0, skeletonWrapper.AnimationName, skeletonWrapper.Loop); - oldAnimationName = skeletonWrapper.AnimationName; - oldLoop = skeletonWrapper.Loop; - } + private void OnDestroy () { + EditorApplication.update -= EditorUpdate; + } - // Update speed - if (trackEntry != null) - trackEntry.TimeScale = skeletonWrapper.Speed; + private void EditorUpdate () { + if (enabled == false || Application.isPlaying) return; + if (skeletonWrapper == null) return; + if (skeletonWrapper.State == null) return; + bool isSelected = Selection.Contains(this.gameObject); + if (!this.playWhenSelected && isSelected) return; + if (!this.playWhenDeselected && !isSelected) return; - float deltaTime = (float)(EditorApplication.timeSinceStartup - oldTime); - skeletonWrapper.Update(deltaTime); - oldTime = EditorApplication.timeSinceStartup; + // Update animation + if (oldAnimationName != skeletonWrapper.AnimationName || oldLoop != skeletonWrapper.Loop) { + SkeletonData skeletonData = skeletonWrapper.SkeletonData; + Spine.Animation animation = (skeletonData == null || skeletonWrapper.AnimationName == null) ? + null : skeletonData.FindAnimation(skeletonWrapper.AnimationName); + if (animation != null) + trackEntry = skeletonWrapper.State.SetAnimation(0, skeletonWrapper.AnimationName, skeletonWrapper.Loop); + else + trackEntry = skeletonWrapper.State.SetEmptyAnimation(0, 0); + oldAnimationName = skeletonWrapper.AnimationName; + oldLoop = skeletonWrapper.Loop; + } - // Force repaint to update animation smoothly - EditorApplication.QueuePlayerLoopUpdate(); - } + // Update speed + if (trackEntry != null) + trackEntry.TimeScale = skeletonWrapper.Speed; - private class SkeletonAnimationWrapper : IEditorSkeletonWrapper { - private SkeletonAnimation _skeletonAnimation; + float deltaTime = (float)(EditorApplication.timeSinceStartup - oldTime); + skeletonWrapper.Update(deltaTime); + oldTime = EditorApplication.timeSinceStartup; - public SkeletonAnimationWrapper(SkeletonAnimation skeletonAnimation) { - _skeletonAnimation = skeletonAnimation; - } + // Force repaint to update animation smoothly + EditorApplication.QueuePlayerLoopUpdate(); + } - public string AnimationName { - get { return _skeletonAnimation.AnimationName; } - } + private class SkeletonAnimationWrapper : IEditorSkeletonWrapper { + private SkeletonAnimation skeletonAnimation; - public bool Loop { - get { return _skeletonAnimation.loop; } - } + public SkeletonAnimationWrapper (SkeletonAnimation skeletonAnimation) { + this.skeletonAnimation = skeletonAnimation; + } - public float Speed { - get { return _skeletonAnimation.timeScale; } - } + public Spine.SkeletonData SkeletonData { + get { + if (!skeletonAnimation.SkeletonDataAsset) return null; + return skeletonAnimation.SkeletonDataAsset.GetSkeletonData(true); + } + } - public Spine.AnimationState State { - get { return _skeletonAnimation.state; } - } + public string AnimationName { get { return skeletonAnimation.AnimationName; } } + public bool Loop { get { return skeletonAnimation.loop; } } + public float Speed { get { return skeletonAnimation.timeScale; } } + public Spine.AnimationState State { get { return skeletonAnimation.state; } } - public void Update(float deltaTime) { - _skeletonAnimation.Update(deltaTime); - } - } + public void Update (float deltaTime) { + skeletonAnimation.Update(deltaTime); + } + } - private class SkeletonGraphicWrapper : IEditorSkeletonWrapper { - private SkeletonGraphic _skeletonGraphic; + private class SkeletonGraphicWrapper : IEditorSkeletonWrapper { + private SkeletonGraphic skeletonGraphic; - public SkeletonGraphicWrapper(SkeletonGraphic skeletonGraphic) { - _skeletonGraphic = skeletonGraphic; - } + public SkeletonGraphicWrapper (SkeletonGraphic skeletonGraphic) { + this.skeletonGraphic = skeletonGraphic; + } - public string AnimationName { - get { return _skeletonGraphic.startingAnimation; } - } + public Spine.SkeletonData SkeletonData { get { return skeletonGraphic.SkeletonData; } } + public string AnimationName { get { return skeletonGraphic.startingAnimation; } } + public bool Loop { get { return skeletonGraphic.startingLoop; } } + public float Speed { get { return skeletonGraphic.timeScale; } } + public Spine.AnimationState State { get { return skeletonGraphic.AnimationState; } } - public bool Loop { - get { return _skeletonGraphic.startingLoop; } - } + public void Update (float deltaTime) { + skeletonGraphic.Update(deltaTime); + } + } - public float Speed { - get { return _skeletonGraphic.timeScale; } - } - - public Spine.AnimationState State { - get { return _skeletonGraphic.AnimationState; } - } - - public void Update(float deltaTime) { - _skeletonGraphic.Update(deltaTime); - } - } - - private interface IEditorSkeletonWrapper { - string AnimationName { get; } - - bool Loop { get; } - - float Speed { get; } - - Spine.AnimationState State { get; } - - void Update(float deltaTime); - } - } + private interface IEditorSkeletonWrapper { + string AnimationName { get; } + Spine.SkeletonData SkeletonData { get; } + bool Loop { get; } + float Speed { get; } + Spine.AnimationState State { get; } + void Update (float deltaTime); + } + } } -#endif \ No newline at end of file +#endif