[unity] Improved upon pull request #2351, commit 01273670. Coding style adaptations, added robustness and configurability.

This commit is contained in:
Harald Csaszar 2023-08-28 18:57:01 +02:00
parent 012736700e
commit c0db9fb91f

View File

@ -28,17 +28,22 @@
*****************************************************************************/ *****************************************************************************/
#if UNITY_EDITOR #if UNITY_EDITOR
using Spine;
using Spine.Unity;
using UnityEditor; using UnityEditor;
using UnityEditor.Callbacks; using UnityEditor.Callbacks;
using UnityEngine; using UnityEngine;
namespace Spine.Unity { namespace Spine.Unity {
/// <summary>
/// Experimental Editor Skeleton Player component enabling Editor playback of the
/// selected animation outside of Play mode for SkeletonAnimation and SkeletonGraphic.
/// </summary>
[ExecuteInEditMode] [ExecuteInEditMode]
[AddComponentMenu("Spine/EditorSkeletonPlayer")] [AddComponentMenu("Spine/EditorSkeletonPlayer")]
[RequireComponent(typeof(ISkeletonAnimation))] [RequireComponent(typeof(ISkeletonAnimation))]
public class EditorSkeletonPlayer : MonoBehaviour { public class EditorSkeletonPlayer : MonoBehaviour {
public bool playWhenSelected = true;
public bool playWhenDeselected = true;
private IEditorSkeletonWrapper skeletonWrapper; private IEditorSkeletonWrapper skeletonWrapper;
private TrackEntry trackEntry; private TrackEntry trackEntry;
private string oldAnimationName; private string oldAnimationName;
@ -46,7 +51,7 @@ namespace Spine.Unity {
private double oldTime; private double oldTime;
[DidReloadScripts] [DidReloadScripts]
private static void OnReloaded() { private static void OnReloaded () {
// Force start when scripts are reloaded // Force start when scripts are reloaded
EditorSkeletonPlayer[] editorSpineAnimations = FindObjectsOfType<EditorSkeletonPlayer>(); EditorSkeletonPlayer[] editorSpineAnimations = FindObjectsOfType<EditorSkeletonPlayer>();
@ -54,7 +59,15 @@ namespace Spine.Unity {
editorSpineAnimation.Start(); editorSpineAnimation.Start();
} }
private void Start() { 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);
}
private void Start () {
if (Application.isPlaying) return; if (Application.isPlaying) return;
if (skeletonWrapper == null) { if (skeletonWrapper == null) {
@ -68,18 +81,27 @@ namespace Spine.Unity {
EditorApplication.update += EditorUpdate; EditorApplication.update += EditorUpdate;
} }
private void OnDestroy() { private void OnDestroy () {
EditorApplication.update -= EditorUpdate; EditorApplication.update -= EditorUpdate;
} }
private void EditorUpdate() { private void EditorUpdate () {
if (enabled == false || Application.isPlaying) return; if (enabled == false || Application.isPlaying) return;
if (skeletonWrapper == null) return; if (skeletonWrapper == null) return;
if (skeletonWrapper.State == null) return; if (skeletonWrapper.State == null) return;
bool isSelected = Selection.Contains(this.gameObject);
if (!this.playWhenSelected && isSelected) return;
if (!this.playWhenDeselected && !isSelected) return;
// Update animation // Update animation
if (oldAnimationName != skeletonWrapper.AnimationName || oldLoop != skeletonWrapper.Loop) { 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); trackEntry = skeletonWrapper.State.SetAnimation(0, skeletonWrapper.AnimationName, skeletonWrapper.Loop);
else
trackEntry = skeletonWrapper.State.SetEmptyAnimation(0, 0);
oldAnimationName = skeletonWrapper.AnimationName; oldAnimationName = skeletonWrapper.AnimationName;
oldLoop = skeletonWrapper.Loop; oldLoop = skeletonWrapper.Loop;
} }
@ -97,71 +119,54 @@ namespace Spine.Unity {
} }
private class SkeletonAnimationWrapper : IEditorSkeletonWrapper { private class SkeletonAnimationWrapper : IEditorSkeletonWrapper {
private SkeletonAnimation _skeletonAnimation; private SkeletonAnimation skeletonAnimation;
public SkeletonAnimationWrapper(SkeletonAnimation skeletonAnimation) { public SkeletonAnimationWrapper (SkeletonAnimation skeletonAnimation) {
_skeletonAnimation = skeletonAnimation; this.skeletonAnimation = skeletonAnimation;
} }
public string AnimationName { public Spine.SkeletonData SkeletonData {
get { return _skeletonAnimation.AnimationName; } get {
if (!skeletonAnimation.SkeletonDataAsset) return null;
return skeletonAnimation.SkeletonDataAsset.GetSkeletonData(true);
}
} }
public bool Loop { public string AnimationName { get { return skeletonAnimation.AnimationName; } }
get { return _skeletonAnimation.loop; } public bool Loop { get { return skeletonAnimation.loop; } }
} public float Speed { get { return skeletonAnimation.timeScale; } }
public Spine.AnimationState State { get { return skeletonAnimation.state; } }
public float Speed { public void Update (float deltaTime) {
get { return _skeletonAnimation.timeScale; } skeletonAnimation.Update(deltaTime);
}
public Spine.AnimationState State {
get { return _skeletonAnimation.state; }
}
public void Update(float deltaTime) {
_skeletonAnimation.Update(deltaTime);
} }
} }
private class SkeletonGraphicWrapper : IEditorSkeletonWrapper { private class SkeletonGraphicWrapper : IEditorSkeletonWrapper {
private SkeletonGraphic _skeletonGraphic; private SkeletonGraphic skeletonGraphic;
public SkeletonGraphicWrapper(SkeletonGraphic skeletonGraphic) { public SkeletonGraphicWrapper (SkeletonGraphic skeletonGraphic) {
_skeletonGraphic = skeletonGraphic; this.skeletonGraphic = skeletonGraphic;
} }
public string AnimationName { public Spine.SkeletonData SkeletonData { get { return skeletonGraphic.SkeletonData; } }
get { return _skeletonGraphic.startingAnimation; } 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 { public void Update (float deltaTime) {
get { return _skeletonGraphic.startingLoop; } 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 { private interface IEditorSkeletonWrapper {
string AnimationName { get; } string AnimationName { get; }
Spine.SkeletonData SkeletonData { get; }
bool Loop { get; } bool Loop { get; }
float Speed { get; } float Speed { get; }
Spine.AnimationState State { get; } Spine.AnimationState State { get; }
void Update (float deltaTime);
void Update(float deltaTime);
} }
} }
} }