[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
using Spine;
using Spine.Unity;
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
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]
[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;
@ -54,6 +59,14 @@ namespace Spine.Unity {
editorSpineAnimation.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;
@ -76,10 +89,19 @@ namespace Spine.Unity {
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;
// 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;
}
@ -97,70 +119,53 @@ namespace Spine.Unity {
}
private class SkeletonAnimationWrapper : IEditorSkeletonWrapper {
private SkeletonAnimation _skeletonAnimation;
private SkeletonAnimation skeletonAnimation;
public SkeletonAnimationWrapper (SkeletonAnimation skeletonAnimation) {
_skeletonAnimation = skeletonAnimation;
this.skeletonAnimation = skeletonAnimation;
}
public string AnimationName {
get { return _skeletonAnimation.AnimationName; }
public Spine.SkeletonData SkeletonData {
get {
if (!skeletonAnimation.SkeletonDataAsset) return null;
return skeletonAnimation.SkeletonDataAsset.GetSkeletonData(true);
}
}
public bool Loop {
get { return _skeletonAnimation.loop; }
}
public float Speed {
get { return _skeletonAnimation.timeScale; }
}
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);
skeletonAnimation.Update(deltaTime);
}
}
private class SkeletonGraphicWrapper : IEditorSkeletonWrapper {
private SkeletonGraphic _skeletonGraphic;
private SkeletonGraphic skeletonGraphic;
public SkeletonGraphicWrapper (SkeletonGraphic skeletonGraphic) {
_skeletonGraphic = skeletonGraphic;
this.skeletonGraphic = skeletonGraphic;
}
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 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 void Update (float deltaTime) {
_skeletonGraphic.Update(deltaTime);
skeletonGraphic.Update(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);
}
}