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Merge branch '3.7' into 3.8-beta
This commit is contained in:
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@ -32,27 +32,53 @@ using System;
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using System.Collections.Generic;
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namespace Spine {
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/// <summary>
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/// <para>
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/// Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies
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/// multiple animations on top of each other (layering).</para>
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/// <para>
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/// See <a href='http://esotericsoftware.com/spine-applying-animations/'>Applying Animations</a> in the Spine Runtimes Guide.</para>
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/// </summary>
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public class AnimationState {
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static readonly Animation EmptyAnimation = new Animation("<empty>", new ExposedList<Timeline>(), 0);
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internal const int Subsequent = 0, First = 1, Hold = 2, HoldMix = 3;
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/// 1) A previously applied timeline has set this property.<para />
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/// Result: Mix from the current pose to the timeline pose.
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internal const int Subsequent = 0;
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/// 1) This is the first timeline to set this property.<para />
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/// 2) The next track entry applied after this one does not have a timeline to set this property.<para />
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/// Result: Mix from the setup pose to the timeline pose.
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internal const int First = 1;
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/// 1) This is the first timeline to set this property.<para />
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/// 2) The next track entry to be applied does have a timeline to set this property.<para />
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/// 3) The next track entry after that one does not have a timeline to set this property.<para />
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/// Result: Mix from the setup pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading animations
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/// that key the same property. A subsequent timeline will set this property using a mix.
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internal const int Hold = 2;
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/// 1) This is the first timeline to set this property.<para />
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/// 2) The next track entry to be applied does have a timeline to set this property.<para />
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/// 3) The next track entry after that one does have a timeline to set this property.<para />
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/// 4) timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property.<para />
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/// Result: The same as HOLD except the mix percentage from the timelineHoldMix track entry is used. This handles when more than
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/// 2 track entries in a row have a timeline that sets the same property.<para />
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/// Eg, A -> B -> C -> D where A, B, and C have a timeline setting same property, but D does not. When A is applied, to avoid
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/// "dipping" A is not mixed out, however D (the first entry that doesn't set the property) mixing in is used to mix out A
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/// (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap into
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/// place.
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internal const int HoldMix = 3;
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protected AnimationStateData data;
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private readonly Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>();
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private readonly ExposedList<TrackEntry> tracks = new ExposedList<TrackEntry>();
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private readonly ExposedList<Event> events = new ExposedList<Event>();
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private readonly EventQueue queue; // Initialized by constructor.
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private readonly HashSet<int> propertyIDs = new HashSet<int>();
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private bool animationsChanged;
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private float timeScale = 1;
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public AnimationStateData Data { get { return data; } }
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/// <summary>A list of tracks that have animations, which may contain nulls.</summary>
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public ExposedList<TrackEntry> Tracks { get { return tracks; } }
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public float TimeScale { get { return timeScale; } set { timeScale = value; } }
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// difference to libgdx reference: delegates are used for event callbacks instead of 'Array<AnimationStateListener> listeners'.
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internal void OnStart (TrackEntry entry) { if (Start != null) Start(entry); }
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internal void OnInterrupt (TrackEntry entry) { if (Interrupt != null) Interrupt(entry); }
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internal void OnEnd (TrackEntry entry) { if (End != null) End(entry); }
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internal void OnDispose (TrackEntry entry) { if (Dispose != null) Dispose(entry); }
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internal void OnComplete (TrackEntry entry) { if (Complete != null) Complete(entry); }
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internal void OnEvent (TrackEntry entry, Event e) { if (Event != null) Event(entry, e); }
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public delegate void TrackEntryDelegate(TrackEntry trackEntry);
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public event TrackEntryDelegate Start, Interrupt, End, Dispose, Complete;
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@ -60,6 +86,13 @@ namespace Spine {
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public delegate void TrackEntryEventDelegate(TrackEntry trackEntry, Event e);
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public event TrackEntryEventDelegate Event;
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private readonly EventQueue queue; // Initialized by constructor.
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private readonly HashSet<int> propertyIDs = new HashSet<int>();
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private bool animationsChanged;
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private float timeScale = 1;
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private readonly Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>();
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public AnimationState(AnimationStateData data) {
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if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
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this.data = data;
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@ -71,7 +104,7 @@ namespace Spine {
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}
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/// <summary>
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/// Increments the track entry trackTimes, setting queued animations as current if needed</summary>
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/// Increments the track entry <see cref="TrackEntry.TrackTime"/>, setting queued animations as current if needed.</summary>
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/// <param name="delta">delta time</param>
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public void Update (float delta) {
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delta *= timeScale;
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@ -116,7 +149,7 @@ namespace Spine {
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}
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if (current.mixingFrom != null && UpdateMixingFrom(current, delta)) {
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// End mixing from entries once all have completed.
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var from = current.mixingFrom;
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TrackEntry from = current.mixingFrom;
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current.mixingFrom = null;
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if (from != null) from.mixingTo = null;
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while (from != null) {
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@ -161,6 +194,7 @@ namespace Spine {
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/// <summary>
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/// Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the
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/// animation state can be applied to multiple skeletons to pose them identically.</summary>
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/// <returns>True if any animations were applied.</returns>
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public bool Apply (Skeleton skeleton) {
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
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if (animationsChanged) AnimationsChanged();
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@ -168,7 +202,7 @@ namespace Spine {
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var events = this.events;
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bool applied = false;
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var tracksItems = tracks.Items;
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for (int i = 0, m = tracks.Count; i < m; i++) {
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for (int i = 0, n = tracks.Count; i < n; i++) {
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TrackEntry current = tracksItems[i];
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if (current == null || current.delay > 0) continue;
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applied = true;
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@ -200,10 +234,11 @@ namespace Spine {
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for (int ii = 0; ii < timelineCount; ii++) {
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Timeline timeline = timelinesItems[ii];
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MixBlend timelineBlend = timelineMode[ii] >= AnimationState.Subsequent ? blend : MixBlend.Setup;
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MixBlend timelineBlend = timelineMode[ii] == AnimationState.Subsequent ? blend : MixBlend.Setup;
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var rotateTimeline = timeline as RotateTimeline;
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if (rotateTimeline != null)
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ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii << 1, firstFrame);
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ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii << 1,
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firstFrame);
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else
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timeline.Apply(skeleton, animationLast, animationTime, events, mix, timelineBlend, MixDirection.In);
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}
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@ -282,7 +317,8 @@ namespace Spine {
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var rotateTimeline = timeline as RotateTimeline;
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if (rotateTimeline != null) {
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ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i << 1, firstFrame);
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ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i << 1,
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firstFrame);
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} else {
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if (timelineBlend == MixBlend.Setup) {
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if (timeline is AttachmentTimeline) {
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@ -351,7 +387,7 @@ namespace Spine {
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}
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}
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// Mix between rotations using the direction of the shortest route on the first frame while detecting crosses.
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// Mix between rotations using the direction of the shortest route on the first frame.
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float total, diff = r2 - r1;
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diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
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if (diff == 0) {
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@ -391,7 +427,7 @@ namespace Spine {
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var eventsItems = events.Items;
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int i = 0, n = events.Count;
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for (; i < n; i++) {
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var e = eventsItems[i];
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Event e = eventsItems[i];
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if (e.time < trackLastWrapped) break;
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if (e.time > animationEnd) continue; // Discard events outside animation start/end.
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queue.Event(entry, e);
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@ -414,9 +450,11 @@ namespace Spine {
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}
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/// <summary>
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/// Removes all animations from all tracks, leaving skeletons in their previous pose.
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/// <para>Removes all animations from all tracks, leaving skeletons in their current pose.</para>
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/// <para>
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/// It may be desired to use <see cref="AnimationState.SetEmptyAnimations(float)"/> to mix the skeletons back to the setup pose,
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/// rather than leaving them in their previous pose.</summary>
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/// rather than leaving them in their current pose.</para>
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/// </summary>
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public void ClearTracks () {
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bool oldDrainDisabled = queue.drainDisabled;
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queue.drainDisabled = true;
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@ -429,9 +467,11 @@ namespace Spine {
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}
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/// <summary>
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/// Removes all animations from the tracks, leaving skeletons in their previous pose.
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/// It may be desired to use <see cref="AnimationState.SetEmptyAnimations(float)"/> to mix the skeletons back to the setup pose,
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/// rather than leaving them in their previous pose.</summary>
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/// <para>Removes all animations from the track, leaving skeletons in their current pose.</para>
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/// <para>
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/// It may be desired to use <see cref="AnimationState.SetEmptyAnimation(int, float)"/> to mix the skeletons back to the setup pose,
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/// rather than leaving them in their current pose.</para>
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/// </summary>
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public void ClearTrack (int trackIndex) {
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if (trackIndex >= tracks.Count) return;
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TrackEntry current = tracks.Items[trackIndex];
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@ -467,7 +507,7 @@ namespace Spine {
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from.mixingTo = current;
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current.mixTime = 0;
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// Store interrupted mix percentage.
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// Store the interrupted mix percentage.
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if (from.mixingFrom != null && from.mixDuration > 0)
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current.interruptAlpha *= Math.Min(1, from.mixTime / from.mixDuration);
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@ -485,13 +525,12 @@ namespace Spine {
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return SetAnimation(trackIndex, animation, loop);
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}
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/// <summary>Sets the current animation for a track, discarding any queued animations.</summary>
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/// <param name="loop">If true, the animation will repeat.
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/// If false, it will not, instead its last frame is applied if played beyond its duration.
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/// In either case <see cref="TrackEntry.TrackEnd"/> determines when the track is cleared. </param>
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/// <returns>
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/// A track entry to allow further customization of animation playback. References to the track entry must not be kept
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/// after <see cref="AnimationState.Dispose"/>.</returns>
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/// <summary>Sets the current animation for a track, discarding any queued animations. If the formerly current track entry was never
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/// applied to a skeleton, it is replaced (not mixed from).</summary>
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/// <param name="loop">If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
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/// duration. In either case<see cref="TrackEntry.TrackEnd"/> determines when the track is cleared.</param>
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/// <returns> A track entry to allow further customization of animation playback. References to the track entry must not be kept
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/// after the <see cref="AnimationState.Dispose"/> event occurs.</returns>
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public TrackEntry SetAnimation (int trackIndex, Animation animation, bool loop) {
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if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null.");
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bool interrupt = true;
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@ -504,7 +543,7 @@ namespace Spine {
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queue.End(current);
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DisposeNext(current);
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current = current.mixingFrom;
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interrupt = false;
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interrupt = false; // mixingFrom is current again, but don't interrupt it twice.
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} else {
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DisposeNext(current);
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}
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@ -523,17 +562,16 @@ namespace Spine {
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return AddAnimation(trackIndex, animation, loop, delay);
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}
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/// <summary>Adds an animation to be played delay seconds after the current or last queued animation
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/// for a track. If the track is empty, it is equivalent to calling <see cref="SetAnimation"/>.</summary>
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/// <summary>Adds an animation to be played after the current or last queued animation for a track. If the track is empty, it is
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/// equivalent to calling <see cref="SetAnimation(int, Animation, bool)"/>.</summary>
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/// <param name="delay">
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/// delay Seconds to begin this animation after the start of the previous animation. If <= 0, uses the duration of the
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/// previous track entry minus any mix duration (from the <see cref="AnimationStateData"/>) plus the
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/// specified<code>delay</code> (ie the mix ends at (<code>delay</code> = 0) or before (<code>delay</code> < 0) the previous
|
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/// track entry duration). If the previous entry is looping, its next loop completion is used
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/// instead of the duration.
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/// If > 0, sets <see cref="TrackEntry.Delay"/>. If <= 0, the delay set is the duration of the previous track entry
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/// minus any mix duration (from the {@link AnimationStateData}) plus the specified <code>Delay</code> (ie the mix
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/// ends at (<code>Delay</code> = 0) or before (<code>Delay</code> < 0) the previous track entry duration). If the
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/// previous entry is looping, its next loop completion is used instead of its duration.
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/// </param>
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/// <returns>A track entry to allow further customization of animation playback. References to the track entry must not be kept
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/// after <see cref="AnimationState.Dispose"/></returns>
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/// after the <see cref="AnimationState.Dispose"/> event occurs.</returns>
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public TrackEntry AddAnimation (int trackIndex, Animation animation, bool loop, float delay) {
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if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null.");
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@ -569,7 +607,21 @@ namespace Spine {
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}
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|
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/// <summary>
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/// Sets an empty animation for a track, discarding any queued animations, and mixes to it over the specified mix duration.</summary>
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/// <para>Sets an empty animation for a track, discarding any queued animations, and sets the track entry's
|
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/// <see cref="TrackEntry.getMixDuration()"/>. An empty animation has no timelines and serves as a placeholder for mixing in or out.</para>
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/// <para>
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/// Mixing out is done by setting an empty animation with a mix duration using either <see cref="AnimationState.SetEmptyAnimation(int, float)"/>,
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/// <see cref="AnimationState.SetEmptyAnimations(float)"/>, or <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/>. Mixing to an empty animation causes
|
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/// the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation
|
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/// transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of
|
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/// 0 still mixes out over one frame.</para>
|
||||
/// <para>
|
||||
/// Mixing in is done by first setting an empty animation, then adding an animation using
|
||||
/// <see cref="AnimationState.AddAnimation(int, Animation, boolean, float)"/> and on the returned track entry, set the
|
||||
/// <see cref="TrackEntry.SetMixDuration(float)"/>. Mixing from an empty animation causes the new animation to be applied more and
|
||||
/// more over the mix duration. Properties keyed in the new animation transition from the value from lower tracks or from the
|
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/// setup pose value if no lower tracks key the property to the value keyed in the new animation.</para>
|
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/// </summary>
|
||||
public TrackEntry SetEmptyAnimation (int trackIndex, float mixDuration) {
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TrackEntry entry = SetAnimation(trackIndex, AnimationState.EmptyAnimation, false);
|
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entry.mixDuration = mixDuration;
|
||||
@ -578,15 +630,19 @@ namespace Spine {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Adds an empty animation to be played after the current or last queued animation for a track, and mixes to it over the
|
||||
/// specified mix duration.</summary>
|
||||
/// <returns>
|
||||
/// A track entry to allow further customization of animation playback. References to the track entry must not be kept after <see cref="AnimationState.Dispose"/>.
|
||||
/// </returns>
|
||||
/// Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's
|
||||
/// <see cref="TrackEntry.MixDuration"/>. If the track is empty, it is equivalent to calling
|
||||
/// <see cref="AnimationState.SetEmptyAnimation(int, float)"/>.</summary>
|
||||
/// <seealso cref="AnimationState.SetEmptyAnimation(int, float)"/>
|
||||
/// <param name="trackIndex">Track number.</param>
|
||||
/// <param name="mixDuration">Mix duration.</param>
|
||||
/// <param name="delay">Seconds to begin this animation after the start of the previous animation. May be <= 0 to use the animation
|
||||
/// duration of the previous track minus any mix duration plus the negative delay.</param>
|
||||
/// <param name="delay">If > 0, sets <see cref="TrackEntry.Delay"/>. If <= 0, the delay set is the duration of the previous track entry
|
||||
/// minus any mix duration plus the specified <code>Delay</code> (ie the mix ends at (<code>Delay</code> = 0) or
|
||||
/// before (<code>Delay</code> < 0) the previous track entry duration). If the previous entry is looping, its next
|
||||
/// loop completion is used instead of its duration.</param>
|
||||
/// <returns> A track entry to allow further customization of animation playback. References to the track entry must not be kept
|
||||
/// after the <see cref="AnimationState.Dispose"/> event occurs.
|
||||
/// </returns>
|
||||
public TrackEntry AddEmptyAnimation (int trackIndex, float mixDuration, float delay) {
|
||||
if (delay <= 0) delay -= mixDuration;
|
||||
TrackEntry entry = AddAnimation(trackIndex, AnimationState.EmptyAnimation, false, delay);
|
||||
@ -596,13 +652,14 @@ namespace Spine {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix duration.</summary>
|
||||
/// Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix
|
||||
/// duration.</summary>
|
||||
public void SetEmptyAnimations (float mixDuration) {
|
||||
bool oldDrainDisabled = queue.drainDisabled;
|
||||
queue.drainDisabled = true;
|
||||
for (int i = 0, n = tracks.Count; i < n; i++) {
|
||||
TrackEntry current = tracks.Items[i];
|
||||
if (current != null) SetEmptyAnimation(i, mixDuration);
|
||||
if (current != null) SetEmptyAnimation(current.trackIndex, mixDuration);
|
||||
}
|
||||
queue.drainDisabled = oldDrainDisabled;
|
||||
queue.Drain();
|
||||
@ -610,8 +667,7 @@ namespace Spine {
|
||||
|
||||
private TrackEntry ExpandToIndex (int index) {
|
||||
if (index < tracks.Count) return tracks.Items[index];
|
||||
while (index >= tracks.Count)
|
||||
tracks.Add(null);
|
||||
tracks.Resize(index + 1);
|
||||
return null;
|
||||
}
|
||||
|
||||
@ -664,7 +720,7 @@ namespace Spine {
|
||||
|
||||
var tracksItems = tracks.Items;
|
||||
for (int i = 0, n = tracks.Count; i < n; i++) {
|
||||
var entry = tracksItems[i];
|
||||
TrackEntry entry = tracksItems[i];
|
||||
if (entry == null) continue;
|
||||
// Move to last entry, then iterate in reverse (the order animations are applied).
|
||||
while (entry.mixingFrom != null)
|
||||
@ -727,9 +783,39 @@ namespace Spine {
|
||||
|
||||
/// <returns>The track entry for the animation currently playing on the track, or null if no animation is currently playing.</returns>
|
||||
public TrackEntry GetCurrent (int trackIndex) {
|
||||
return (trackIndex >= tracks.Count) ? null : tracks.Items[trackIndex];
|
||||
if (trackIndex >= tracks.Count) return null;
|
||||
return tracks.Items[trackIndex];
|
||||
}
|
||||
|
||||
/// <summary> Discards all listener notifications that have not yet been delivered. This can be useful to call from an
|
||||
/// AnimationState event subscriber when it is known that further notifications that may have been already queued for delivery
|
||||
/// are not wanted because new animations are being set.
|
||||
public void ClearListenerNotifications () {
|
||||
queue.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// <para>Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower
|
||||
/// or faster. Defaults to 1.</para>
|
||||
/// <para>
|
||||
/// See TrackEntry <see cref="TrackEntry.TimeScale"/> for affecting a single animation.</para>
|
||||
/// </summary>
|
||||
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
|
||||
|
||||
/// <summary>The AnimationStateData to look up mix durations.</summary>
|
||||
public AnimationStateData Data {
|
||||
get {
|
||||
return data;
|
||||
}
|
||||
set {
|
||||
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
|
||||
this.data = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>A list of tracks that have animations, which may contain nulls.</summary>
|
||||
public ExposedList<TrackEntry> Tracks { get { return tracks; } }
|
||||
|
||||
override public string ToString () {
|
||||
var buffer = new System.Text.StringBuilder();
|
||||
for (int i = 0, n = tracks.Count; i < n; i++) {
|
||||
@ -738,22 +824,31 @@ namespace Spine {
|
||||
if (buffer.Length > 0) buffer.Append(", ");
|
||||
buffer.Append(entry.ToString());
|
||||
}
|
||||
return buffer.Length == 0 ? "<none>" : buffer.ToString();
|
||||
if (buffer.Length == 0) return "<none>";
|
||||
return buffer.ToString();
|
||||
}
|
||||
|
||||
internal void OnStart (TrackEntry entry) { if (Start != null) Start(entry); }
|
||||
internal void OnInterrupt (TrackEntry entry) { if (Interrupt != null) Interrupt(entry); }
|
||||
internal void OnEnd (TrackEntry entry) { if (End != null) End(entry); }
|
||||
internal void OnDispose (TrackEntry entry) { if (Dispose != null) Dispose(entry); }
|
||||
internal void OnComplete (TrackEntry entry) { if (Complete != null) Complete(entry); }
|
||||
internal void OnEvent (TrackEntry entry, Event e) { if (Event != null) Event(entry, e); }
|
||||
}
|
||||
|
||||
/// <summary>State for the playback of an animation.</summary>
|
||||
/// <summary>
|
||||
/// <para>
|
||||
/// Stores settings and other state for the playback of an animation on an <see cref="AnimationState"/> track.</para>
|
||||
/// <para>
|
||||
/// References to a track entry must not be kept after the <see cref="AnimationStateListener.Dispose(TrackEntry)"/> event occurs.</para>
|
||||
/// </summary>
|
||||
public class TrackEntry : Pool<TrackEntry>.IPoolable {
|
||||
internal Animation animation;
|
||||
|
||||
internal TrackEntry next, mixingFrom, mixingTo;
|
||||
// difference to libgdx reference: delegates are used for event callbacks instead of 'AnimationStateListener listener'.
|
||||
public event AnimationState.TrackEntryDelegate Start, Interrupt, End, Dispose, Complete;
|
||||
public event AnimationState.TrackEntryEventDelegate Event;
|
||||
internal void OnStart () { if (Start != null) Start(this); }
|
||||
internal void OnInterrupt () { if (Interrupt != null) Interrupt(this); }
|
||||
internal void OnEnd () { if (End != null) End(this); }
|
||||
internal void OnDispose () { if (Dispose != null) Dispose(this); }
|
||||
internal void OnComplete () { if (Complete != null) Complete(this); }
|
||||
internal void OnEvent (Event e) { if (Event != null) Event(this, e); }
|
||||
|
||||
internal int trackIndex;
|
||||
|
||||
internal bool loop, holdPrevious;
|
||||
@ -772,67 +867,79 @@ namespace Spine {
|
||||
mixingFrom = null;
|
||||
mixingTo = null;
|
||||
animation = null;
|
||||
timelineMode.Clear();
|
||||
timelineHoldMix.Clear();
|
||||
timelinesRotation.Clear();
|
||||
|
||||
// replaces 'listener = null;' since delegates are used for event callbacks
|
||||
Start = null;
|
||||
Interrupt = null;
|
||||
End = null;
|
||||
Dispose = null;
|
||||
Complete = null;
|
||||
Event = null;
|
||||
timelineMode.Clear();
|
||||
timelineHoldMix.Clear();
|
||||
timelinesRotation.Clear();
|
||||
}
|
||||
|
||||
/// <summary>The index of the track where this entry is either current or queued.</summary>
|
||||
/// <seealso cref="AnimationState.GetCurrent(int)"/>
|
||||
public int TrackIndex { get { return trackIndex; } }
|
||||
|
||||
/// <summary>The animation to apply for this track entry.</summary>
|
||||
public Animation Animation { get { return animation; } }
|
||||
|
||||
/// <summary>
|
||||
/// If true, the animation will repeat. If false, it will not, instead its last frame is applied if played beyond its duration.</summary>
|
||||
/// If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
|
||||
/// duration.</summary>
|
||||
public bool Loop { get { return loop; } set { loop = value; } }
|
||||
|
||||
///<summary>
|
||||
/// Seconds to postpone playing the animation. When a track entry is the current track entry, delay postpones incrementing
|
||||
/// the track time. When a track entry is queued, delay is the time from the start of the previous animation to when the
|
||||
/// track entry will become the current track entry. <see cref="TrackEntry.TimeScale"/> affects the delay.</summary>
|
||||
/// <para>
|
||||
/// Seconds to postpone playing the animation. When this track entry is the current track entry, <code>Delay</code>
|
||||
/// postpones incrementing the <see cref="TrackEntry.TrackTime"/>. When this track entry is queued, <code>Delay</code> is the time from
|
||||
/// the start of the previous animation to when this track entry will become the current track entry (ie when the previous
|
||||
/// track entry <see cref="TrackEntry.TrackTime"/> >= this track entry's <code>Delay</code>).</para>
|
||||
/// <para>
|
||||
/// <see cref="TrackEntry.TimeScale"/> affects the delay.</para>
|
||||
/// </summary>
|
||||
public float Delay { get { return delay; } set { delay = value; } }
|
||||
|
||||
/// <summary>
|
||||
/// Current time in seconds this track entry has been the current track entry. The track time determines
|
||||
/// <see cref="TrackEntry.AnimationTime"/>. The track time can be set to start the animation at a time other than 0, without affecting looping.</summary>
|
||||
/// <see cref="TrackEntry.AnimationTime"/>. The track time can be set to start the animation at a time other than 0, without affecting
|
||||
/// looping.</summary>
|
||||
public float TrackTime { get { return trackTime; } set { trackTime = value; } }
|
||||
|
||||
/// <summary>
|
||||
/// The track time in seconds when this animation will be removed from the track. Defaults to the animation duration for
|
||||
/// non-looping animations and to <see cref="int.MaxValue"/> for looping animations. If the track end time is reached and no
|
||||
/// other animations are queued for playback, and mixing from any previous animations is complete, properties keyed by the animation,
|
||||
/// are set to the setup pose and the track is cleared.
|
||||
///
|
||||
/// It may be desired to use <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/> to mix the properties back to the
|
||||
/// setup pose over time, rather than have it happen instantly.
|
||||
/// <para>
|
||||
/// The track time in seconds when this animation will be removed from the track. Defaults to the highest possible float
|
||||
/// value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time
|
||||
/// is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the
|
||||
/// properties keyed by the animation are set to the setup pose and the track is cleared.</para>
|
||||
/// <para>
|
||||
/// It may be desired to use <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/> rather than have the animation
|
||||
/// abruptly cease being applied.</para>
|
||||
/// </summary>
|
||||
public float TrackEnd { get { return trackEnd; } set { trackEnd = value; } }
|
||||
|
||||
/// <summary>
|
||||
/// Seconds when this animation starts, both initially and after looping. Defaults to 0.
|
||||
///
|
||||
/// When changing the animation start time, it often makes sense to set <see cref="TrackEntry.AnimationLast"/> to the same value to
|
||||
/// prevent timeline keys before the start time from triggering.
|
||||
/// <para>
|
||||
/// Seconds when this animation starts, both initially and after looping. Defaults to 0.</para>
|
||||
/// <para>
|
||||
/// When changing the <code>AnimationStart</code> time, it often makes sense to set <see cref="TrackEntry.AnimationLast"> to the same
|
||||
/// value to prevent timeline keys before the start time from triggering.</para>
|
||||
/// </summary>
|
||||
public float AnimationStart { get { return animationStart; } set { animationStart = value; } }
|
||||
|
||||
/// <summary>
|
||||
/// Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will
|
||||
/// loop back to <see cref="TrackEntry.AnimationStart"/> at this time. Defaults to the animation duration.</summary>
|
||||
/// loop back to <see cref="TrackEntry.AnimationStart"/> at this time. Defaults to the animation <see cref="Animation.Duration"/>.
|
||||
///</summary>
|
||||
public float AnimationEnd { get { return animationEnd; } set { animationEnd = value; } }
|
||||
|
||||
/// <summary>
|
||||
/// The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this
|
||||
/// animation is applied, event timelines will fire all events between the animation last time (exclusive) and animation time
|
||||
/// (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation is applied.</summary>
|
||||
/// animation is applied, event timelines will fire all events between the <code>AnimationLast</code> time (exclusive) and
|
||||
/// <code>AnimationTime</code> (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation
|
||||
/// is applied.</summary>
|
||||
public float AnimationLast {
|
||||
get { return animationLast; }
|
||||
set {
|
||||
@ -842,8 +949,9 @@ namespace Spine {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Uses <see cref="TrackEntry.TrackTime"/> to compute the animation time between <see cref="TrackEntry.AnimationStart"/>. and
|
||||
/// <see cref="TrackEntry.AnimationEnd"/>. When the track time is 0, the animation time is equal to the animation start time.
|
||||
/// Uses <see cref="TrackEntry.TrackTime"/> to compute the <code>AnimationTime</code>, which is between <see cref="TrackEntry.AnimationStart"/>
|
||||
/// and <see cref="TrackEntry.AnimationEnd"/>. When the <code>TrackTime</code> is 0, the <code>AnimationTime</code> is equal to the
|
||||
/// <code>AnimationStart</code> time.
|
||||
/// </summary>
|
||||
public float AnimationTime {
|
||||
get {
|
||||
@ -857,120 +965,129 @@ namespace Spine {
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower or
|
||||
/// faster. Defaults to 1.
|
||||
///
|
||||
/// <see cref="TrackEntry.MixTime"/> is not affected by track entry time scale, so <see cref="TrackEntry.MixDuration"/> may need to
|
||||
// be adjusted to match the animation speed.
|
||||
///
|
||||
/// When using <see cref="AnimationState.AddAnimation(int, Animation, boolean, float)"> with a <code>delay</code> <= 0, note the
|
||||
/// <para>
|
||||
/// Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or
|
||||
/// faster. Defaults to 1.</para>
|
||||
/// <para>
|
||||
/// <see cref="TrackEntry.MixTime"/> is not affected by track entry time scale, so <see cref="TrackEntry.MixDuration"/> may need to be adjusted to
|
||||
/// match the animation speed.</para>
|
||||
/// <para>
|
||||
/// When using <see cref="AnimationState.AddAnimation(int, Animation, boolean, float)"> with a <code>Delay</code> <= 0, note the
|
||||
/// {<see cref="TrackEntry.Delay"/> is set using the mix duration from the <see cref="AnimationStateData"/>, assuming time scale to be 1. If
|
||||
/// the time scale is not 1, the delay may need to be adjusted.
|
||||
/// the time scale is not 1, the delay may need to be adjusted.</para>
|
||||
/// <para>
|
||||
/// See AnimationState <see cref="AnimationState.TimeScale"/> for affecting all animations.</para>
|
||||
/// </summary>
|
||||
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
|
||||
|
||||
/// <summary>
|
||||
/// Values less than 1 mix this animation with the last skeleton pose. Defaults to 1, which overwrites the last skeleton pose with
|
||||
/// this animation.
|
||||
///
|
||||
/// Typically track 0 is used to completely pose the skeleton, then alpha can be used on higher tracks. It doesn't make sense
|
||||
/// to use alpha on track 0 if the skeleton pose is from the last frame render.
|
||||
/// <para>
|
||||
/// Values < 1 mix this animation with the skeleton's current pose (usually the pose resulting from lower tracks). Defaults
|
||||
/// to 1, which overwrites the skeleton's current pose with this animation.</para>
|
||||
/// <para>
|
||||
/// Typically track 0 is used to completely pose the skeleton, then alpha is used on higher tracks. It doesn't make sense to
|
||||
/// use alpha on track 0 if the skeleton pose is from the last frame render.</para>
|
||||
/// </summary>
|
||||
public float Alpha { get { return alpha; } set { alpha = value; } }
|
||||
|
||||
/// <summary>
|
||||
/// When the mix percentage (mix time / mix duration) is less than the event threshold, event timelines for the animation
|
||||
/// being mixed out will be applied. Defaults to 0, so event timelines are not applied for an animation being mixed out.</summary>
|
||||
/// When the mix percentage (<see cref="TrackEntry.MixTime"/> / <see cref="TrackEntry.MixDuration"/>) is less than the
|
||||
/// <code>EventThreshold</code>, event timelines are applied while this animation is being mixed out. Defaults to 0, so event
|
||||
/// timelines are not applied while this animation is being mixed out.
|
||||
/// </summary>
|
||||
public float EventThreshold { get { return eventThreshold; } set { eventThreshold = value; } }
|
||||
|
||||
/// <summary>
|
||||
/// When the mix percentage (mix time / mix duration) is less than the attachment threshold, attachment timelines for the
|
||||
/// animation being mixed out will be applied. Defaults to 0, so attachment timelines are not applied for an animation being
|
||||
/// mixed out.</summary>
|
||||
/// When the mix percentage (<see cref="TrackEntry.MixTime"/> / <see cref="TrackEntry.MixDuration"/>) is less than the
|
||||
/// <code>AttachmentThreshold</code>, attachment timelines are applied while this animation is being mixed out. Defaults to
|
||||
/// 0, so attachment timelines are not applied while this animation is being mixed out.
|
||||
///</summary>
|
||||
public float AttachmentThreshold { get { return attachmentThreshold; } set { attachmentThreshold = value; } }
|
||||
|
||||
/// <summary>
|
||||
/// When the mix percentage (mix time / mix duration) is less than the draw order threshold, draw order timelines for the
|
||||
/// animation being mixed out will be applied. Defaults to 0, so draw order timelines are not applied for an animation being
|
||||
/// mixed out.
|
||||
/// When the mix percentage (<see cref="TrackEntry.MixTime"/> / <see cref="TrackEntry.MixDuration"/>) is less than the
|
||||
/// <code>DrawOrderThreshold</code>, draw order timelines are applied while this animation is being mixed out. Defaults to 0,
|
||||
/// so draw order timelines are not applied while this animation is being mixed out.
|
||||
/// </summary>
|
||||
public float DrawOrderThreshold { get { return drawOrderThreshold; } set { drawOrderThreshold = value; } }
|
||||
|
||||
/// <summary>
|
||||
/// The animation queued to start after this animation, or null.</summary>
|
||||
/// The animation queued to start after this animation, or null. <code>Next</code> makes up a linked list. </summary>
|
||||
public TrackEntry Next { get { return next; } }
|
||||
|
||||
/// <summary>
|
||||
/// Returns true if at least one loop has been completed.</summary>
|
||||
/// <seealso cref="TrackEntry.Complete"/>
|
||||
public bool IsComplete {
|
||||
get { return trackTime >= animationEnd - animationStart; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Seconds from 0 to the mix duration when mixing from the previous animation to this animation. May be slightly more than
|
||||
/// <see cref="TrackEntry.MixDuration"/> when the mix is complete.</summary>
|
||||
/// Seconds from 0 to the <see cref="TrackEntry.MixDuration"/> when mixing from the previous animation to this animation. May be
|
||||
/// slightly more than <code>MixDuration</code> when the mix is complete.</summary>
|
||||
public float MixTime { get { return mixTime; } set { mixTime = value; } }
|
||||
|
||||
/// <summary>
|
||||
/// Seconds for mixing from the previous animation to this animation. Defaults to the value provided by
|
||||
/// <see cref="AnimationStateData"/> based on the animation before this animation (if any).
|
||||
///
|
||||
/// The mix duration can be set manually rather than use the value from AnimationStateData.GetMix.
|
||||
/// In that case, the mixDuration must be set before <see cref="AnimationState.Update(float)"/> is next called.
|
||||
/// <para>
|
||||
/// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a
|
||||
/// <code>delay</code> less than or equal to 0, note the <seealso cref="Delay"/> is set using the mix duration from the <see cref=" AnimationStateData"/>,
|
||||
/// not a mix duration set afterward.
|
||||
/// </para>
|
||||
///
|
||||
/// Seconds for mixing from the previous animation to this animation. Defaults to the value provided by AnimationStateData
|
||||
/// <see cref="AnimationStateData.GetMix(Animation, Animation)"/> based on the animation before this animation (if any).</para>
|
||||
/// <para>
|
||||
/// The <code>MixDuration</code> can be set manually rather than use the value from
|
||||
/// <see cref="AnimationStateData.GetMix(Animation, Animation)"/>. In that case, the <code>MixDuration</code> can be set for a new
|
||||
/// track entry only before <see cref="AnimationState.Update(float)"/> is first called.</para>
|
||||
/// <para>
|
||||
/// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a <code>Delay</code> <= 0, note the
|
||||
/// <see cref="TrackEntry.Delay"/> is set using the mix duration from the <see cref=" AnimationStateData"/>, not a mix duration set
|
||||
/// afterward.</para>
|
||||
/// </summary>
|
||||
public float MixDuration { get { return mixDuration; } set { mixDuration = value; } }
|
||||
|
||||
/// <summary>
|
||||
/// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to {@link MixBlend#replace}, which
|
||||
/// replaces the values from the lower tracks with the animation values. {@link MixBlend#add} adds the animation values to
|
||||
/// the values from the lower tracks.
|
||||
/// <para>
|
||||
/// The<code> mixBlend</code> can be set for a new track entry only before
|
||||
/// <code>AnimationState.Apply(Skeleton)</code> is first called.
|
||||
/// </para>
|
||||
/// Controls how properties keyed in the animation are mixed with lower tracks. Defaults to <see cref="MixBlend.Replace"/>, which
|
||||
/// replaces the values from the lower tracks with the animation values. <see cref="MixBlend.Add"/> adds the animation values to
|
||||
/// the values from the lower tracks.</para>
|
||||
/// <para>
|
||||
/// The <code>MixBlend</code> can be set for a new track entry only before <see cref="AnimationState.Apply(Skeleton)"/> is first
|
||||
/// called.</para>
|
||||
/// </summary>
|
||||
public MixBlend MixBlend { get { return mixBlend; } set { mixBlend = value; } }
|
||||
|
||||
/// <summary>
|
||||
/// The track entry for the previous animation when mixing from the previous animation to this animation, or null if no
|
||||
/// mixing is currently occuring. When mixing from multiple animations, MixingFrom makes up a linked list.</summary>
|
||||
/// mixing is currently occuring. When mixing from multiple animations, <code>MixingFrom</code> makes up a linked list.</summary>
|
||||
public TrackEntry MixingFrom { get { return mixingFrom; } }
|
||||
|
||||
/// <summary>
|
||||
/// If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead of being mixed out.
|
||||
///
|
||||
/// When mixing between animations that key the same property, if a lower track also keys that property then the value will briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0% while the second animation mixes from 0% to 100%. Setting HoldPrevious to true applies the first animation at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which keys the property, only when a higher track also keys the property.
|
||||
///
|
||||
/// Snapping will occur if HoldPrevious is true and this animation does not key all the same properties as the previous animation.
|
||||
/// The track entry for the next animation when mixing from this animation to the next animation, or null if no mixing is
|
||||
/// currently occuring. When mixing to multiple animations, <code>MixingTo</code> makes up a linked list.</summary>
|
||||
public TrackEntry MixingTo { get { return mixingTo; } }
|
||||
|
||||
/// <summary>
|
||||
/// <para>
|
||||
/// If true, when mixing from the previous animation to this animation, the previous animation is applied as normal instead
|
||||
/// of being mixed out.</para>
|
||||
/// <para>
|
||||
/// When mixing between animations that key the same property, if a lower track also keys that property then the value will
|
||||
/// briefly dip toward the lower track value during the mix. This happens because the first animation mixes from 100% to 0%
|
||||
/// while the second animation mixes from 0% to 100%. Setting <code>HoldPrevious</code> to true applies the first animation
|
||||
/// at 100% during the mix so the lower track value is overwritten. Such dipping does not occur on the lowest track which
|
||||
/// keys the property, only when a higher track also keys the property.</para>
|
||||
/// <para>
|
||||
/// Snapping will occur if <code>HoldPrevious</code> is true and this animation does not key all the same properties as the
|
||||
/// previous animation.</para>
|
||||
/// </summary>
|
||||
public bool HoldPrevious { get { return holdPrevious; } set { holdPrevious = value; } }
|
||||
|
||||
public event AnimationState.TrackEntryDelegate Start, Interrupt, End, Dispose, Complete;
|
||||
public event AnimationState.TrackEntryEventDelegate Event;
|
||||
internal void OnStart () { if (Start != null) Start(this); }
|
||||
internal void OnInterrupt () { if (Interrupt != null) Interrupt(this); }
|
||||
internal void OnEnd () { if (End != null) End(this); }
|
||||
internal void OnDispose () { if (Dispose != null) Dispose(this); }
|
||||
internal void OnComplete () { if (Complete != null) Complete(this); }
|
||||
internal void OnEvent (Event e) { if (Event != null) Event(this, e); }
|
||||
|
||||
/// <summary>
|
||||
/// <para>
|
||||
/// Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the
|
||||
/// long way around when using <see cref="alpha"/> and starting animations on other tracks.
|
||||
/// </para>
|
||||
/// long way around when using <see cref="alpha"/> and starting animations on other tracks.</para>
|
||||
/// <para>
|
||||
/// Mixing with <see cref="MixBlend.Replace"/> involves finding a rotation between two others, which has two possible solutions:
|
||||
/// the short way or the long way around.The two rotations likely change over time, so which direction is the short or long
|
||||
/// way also changes.If the short way was always chosen, bones would flip to the other side when that direction became the
|
||||
/// long way. TrackEntry chooses the short way the first time it is applied and remembers that direction.
|
||||
/// </para>
|
||||
/// the short way or the long way around. The two rotations likely change over time, so which direction is the short or long
|
||||
/// way also changes. If the short way was always chosen, bones would flip to the other side when that direction became the
|
||||
/// long way. TrackEntry chooses the short way the first time it is applied and remembers that direction.</para>
|
||||
/// </summary>
|
||||
public void ResetRotationDirections () {
|
||||
timelinesRotation.Clear();
|
||||
|
||||
@ -1501,7 +1501,7 @@ var spine;
|
||||
this.applyRotateTimeline(timeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i << 1, firstFrame);
|
||||
else {
|
||||
spine.Utils.webkit602BugfixHelper(alpha, blend);
|
||||
if (timelineBlend = spine.MixBlend.setup) {
|
||||
if (timelineBlend == spine.MixBlend.setup) {
|
||||
if (timeline instanceof spine.AttachmentTimeline) {
|
||||
if (attachments)
|
||||
direction = spine.MixDirection.out;
|
||||
|
||||
File diff suppressed because one or more lines are too long
@ -1501,7 +1501,7 @@ var spine;
|
||||
this.applyRotateTimeline(timeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i << 1, firstFrame);
|
||||
else {
|
||||
spine.Utils.webkit602BugfixHelper(alpha, blend);
|
||||
if (timelineBlend = spine.MixBlend.setup) {
|
||||
if (timelineBlend == spine.MixBlend.setup) {
|
||||
if (timeline instanceof spine.AttachmentTimeline) {
|
||||
if (attachments)
|
||||
direction = spine.MixDirection.out;
|
||||
|
||||
File diff suppressed because one or more lines are too long
@ -1501,7 +1501,7 @@ var spine;
|
||||
this.applyRotateTimeline(timeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i << 1, firstFrame);
|
||||
else {
|
||||
spine.Utils.webkit602BugfixHelper(alpha, blend);
|
||||
if (timelineBlend = spine.MixBlend.setup) {
|
||||
if (timelineBlend == spine.MixBlend.setup) {
|
||||
if (timeline instanceof spine.AttachmentTimeline) {
|
||||
if (attachments)
|
||||
direction = spine.MixDirection.out;
|
||||
|
||||
File diff suppressed because one or more lines are too long
@ -1501,7 +1501,7 @@ var spine;
|
||||
this.applyRotateTimeline(timeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i << 1, firstFrame);
|
||||
else {
|
||||
spine.Utils.webkit602BugfixHelper(alpha, blend);
|
||||
if (timelineBlend = spine.MixBlend.setup) {
|
||||
if (timelineBlend == spine.MixBlend.setup) {
|
||||
if (timeline instanceof spine.AttachmentTimeline) {
|
||||
if (attachments)
|
||||
direction = spine.MixDirection.out;
|
||||
|
||||
File diff suppressed because one or more lines are too long
@ -1501,7 +1501,7 @@ var spine;
|
||||
this.applyRotateTimeline(timeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i << 1, firstFrame);
|
||||
else {
|
||||
spine.Utils.webkit602BugfixHelper(alpha, blend);
|
||||
if (timelineBlend = spine.MixBlend.setup) {
|
||||
if (timelineBlend == spine.MixBlend.setup) {
|
||||
if (timeline instanceof spine.AttachmentTimeline) {
|
||||
if (attachments)
|
||||
direction = spine.MixDirection.out;
|
||||
|
||||
File diff suppressed because one or more lines are too long
@ -1501,7 +1501,7 @@ var spine;
|
||||
this.applyRotateTimeline(timeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i << 1, firstFrame);
|
||||
else {
|
||||
spine.Utils.webkit602BugfixHelper(alpha, blend);
|
||||
if (timelineBlend = spine.MixBlend.setup) {
|
||||
if (timelineBlend == spine.MixBlend.setup) {
|
||||
if (timeline instanceof spine.AttachmentTimeline) {
|
||||
if (attachments)
|
||||
direction = spine.MixDirection.out;
|
||||
|
||||
File diff suppressed because one or more lines are too long
@ -266,6 +266,13 @@ namespace Spine.Unity.Editor {
|
||||
if (texImporter == null) {
|
||||
return false;
|
||||
}
|
||||
|
||||
int extensionPos = texturePath.LastIndexOf('.');
|
||||
string materialPath = texturePath.Substring(0, extensionPos) + "_Material.mat";
|
||||
Material material = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
|
||||
if (material == null || !material.HasProperty(STRAIGHT_ALPHA_PARAM_ID)) {
|
||||
return true; // non-Spine shader used on material
|
||||
}
|
||||
|
||||
// 'sRGBTexture = true' generates incorrectly weighted mipmaps at PMA textures,
|
||||
// causing white borders due to undesired custom weighting.
|
||||
@ -273,15 +280,10 @@ namespace Spine.Unity.Editor {
|
||||
Debug.LogWarningFormat("`{0}` : Incorrect Texture Settings found: When enabling `Generate Mip Maps`, it is strongly recommended to disable `sRGB (Color Texture)`. Otherwise you will receive white border artifacts on an atlas exported with default `Premultiply alpha` settings.\n(You can disable this warning in `Edit - Preferences - Spine`)", texturePath);
|
||||
}
|
||||
if (texImporter.alphaIsTransparency) {
|
||||
int extensionPos = texturePath.LastIndexOf('.');
|
||||
string materialPath = texturePath.Substring(0, extensionPos) + "_Material.mat";
|
||||
Material material = AssetDatabase.LoadAssetAtPath<Material>(materialPath);
|
||||
if (material != null) {
|
||||
int straightAlphaValue = material.GetInt(STRAIGHT_ALPHA_PARAM_ID);
|
||||
if (straightAlphaValue == 0) {
|
||||
string materialName = System.IO.Path.GetFileName(materialPath);
|
||||
Debug.LogWarningFormat("`{0}` and material `{1}` : Incorrect Texture / Material Settings found: It is strongly recommended to disable `Alpha Is Transparency` on `Premultiply alpha` textures.\nAssuming `Premultiply alpha` texture because `Straight Alpha Texture` is disabled at material). (You can disable this warning in `Edit - Preferences - Spine`)", texturePath, materialName);
|
||||
}
|
||||
int straightAlphaValue = material.GetInt(STRAIGHT_ALPHA_PARAM_ID);
|
||||
if (straightAlphaValue == 0) {
|
||||
string materialName = System.IO.Path.GetFileName(materialPath);
|
||||
Debug.LogWarningFormat("`{0}` and material `{1}` : Incorrect Texture / Material Settings found: It is strongly recommended to disable `Alpha Is Transparency` on `Premultiply alpha` textures.\nAssuming `Premultiply alpha` texture because `Straight Alpha Texture` is disabled at material). (You can disable this warning in `Edit - Preferences - Spine`)", texturePath, materialName);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user