Merge branch '3.7' into 3.8-beta

This commit is contained in:
badlogic 2019-03-13 11:38:07 +01:00
commit efc212110d
15 changed files with 698 additions and 390 deletions

File diff suppressed because it is too large Load Diff

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@ -32,27 +32,53 @@ using System;
using System.Collections.Generic;
namespace Spine {
/// <summary>
/// <para>
/// Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies
/// multiple animations on top of each other (layering).</para>
/// <para>
/// See <a href='http://esotericsoftware.com/spine-applying-animations/'>Applying Animations</a> in the Spine Runtimes Guide.</para>
/// </summary>
public class AnimationState {
static readonly Animation EmptyAnimation = new Animation("<empty>", new ExposedList<Timeline>(), 0);
internal const int Subsequent = 0, First = 1, Hold = 2, HoldMix = 3;
/// 1) A previously applied timeline has set this property.<para />
/// Result: Mix from the current pose to the timeline pose.
internal const int Subsequent = 0;
/// 1) This is the first timeline to set this property.<para />
/// 2) The next track entry applied after this one does not have a timeline to set this property.<para />
/// Result: Mix from the setup pose to the timeline pose.
internal const int First = 1;
/// 1) This is the first timeline to set this property.<para />
/// 2) The next track entry to be applied does have a timeline to set this property.<para />
/// 3) The next track entry after that one does not have a timeline to set this property.<para />
/// Result: Mix from the setup pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading animations
/// that key the same property. A subsequent timeline will set this property using a mix.
internal const int Hold = 2;
/// 1) This is the first timeline to set this property.<para />
/// 2) The next track entry to be applied does have a timeline to set this property.<para />
/// 3) The next track entry after that one does have a timeline to set this property.<para />
/// 4) timelineHoldMix stores the first subsequent track entry that does not have a timeline to set this property.<para />
/// Result: The same as HOLD except the mix percentage from the timelineHoldMix track entry is used. This handles when more than
/// 2 track entries in a row have a timeline that sets the same property.<para />
/// 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
/// "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
/// (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap into
/// place.
internal const int HoldMix = 3;
protected AnimationStateData data;
private readonly Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>();
private readonly ExposedList<TrackEntry> tracks = new ExposedList<TrackEntry>();
private readonly ExposedList<Event> events = new ExposedList<Event>();
private readonly EventQueue queue; // Initialized by constructor.
private readonly HashSet<int> propertyIDs = new HashSet<int>();
private bool animationsChanged;
private float timeScale = 1;
public AnimationStateData Data { get { return data; } }
/// <summary>A list of tracks that have animations, which may contain nulls.</summary>
public ExposedList<TrackEntry> Tracks { get { return tracks; } }
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
// difference to libgdx reference: delegates are used for event callbacks instead of 'Array<AnimationStateListener> listeners'.
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); }
public delegate void TrackEntryDelegate(TrackEntry trackEntry);
public event TrackEntryDelegate Start, Interrupt, End, Dispose, Complete;
@ -60,6 +86,13 @@ namespace Spine {
public delegate void TrackEntryEventDelegate(TrackEntry trackEntry, Event e);
public event TrackEntryEventDelegate Event;
private readonly EventQueue queue; // Initialized by constructor.
private readonly HashSet<int> propertyIDs = new HashSet<int>();
private bool animationsChanged;
private float timeScale = 1;
private readonly Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>();
public AnimationState(AnimationStateData data) {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
this.data = data;
@ -71,7 +104,7 @@ namespace Spine {
}
/// <summary>
/// Increments the track entry trackTimes, setting queued animations as current if needed</summary>
/// Increments the track entry <see cref="TrackEntry.TrackTime"/>, setting queued animations as current if needed.</summary>
/// <param name="delta">delta time</param>
public void Update (float delta) {
delta *= timeScale;
@ -116,7 +149,7 @@ namespace Spine {
}
if (current.mixingFrom != null && UpdateMixingFrom(current, delta)) {
// End mixing from entries once all have completed.
var from = current.mixingFrom;
TrackEntry from = current.mixingFrom;
current.mixingFrom = null;
if (from != null) from.mixingTo = null;
while (from != null) {
@ -161,6 +194,7 @@ namespace Spine {
/// <summary>
/// Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the
/// animation state can be applied to multiple skeletons to pose them identically.</summary>
/// <returns>True if any animations were applied.</returns>
public bool Apply (Skeleton skeleton) {
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
if (animationsChanged) AnimationsChanged();
@ -168,7 +202,7 @@ namespace Spine {
var events = this.events;
bool applied = false;
var tracksItems = tracks.Items;
for (int i = 0, m = tracks.Count; i < m; i++) {
for (int i = 0, n = tracks.Count; i < n; i++) {
TrackEntry current = tracksItems[i];
if (current == null || current.delay > 0) continue;
applied = true;
@ -200,10 +234,11 @@ namespace Spine {
for (int ii = 0; ii < timelineCount; ii++) {
Timeline timeline = timelinesItems[ii];
MixBlend timelineBlend = timelineMode[ii] >= AnimationState.Subsequent ? blend : MixBlend.Setup;
MixBlend timelineBlend = timelineMode[ii] == AnimationState.Subsequent ? blend : MixBlend.Setup;
var rotateTimeline = timeline as RotateTimeline;
if (rotateTimeline != null)
ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii << 1, firstFrame);
ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, mix, timelineBlend, timelinesRotation, ii << 1,
firstFrame);
else
timeline.Apply(skeleton, animationLast, animationTime, events, mix, timelineBlend, MixDirection.In);
}
@ -282,7 +317,8 @@ namespace Spine {
var rotateTimeline = timeline as RotateTimeline;
if (rotateTimeline != null) {
ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i << 1, firstFrame);
ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, alpha, timelineBlend, timelinesRotation, i << 1,
firstFrame);
} else {
if (timelineBlend == MixBlend.Setup) {
if (timeline is AttachmentTimeline) {
@ -351,7 +387,7 @@ namespace Spine {
}
}
// Mix between rotations using the direction of the shortest route on the first frame while detecting crosses.
// Mix between rotations using the direction of the shortest route on the first frame.
float total, diff = r2 - r1;
diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
if (diff == 0) {
@ -391,7 +427,7 @@ namespace Spine {
var eventsItems = events.Items;
int i = 0, n = events.Count;
for (; i < n; i++) {
var e = eventsItems[i];
Event e = eventsItems[i];
if (e.time < trackLastWrapped) break;
if (e.time > animationEnd) continue; // Discard events outside animation start/end.
queue.Event(entry, e);
@ -414,9 +450,11 @@ namespace Spine {
}
/// <summary>
/// Removes all animations from all tracks, leaving skeletons in their previous pose.
/// <para>Removes all animations from all tracks, leaving skeletons in their current pose.</para>
/// <para>
/// It may be desired to use <see cref="AnimationState.SetEmptyAnimations(float)"/> to mix the skeletons back to the setup pose,
/// rather than leaving them in their previous pose.</summary>
/// rather than leaving them in their current pose.</para>
/// </summary>
public void ClearTracks () {
bool oldDrainDisabled = queue.drainDisabled;
queue.drainDisabled = true;
@ -429,9 +467,11 @@ namespace Spine {
}
/// <summary>
/// Removes all animations from the tracks, leaving skeletons in their previous pose.
/// It may be desired to use <see cref="AnimationState.SetEmptyAnimations(float)"/> to mix the skeletons back to the setup pose,
/// rather than leaving them in their previous pose.</summary>
/// <para>Removes all animations from the track, leaving skeletons in their current pose.</para>
/// <para>
/// It may be desired to use <see cref="AnimationState.SetEmptyAnimation(int, float)"/> to mix the skeletons back to the setup pose,
/// rather than leaving them in their current pose.</para>
/// </summary>
public void ClearTrack (int trackIndex) {
if (trackIndex >= tracks.Count) return;
TrackEntry current = tracks.Items[trackIndex];
@ -467,7 +507,7 @@ namespace Spine {
from.mixingTo = current;
current.mixTime = 0;
// Store interrupted mix percentage.
// Store the interrupted mix percentage.
if (from.mixingFrom != null && from.mixDuration > 0)
current.interruptAlpha *= Math.Min(1, from.mixTime / from.mixDuration);
@ -485,13 +525,12 @@ namespace Spine {
return SetAnimation(trackIndex, animation, loop);
}
/// <summary>Sets the current animation for a track, discarding any queued animations.</summary>
/// <param name="loop">If true, the animation will repeat.
/// If false, it will not, instead its last frame is applied if played beyond its duration.
/// In either case <see cref="TrackEntry.TrackEnd"/> determines when the track is cleared. </param>
/// <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>
/// <summary>Sets the current animation for a track, discarding any queued animations. If the formerly current track entry was never
/// applied to a skeleton, it is replaced (not mixed from).</summary>
/// <param name="loop">If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
/// duration. In either case<see cref="TrackEntry.TrackEnd"/> determines when the track is cleared.</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 SetAnimation (int trackIndex, Animation animation, bool loop) {
if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null.");
bool interrupt = true;
@ -504,7 +543,7 @@ namespace Spine {
queue.End(current);
DisposeNext(current);
current = current.mixingFrom;
interrupt = false;
interrupt = false; // mixingFrom is current again, but don't interrupt it twice.
} else {
DisposeNext(current);
}
@ -523,17 +562,16 @@ namespace Spine {
return AddAnimation(trackIndex, animation, loop, delay);
}
/// <summary>Adds an animation to be played delay seconds after the current or last queued animation
/// for a track. If the track is empty, it is equivalent to calling <see cref="SetAnimation"/>.</summary>
/// <summary>Adds an animation to be played after the current or last queued animation for a track. If the track is empty, it is
/// equivalent to calling <see cref="SetAnimation(int, Animation, bool)"/>.</summary>
/// <param name="delay">
/// delay Seconds to begin this animation after the start of the previous animation. If &lt;= 0, uses the duration of the
/// previous track entry minus any mix duration (from the <see cref="AnimationStateData"/>) 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 the duration.
/// If &gt; 0, sets <see cref="TrackEntry.Delay"/>. If &lt;= 0, the delay set is the duration of the previous track entry
/// minus any mix duration (from the {@link AnimationStateData}) plus the specified <code>Delay</code> (ie the mix
/// ends at (<code>Delay</code> = 0) or before (<code>Delay</code> &lt; 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 <see cref="AnimationState.Dispose"/></returns>
/// after the <see cref="AnimationState.Dispose"/> event occurs.</returns>
public TrackEntry AddAnimation (int trackIndex, Animation animation, bool loop, float delay) {
if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null.");
@ -569,7 +607,21 @@ namespace Spine {
}
/// <summary>
/// Sets an empty animation for a track, discarding any queued animations, and mixes to it over the specified mix duration.</summary>
/// <para>Sets an empty animation for a track, discarding any queued animations, and sets the track entry's
/// <see cref="TrackEntry.getMixDuration()"/>. An empty animation has no timelines and serves as a placeholder for mixing in or out.</para>
/// <para>
/// Mixing out is done by setting an empty animation with a mix duration using either <see cref="AnimationState.SetEmptyAnimation(int, float)"/>,
/// <see cref="AnimationState.SetEmptyAnimations(float)"/>, or <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/>. Mixing to an empty animation causes
/// the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation
/// transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of
/// 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
/// setup pose value if no lower tracks key the property to the value keyed in the new animation.</para>
/// </summary>
public TrackEntry SetEmptyAnimation (int trackIndex, float mixDuration) {
TrackEntry entry = SetAnimation(trackIndex, AnimationState.EmptyAnimation, false);
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 &lt;= 0 to use the animation
/// duration of the previous track minus any mix duration plus the negative delay.</param>
/// <param name="delay">If &gt; 0, sets <see cref="TrackEntry.Delay"/>. If &lt;= 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> &lt; 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"/> &gt;= 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> &lt;= 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();

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@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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;