import { AnimationEventType, type AnimationState, AnimationStateListener, type AssetLoader, BlendingModeSpineToC3, type Event, EventType, type Skeleton, type SkeletonRendererCore, type SpineBoundsProvider, type TextureAtlas, TrackEntry } from "@esotericsoftware/spine-construct3-lib"; const C3 = globalThis.C3; const spine = globalThis.spine; spine.Skeleton.yDown = true; class DrawingInstance extends globalThis.ISDKWorldInstanceBase { propAtlas = ""; propSkel = ""; propSkin: string[] = []; propAnimation?: string; propOffsetX = 0; propOffsetY = 0; propOffsetAngle = 0; propScaleX = 1; propScaleY = 1; textureAtlas?: TextureAtlas; renderer?: IRenderer; atlasLoaded = false; atlasLoading = false; skeletonLoaded = false; skeletonLoading = false; skeleton?: Skeleton; state?: AnimationState; private assetLoader: AssetLoader; private skeletonRenderer: SkeletonRendererCore; constructor () { super(); const properties = this._getInitProperties(); if (properties) { this.propAtlas = properties[0] as string; this.propSkel = properties[1] as string; const skinProp = properties[2] as string; this.propSkin = skinProp === "" ? [] : skinProp.split(","); this.propAnimation = properties[3] as string; this.propOffsetX = properties[7] as number; this.propOffsetY = properties[8] as number; this.propOffsetAngle = properties[9] as number; this.propScaleX = properties[10] as number; this.propScaleY = properties[11] as number; console.log(properties); } this.assetLoader = new spine.AssetLoader("runtime"); this.skeletonRenderer = new spine.SkeletonRendererCore(); this._setTicking(true); } _tick (): void { const { renderer } = this; if (!renderer) return; if (!this.atlasLoaded) { this._loadAtlas(); return; } if (!this.skeletonLoaded) { this.loadSkeleton(); return; } this.x++; this.x--; this.update(this.dt); } private async loadSkeleton () { if (this.skeletonLoading) return; if (!this.atlasLoaded) return; this.skeletonLoading = true; const propValue = this.propSkel; if (this.atlasLoaded && this.textureAtlas) { const skeletonData = await this.assetLoader.loadSkeletonRuntime(propValue, this.textureAtlas, 1, this.plugin.runtime); if (!skeletonData) return; this.skeleton = new spine.Skeleton(skeletonData); const animationStateData = new spine.AnimationStateData(skeletonData); this.state = new spine.AnimationState(animationStateData); if (this.propAnimation) { this.setAnimation(0, this.propAnimation, true); } this._setSkin(); this.update(0); // Initially, width and height are values set on C3 Editor side that allows to determine the right scale this.skeleton.scaleX = this.propScaleX; this.skeleton.scaleY = this.propScaleY; // this.setSize(this._spineBounds.width * this.skeleton.scaleX, this._spineBounds.height * -this.skeleton.scaleY); // this.setOrigin(-this._spineBounds.x * this.skeleton.scaleX / this.width, this._spineBounds.y * this.skeleton.scaleY / this.height); this.skeletonLoaded = true; this._trigger(C3.Plugins.EsotericSoftware_SpineConstruct3.Cnds.OnSkeletonLoaded); } } public triggeredEventTrack = -1; public triggeredEventAnimation = ""; public triggeredEventName = ""; public triggeredEventData?: Event; private triggetAnimationEvent (eventName: string, track: number, animation: string, event?: Event) { this.triggeredEventTrack = track; this.triggeredEventAnimation = animation; this.triggeredEventName = eventName; this.triggeredEventData = event; this._trigger(C3.Plugins.EsotericSoftware_SpineConstruct3.Cnds.OnAnimationEvent); } public setAnimation (track: number, animation: string, loop = false) { const trackEntry = this.state?.setAnimation(track, animation, loop); if (!trackEntry) return; trackEntry.listener = { start: () => { this.triggetAnimationEvent("start", track, animation); }, dispose: () => { this.triggetAnimationEvent("dispose", track, animation); }, event: (_, event) => { this.triggetAnimationEvent("event", track, animation, event); }, interrupt: () => { this.triggetAnimationEvent("interrupt", track, animation); }, end: () => { this.triggetAnimationEvent("end", track, animation); }, complete: () => { this.triggetAnimationEvent("complete", track, animation); }, } } public setSkin (skins: string[]) { this.propSkin = skins; this._setSkin(); } private _setSkin () { const { skeleton } = this; if (!skeleton) return; const skins = this.propSkin; if (skins.length === 0) { skeleton.skin = null; } else if (skins.length === 1) { const skinName = skins[0]; const skin = skeleton.data.findSkin(skinName); if (!skin) { // TODO: signal error return; } skeleton.setSkin(skins[0]); } else { const customSkin = new spine.Skin(skins.join(",")); for (const s of skins) { const skin = skeleton.data.findSkin(s) if (!skin) { // TODO: signal error return; } customSkin.addSkin(skin); } skeleton.setSkin(customSkin); } skeleton.setupPose(); this.update(0); } private update (delta: number) { const { state, skeleton } = this; if (!skeleton || !state) return; state.update(delta); skeleton.update(delta); state.apply(skeleton); skeleton.updateWorldTransform(spine.Physics.update); } private async _loadAtlas () { if (this.atlasLoading || !this.renderer) return; this.atlasLoading = true; const textureAtlas = await this.assetLoader.loadAtlasRuntime(this.propAtlas, this.plugin.runtime, this.renderer); if (!textureAtlas) return; this.textureAtlas = textureAtlas; this.atlasLoaded = true; } _release () { super._release(); } private tempVertices = new Float32Array(4096); private tempColors = new Float32Array(4096); _draw (renderer: IRenderer) { this.renderer ||= renderer; if (!this.isVisible) return; if (!this.isOnScreen) return; if (!this.skeleton) return; let command = this.skeletonRenderer.render(this.skeleton); const inv255 = 1 / 255; const offsetX = this.x + this.propOffsetX; const offsetY = this.y + this.propOffsetY; const offsetAngle = this.angle + this.propOffsetAngle; const cos = Math.cos(offsetAngle); const sin = Math.sin(offsetAngle); while (command) { const { numVertices, positions, uvs, colors, indices, numIndices, blendMode } = command; const vertices = this.tempVertices; const c3colors = this.tempColors; for (let i = 0; i < numVertices; i++) { const srcIndex = i * 2; const dstIndex = i * 3; const x = positions[srcIndex]; const y = positions[srcIndex + 1]; vertices[dstIndex] = x * cos - y * sin + offsetX; vertices[dstIndex + 1] = x * sin + y * cos + offsetY; vertices[dstIndex + 2] = 0; // there's something wrong with the hand after adding the colors on spineboy portal animation const color = colors[i]; const colorDst = i * 4; c3colors[colorDst] = (color >>> 16 & 0xFF) * inv255; c3colors[colorDst + 1] = (color >>> 8 & 0xFF) * inv255; c3colors[colorDst + 2] = (color & 0xFF) * inv255; c3colors[colorDst + 3] = (color >>> 24 & 0xFF) * inv255 * this.opacity; } renderer.setTexture(command.texture.texture); renderer.setBlendMode(spine.BlendingModeSpineToC3[blendMode]); renderer.drawMesh( vertices.subarray(0, numVertices * 3), uvs.subarray(0, numVertices * 2), indices.subarray(0, numIndices), c3colors.subarray(0, numVertices * 4), ); command = command.next; } } _saveToJson () { return { // data to be saved for savegames }; } _loadFromJson (o: JSONValue) { // load state for savegames } _setTestProperty (n: number) { // this._testProperty = n; } _getTestProperty () { // return this._testProperty; } }; C3.Plugins.EsotericSoftware_SpineConstruct3.Instance = DrawingInstance; export type { DrawingInstance as SDKInstanceClass };