/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using UnityEngine; namespace Spine.Unity { [DisallowMultipleComponent] public sealed class SkeletonAnimationFixedTimestep : MonoBehaviour { #region Inspector public SkeletonAnimation skeletonAnimation; [Tooltip("The duration of each frame in seconds. For 12fps: enter '1/12' in the Unity inspector.")] public float frameDeltaTime = 1 / 15f; [Header("Advanced")] [Tooltip("The maximum number of fixed timesteps. If the game framerate drops below the If the framerate is consistently faster than the limited frames, this does nothing.")] public int maxFrameSkip = 4; [Tooltip("If enabled, the Skeleton mesh will be updated only on the same frame when the animation is updated./n/nDisable this or call SkeletonAnimation.LateUpdate yourself if you are modifying the Skeleton using other components that don't run in the same fixed timestep.")] public bool frameskipMeshUpdate = true; [Tooltip("This is the amount the internal accumulator starts with. Set it to some fraction of your frame delta time if you want to stagger updates between multiple skeletons.")] public float timeOffset; #endregion float accumulatedTime = 0; bool requiresNewMesh; void OnValidate () { skeletonAnimation = GetComponent(); if (frameDeltaTime <= 0) frameDeltaTime = 1 / 60f; if (maxFrameSkip <= 1) maxFrameSkip = 1; } void Awake () { requiresNewMesh = true; accumulatedTime = timeOffset; } void Update () { if (skeletonAnimation.enabled) skeletonAnimation.enabled = false; accumulatedTime += Time.deltaTime; float frames = 0; while (accumulatedTime >= frameDeltaTime) { frames++; if (frames > maxFrameSkip) break; accumulatedTime -= frameDeltaTime; } if (frames > 0) { skeletonAnimation.Update(frames * frameDeltaTime); requiresNewMesh = true; } } void LateUpdate () { if (frameskipMeshUpdate && !requiresNewMesh) return; skeletonAnimation.LateUpdate(); requiresNewMesh = false; } } }