/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System.Collections.Generic; using UnityEngine; using UnityEngine.Playables; using UnityEngine.Timeline; namespace Spine.Unity.Playables { [TrackColor(0.9960785f, 0.2509804f, 0.003921569f)] [TrackClipType(typeof(SpineAnimationStateClip))] [TrackBindingType(typeof(SkeletonAnimation))] public class SpineAnimationStateTrack : TrackAsset { public int trackIndex = 0; public override Playable CreateTrackMixer (PlayableGraph graph, GameObject go, int inputCount) { IEnumerable clips = this.GetClips(); foreach (TimelineClip clip in clips) { var animationStateClip = clip.asset as SpineAnimationStateClip; if (animationStateClip != null) animationStateClip.timelineClip = clip; } var scriptPlayable = ScriptPlayable.Create(graph, inputCount); #if UNITY_EDITOR WarnIfDuplicateTrackIndex(); #endif var mixerBehaviour = scriptPlayable.GetBehaviour(); mixerBehaviour.trackIndex = this.trackIndex; return scriptPlayable; } #if UNITY_EDITOR static float lastWarningTime = 0; public void WarnIfDuplicateTrackIndex () { if (Time.frameCount == lastWarningTime) // only warn once. return; lastWarningTime = Time.frameCount; var rootTracks = timelineAsset.GetRootTracks(); List trackIndices = new List(); int trackFromTop = -1; // first invisible track is marker track, skipped. foreach (var track in rootTracks) { ++trackFromTop; if (track.GetType() != typeof(SpineAnimationStateTrack)) continue; var animationStateTrack = (SpineAnimationStateTrack)track; int trackIndex = animationStateTrack.trackIndex; if (trackIndices.Contains(trackIndex)) { Debug.LogWarning(string.Format("Please change the 'Track Index' Inspector property " + "at Track number {0} from the top, both tracks are setting animations at track index '{1}'.", trackFromTop, trackIndex)); } else trackIndices.Add(trackIndex); } } #endif } }