216 lines
7.6 KiB
C#

/*****************************************************************************
* Spine Extensions by Mitch Thompson and John Dy
* Full irrevocable rights and permissions granted to Esoteric Software
*****************************************************************************/
using UnityEngine;
using Spine;
namespace Spine.Unity {
public static class SkeletonExtensions {
const float ByteToFloat = 1f / 255f;
#region Colors
public static Color GetColor (this Skeleton s) { return new Color(s.r, s.g, s.b, s.a); }
public static Color GetColor (this RegionAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
public static Color GetColor (this MeshAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
public static Color GetColor (this WeightedMeshAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
public static void SetColor (this Skeleton skeleton, Color color) {
skeleton.A = color.a;
skeleton.R = color.r;
skeleton.G = color.g;
skeleton.B = color.b;
}
public static void SetColor (this Skeleton skeleton, Color32 color) {
skeleton.A = color.a * ByteToFloat;
skeleton.R = color.r * ByteToFloat;
skeleton.G = color.g * ByteToFloat;
skeleton.B = color.b * ByteToFloat;
}
public static void SetColor (this Slot slot, Color color) {
slot.A = color.a;
slot.R = color.r;
slot.G = color.g;
slot.B = color.b;
}
public static void SetColor (this Slot slot, Color32 color) {
slot.A = color.a * ByteToFloat;
slot.R = color.r * ByteToFloat;
slot.G = color.g * ByteToFloat;
slot.B = color.b * ByteToFloat;
}
public static void SetColor (this RegionAttachment attachment, Color color) {
attachment.A = color.a;
attachment.R = color.r;
attachment.G = color.g;
attachment.B = color.b;
}
public static void SetColor (this RegionAttachment attachment, Color32 color) {
attachment.A = color.a * ByteToFloat;
attachment.R = color.r * ByteToFloat;
attachment.G = color.g * ByteToFloat;
attachment.B = color.b * ByteToFloat;
}
public static void SetColor (this MeshAttachment attachment, Color color) {
attachment.A = color.a;
attachment.R = color.r;
attachment.G = color.g;
attachment.B = color.b;
}
public static void SetColor (this MeshAttachment attachment, Color32 color) {
attachment.A = color.a * ByteToFloat;
attachment.R = color.r * ByteToFloat;
attachment.G = color.g * ByteToFloat;
attachment.B = color.b * ByteToFloat;
}
public static void SetColor (this WeightedMeshAttachment attachment, Color color) {
attachment.A = color.a;
attachment.R = color.r;
attachment.G = color.g;
attachment.B = color.b;
}
public static void SetColor (this WeightedMeshAttachment attachment, Color32 color) {
attachment.A = color.a * ByteToFloat;
attachment.R = color.r * ByteToFloat;
attachment.G = color.g * ByteToFloat;
attachment.B = color.b * ByteToFloat;
}
#endregion
#region Bone Position
public static void SetPosition (this Bone bone, Vector2 position) {
bone.X = position.x;
bone.Y = position.y;
}
public static void SetPosition (this Bone bone, Vector3 position) {
bone.X = position.x;
bone.Y = position.y;
}
public static Vector2 GetSkeletonSpacePosition (this Bone bone) {
return new Vector2(bone.worldX, bone.worldY);
}
public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform parentTransform) {
return parentTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY));
}
#endregion
#region Posing
/// <summary>
/// Shortcut for posing a skeleton at a specific time. Time is in seconds. (frameNumber / 30f) will give you seconds.
/// If you need to do this often, you should get the Animation object yourself using skeleton.data.FindAnimation. and call Apply on that.</summary>
/// <param name = "skeleton">The skeleton to pose.</param>
/// <param name="animationName">The name of the animation to use.</param>
/// <param name = "time">The time of the pose within the animation.</param>
/// <param name = "loop">Wraps the time around if it is longer than the duration of the animation.</param>
public static void PoseWithAnimation (this Skeleton skeleton, string animationName, float time, bool loop) {
// Fail loud when skeleton.data is null.
Spine.Animation animation = skeleton.data.FindAnimation(animationName);
if (animation == null) return;
animation.Apply(skeleton, 0, time, loop, null);
}
/// <summary>Resets the DrawOrder to the Setup Pose's draw order</summary>
public static void SetDrawOrderToSetupPose (this Skeleton skeleton) {
var slotsItems = skeleton.slots.Items;
int n = skeleton.slots.Count;
var drawOrder = skeleton.drawOrder;
drawOrder.Clear(false);
drawOrder.GrowIfNeeded(n);
System.Array.Copy(slotsItems, drawOrder.Items, n);
}
/// <summary>Resets the color of a slot to Setup Pose value.</summary>
public static void SetColorToSetupPose (this Slot slot) {
slot.r = slot.data.r;
slot.g = slot.data.g;
slot.b = slot.data.b;
slot.a = slot.data.a;
}
/// <summary>Sets a slot's attachment to setup pose. If you have the slotIndex, Skeleton.SetSlotAttachmentToSetupPose is faster.</summary>
public static void SetAttachmentToSetupPose (this Slot slot) {
var slotData = slot.data;
slot.Attachment = slot.bone.skeleton.GetAttachment(slotData.name, slotData.attachmentName);
}
/// <summary>Resets the attachment of slot at a given slotIndex to setup pose. This is faster than Slot.SetAttachmentToSetupPose.</summary>
public static void SetSlotAttachmentToSetupPose (this Skeleton skeleton, int slotIndex) {
var slot = skeleton.slots.Items[slotIndex];
var attachment = skeleton.GetAttachment(slotIndex, slot.data.attachmentName);
slot.Attachment = attachment;
}
/// <summary>Resets Skeleton parts to Setup Pose according to a Spine.Animation's keyed items.</summary>
public static void SetKeyedItemsToSetupPose (this Animation animation, Skeleton skeleton) {
var timelinesItems = animation.timelines.Items;
for (int i = 0, n = timelinesItems.Length; i < n; i++)
timelinesItems[i].SetToSetupPose(skeleton);
}
public static void SetToSetupPose (this Timeline timeline, Skeleton skeleton) {
if (timeline != null) {
// sorted according to assumed likelihood here
// Bone
if (timeline is RotateTimeline) {
var bone = skeleton.bones.Items[((RotateTimeline)timeline).boneIndex];
bone.rotation = bone.data.rotation;
} else if (timeline is TranslateTimeline) {
var bone = skeleton.bones.Items[((TranslateTimeline)timeline).boneIndex];
bone.x = bone.data.x;
bone.y = bone.data.y;
} else if (timeline is ScaleTimeline) {
var bone = skeleton.bones.Items[((ScaleTimeline)timeline).boneIndex];
bone.scaleX = bone.data.scaleX;
bone.scaleY = bone.data.scaleY;
// Attachment
} else if (timeline is FfdTimeline) {
var slot = skeleton.slots.Items[((FfdTimeline)timeline).slotIndex];
slot.attachmentVerticesCount = 0;
// Slot
} else if (timeline is AttachmentTimeline) {
skeleton.SetSlotAttachmentToSetupPose(((AttachmentTimeline)timeline).slotIndex);
} else if (timeline is ColorTimeline) {
skeleton.slots.Items[((ColorTimeline)timeline).slotIndex].SetColorToSetupPose();
// Constraint
} else if (timeline is IkConstraintTimeline) {
var ikTimeline = (IkConstraintTimeline)timeline;
var ik = skeleton.ikConstraints.Items[ikTimeline.ikConstraintIndex];
var data = ik.data;
ik.bendDirection = data.bendDirection;
ik.mix = data.mix;
// Skeleton
} else if (timeline is DrawOrderTimeline) {
skeleton.SetDrawOrderToSetupPose();
}
}
}
#endregion
}
}