204 lines
8.4 KiB
C#

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2025, 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.
*****************************************************************************/
#if !SPINE_AUTO_UPGRADE_COMPONENTS_OFF
#define AUTO_UPGRADE_TO_43_COMPONENTS
#endif
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity {
public enum UpdateMode {
Nothing = 0,
OnlyAnimationStatus,
OnlyEventTimelines = 4, // added as index 4 to keep scene behavior unchanged.
EverythingExceptMesh = 2,
FullUpdate,
//Reserved 4 for OnlyEventTimelines
};
public enum UpdateTiming {
ManualUpdate = 0,
InUpdate,
InFixedUpdate,
InLateUpdate
}
public delegate void SkeletonAnimationDelegate (ISkeletonAnimation animated);
public delegate void SkeletonRendererDelegate (ISkeletonRenderer skeletonRenderer);
public delegate void InstructionDelegate (SkeletonRendererInstruction instruction);
public interface ISpineComponent { }
public static class ISpineComponentExtensions {
public static bool IsNullOrDestroyed (this ISpineComponent component) {
if (component == null) return true;
return (UnityEngine.Object)component == null;
}
}
/// <summary>A Spine-Unity Component that animates a Skeleton but not necessarily with a Spine.AnimationState.</summary>
public interface ISkeletonAnimation : IHasSkeletonRenderer, ISpineComponent {
event SkeletonAnimationDelegate OnAnimationRebuild;
event SkeletonAnimationDelegate BeforeUpdate;
event SkeletonAnimationDelegate BeforeApply;
event SkeletonRendererDelegate UpdateLocal;
event SkeletonRendererDelegate UpdateWorld;
event SkeletonRendererDelegate UpdateComplete;
MonoBehaviour Component { get; }
Skeleton Skeleton { get; }
bool IsValid { get; }
UpdateMode UpdateMode { get; set; }
UpdateTiming UpdateTiming { get; set; }
void EnsureRendererEventsSubscribed ();
void Initialize (bool overwrite, bool quiet = false, bool calledFromRendererCallback = false);
void InitializeAnimationComponent ();
void ClearAnimationState ();
void ApplyAnimation (bool calledFromMainThread = true);
CoroutineIterator ApplyAnimationSplit (CoroutineIterator coroutineIterator);
void UpdateOncePerFrame (float deltaTime);
void Update (float deltaTime);
void OnBecameVisibleFromMode (UpdateMode previousUpdateMode);
}
/// <summary>Holds a reference to a SkeletonDataAsset.</summary>
public interface IHasSkeletonDataAsset : ISpineComponent {
/// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
SkeletonDataAsset SkeletonDataAsset { get; }
}
public interface IHasModifyableSkeletonDataAsset : IHasSkeletonDataAsset, ISpineComponent {
/// <summary>Set the SkeletonDataAsset of the Spine Component.
/// Initialize(overwrite:true) has to be called at the target component
/// afterwards.</summary>
new SkeletonDataAsset SkeletonDataAsset { get; set; }
}
/// <summary>A Spine-Unity Component that manages a Spine.Skeleton instance, instantiated from a SkeletonDataAsset.</summary>
public interface ISkeletonComponent : IHasModifyableSkeletonDataAsset, ISpineComponent {
/// <summary>Accesses the Spine.Skeleton instance of the Spine Component. This is equivalent to SkeletonRenderer's .skeleton.</summary>
Skeleton Skeleton { get; set; }
MonoBehaviour Component { get; }
}
/// <summary>A Spine-Unity Component that uses a Spine.AnimationState to animate its skeleton.</summary>
public interface IAnimationStateComponent : ISpineComponent {
/// <summary>Gets the Spine.AnimationState of the animated Spine Component. This is equivalent to SkeletonAnimation.state.</summary>
AnimationState AnimationState { get; }
/// <summary>If enabled, AnimationState time is advanced by Unscaled Game Time
/// (<c>Time.unscaledDeltaTime</c> instead of the default Game Time(<c>Time.deltaTime</c>).
/// to animate independent of game <c>Time.timeScale</c>.
/// Instance SkeletonGraphic.timeScale and SkeletonAnimation.timeScale will still be applied.</summary>
bool UnscaledTime { get; set; }
}
/// <summary>A Spine-Unity Component that holds a reference to a skeleton renderer.</summary>
public interface IHasSkeletonRenderer : ISpineComponent {
ISkeletonRenderer Renderer { get; }
}
/// <summary>A Spine-Unity Component that holds a reference to an ISkeletonComponent.</summary>
public interface IHasSkeletonComponent : ISpineComponent {
ISkeletonComponent SkeletonComponent { get; }
}
public interface ISkeletonRendererEvents {
event SkeletonRendererDelegate UpdateLocal;
event SkeletonRendererDelegate UpdateWorld;
event SkeletonRendererDelegate UpdateComplete;
/// <summary>OnRebuild is raised after the Skeleton is successfully initialized.</summary>
event SkeletonRendererDelegate OnRebuild;
/// <summary>OnMeshAndMaterialsUpdated is called at the end of LateUpdate after the Mesh and
/// all materials have been updated.</summary>
event SkeletonRendererDelegate OnMeshAndMaterialsUpdated;
}
public interface IThreadedRenderer {
bool IsUpdatedExternally { get; set; }
bool RequiresMeshBufferAssignmentMainThread { get; }
void UpdateMeshAndMaterialsToBuffers ();
void MainThreadPrepareLateUpdateInternal();
void LateUpdateImplementation (bool calledFromMainThread);
}
// combined interfaces
public interface ISkeletonRenderer : ISkeletonComponent, ISkeletonRendererEvents,
IHasModifyableSkeletonDataAsset, IThreadedRenderer {
ISkeletonAnimation Animation { get; set; }
Dictionary<Slot, Material> CustomSlotMaterials { get; }
bool EnableSeparatorSlots { get; set; }
List<Slot> SeparatorSlots { get; }
bool Freeze { get; }
bool HasGenerateMeshOverride { get; }
string InitialSkinName { get; set; }
bool IsValid { get; }
MeshGenerator.Settings MeshSettings { get; set; }
UpdateMode UpdateMode { get; set; }
UpdateMode UpdateWhenInvisible { get; set; }
float MeshScale { get; }
Vector2 PhysicsPositionInheritanceFactor { get; set; }
float PhysicsRotationInheritanceFactor { get; set; }
#if UNITY_EDITOR
bool EditorSkipSkinSync { get; set; }
#endif
event Spine.Unity.InstructionDelegate GenerateMeshOverride;
event Spine.Unity.MeshGeneratorDelegate OnPostProcessVertices;
void ClearSkeletonState ();
void ClearState ();
void Initialize (bool overwrite, bool quiet = false);
void GatherTransformMovementForPhysics ();
void ApplyTransformMovementToPhysics();
void AfterAnimationApplied (bool calledFromMainThread = true);
CoroutineIterator AfterAnimationAppliedSplit (CoroutineIterator coroutineIterator);
void LateUpdate ();
void UpdateMesh (bool calledFromMainThread = true);
void UpdateMaterials ();
void FindAndApplySeparatorSlots (Func<string, bool> slotNamePredicate, bool clearExistingSeparators = true, bool updateStringArray = false);
void FindAndApplySeparatorSlots (string startsWith, bool clearExistingSeparators = true, bool updateStringArray = false);
void ReapplySeparatorSlotNames ();
}
public interface IUpgradable {
#if UNITY_EDITOR && AUTO_UPGRADE_TO_43_COMPONENTS
void UpgradeTo43 ();
#endif
}
}