499 lines
22 KiB
C#

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, 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.
*
* THIS SOFTWARE IS 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 THIS SOFTWARE,
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System.Collections.Generic;
namespace Spine.Unity {
[RequireComponent(typeof(Animator))]
public class SkeletonMecanim : SkeletonRenderer, ISkeletonAnimation {
[SerializeField] protected MecanimTranslator translator;
public MecanimTranslator Translator { get { return translator; } }
#region Bone Callbacks (ISkeletonAnimation)
protected event UpdateBonesDelegate _UpdateLocal;
protected event UpdateBonesDelegate _UpdateWorld;
protected event UpdateBonesDelegate _UpdateComplete;
/// <summary>
/// Occurs after the animations are applied and before world space values are resolved.
/// Use this callback when you want to set bone local values.</summary>
public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } }
/// <summary>
/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
/// Using this callback will cause the world space values to be solved an extra time.
/// Use this callback if want to use bone world space values, and also set bone local values.</summary>
public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } }
/// <summary>
/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
/// Use this callback if you want to use bone world space values, but don't intend to modify bone local values.
/// This callback can also be used when setting world position and the bone matrix.</summary>
public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
#endregion
public override void Initialize (bool overwrite) {
if (valid && !overwrite) return;
base.Initialize(overwrite);
if (!valid) return;
if (translator == null) translator = new MecanimTranslator();
translator.Initialize(GetComponent<Animator>(), this.skeletonDataAsset);
}
public void Update () {
if (!valid) return;
#if UNITY_EDITOR
var translatorAnimator = translator.Animator;
if (translatorAnimator != null && !translatorAnimator.isInitialized)
translatorAnimator.Rebind();
if (Application.isPlaying) {
translator.Apply(skeleton);
} else {
if (translatorAnimator != null && translatorAnimator.isInitialized &&
translatorAnimator.isActiveAndEnabled && translatorAnimator.runtimeAnimatorController != null) {
// Note: Rebind is required to prevent warning "Animator is not playing an AnimatorController" with prefabs
translatorAnimator.Rebind();
translator.Apply(skeleton);
}
}
#else
translator.Apply(skeleton);
#endif
// UpdateWorldTransform and Bone Callbacks
{
if (_UpdateLocal != null)
_UpdateLocal(this);
skeleton.UpdateWorldTransform();
if (_UpdateWorld != null) {
_UpdateWorld(this);
skeleton.UpdateWorldTransform();
}
if (_UpdateComplete != null)
_UpdateComplete(this);
}
}
[System.Serializable]
public class MecanimTranslator {
#region Inspector
public bool autoReset = true;
public MixMode[] layerMixModes = new MixMode[0];
public MixBlend[] layerBlendModes = new MixBlend[0];
#endregion
public enum MixMode { AlwaysMix, MixNext, SpineStyle }
readonly Dictionary<int, Spine.Animation> animationTable = new Dictionary<int, Spine.Animation>(IntEqualityComparer.Instance);
readonly Dictionary<AnimationClip, int> clipNameHashCodeTable = new Dictionary<AnimationClip, int>(AnimationClipEqualityComparer.Instance);
readonly List<Animation> previousAnimations = new List<Animation>();
protected class ClipInfos {
public bool isInterruptionActive = false;
public bool isLastFrameOfInterruption = false;
public int clipInfoCount = 0;
public int nextClipInfoCount = 0;
public int interruptingClipInfoCount = 0;
public readonly List<AnimatorClipInfo> clipInfos = new List<AnimatorClipInfo>();
public readonly List<AnimatorClipInfo> nextClipInfos = new List<AnimatorClipInfo>();
public readonly List<AnimatorClipInfo> interruptingClipInfos = new List<AnimatorClipInfo>();
public AnimatorStateInfo stateInfo;
public AnimatorStateInfo nextStateInfo;
public AnimatorStateInfo interruptingStateInfo;
public float interruptingClipTimeAddition = 0;
}
protected ClipInfos[] layerClipInfos = new ClipInfos[0];
Animator animator;
public Animator Animator { get { return this.animator; } }
public void Initialize(Animator animator, SkeletonDataAsset skeletonDataAsset) {
this.animator = animator;
previousAnimations.Clear();
animationTable.Clear();
var data = skeletonDataAsset.GetSkeletonData(true);
foreach (var a in data.Animations)
animationTable.Add(a.Name.GetHashCode(), a);
clipNameHashCodeTable.Clear();
ClearClipInfosForLayers();
}
public void Apply (Skeleton skeleton) {
if (layerMixModes.Length < animator.layerCount) {
System.Array.Resize<MixMode>(ref layerMixModes, animator.layerCount);
layerMixModes[animator.layerCount-1] = MixMode.SpineStyle;
}
#if UNITY_EDITOR
if (!Application.isPlaying) {
GetLayerBlendModes();
}
#endif
InitClipInfosForLayers();
for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
GetStateUpdatesFromAnimator(layer);
}
//skeleton.Update(Time.deltaTime); // Doesn't actually do anything, currently. (Spine 3.6).
// Clear Previous
if (autoReset) {
var previousAnimations = this.previousAnimations;
for (int i = 0, n = previousAnimations.Count; i < n; i++)
previousAnimations[i].SetKeyedItemsToSetupPose(skeleton);
previousAnimations.Clear();
for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer); // Animator.GetLayerWeight always returns 0 on the first layer. Should be interpreted as 1.
if (layerWeight <= 0) continue;
AnimatorStateInfo nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
bool hasNext = nextStateInfo.fullPathHash != 0;
int clipInfoCount, nextClipInfoCount, interruptingClipInfoCount;
IList<AnimatorClipInfo> clipInfo, nextClipInfo, interruptingClipInfo;
bool isInterruptionActive, shallInterpolateWeightTo1;
GetAnimatorClipInfos(layer, out isInterruptionActive, out clipInfoCount, out nextClipInfoCount, out interruptingClipInfoCount,
out clipInfo, out nextClipInfo, out interruptingClipInfo, out shallInterpolateWeightTo1);
for (int c = 0; c < clipInfoCount; c++) {
var info = clipInfo[c];
float weight = info.weight * layerWeight; if (weight == 0) continue;
previousAnimations.Add(GetAnimation(info.clip));
}
if (hasNext) {
for (int c = 0; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c];
float weight = info.weight * layerWeight; if (weight == 0) continue;
previousAnimations.Add(GetAnimation(info.clip));
}
}
if (isInterruptionActive) {
for (int c = 0; c < interruptingClipInfoCount; c++)
{
var info = interruptingClipInfo[c];
float clipWeight = shallInterpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
float weight = clipWeight * layerWeight; if (weight == 0) continue;
previousAnimations.Add(GetAnimation(info.clip));
}
}
}
}
// Apply
for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer); // Animator.GetLayerWeight always returns 0 on the first layer. Should be interpreted as 1.
bool isInterruptionActive;
AnimatorStateInfo stateInfo;
AnimatorStateInfo nextStateInfo;
AnimatorStateInfo interruptingStateInfo;
float interruptingClipTimeAddition;
GetAnimatorStateInfos(layer, out isInterruptionActive, out stateInfo, out nextStateInfo, out interruptingStateInfo, out interruptingClipTimeAddition);
bool hasNext = nextStateInfo.fullPathHash != 0;
int clipInfoCount, nextClipInfoCount, interruptingClipInfoCount;
IList<AnimatorClipInfo> clipInfo, nextClipInfo, interruptingClipInfo;
bool shallInterpolateWeightTo1;
GetAnimatorClipInfos(layer, out isInterruptionActive, out clipInfoCount, out nextClipInfoCount, out interruptingClipInfoCount,
out clipInfo, out nextClipInfo, out interruptingClipInfo, out shallInterpolateWeightTo1);
MixMode mode = layerMixModes[layer];
MixBlend layerBlendMode = (layer < layerBlendModes.Length) ? layerBlendModes[layer] : MixBlend.Replace;
if (mode == MixMode.AlwaysMix) {
// Always use Mix instead of Applying the first non-zero weighted clip.
for (int c = 0; c < clipInfoCount; c++) {
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, layerBlendMode, MixDirection.In);
}
if (hasNext) {
for (int c = 0; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime, info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, layerBlendMode, MixDirection.In);
}
}
if (isInterruptionActive) {
for (int c = 0; c < interruptingClipInfoCount; c++)
{
var info = interruptingClipInfo[c];
float clipWeight = shallInterpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
float weight = clipWeight * layerWeight; if (weight == 0) continue;
GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(interruptingStateInfo.normalizedTime + interruptingClipTimeAddition, info.clip.length, interruptingStateInfo.speed < 0),
interruptingStateInfo.loop, null, weight, layerBlendMode, MixDirection.In);
}
}
} else { // case MixNext || SpineStyle
// Apply first non-zero weighted clip
int c = 0;
for (; c < clipInfoCount; c++) {
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, 1f, layerBlendMode, MixDirection.In);
break;
}
// Mix the rest
for (; c < clipInfoCount; c++) {
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, layerBlendMode, MixDirection.In);
}
c = 0;
if (hasNext) {
// Apply next clip directly instead of mixing (ie: no crossfade, ignores mecanim transition weights)
if (mode == MixMode.SpineStyle) {
for (; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime, info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, 1f, layerBlendMode, MixDirection.In);
break;
}
}
// Mix the rest
for (; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime, info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, layerBlendMode, MixDirection.In);
}
}
c = 0;
if (isInterruptionActive) {
// Apply next clip directly instead of mixing (ie: no crossfade, ignores mecanim transition weights)
if (mode == MixMode.SpineStyle) {
for (; c < interruptingClipInfoCount; c++) {
var info = interruptingClipInfo[c];
float clipWeight = shallInterpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
float weight = clipWeight * layerWeight; if (weight == 0) continue;
GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(interruptingStateInfo.normalizedTime + interruptingClipTimeAddition, info.clip.length, interruptingStateInfo.speed < 0), interruptingStateInfo.loop, null, 1f, layerBlendMode, MixDirection.In);
break;
}
}
// Mix the rest
for (; c < interruptingClipInfoCount; c++) {
var info = interruptingClipInfo[c];
float clipWeight = shallInterpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
float weight = clipWeight * layerWeight; if (weight == 0) continue;
GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(interruptingStateInfo.normalizedTime + interruptingClipTimeAddition, info.clip.length, interruptingStateInfo.speed < 0), interruptingStateInfo.loop, null, weight, layerBlendMode, MixDirection.In);
}
}
}
}
}
static float AnimationTime (float normalizedTime, float clipLength, bool loop, bool reversed) {
if (reversed)
normalizedTime = (1 - normalizedTime + (int)normalizedTime) + (int)normalizedTime;
float time = normalizedTime * clipLength;
if (loop) return time;
const float EndSnapEpsilon = 1f / 30f; // Workaround for end-duration keys not being applied.
return (clipLength - time < EndSnapEpsilon) ? clipLength : time; // return a time snapped to clipLength;
}
static float AnimationTime (float normalizedTime, float clipLength, bool reversed) {
if (reversed)
normalizedTime = (1 - normalizedTime + (int)normalizedTime) + (int)normalizedTime;
return normalizedTime * clipLength;
}
void InitClipInfosForLayers () {
if (layerClipInfos.Length < animator.layerCount) {
System.Array.Resize<ClipInfos>(ref layerClipInfos, animator.layerCount);
for (int layer = 0, n = animator.layerCount; layer < n; ++layer) {
if (layerClipInfos[layer] == null)
layerClipInfos[layer] = new ClipInfos();
}
}
}
void ClearClipInfosForLayers () {
for (int layer = 0, n = layerClipInfos.Length; layer < n; ++layer) {
if (layerClipInfos[layer] == null)
layerClipInfos[layer] = new ClipInfos();
else {
layerClipInfos[layer].isInterruptionActive = false;
layerClipInfos[layer].isLastFrameOfInterruption = false;
layerClipInfos[layer].clipInfos.Clear();
layerClipInfos[layer].nextClipInfos.Clear();
layerClipInfos[layer].interruptingClipInfos.Clear();
}
}
}
#if UNITY_EDITOR
void GetLayerBlendModes() {
if (layerBlendModes.Length < animator.layerCount) {
System.Array.Resize<MixBlend>(ref layerBlendModes, animator.layerCount);
}
for (int layer = 0, n = animator.layerCount; layer < n; ++layer) {
var controller = animator.runtimeAnimatorController as UnityEditor.Animations.AnimatorController;
if (controller != null) {
layerBlendModes[layer] = MixBlend.First;
if (layer > 0) {
layerBlendModes[layer] = controller.layers[layer].blendingMode == UnityEditor.Animations.AnimatorLayerBlendingMode.Additive ?
MixBlend.Add : MixBlend.Replace;
}
}
}
}
#endif
void GetStateUpdatesFromAnimator (int layer) {
var layerInfos = layerClipInfos[layer];
int clipInfoCount = animator.GetCurrentAnimatorClipInfoCount(layer);
int nextClipInfoCount = animator.GetNextAnimatorClipInfoCount(layer);
var clipInfos = layerInfos.clipInfos;
var nextClipInfos = layerInfos.nextClipInfos;
var interruptingClipInfos = layerInfos.interruptingClipInfos;
layerInfos.isInterruptionActive = (clipInfoCount == 0 && clipInfos.Count != 0 &&
nextClipInfoCount == 0 && nextClipInfos.Count != 0);
// Note: during interruption, GetCurrentAnimatorClipInfoCount and GetNextAnimatorClipInfoCount
// are returning 0 in calls above. Therefore we keep previous clipInfos and nextClipInfos
// until the interruption is over.
if (layerInfos.isInterruptionActive) {
// Note: The last frame of a transition interruption
// will have fullPathHash set to 0, therefore we have to use previous
// frame's infos about interruption clips and correct some values
// accordingly (normalizedTime and weight).
var interruptingStateInfo = animator.GetNextAnimatorStateInfo(layer);
layerInfos.isLastFrameOfInterruption = interruptingStateInfo.fullPathHash == 0;
if (!layerInfos.isLastFrameOfInterruption) {
layerInfos.interruptingClipInfoCount = interruptingClipInfos.Count;
animator.GetNextAnimatorClipInfo(layer, interruptingClipInfos);
float oldTime = layerInfos.interruptingStateInfo.normalizedTime;
float newTime = interruptingStateInfo.normalizedTime;
layerInfos.interruptingClipTimeAddition = newTime - oldTime;
layerInfos.interruptingStateInfo = interruptingStateInfo;
}
} else {
layerInfos.clipInfoCount = clipInfoCount;
layerInfos.nextClipInfoCount = nextClipInfoCount;
layerInfos.interruptingClipInfoCount = 0;
layerInfos.isLastFrameOfInterruption = false;
if (clipInfos.Capacity < clipInfoCount) clipInfos.Capacity = clipInfoCount;
if (nextClipInfos.Capacity < nextClipInfoCount) nextClipInfos.Capacity = nextClipInfoCount;
animator.GetCurrentAnimatorClipInfo(layer, clipInfos);
animator.GetNextAnimatorClipInfo(layer, nextClipInfos);
layerInfos.stateInfo = animator.GetCurrentAnimatorStateInfo(layer);
layerInfos.nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
}
}
void GetAnimatorClipInfos (
int layer,
out bool isInterruptionActive,
out int clipInfoCount,
out int nextClipInfoCount,
out int interruptingClipInfoCount,
out IList<AnimatorClipInfo> clipInfo,
out IList<AnimatorClipInfo> nextClipInfo,
out IList<AnimatorClipInfo> interruptingClipInfo,
out bool shallInterpolateWeightTo1) {
var layerInfos = layerClipInfos[layer];
isInterruptionActive = layerInfos.isInterruptionActive;
clipInfoCount = layerInfos.clipInfoCount;
nextClipInfoCount = layerInfos.nextClipInfoCount;
interruptingClipInfoCount = layerInfos.interruptingClipInfoCount;
clipInfo = layerInfos.clipInfos;
nextClipInfo = layerInfos.nextClipInfos;
interruptingClipInfo = isInterruptionActive ? layerInfos.interruptingClipInfos : null;
shallInterpolateWeightTo1 = layerInfos.isLastFrameOfInterruption;
}
void GetAnimatorStateInfos (
int layer,
out bool isInterruptionActive,
out AnimatorStateInfo stateInfo,
out AnimatorStateInfo nextStateInfo,
out AnimatorStateInfo interruptingStateInfo,
out float interruptingClipTimeAddition) {
var layerInfos = layerClipInfos[layer];
isInterruptionActive = layerInfos.isInterruptionActive;
stateInfo = layerInfos.stateInfo;
nextStateInfo = layerInfos.nextStateInfo;
interruptingStateInfo = layerInfos.interruptingStateInfo;
interruptingClipTimeAddition = layerInfos.isLastFrameOfInterruption ? layerInfos.interruptingClipTimeAddition : 0;
}
Spine.Animation GetAnimation (AnimationClip clip) {
int clipNameHashCode;
if (!clipNameHashCodeTable.TryGetValue(clip, out clipNameHashCode)) {
clipNameHashCode = clip.name.GetHashCode();
clipNameHashCodeTable.Add(clip, clipNameHashCode);
}
Spine.Animation animation;
animationTable.TryGetValue(clipNameHashCode, out animation);
return animation;
}
class AnimationClipEqualityComparer : IEqualityComparer<AnimationClip> {
internal static readonly IEqualityComparer<AnimationClip> Instance = new AnimationClipEqualityComparer();
public bool Equals (AnimationClip x, AnimationClip y) { return x.GetInstanceID() == y.GetInstanceID(); }
public int GetHashCode (AnimationClip o) { return o.GetInstanceID(); }
}
class IntEqualityComparer : IEqualityComparer<int> {
internal static readonly IEqualityComparer<int> Instance = new IntEqualityComparer();
public bool Equals (int x, int y) { return x == y; }
public int GetHashCode(int o) { return o; }
}
}
}
}