spine-runtimes/spine-csharp/src/AnimationState.cs
NathanSweet 60ac4d7533 Don't use properties internally.
Mono is slower using properties.
2013-09-23 20:25:15 +02:00

254 lines
8.4 KiB
C#

/******************************************************************************
* Spine Runtime Software License - Version 1.0
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms in whole or in part, with
* or without modification, are permitted provided that the following conditions
* are met:
*
* 1. A Spine Single User License or Spine Professional License must be
* purchased from Esoteric Software and the license must remain valid:
* http://esotericsoftware.com/
* 2. Redistributions of source code must retain this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer.
* 3. Redistributions in binary form must reproduce this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer, in the documentation and/or other materials provided with the
* distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 System;
using System.Collections.Generic;
namespace Spine {
public class AnimationState {
private AnimationStateData data;
private Animation current, previous;
private float currentTime, currentLastTime, previousTime;
private bool currentLoop, previousLoop;
private QueueEntry currentQueueEntry;
private float mixTime, mixDuration;
private List<Event> events = new List<Event>();
private List<QueueEntry> queue = new List<QueueEntry>();
public AnimationStateData Data { get { return data; } }
public Animation Animation { get { return current; } }
public bool Loop { get { return currentLoop; } set { currentLoop = value; } }
public float Time {
get { return currentTime; }
set {
currentTime = value;
currentLastTime = value - 0.00001f;
}
}
public event EventHandler Start;
public event EventHandler End;
public event EventHandler<EventTriggeredArgs> Event;
public event EventHandler<CompleteArgs> Complete;
public AnimationState (AnimationStateData data) {
if (data == null) throw new ArgumentNullException("data cannot be null.");
this.data = data;
}
public void Update (float delta) {
currentTime += delta;
previousTime += delta;
mixTime += delta;
if (current != null) {
float duration = current.duration;
if (currentLoop ? (currentLastTime % duration > currentTime % duration)
: (currentLastTime < duration && currentTime >= duration)) {
int count = (int)(currentTime / duration);
if (currentQueueEntry != null) currentQueueEntry.OnComplete(this, count);
if (Complete != null) Complete(this, new CompleteArgs(count));
}
}
if (queue.Count > 0) {
QueueEntry entry = queue[0];
if (currentTime >= entry.delay) {
SetAnimationInternal(entry.animation, entry.loop, entry);
queue.RemoveAt(0);
}
}
}
public void Apply (Skeleton skeleton) {
if (current == null) return;
List<Event> events = this.events;
events.Clear();
if (previous != null) {
previous.Apply(skeleton, int.MaxValue, previousTime, previousLoop, null);
float alpha = mixTime / mixDuration;
if (alpha >= 1) {
alpha = 1;
previous = null;
}
current.Mix(skeleton, currentLastTime, currentTime, currentLoop, events, alpha);
} else
current.Apply(skeleton, currentLastTime, currentTime, currentLoop, events);
if (Event != null || currentQueueEntry != null) {
foreach (Event e in events) {
if (currentQueueEntry != null) currentQueueEntry.OnEvent(this, e);
if (Event != null) Event(this, new EventTriggeredArgs(e));
}
}
currentLastTime = currentTime;
}
public void ClearAnimation () {
previous = null;
current = null;
queue.Clear();
}
private void SetAnimationInternal (Animation animation, bool loop, QueueEntry entry) {
previous = null;
if (current != null) {
if (currentQueueEntry != null) currentQueueEntry.OnEnd(this);
if (End != null) End(this, EventArgs.Empty);
if (animation != null) {
mixDuration = data.GetMix(current, animation);
if (mixDuration > 0) {
mixTime = 0;
previous = current;
previousTime = currentTime;
previousLoop = currentLoop;
}
}
}
current = animation;
currentLoop = loop;
currentTime = 0;
currentLastTime = 0;
currentQueueEntry = entry;
if (currentQueueEntry != null) currentQueueEntry.OnStart(this);
if (Start != null) Start(this, EventArgs.Empty);
}
public void SetAnimation (String animationName, bool loop) {
Animation animation = data.skeletonData.FindAnimation(animationName);
if (animation == null) throw new ArgumentException("Animation not found: " + animationName);
SetAnimation(animation, loop);
}
/** Set the current animation. Any queued animations are cleared and the current animation time is set to 0.
* @param animation May be null.
* @param listener May be null. */
public void SetAnimation (Animation animation, bool loop) {
queue.Clear();
SetAnimationInternal(animation, loop, null);
}
public QueueEntry AddAnimation (String animationName, bool loop) {
return AddAnimation(animationName, loop, 0);
}
public QueueEntry AddAnimation (String animationName, bool loop, float delay) {
Animation animation = data.skeletonData.FindAnimation(animationName);
if (animation == null) throw new ArgumentException("Animation not found: " + animationName);
return AddAnimation(animation, loop, delay);
}
public QueueEntry AddAnimation (Animation animation, bool loop) {
return AddAnimation(animation, loop, 0);
}
/** Adds an animation to be played delay seconds after the current or last queued animation.
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
public QueueEntry AddAnimation (Animation animation, bool loop, float delay) {
QueueEntry entry = new QueueEntry();
entry.animation = animation;
entry.loop = loop;
if (delay <= 0) {
Animation previousAnimation = queue.Count == 0 ? current : queue[queue.Count - 1].animation;
if (previousAnimation != null)
delay = previousAnimation.duration - data.GetMix(previousAnimation, animation) + delay;
else
delay = 0;
}
entry.delay = delay;
queue.Add(entry);
return entry;
}
/** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */
public bool IsComplete () {
return current == null || currentTime >= current.duration;
}
override public String ToString () {
return (current != null && current.name != null) ? current.name : base.ToString();
}
}
public class EventTriggeredArgs : EventArgs {
public Event Event { get; private set; }
public EventTriggeredArgs (Event e) {
Event = e;
}
}
public class CompleteArgs : EventArgs {
public int LoopCount { get; private set; }
public CompleteArgs (int loopCount) {
LoopCount = loopCount;
}
}
public class QueueEntry {
internal Spine.Animation animation;
internal bool loop;
internal float delay;
public event EventHandler Start;
public event EventHandler End;
public event EventHandler<EventTriggeredArgs> Event;
public event EventHandler<CompleteArgs> Complete;
internal void OnStart (AnimationState state) {
if (Start != null) Start(state, EventArgs.Empty);
}
internal void OnEnd (AnimationState state) {
if (End != null) End(state, EventArgs.Empty);
}
internal void OnEvent (AnimationState state, Event e) {
if (Event != null) Event(state, new EventTriggeredArgs(e));
}
internal void OnComplete (AnimationState state, int loopCount) {
if (Complete != null) Complete(state, new CompleteArgs(loopCount));
}
}
}