mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-19 00:06:42 +08:00
132 lines
3.9 KiB
C#
132 lines
3.9 KiB
C#
/******************************************************************************
|
|
* Spine Runtimes Software License
|
|
* Version 2.3
|
|
*
|
|
* Copyright (c) 2013-2015, Esoteric Software
|
|
* All rights reserved.
|
|
*
|
|
* You are granted a perpetual, non-exclusive, non-sublicensable and
|
|
* non-transferable license to use, install, execute and perform the Spine
|
|
* Runtimes Software (the "Software") and derivative works solely for personal
|
|
* or internal use. Without the written permission of Esoteric Software (see
|
|
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
|
|
* translate, adapt or otherwise create derivative works, improvements of the
|
|
* Software or develop new applications using the Software or (b) remove,
|
|
* delete, alter or obscure any trademarks or any copyright, trademark, patent
|
|
* or other intellectual property or proprietary rights notices on or in the
|
|
* Software, including any copy thereof. Redistributions in binary or source
|
|
* form must include this license and terms.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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.IO;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using Spine;
|
|
|
|
[ExecuteInEditMode]
|
|
[AddComponentMenu("Spine/SkeletonAnimation")]
|
|
public class SkeletonAnimation : SkeletonRenderer, ISkeletonAnimation {
|
|
public float timeScale = 1;
|
|
public bool loop;
|
|
public Spine.AnimationState state;
|
|
|
|
|
|
|
|
public event UpdateBonesDelegate UpdateLocal {
|
|
add { _UpdateLocal += value; }
|
|
remove { _UpdateLocal -= value; }
|
|
}
|
|
|
|
public event UpdateBonesDelegate UpdateWorld {
|
|
add { _UpdateWorld += value; }
|
|
remove { _UpdateWorld -= value; }
|
|
}
|
|
|
|
public event UpdateBonesDelegate UpdateComplete {
|
|
add { _UpdateComplete += value; }
|
|
remove { _UpdateComplete -= value; }
|
|
}
|
|
|
|
protected event UpdateBonesDelegate _UpdateLocal;
|
|
protected event UpdateBonesDelegate _UpdateWorld;
|
|
protected event UpdateBonesDelegate _UpdateComplete;
|
|
|
|
public Skeleton Skeleton {
|
|
get {
|
|
return this.skeleton;
|
|
}
|
|
}
|
|
|
|
[SerializeField]
|
|
private String
|
|
_animationName;
|
|
|
|
public String AnimationName {
|
|
get {
|
|
TrackEntry entry = state.GetCurrent(0);
|
|
return entry == null ? null : entry.Animation.Name;
|
|
}
|
|
set {
|
|
if (_animationName == value)
|
|
return;
|
|
_animationName = value;
|
|
if (value == null || value.Length == 0)
|
|
state.ClearTrack(0);
|
|
else
|
|
state.SetAnimation(0, value, loop);
|
|
}
|
|
}
|
|
|
|
public override void Reset () {
|
|
base.Reset();
|
|
if (!valid)
|
|
return;
|
|
|
|
state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
|
|
if (_animationName != null && _animationName.Length > 0) {
|
|
state.SetAnimation(0, _animationName, loop);
|
|
Update(0);
|
|
}
|
|
}
|
|
|
|
public virtual void Update () {
|
|
Update(Time.deltaTime);
|
|
}
|
|
|
|
public virtual void Update (float deltaTime) {
|
|
if (!valid)
|
|
return;
|
|
|
|
deltaTime *= timeScale;
|
|
skeleton.Update(deltaTime);
|
|
state.Update(deltaTime);
|
|
state.Apply(skeleton);
|
|
|
|
if (_UpdateLocal != null)
|
|
_UpdateLocal(this);
|
|
|
|
skeleton.UpdateWorldTransform();
|
|
|
|
if (_UpdateWorld != null) {
|
|
_UpdateWorld(this);
|
|
skeleton.UpdateWorldTransform();
|
|
}
|
|
|
|
if (_UpdateComplete != null) {
|
|
_UpdateComplete(this);
|
|
}
|
|
}
|
|
}
|