2020-07-23 16:29:41 +02:00

218 lines
9.0 KiB
C#

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*****************************************************************************/
#define SPINE_EDITMODEPOSE
using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Spine.Unity.Playables {
public class SpineAnimationStateMixerBehaviour : PlayableBehaviour {
float[] lastInputWeights;
public int trackIndex;
// NOTE: This function is called at runtime and edit time. Keep that in mind when setting the values of properties.
public override void ProcessFrame (Playable playable, FrameData info, object playerData) {
var skeletonAnimation = playerData as SkeletonAnimation;
var skeletonGraphic = playerData as SkeletonGraphic;
var animationStateComponent = playerData as IAnimationStateComponent;
var skeletonComponent = playerData as ISkeletonComponent;
if (animationStateComponent == null || skeletonComponent == null) return;
var skeleton = skeletonComponent.Skeleton;
var state = animationStateComponent.AnimationState;
if (!Application.isPlaying) {
#if SPINE_EDITMODEPOSE
PreviewEditModePose(playable, skeletonComponent, animationStateComponent,
skeletonAnimation, skeletonGraphic);
#endif
return;
}
int inputCount = playable.GetInputCount();
// Ensure correct buffer size.
if (this.lastInputWeights == null || this.lastInputWeights.Length < inputCount) {
this.lastInputWeights = new float[inputCount];
for (int i = 0; i < inputCount; i++)
this.lastInputWeights[i] = default(float);
}
var lastInputWeights = this.lastInputWeights;
// Check all clips. If a clip that was weight 0 turned into weight 1, call SetAnimation.
for (int i = 0; i < inputCount; i++) {
float lastInputWeight = lastInputWeights[i];
float inputWeight = playable.GetInputWeight(i);
bool trackStarted = lastInputWeight == 0 && inputWeight > 0;
lastInputWeights[i] = inputWeight;
if (trackStarted) {
ScriptPlayable<SpineAnimationStateBehaviour> inputPlayable = (ScriptPlayable<SpineAnimationStateBehaviour>)playable.GetInput(i);
SpineAnimationStateBehaviour clipData = inputPlayable.GetBehaviour();
if (clipData.animationReference == null) {
float mixDuration = clipData.customDuration ? clipData.mixDuration : state.Data.DefaultMix;
state.SetEmptyAnimation(trackIndex, mixDuration);
} else {
if (clipData.animationReference.Animation != null) {
Spine.TrackEntry trackEntry = state.SetAnimation(trackIndex, clipData.animationReference.Animation, clipData.loop);
trackEntry.EventThreshold = clipData.eventThreshold;
trackEntry.DrawOrderThreshold = clipData.drawOrderThreshold;
trackEntry.TrackTime = (float)inputPlayable.GetTime() * (float)inputPlayable.GetSpeed();
trackEntry.TimeScale = (float)inputPlayable.GetSpeed();
trackEntry.AttachmentThreshold = clipData.attachmentThreshold;
if (clipData.customDuration)
trackEntry.MixDuration = clipData.mixDuration;
}
//else Debug.LogWarningFormat("Animation named '{0}' not found", clipData.animationName);
}
// Ensure that the first frame ends with an updated mesh.
if (skeletonAnimation) {
skeletonAnimation.Update(0);
skeletonAnimation.LateUpdate();
}
else if (skeletonGraphic) {
skeletonGraphic.Update(0);
skeletonGraphic.LateUpdate();
}
}
}
}
#if SPINE_EDITMODEPOSE
AnimationState dummyAnimationState;
public void PreviewEditModePose (Playable playable,
ISkeletonComponent skeletonComponent, IAnimationStateComponent animationStateComponent,
SkeletonAnimation skeletonAnimation, SkeletonGraphic skeletonGraphic) {
if (Application.isPlaying) return;
if (skeletonComponent == null || animationStateComponent == null) return;
int inputCount = playable.GetInputCount();
int lastNonZeroWeightTrack = -1;
for (int i = 0; i < inputCount; i++) {
float inputWeight = playable.GetInputWeight(i);
if (inputWeight > 0) lastNonZeroWeightTrack = i;
}
if (lastNonZeroWeightTrack != -1) {
ScriptPlayable<SpineAnimationStateBehaviour> inputPlayableClip =
(ScriptPlayable<SpineAnimationStateBehaviour>)playable.GetInput(lastNonZeroWeightTrack);
SpineAnimationStateBehaviour clipData = inputPlayableClip.GetBehaviour();
var skeleton = skeletonComponent.Skeleton;
bool skeletonDataMismatch = clipData.animationReference != null &&
skeletonComponent.SkeletonDataAsset.GetSkeletonData(true) != clipData.animationReference.SkeletonDataAsset.GetSkeletonData(true);
if (skeletonDataMismatch) {
Debug.LogWarningFormat("SpineAnimationStateMixerBehaviour tried to apply an animation for the wrong skeleton. Expected {0}. Was {1}",
skeletonComponent.SkeletonDataAsset, clipData.animationReference.SkeletonDataAsset);
}
// Getting the from-animation here because it's required to get the mix information from AnimationStateData.
Animation fromAnimation = null;
float fromClipTime = 0;
bool fromClipLoop = false;
if (lastNonZeroWeightTrack != 0 && inputCount > 1) {
var fromClip = (ScriptPlayable<SpineAnimationStateBehaviour>)playable.GetInput(lastNonZeroWeightTrack - 1);
var fromClipData = fromClip.GetBehaviour();
fromAnimation = fromClipData.animationReference != null ? fromClipData.animationReference.Animation : null;
fromClipTime = (float)fromClip.GetTime() * (float)fromClip.GetSpeed();
fromClipLoop = fromClipData.loop;
}
Animation toAnimation = clipData.animationReference != null ? clipData.animationReference.Animation : null;
float toClipTime = (float)inputPlayableClip.GetTime() * (float)inputPlayableClip.GetSpeed();
float mixDuration = clipData.mixDuration;
if (!clipData.customDuration && fromAnimation != null && toAnimation != null) {
mixDuration = animationStateComponent.AnimationState.Data.GetMix(fromAnimation, toAnimation);
}
if (trackIndex == 0)
skeleton.SetToSetupPose();
// Approximate what AnimationState might do at runtime.
if (fromAnimation != null && mixDuration > 0 && toClipTime < mixDuration) {
dummyAnimationState = dummyAnimationState ?? new AnimationState(skeletonComponent.SkeletonDataAsset.GetAnimationStateData());
var toTrack = dummyAnimationState.GetCurrent(0);
var fromTrack = toTrack != null ? toTrack.MixingFrom : null;
bool isAnimationTransitionMatch = (toTrack != null && toTrack.Animation == toAnimation && fromTrack != null && fromTrack.Animation == fromAnimation);
if (!isAnimationTransitionMatch) {
dummyAnimationState.ClearTracks();
fromTrack = dummyAnimationState.SetAnimation(0, fromAnimation, fromClipLoop);
fromTrack.AllowImmediateQueue();
if (toAnimation != null)
toTrack = dummyAnimationState.SetAnimation(0, toAnimation, clipData.loop);
}
// Update track times.
fromTrack.TrackTime = fromClipTime;
if (toTrack != null) {
toTrack.TrackTime = toClipTime;
toTrack.MixTime = toClipTime;
}
// Apply Pose
dummyAnimationState.Update(0);
dummyAnimationState.Apply(skeleton);
} else {
if (toAnimation != null)
toAnimation.Apply(skeleton, 0, toClipTime, clipData.loop, null, 1f, MixBlend.Setup, MixDirection.In);
}
skeleton.UpdateWorldTransform();
if (skeletonAnimation)
skeletonAnimation.LateUpdate();
else if (skeletonGraphic)
skeletonGraphic.LateUpdate();
}
// Do nothing outside of the first clip and the last clip.
}
#endif
}
}