mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
169 lines
5.9 KiB
C#
169 lines
5.9 KiB
C#
/*******************************************************************************
|
|
* Copyright (c) 2013, Esoteric Software
|
|
* All rights reserved.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are met:
|
|
*
|
|
* 1. Redistributions of source code must retain the above copyright notice, this
|
|
* list of conditions and the following disclaimer.
|
|
* 2. Redistributions in binary form must reproduce the above copyright notice,
|
|
* this list 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.IO;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using Spine;
|
|
|
|
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
|
public class SkeletonComponent : MonoBehaviour {
|
|
public SkeletonDataAsset skeletonDataAsset;
|
|
public Skeleton skeleton;
|
|
public String animationName;
|
|
public bool loop;
|
|
public float timeScale = 1;
|
|
public Spine.AnimationState state;
|
|
private Mesh mesh;
|
|
private Vector3[] vertices;
|
|
private Vector2[] uvs;
|
|
private int[] triangles;
|
|
private int quadCount;
|
|
|
|
public void Clear () {
|
|
GetComponent<MeshFilter>().mesh = null;
|
|
DestroyImmediate(mesh);
|
|
mesh = null;
|
|
renderer.sharedMaterial = null;
|
|
skeleton = null;
|
|
}
|
|
|
|
public void Initialize () {
|
|
mesh = new Mesh();
|
|
GetComponent<MeshFilter>().mesh = mesh;
|
|
mesh.name = "Skeleton Mesh";
|
|
mesh.hideFlags = HideFlags.HideAndDontSave;
|
|
|
|
state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
|
|
|
|
skeleton = new Skeleton(skeletonDataAsset.GetSkeletonData(false));
|
|
}
|
|
|
|
public void Update () {
|
|
// Clear fields if missing information to render.
|
|
if (skeletonDataAsset == null || skeletonDataAsset.GetSkeletonData(false) == null) {
|
|
Clear();
|
|
return;
|
|
}
|
|
|
|
// Initialize fields.
|
|
if (skeleton == null || skeleton.Data != skeletonDataAsset.GetSkeletonData(false))
|
|
Initialize();
|
|
|
|
// Keep AnimationState in sync with animationName and loop fields.
|
|
if (animationName == null && state.Animation != null)
|
|
state.ClearAnimation();
|
|
else if (state.Animation == null || animationName != state.Animation.Name) {
|
|
Spine.Animation animation = skeleton.Data.FindAnimation(animationName);
|
|
if (animation != null)
|
|
state.SetAnimation(animation, loop);
|
|
}
|
|
state.Loop = loop;
|
|
|
|
// Apply animation.
|
|
skeleton.Update(Time.deltaTime * timeScale);
|
|
state.Update(Time.deltaTime * timeScale);
|
|
state.Apply(skeleton);
|
|
skeleton.UpdateWorldTransform();
|
|
|
|
// Count quads.
|
|
int quadCount = 0;
|
|
List<Slot> drawOrder = skeleton.DrawOrder;
|
|
for (int i = 0, n = drawOrder.Count; i < n; i++) {
|
|
Slot slot = drawOrder[i];
|
|
Attachment attachment = slot.Attachment;
|
|
if (attachment is RegionAttachment)
|
|
quadCount++;
|
|
}
|
|
|
|
// Ensure mesh data is the right size.
|
|
if (quadCount != this.quadCount) {
|
|
this.quadCount = quadCount;
|
|
vertices = new Vector3[quadCount * 4];
|
|
uvs = new Vector2[quadCount * 4];
|
|
triangles = new int[quadCount * 6];
|
|
}
|
|
|
|
// Setup mesh.
|
|
int quadIndex = 0;
|
|
for (int i = 0, n = drawOrder.Count; i < n; i++) {
|
|
Slot slot = drawOrder[i];
|
|
Attachment attachment = slot.Attachment;
|
|
if (attachment is RegionAttachment) {
|
|
RegionAttachment regionAttachment = (RegionAttachment)attachment;
|
|
|
|
regionAttachment.UpdateVertices(slot.Bone);
|
|
float[] regionVertices = regionAttachment.Vertices;
|
|
int vertexIndex = quadIndex * 4;
|
|
vertices[vertexIndex] = new Vector3(regionVertices[RegionAttachment.X1], regionVertices[RegionAttachment.Y1], 0);
|
|
vertices[vertexIndex + 1] = new Vector3(regionVertices[RegionAttachment.X4], regionVertices[RegionAttachment.Y4], 0);
|
|
vertices[vertexIndex + 2] = new Vector3(regionVertices[RegionAttachment.X2], regionVertices[RegionAttachment.Y2], 0);
|
|
vertices[vertexIndex + 3] = new Vector3(regionVertices[RegionAttachment.X3], regionVertices[RegionAttachment.Y3], 0);
|
|
|
|
AtlasRegion region = regionAttachment.Region;
|
|
if (region.rotate) {
|
|
uvs[vertexIndex + 1] = new Vector2(region.u, 1 - region.v2);
|
|
uvs[vertexIndex + 2] = new Vector2(region.u2, 1 - region.v2);
|
|
uvs[vertexIndex + 3] = new Vector2(region.u, 1 - region.v);
|
|
uvs[vertexIndex] = new Vector2(region.u2, 1 - region.v);
|
|
} else {
|
|
uvs[vertexIndex] = new Vector2(region.u, 1 - region.v2);
|
|
uvs[vertexIndex + 1] = new Vector2(region.u2, 1 - region.v2);
|
|
uvs[vertexIndex + 2] = new Vector2(region.u, 1 - region.v);
|
|
uvs[vertexIndex + 3] = new Vector2(region.u2, 1 - region.v);
|
|
}
|
|
|
|
int index = quadIndex * 6;
|
|
triangles[index] = vertexIndex;
|
|
triangles[index + 1] = vertexIndex + 2;
|
|
triangles[index + 2] = vertexIndex + 1;
|
|
triangles[index + 3] = vertexIndex + 2;
|
|
triangles[index + 4] = vertexIndex + 3;
|
|
triangles[index + 5] = vertexIndex + 1;
|
|
|
|
quadIndex++;
|
|
}
|
|
}
|
|
mesh.vertices = vertices;
|
|
mesh.uv = uvs;
|
|
mesh.triangles = triangles;
|
|
|
|
renderer.sharedMaterial = skeletonDataAsset.atlasAsset.material;
|
|
}
|
|
|
|
void OnEnable () {
|
|
Update();
|
|
}
|
|
|
|
void OnDisable () {
|
|
if (Application.isEditor)
|
|
Clear();
|
|
}
|
|
|
|
void Reset () {
|
|
Update();
|
|
}
|
|
}
|