mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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156 lines
5.2 KiB
C#
156 lines
5.2 KiB
C#
/*******************************************************************************
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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******************************************************************************/
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using System;
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using System.Collections.Generic;
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namespace Spine {
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public class AnimationState {
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public AnimationStateData Data { get; private set; }
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public Animation Animation { get; private set; }
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public float Time { get; set; }
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public bool Loop { get; set; }
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private Animation previous;
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private float previousTime;
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private bool previousLoop;
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private float mixTime, mixDuration;
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private List<QueueEntry> queue = new List<QueueEntry>();
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public AnimationState (AnimationStateData data) {
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if (data == null) throw new ArgumentNullException("data cannot be null.");
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Data = data;
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}
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public void Update (float delta) {
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Time += delta;
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previousTime += delta;
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mixTime += delta;
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if (queue.Count > 0) {
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QueueEntry entry = queue[0];
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if (Time >= entry.delay) {
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SetAnimationInternal(entry.animation, entry.loop);
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queue.RemoveAt(0);
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}
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}
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}
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public void Apply (Skeleton skeleton) {
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if (Animation == null) return;
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if (previous != null) {
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previous.Apply(skeleton, previousTime, previousLoop);
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float alpha = mixTime / mixDuration;
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if (alpha >= 1) {
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alpha = 1;
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previous = null;
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}
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Animation.Mix(skeleton, Time, Loop, alpha);
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} else
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Animation.Apply(skeleton, Time, Loop);
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}
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public void AddAnimation (String animationName, bool loop) {
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AddAnimation(animationName, loop, 0);
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}
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public void AddAnimation (String animationName, bool loop, float delay) {
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Animation animation = Data.SkeletonData.FindAnimation(animationName);
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if (animation == null) throw new ArgumentException("Animation not found: " + animationName);
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AddAnimation(animation, loop, delay);
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}
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public void AddAnimation (Animation animation, bool loop) {
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AddAnimation(animation, loop, 0);
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}
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/** Adds an animation to be played delay seconds after the current or last queued animation.
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* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
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public void AddAnimation (Animation animation, bool loop, float delay) {
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QueueEntry entry = new QueueEntry();
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entry.animation = animation;
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entry.loop = loop;
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if (delay <= 0) {
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Animation previousAnimation = queue.Count == 0 ? Animation : queue[queue.Count - 1].animation;
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if (previousAnimation != null)
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delay = previousAnimation.Duration - Data.GetMix(previousAnimation, animation) + delay;
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else
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delay = 0;
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}
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entry.delay = delay;
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queue.Add(entry);
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}
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private void SetAnimationInternal (Animation animation, bool loop) {
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previous = null;
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if (animation != null && Animation != null) {
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mixDuration = Data.GetMix(Animation, animation);
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if (mixDuration > 0) {
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mixTime = 0;
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previous = Animation;
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previousTime = Time;
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previousLoop = Loop;
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}
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}
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Animation = animation;
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Loop = loop;
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Time = 0;
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}
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public void SetAnimation (String animationName, bool loop) {
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Animation animation = Data.SkeletonData.FindAnimation(animationName);
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if (animation == null) throw new ArgumentException("Animation not found: " + animationName);
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SetAnimation(animation, loop);
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}
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public void SetAnimation (Animation animation, bool loop) {
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queue.Clear();
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SetAnimationInternal(animation, loop);
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}
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public void ClearAnimation () {
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previous = null;
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Animation = null;
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queue.Clear();
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}
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/** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */
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public bool IsComplete () {
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return Animation == null || Time >= Animation.Duration;
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}
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override public String ToString () {
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return (Animation != null && Animation.Name != null) ? Animation.Name : base.ToString();
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}
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}
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}
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class QueueEntry {
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public Spine.Animation animation;
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public bool loop;
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public float delay;
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}
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