mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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94 lines
3.8 KiB
C#
94 lines
3.8 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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namespace Spine.Unity {
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[DisallowMultipleComponent]
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public sealed class SkeletonAnimationFixedTimestep : MonoBehaviour {
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#region Inspector
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public SkeletonAnimation skeletonAnimation;
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[Tooltip("The duration of each frame in seconds. For 12fps: enter '1/12' in the Unity inspector.")]
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public float frameDeltaTime = 1 / 15f;
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[Header("Advanced")]
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[Tooltip("The maximum number of fixed timesteps. If the game framerate drops below the If the framerate is consistently faster than the limited frames, this does nothing.")]
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public int maxFrameSkip = 4;
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[Tooltip("If enabled, the Skeleton mesh will be updated only on the same frame when the animation is updated./n/nDisable this or call SkeletonAnimation.LateUpdate yourself if you are modifying the Skeleton using other components that don't run in the same fixed timestep.")]
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public bool frameskipMeshUpdate = true;
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[Tooltip("This is the amount the internal accumulator starts with. Set it to some fraction of your frame delta time if you want to stagger updates between multiple skeletons.")]
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public float timeOffset;
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#endregion
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float accumulatedTime = 0;
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bool requiresNewMesh;
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void OnValidate () {
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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if (frameDeltaTime <= 0) frameDeltaTime = 1 / 60f;
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if (maxFrameSkip <= 1) maxFrameSkip = 1;
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}
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void Awake () {
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requiresNewMesh = true;
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accumulatedTime = timeOffset;
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}
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void Update () {
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if (skeletonAnimation.enabled)
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skeletonAnimation.enabled = false;
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accumulatedTime += Time.deltaTime;
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float frames = 0;
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while (accumulatedTime >= frameDeltaTime) {
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frames++;
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if (frames > maxFrameSkip) break;
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accumulatedTime -= frameDeltaTime;
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}
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if (frames > 0) {
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skeletonAnimation.Update(frames * frameDeltaTime);
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requiresNewMesh = true;
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}
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}
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void LateUpdate () {
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if (frameskipMeshUpdate && !requiresNewMesh) return;
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skeletonAnimation.LateUpdate();
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requiresNewMesh = false;
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}
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}
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}
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