spine-runtimes/spine-unity/Assets/Spine/SkeletonAnimation.cs

90 lines
3.1 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), 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 SOFTARE 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 {
public float timeScale = 1;
public bool loop;
public Spine.AnimationState state;
public delegate void UpdateBonesDelegate(SkeletonAnimation skeleton);
public UpdateBonesDelegate UpdateBones;
[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 (UpdateBones != null) UpdateBones(this);
skeleton.UpdateWorldTransform();
}
}