spine-runtimes/spine-as3/src/spine/AnimationState.as
2013-04-30 19:18:39 +02:00

156 lines
4.4 KiB
ActionScript

package spine {
import spine.animation.Animation;
public class AnimationState {
private var _data:AnimationStateData;
private var current:Animation;
private var previous:Animation;
private var currentTime:Number;
private var previousTime:Number;
private var currentLoop:Boolean;
private var previousLoop:Boolean;
private var mixTime:Number;
private var mixDuration:Number;
private var queue:Vector.<QueueEntry> = new Vector.<QueueEntry>();
public function AnimationState (data:AnimationStateData) {
if (data == null)
throw new ArgumentError("data cannot be null.");
_data = data;
}
public function update (delta:Number) : void {
currentTime += delta;
previousTime += delta;
mixTime += delta;
if (queue.length > 0) {
var entry:QueueEntry = queue[0];
if (currentTime >= entry.delay) {
setAnimationInternal(entry.animation, entry.loop);
queue.shift();
}
}
}
public function apply (skeleton:Skeleton) : void {
if (!current)
return;
if (previous) {
previous.apply(skeleton, previousTime, previousLoop);
var alpha:Number = mixTime / mixDuration;
if (alpha >= 1) {
alpha = 1;
previous = null;
}
current.mix(skeleton, currentTime, currentLoop, alpha);
} else
current.apply(skeleton, currentTime, currentLoop);
}
public function clearAnimation () : void {
previous = null;
current = null;
clearQueue();
}
private function clearQueue () : void {
queue.length = 0;
}
private function setAnimationInternal (animation:Animation, loop:Boolean) : void {
previous = null;
if (animation != null && current != null) {
mixDuration = _data.getMix(current, animation);
if (mixDuration > 0) {
mixTime = 0;
previous = current;
previousTime = currentTime;
previousLoop = currentLoop;
}
}
current = animation;
currentLoop = loop;
currentTime = 0;
}
/** @see #setAnimation(Animation, Boolean) */
public function setAnimationByName (animationName:String, loop:Boolean) : void {
var animation:Animation = _data.skeletonData.findAnimation(animationName);
if (animation == null)
throw new ArgumentError("Animation not found: " + animationName);
setAnimation(animation, loop);
}
/** Set the current animation. Any queued animations are cleared and the current animation time is set to 0.
* @param animation May be null. */
public function setAnimation (animation:Animation, loop:Boolean) : void {
clearQueue();
setAnimationInternal(animation, loop);
}
/** @see #addAnimation(Animation, Boolean, Number) */
public function addAnimationByName (animationName:String, loop:Boolean, delay:Number) : void {
var animation:Animation = _data.skeletonData.findAnimation(animationName);
if (animation == null)
throw new ArgumentError("Animation not found: " + animationName);
addAnimation(animation, loop, delay);
}
/** Adds an animation to be played delay seconds after the current or last queued animation.
* @param delay May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay. */
public function addAnimation (animation:Animation, loop:Boolean, delay:Number) : void {
var entry:QueueEntry = new QueueEntry();
entry.animation = animation;
entry.loop = loop;
if (delay <= 0) {
var previousAnimation:Animation = queue.length == 0 ? current : queue[queue.length - 1].animation;
if (previousAnimation != null)
delay = previousAnimation.duration - _data.getMix(previousAnimation, animation) + delay;
else
delay = 0;
}
entry.delay = delay;
queue.push(entry);
}
/** @return May be null. */
public function get animation () : Animation {
return current;
}
/** Returns the time within the current animation. */
public function get time () : Number {
return currentTime;
}
public function set time (time:Number) : void {
currentTime = time;
}
/** Returns true if no animation is set or if the current time is greater than the animation duration, regardless of looping. */
public function get isComplete () : Boolean {
return current == null || currentTime >= current.duration;
}
public function get data () : AnimationStateData {
return _data;
}
public function toString () : String {
return (current != null && current.name != null) ? current.name : super.toString();
}
}
}
import spine.animation.Animation;
class QueueEntry {
public var animation:Animation;
public var loop:Boolean;
public var delay:Number;
}