spine-runtimes/spine-tk2d/Code/tk2dSpineSkeleton.cs

203 lines
5.5 KiB
C#

using UnityEngine;
using Spine;
// TODO: multiple atlas support
// TODO: split skeleton and animation components
// TODO: add events in animation component
/*
*/
[ExecuteInEditMode]
[RequireComponent(typeof(MeshFilter))]
[RequireComponent(typeof(MeshRenderer))]
public class tk2dSpineSkeleton : MonoBehaviour, tk2dRuntime.ISpriteCollectionForceBuild {
/*
*/
public tk2dSpineSkeletonDataAsset skeletonDataAsset;
public Skeleton skeleton;
public string animationName;
public bool loop;
public float animationSpeed = 1;
public Spine.AnimationState state;
/*
*/
private Mesh mesh;
private Vector3[] vertices;
private Color[] colors;
private Vector2[] uvs;
private int[] triangles;
private int cachedQuadCount;
private float[] vertexPositions;
/*
*/
void Awake() {
vertexPositions = new float[8];
}
/*
*/
void Update() {
SkeletonData skeletonData = (skeletonDataAsset != null) ? skeletonDataAsset.GetSkeletonData() : null;
if(skeletonData == null) {
Clear();
return;
}
if(skeleton == null || skeleton.Data != skeletonData) Initialize();
UpdateAnimation();
UpdateSkeleton();
UpdateCache();
UpdateMesh();
}
/*
*/
private void Clear() {
GetComponent<MeshFilter>().mesh = null;
DestroyImmediate(mesh);
mesh = null;
renderer.sharedMaterial = null;
skeleton = null;
state = null;
}
/*
*/
private void Initialize() {
mesh = new Mesh();
GetComponent<MeshFilter>().mesh = mesh;
mesh.name = "tk2dSkeleton Mesh";
mesh.hideFlags = HideFlags.HideAndDontSave;
state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
skeleton = new Skeleton(skeletonDataAsset.GetSkeletonData());
}
/*
*/
private void UpdateMesh() {
int quadIndex = 0;
int drawCount = skeleton.DrawOrder.Count;
Color currentColor = new Color();
for(int i = 0; i < drawCount; i++) {
Slot slot = skeleton.DrawOrder[i];
Attachment attachment = slot.Attachment;
if(attachment is RegionAttachment) {
RegionAttachment regionAttachment = attachment as RegionAttachment;
regionAttachment.ComputeVertices(slot.Bone,vertexPositions);
int vertexIndex = quadIndex * 4;
vertices[vertexIndex + 0] = new Vector3(vertexPositions[RegionAttachment.X1],vertexPositions[RegionAttachment.Y1],0);
vertices[vertexIndex + 1] = new Vector3(vertexPositions[RegionAttachment.X4],vertexPositions[RegionAttachment.Y4],0);
vertices[vertexIndex + 2] = new Vector3(vertexPositions[RegionAttachment.X2],vertexPositions[RegionAttachment.Y2],0);
vertices[vertexIndex + 3] = new Vector3(vertexPositions[RegionAttachment.X3],vertexPositions[RegionAttachment.Y3],0);
float[] regionUVs = regionAttachment.UVs;
uvs[vertexIndex + 0] = new Vector2(regionUVs[RegionAttachment.X1],regionUVs[RegionAttachment.Y1]);
uvs[vertexIndex + 1] = new Vector2(regionUVs[RegionAttachment.X4],regionUVs[RegionAttachment.Y4]);
uvs[vertexIndex + 2] = new Vector2(regionUVs[RegionAttachment.X2],regionUVs[RegionAttachment.Y2]);
uvs[vertexIndex + 3] = new Vector2(regionUVs[RegionAttachment.X3],regionUVs[RegionAttachment.Y3]);
currentColor.a = skeleton.A * slot.A;
currentColor.r = skeleton.R * slot.R * slot.A;
currentColor.g = skeleton.G * slot.G * slot.A;
currentColor.b = skeleton.B * slot.B * slot.A;
colors[vertexIndex] = currentColor;
colors[vertexIndex + 1] = currentColor;
colors[vertexIndex + 2] = currentColor;
colors[vertexIndex + 3] = currentColor;
int index = quadIndex * 6;
triangles[index + 0] = 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.colors = colors;
mesh.uv = uvs;
mesh.triangles = triangles;
mesh.RecalculateNormals();
renderer.sharedMaterial = skeletonDataAsset.sprites.spriteCollection.inst.materials[0];
}
/*
*/
private void UpdateCache() {
int quadCount = 0;
int drawCount = skeleton.DrawOrder.Count;
for(int i = 0; i < drawCount; i++) {
Attachment attachment = skeleton.DrawOrder[i].Attachment;
if(attachment is RegionAttachment) quadCount++;
}
if(quadCount == cachedQuadCount) return;
cachedQuadCount = quadCount;
vertices = new Vector3[quadCount * 4];
uvs = new Vector2[quadCount * 4];
colors = new Color[quadCount * 4];
triangles = new int[quadCount * 6];
}
/*
*/
private void UpdateSkeleton() {
skeleton.Update(Time.deltaTime * animationSpeed);
skeleton.UpdateWorldTransform();
}
/*
*/
private void UpdateAnimation() {
// Check if we need to stop current animation
if(state.Animation != null && animationName == null) {
state.ClearAnimation();
}
// Check for different animation name or animation end
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;
// Update animation
state.Update(Time.deltaTime * animationSpeed);
state.Apply(skeleton);
}
public bool UsesSpriteCollection(tk2dSpriteCollectionData spriteCollection) {
return skeletonDataAsset.sprites.spriteCollection == spriteCollection;
}
public void ForceBuild() {
skeletonDataAsset.ForceUpdate();
skeleton = new Skeleton(skeletonDataAsset.GetSkeletonData());
UpdateMesh();
}
}