mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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122 lines
4.7 KiB
Haxe
122 lines
4.7 KiB
Haxe
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* 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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* 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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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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package spine.animation;
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import spine.animation.Listeners.EventListeners;
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import spine.Poolable;
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class TrackEntry implements Poolable {
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public var animation:Animation;
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public var next:TrackEntry;
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public var previous:TrackEntry;
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public var mixingFrom:TrackEntry;
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public var mixingTo:TrackEntry;
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public var onStart:Listeners = new Listeners();
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public var onInterrupt:Listeners = new Listeners();
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public var onEnd:Listeners = new Listeners();
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public var onDispose:Listeners = new Listeners();
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public var onComplete:Listeners = new Listeners();
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public var onEvent:EventListeners = new EventListeners();
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public var trackIndex:Int = 0;
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public var loop:Bool = false;
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public var reverse:Bool = false;
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public var holdPrevious:Bool = false;
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public var eventThreshold:Float = 0;
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public var attachmentThreshold:Float = 0;
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public var drawOrderThreshold:Float = 0;
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public var animationStart:Float = 0;
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public var animationEnd:Float = 0;
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public var animationLast:Float = 0;
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public var nextAnimationLast:Float = 0;
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public var delay:Float = 0;
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public var trackTime:Float = 0;
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public var trackLast:Float = 0;
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public var nextTrackLast:Float = 0;
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public var trackEnd:Float = 0;
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public var timeScale:Float = 0;
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public var alpha:Float = 0;
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public var mixTime:Float = 0;
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public var mixDuration:Float = 0;
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public var interruptAlpha:Float = 0;
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public var totalAlpha:Float = 0;
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public var mixBlend:MixBlend = MixBlend.replace;
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public var timelineMode:Array<Int> = new Array<Int>();
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public var timelineHoldMix:Array<TrackEntry> = new Array<TrackEntry>();
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public var timelinesRotation:Array<Float> = new Array<Float>();
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public var shortestRotation = false;
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public function new() {}
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public function getAnimationTime():Float {
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if (loop) {
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var duration:Float = animationEnd - animationStart;
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if (duration == 0)
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return animationStart;
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return (trackTime % duration) + animationStart;
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}
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return Math.min(trackTime + animationStart, animationEnd);
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}
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/** If this track entry is non-looping, the track time in seconds when {@link #getAnimationEnd()} is reached, or the current
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* {@link #getTrackTime()} if it has already been reached. If this track entry is looping, the track time when this
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* animation will reach its next {@link #getAnimationEnd()} (the next loop completion). */
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public function getTrackComplete():Float {
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var duration:Float = animationEnd - animationStart;
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if (duration != 0) {
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if (loop)
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return duration * (1 + Std.int(trackTime / duration)); // Completion of next loop.
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if (trackTime < duration)
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return duration; // Before duration.
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}
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return trackTime; // Next update.
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}
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public function reset():Void {
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next = null;
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previous = null;
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mixingFrom = null;
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mixingTo = null;
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animation = null;
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onStart.listeners.resize(0);
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onInterrupt.listeners.resize(0);
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onEnd.listeners.resize(0);
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onDispose.listeners.resize(0);
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onComplete.listeners.resize(0);
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onEvent.listeners.resize(0);
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timelineMode.resize(0);
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timelineHoldMix.resize(0);
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timelinesRotation.resize(0);
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}
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public function resetRotationDirection():Void {
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timelinesRotation.resize(0);
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}
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}
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