Vladislav Hristov cd3d8e3359 [unity] Add option to not pause spine with timeline
There is already an option with hold the animation, but there is no
option to not pause the animation while the Timeline director is paused.

An example use-case where this option is important is when the timeline
is paused while waiting for an user input, but there is still a need to
play an idle loop animation on a spine skeleton.
2021-07-22 12:10:45 +03:00

263 lines
10 KiB
C#

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#define SPINE_EDITMODEPOSE
using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Spine.Unity.Playables {
public class SpineAnimationStateMixerBehaviour : PlayableBehaviour {
float[] lastInputWeights;
public int trackIndex;
IAnimationStateComponent animationStateComponent;
bool dontPauseWithDirector = true;
bool isPaused = false;
TrackEntry pausedTrackEntry;
float previousTimeScale = 1;
public override void OnBehaviourPause (Playable playable, FrameData info) {
if (!dontPauseWithDirector) {
if (!isPaused)
HandlePause(playable);
isPaused = true;
}
}
public override void OnBehaviourPlay (Playable playable, FrameData info) {
if (isPaused)
HandleResume(playable);
isPaused = false;
}
protected void HandlePause (Playable playable) {
if (animationStateComponent == null) return;
TrackEntry current = animationStateComponent.AnimationState.GetCurrent(trackIndex);
if (current != null) {
previousTimeScale = current.TimeScale;
current.TimeScale = 0;
pausedTrackEntry = current;
}
}
protected void HandleResume (Playable playable) {
if (animationStateComponent == null) return;
TrackEntry current = animationStateComponent.AnimationState.GetCurrent(trackIndex);
if (current != null && current == pausedTrackEntry) {
current.TimeScale = previousTimeScale;
}
}
// NOTE: This function is called at runtime and edit time. Keep that in mind when setting the values of properties.
public override void ProcessFrame (Playable playable, FrameData info, object playerData) {
var skeletonAnimation = playerData as SkeletonAnimation;
var skeletonGraphic = playerData as SkeletonGraphic;
animationStateComponent = playerData as IAnimationStateComponent;
var skeletonComponent = playerData as ISkeletonComponent;
if (animationStateComponent == null || skeletonComponent == null) return;
var skeleton = skeletonComponent.Skeleton;
var state = animationStateComponent.AnimationState;
if (!Application.isPlaying) {
#if SPINE_EDITMODEPOSE
PreviewEditModePose(playable, skeletonComponent, animationStateComponent,
skeletonAnimation, skeletonGraphic);
#endif
return;
}
int inputCount = playable.GetInputCount();
// Ensure correct buffer size.
if (this.lastInputWeights == null || this.lastInputWeights.Length < inputCount) {
this.lastInputWeights = new float[inputCount];
for (int i = 0; i < inputCount; i++)
this.lastInputWeights[i] = default(float);
}
var lastInputWeights = this.lastInputWeights;
// Check all clips. If a clip that was weight 0 turned into weight 1, call SetAnimation.
for (int i = 0; i < inputCount; i++) {
float lastInputWeight = lastInputWeights[i];
float inputWeight = playable.GetInputWeight(i);
bool trackStarted = lastInputWeight == 0 && inputWeight > 0;
lastInputWeights[i] = inputWeight;
if (trackStarted) {
ScriptPlayable<SpineAnimationStateBehaviour> inputPlayable = (ScriptPlayable<SpineAnimationStateBehaviour>)playable.GetInput(i);
SpineAnimationStateBehaviour clipData = inputPlayable.GetBehaviour();
dontPauseWithDirector = clipData.dontPauseWithDirector;
if (clipData.animationReference == null) {
float mixDuration = clipData.customDuration ? clipData.mixDuration : state.Data.DefaultMix;
state.SetEmptyAnimation(trackIndex, mixDuration);
} else {
if (clipData.animationReference.Animation != null) {
Spine.TrackEntry trackEntry = state.SetAnimation(trackIndex, clipData.animationReference.Animation, clipData.loop);
trackEntry.EventThreshold = clipData.eventThreshold;
trackEntry.DrawOrderThreshold = clipData.drawOrderThreshold;
trackEntry.TrackTime = (float)inputPlayable.GetTime() * (float)inputPlayable.GetSpeed();
trackEntry.TimeScale = (float)inputPlayable.GetSpeed();
trackEntry.AttachmentThreshold = clipData.attachmentThreshold;
trackEntry.HoldPrevious = clipData.holdPrevious;
if (clipData.customDuration)
trackEntry.MixDuration = clipData.mixDuration;
}
//else Debug.LogWarningFormat("Animation named '{0}' not found", clipData.animationName);
}
// Ensure that the first frame ends with an updated mesh.
if (skeletonAnimation) {
skeletonAnimation.Update(0);
skeletonAnimation.LateUpdate();
}
else if (skeletonGraphic) {
skeletonGraphic.Update(0);
skeletonGraphic.LateUpdate();
}
}
}
}
#if SPINE_EDITMODEPOSE
AnimationState dummyAnimationState;
public void PreviewEditModePose (Playable playable,
ISkeletonComponent skeletonComponent, IAnimationStateComponent animationStateComponent,
SkeletonAnimation skeletonAnimation, SkeletonGraphic skeletonGraphic) {
if (Application.isPlaying) return;
if (skeletonComponent == null || animationStateComponent == null) return;
int inputCount = playable.GetInputCount();
int lastNonZeroWeightTrack = -1;
for (int i = 0; i < inputCount; i++) {
float inputWeight = playable.GetInputWeight(i);
if (inputWeight > 0) lastNonZeroWeightTrack = i;
}
if (lastNonZeroWeightTrack != -1) {
ScriptPlayable<SpineAnimationStateBehaviour> inputPlayableClip =
(ScriptPlayable<SpineAnimationStateBehaviour>)playable.GetInput(lastNonZeroWeightTrack);
SpineAnimationStateBehaviour clipData = inputPlayableClip.GetBehaviour();
var skeleton = skeletonComponent.Skeleton;
bool skeletonDataMismatch = clipData.animationReference != null && clipData.animationReference.SkeletonDataAsset &&
skeletonComponent.SkeletonDataAsset.GetSkeletonData(true) != clipData.animationReference.SkeletonDataAsset.GetSkeletonData(true);
if (skeletonDataMismatch) {
Debug.LogWarningFormat("SpineAnimationStateMixerBehaviour tried to apply an animation for the wrong skeleton. Expected {0}. Was {1}",
skeletonComponent.SkeletonDataAsset, clipData.animationReference.SkeletonDataAsset);
}
// Getting the from-animation here because it's required to get the mix information from AnimationStateData.
Animation fromAnimation = null;
float fromClipTime = 0;
bool fromClipLoop = false;
if (lastNonZeroWeightTrack != 0 && inputCount > 1) {
var fromClip = (ScriptPlayable<SpineAnimationStateBehaviour>)playable.GetInput(lastNonZeroWeightTrack - 1);
var fromClipData = fromClip.GetBehaviour();
fromAnimation = fromClipData.animationReference != null ? fromClipData.animationReference.Animation : null;
fromClipTime = (float)fromClip.GetTime() * (float)fromClip.GetSpeed();
fromClipLoop = fromClipData.loop;
}
Animation toAnimation = clipData.animationReference != null ? clipData.animationReference.Animation : null;
float toClipTime = (float)inputPlayableClip.GetTime() * (float)inputPlayableClip.GetSpeed();
float mixDuration = clipData.mixDuration;
if (!clipData.customDuration && fromAnimation != null && toAnimation != null) {
mixDuration = animationStateComponent.AnimationState.Data.GetMix(fromAnimation, toAnimation);
}
if (trackIndex == 0)
skeleton.SetToSetupPose();
// Approximate what AnimationState might do at runtime.
if (fromAnimation != null && mixDuration > 0 && toClipTime < mixDuration) {
dummyAnimationState = dummyAnimationState ?? new AnimationState(skeletonComponent.SkeletonDataAsset.GetAnimationStateData());
var toTrack = dummyAnimationState.GetCurrent(0);
var fromTrack = toTrack != null ? toTrack.MixingFrom : null;
bool isAnimationTransitionMatch = (toTrack != null && toTrack.Animation == toAnimation && fromTrack != null && fromTrack.Animation == fromAnimation);
if (!isAnimationTransitionMatch) {
dummyAnimationState.ClearTracks();
fromTrack = dummyAnimationState.SetAnimation(0, fromAnimation, fromClipLoop);
fromTrack.AllowImmediateQueue();
if (toAnimation != null) {
toTrack = dummyAnimationState.SetAnimation(0, toAnimation, clipData.loop);
toTrack.HoldPrevious = clipData.holdPrevious;
}
}
// Update track times.
fromTrack.TrackTime = fromClipTime;
if (toTrack != null) {
toTrack.TrackTime = toClipTime;
toTrack.MixTime = toClipTime;
}
// Apply Pose
dummyAnimationState.Update(0);
dummyAnimationState.Apply(skeleton);
} else {
if (toAnimation != null)
toAnimation.Apply(skeleton, 0, toClipTime, clipData.loop, null, 1f, MixBlend.Setup, MixDirection.In);
}
skeleton.UpdateWorldTransform();
if (skeletonAnimation)
skeletonAnimation.LateUpdate();
else if (skeletonGraphic)
skeletonGraphic.LateUpdate();
}
// Do nothing outside of the first clip and the last clip.
}
#endif
}
}