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https://github.com/EsotericSoftware/spine-runtimes.git
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UspineSkeletonDataAsset would only retain mapping from one spine::Atlas to a single spine::SkeletonData internally. If two SkeletonAnimationComponents reference the same skeleton data asset, but different (or invalid atlases), the old skeleton data gets destroyed. If the atlas and skeleton data don't match, then a previously created animation component may now hold on to a reference to destroyed skeleton data, triggering a crash.
122 lines
3.9 KiB
C++
122 lines
3.9 KiB
C++
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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
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* or 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#pragma once
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#include "Engine.h"
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#include "spine/spine.h"
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#include "SpineSkeletonDataAsset.generated.h"
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USTRUCT(BlueprintType, Category = "Spine")
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struct SPINEPLUGIN_API FSpineAnimationStateMixData {
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GENERATED_BODY();
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FString From;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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FString To;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float Mix = 0;
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};
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UCLASS(BlueprintType, ClassGroup=(Spine))
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class SPINEPLUGIN_API USpineSkeletonDataAsset: public UObject {
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GENERATED_BODY()
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public:
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spine::SkeletonData* GetSkeletonData(spine::Atlas* Atlas);
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spine::AnimationStateData* GetAnimationStateData(spine::Atlas* atlas);
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void SetMix(const FString& from, const FString& to, float mix);
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float GetMix(const FString& from, const FString& to);
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FName GetSkeletonDataFileName () const;
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void SetRawData (TArray<uint8> &Data);
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virtual void BeginDestroy () override;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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float DefaultMix = 0;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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TArray<FSpineAnimationStateMixData> MixData;
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UPROPERTY(Transient, VisibleAnywhere)
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TArray<FString> Bones;
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UPROPERTY(Transient, VisibleAnywhere)
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TArray<FString> Slots;
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UPROPERTY(Transient, VisibleAnywhere)
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TArray<FString> Skins;
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UPROPERTY(Transient, VisibleAnywhere)
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TArray<FString> Animations;
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UPROPERTY(Transient, VisibleAnywhere)
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TArray<FString> Events;
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protected:
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UPROPERTY()
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TArray<uint8> rawData;
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UPROPERTY()
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FName skeletonDataFileName;
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// These are created at runtime
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struct NativeSkeletonData {
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spine::SkeletonData* skeletonData;
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spine::AnimationStateData* animationStateData;
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};
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TMap<spine::Atlas*, NativeSkeletonData> atlasToNativeData;
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void ClearNativeData();
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void SetMixes(spine::AnimationStateData* animationStateData);
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#if WITH_EDITORONLY_DATA
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public:
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void SetSkeletonDataFileName (const FName &skeletonDataFileName);
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protected:
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UPROPERTY(VisibleAnywhere, Instanced, Category=ImportSettings)
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class UAssetImportData* importData;
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virtual void PostInitProperties ( ) override;
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virtual void GetAssetRegistryTags(TArray<FAssetRegistryTag>& OutTags) const override;
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virtual void Serialize (FArchive& Ar) override;
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#endif
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void LoadInfo();
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};
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