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

69 lines
2.6 KiB
C#

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using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
using Spine;
using Spine.Unity;
using System.Collections.Generic;
namespace Spine.Unity.Playables {
using Animation = Spine.Animation;
[Serializable]
public class SpineAnimationStateBehaviour : PlayableBehaviour {
public AnimationReferenceAsset animationReference;
public bool loop;
// Mix Properties
public bool customDuration = false;
public bool useBlendDuration = true;
[SerializeField]
#pragma warning disable 414
private bool isInitialized = false; // required to read preferences values from editor side.
#pragma warning restore 414
public float mixDuration = 0.1f;
public bool holdPrevious = false;
public bool dontPauseWithDirector = false;
[Range(0, 1f)]
public float attachmentThreshold = 0.5f;
[Range(0, 1f)]
public float eventThreshold = 0.5f;
[Range(0, 1f)]
public float drawOrderThreshold = 0.5f;
}
}