spine-runtimes/spine-csharp/src/AnimationStateData.cs
John 1c19365325 [csharp][monogame][unity][xna] Updated to 3.3.x (#623)
* [spine-csharp] Ported 3.3 changes of Animation and inner classes. Added MathUtils.Clamp

* [spine-csharp] Ported 3.3 changes of AnimationStateData. Updated .gitignore to exclude .meta files from spine-csharp

* [spine-csharp] Ported 3.3 changes of Bone

* [spine-csharp] Ported 3.3 changes of BoneData

* [spine-csharp] Ported 3.3 changes of Event

* [spine-csharp] Ported 3.3 changes to IKConstraint. Also got rid of the hideous labeled break. Replaced with while and sprinkled continues and break :D

* [spine-csharp] Mario is not good with labeled breaks. Fixed with goto

* [spine-csharp] Ported more 3.3 changes, only SkeletonJson and SkeletonBinary left. Unity runtime also needs updating with new changes

* [spine-csharp] fixed compilation errors initially not reported by Mono CS

* Minor clean up.

Every space has its place.™

* Match csharp 3.3 refactorings.

* [Unity] Minor cleanup in SkeletonBaker.

* Better exception messages.

* Removed extra usings. Matched whitespace style.

* Fixed Bone.cs method PascalCase and xml documentation.

* Fixed Exception ctor arguments.

* Fixed single bone IK mixing.

Matched libgdx commit:
e0ee18a088

* [spine-csharp] Port of 3.3 changes to SkeletonJson, incomplete

* [Unity] Ragdoll: account for shear and new constraints.

* [spine-csharp] Ported 3.3 changes to SkeletonJson

* [spine-csharp] Ported 3.3 changes to SkeletonBinary. Time for testing and debugging

* [spine-csharp] Fixed up XNA runtime

* Added simple example data in new exports/ folder

* [spine-csharp] Fixed bug in Slot construtor, wasn't assigning index. Fixed bug in CurveTimeline, argument guard was wrong. Fixed bugs in SkeletonJson, indexing to get duration of a timeline was wrong. Added simple example to spine-xna for easier debugging

* [spine-csharp] Fixed porting bug in ColorTimeline#apply, indexing was wrong

* [spine-csharp] Fixed SkeletonJson#ReadVertices, calling resize on temp lists was wrong. Updated goblin sample in spine-xna, fixed mesh attachment rendering in spine-xna.

* [spine-xna] Added binary exports, modified XNA game

* [spine-xna] Added tank example

* Some cleanup. Relabeled generic todos.

* Prevent SpineEditorUtilities from orphaning failed instantiations.

* Ignore PathAttachment when checking for required atlas regions.

* [spine-csharp] the great spaces to tabs battle

* [spine-csharp] Fixed inherit deform.

* [spine-csharp] Match Skeleton.java properties and stuff.

* [spine-csharp] Fixed enums, all upper cased now, using Enum.ParseType in case-insensitive mode

* [csharp] Ported 206e7f983c4df4d27fee6cac05d152eb2295c8b0 to csharp runtime. Fixes attachment keys on different tracks

* [csharp] Updated README.md

* [xna] [monogame] [unity] Updated README.md

* Revert "[csharp] Ported 206e7f983c4df4d27fee6cac05d152eb2295c8b0 to csharp runtime. Fixes attachment keys on different tracks"

This reverts commit 175216868dd00b4ae31cc717022242308c150f6a.

* [csharp] Fix to AttachmentTimeline#apply, fix for the fix for the fix for the revert for the fix

* [csharp] Matched and fixed more comments, summaries, exception messages and formatting.

* [csharp] Fix deformed weighted vertices condition + match libgdx closer.

* [csharp] Use internal ExposedList array for critical methods.

* [csharp] SkeletonJson and SkeletonBinary minor formatting and fixes.

* [unity] Match changes and fixes in spine-csharp 3.3 + better editor messages.

* [unity] Updated sample scenes and files.

* [csharp] Some formatting got left behind.

* [unity] New readme links + Removed redundant info.

* [exports] Remove dummy project.
2016-06-30 04:29:33 +08:00

98 lines
4.2 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
* translate, adapt or otherwise create derivative works, improvements of the
* Software or develop new applications using the Software or (b) remove,
* delete, alter or obscure any trademarks or any copyright, trademark, patent
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
public class AnimationStateData {
internal SkeletonData skeletonData;
private Dictionary<AnimationPair, float> animationToMixTime = new Dictionary<AnimationPair, float>(AnimationPairComparer.Instance);
internal float defaultMix;
public SkeletonData SkeletonData { get { return skeletonData; } }
public float DefaultMix { get { return defaultMix; } set { defaultMix = value; } }
public AnimationStateData (SkeletonData skeletonData) {
if (skeletonData == null) throw new ArgumentException ("skeletonData cannot be null.");
this.skeletonData = skeletonData;
}
public void SetMix (String fromName, String toName, float duration) {
Animation from = skeletonData.FindAnimation(fromName);
if (from == null) throw new ArgumentException("Animation not found: " + fromName);
Animation to = skeletonData.FindAnimation(toName);
if (to == null) throw new ArgumentException("Animation not found: " + toName);
SetMix(from, to, duration);
}
public void SetMix (Animation from, Animation to, float duration) {
if (from == null) throw new ArgumentNullException("from", "from cannot be null.");
if (to == null) throw new ArgumentNullException("to", "to cannot be null.");
AnimationPair key = new AnimationPair(from, to);
animationToMixTime.Remove(key);
animationToMixTime.Add(key, duration);
}
public float GetMix (Animation from, Animation to) {
AnimationPair key = new AnimationPair(from, to);
float duration;
if (animationToMixTime.TryGetValue(key, out duration)) return duration;
return defaultMix;
}
struct AnimationPair {
public readonly Animation a1;
public readonly Animation a2;
public AnimationPair (Animation a1, Animation a2) {
this.a1 = a1;
this.a2 = a2;
}
}
// Avoids boxing in the dictionary.
class AnimationPairComparer : IEqualityComparer<AnimationPair> {
internal static readonly AnimationPairComparer Instance = new AnimationPairComparer();
bool IEqualityComparer<AnimationPair>.Equals (AnimationPair x, AnimationPair y) {
return ReferenceEquals(x.a1, y.a1) && ReferenceEquals(x.a2, y.a2);
}
int IEqualityComparer<AnimationPair>.GetHashCode (AnimationPair obj) {
// from Tuple.CombineHashCodes // return (((h1 << 5) + h1) ^ h2);
int h1 = obj.a1.GetHashCode();
return (((h1 << 5) + h1) ^ obj.a2.GetHashCode());
}
}
}
}