/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Spine.Unity.AnimationTools { public static class TimelineExtensions { /// Evaluates the resulting value of a TranslateTimeline at a given time. /// SkeletonData can be accessed from Skeleton.Data or from SkeletonDataAsset.GetSkeletonData. /// If no SkeletonData is given, values are returned as difference to setup pose /// instead of absolute values. public static Vector2 Evaluate (this TranslateTimeline timeline, float time, SkeletonData skeletonData = null) { if (time < timeline.Frames[0]) return Vector2.zero; float x, y; timeline.GetCurveValue(out x, out y, time); if (skeletonData == null) { return new Vector2(x, y); } else { BoneData boneData = skeletonData.Bones.Items[timeline.BoneIndex]; return new Vector2(boneData.X + x, boneData.Y + y); } } /// Evaluates the resulting value of a pair of split translate timelines at a given time. /// SkeletonData can be accessed from Skeleton.Data or from SkeletonDataAsset.GetSkeletonData. /// If no SkeletonData is given, values are returned as difference to setup pose /// instead of absolute values. public static Vector2 Evaluate (TranslateXTimeline xTimeline, TranslateYTimeline yTimeline, float time, SkeletonData skeletonData = null) { float x = 0, y = 0; if (xTimeline != null && time > xTimeline.Frames[0]) x = xTimeline.GetCurveValue(time); if (yTimeline != null && time > yTimeline.Frames[0]) y = yTimeline.GetCurveValue(time); if (skeletonData == null) { return new Vector2(x, y); } else { var bonesItems = skeletonData.Bones.Items; BoneData boneDataX = bonesItems[xTimeline.BoneIndex]; BoneData boneDataY = bonesItems[yTimeline.BoneIndex]; return new Vector2(boneDataX.X + x, boneDataY.Y + y); } } /// Gets the translate timeline for a given boneIndex. /// You can get the boneIndex using SkeletonData.FindBoneIndex. /// The root bone is always boneIndex 0. /// This will return null if a TranslateTimeline is not found. public static TranslateTimeline FindTranslateTimelineForBone (this Animation a, int boneIndex) { foreach (var timeline in a.Timelines) { if (timeline.GetType().IsSubclassOf(typeof(TranslateTimeline))) continue; var translateTimeline = timeline as TranslateTimeline; if (translateTimeline != null && translateTimeline.BoneIndex == boneIndex) return translateTimeline; } return null; } /// Gets the IBoneTimeline timeline of a given type for a given boneIndex. /// You can get the boneIndex using SkeletonData.FindBoneIndex. /// The root bone is always boneIndex 0. /// This will return null if a timeline of the given type is not found. public static T FindTimelineForBone (this Animation a, int boneIndex) where T : class, IBoneTimeline { foreach (var timeline in a.Timelines) { T translateTimeline = timeline as T; if (translateTimeline != null && translateTimeline.BoneIndex == boneIndex) return translateTimeline; } return null; } } }