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- /******************************************************************************
- * 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 Spine;
- using Spine.Unity;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- namespace Spine.Unity {
- using Animation = Spine.Animation;
- using AnimationState = Spine.AnimationState;
- public class SkeletonAnimationMulti : MonoBehaviour {
- const int MainTrackIndex = 0;
- public bool initialFlipX, initialFlipY;
- public string initialAnimation;
- public bool initialLoop;
- [Space]
- public List<SkeletonDataAsset> skeletonDataAssets = new List<SkeletonDataAsset>();
- [Header("Settings")]
- public MeshGenerator.Settings meshGeneratorSettings = MeshGenerator.Settings.Default;
- readonly List<SkeletonAnimation> skeletonAnimations = new List<SkeletonAnimation>();
- readonly Dictionary<string, Animation> animationNameTable = new Dictionary<string, Animation>();
- readonly Dictionary<Animation, SkeletonAnimation> animationSkeletonTable = new Dictionary<Animation, SkeletonAnimation>();
- //Stateful
- SkeletonAnimation currentSkeletonAnimation;
- void Clear () {
- foreach (var s in skeletonAnimations)
- Destroy(s.gameObject);
- skeletonAnimations.Clear();
- animationNameTable.Clear();
- animationSkeletonTable.Clear();
- }
- void SetActiveSkeleton (SkeletonAnimation skeletonAnimation) {
- foreach (var sa in skeletonAnimations)
- sa.gameObject.SetActive(sa == skeletonAnimation);
- currentSkeletonAnimation = skeletonAnimation;
- }
- #region Lifecycle
- void Awake () {
- Initialize(false);
- }
- #endregion
- #region API
- public Dictionary<Animation, SkeletonAnimation> AnimationSkeletonTable { get { return this.animationSkeletonTable; } }
- public Dictionary<string, Animation> AnimationNameTable { get { return this.animationNameTable; } }
- public SkeletonAnimation CurrentSkeletonAnimation { get { return this.currentSkeletonAnimation; } }
- public void Initialize (bool overwrite) {
- if (skeletonAnimations.Count != 0 && !overwrite) return;
- Clear();
- var settings = this.meshGeneratorSettings;
- Transform thisTransform = this.transform;
- foreach (var sda in skeletonDataAssets) {
- var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(sda);
- sa.transform.SetParent(thisTransform, false);
- sa.SetMeshSettings(settings);
- sa.initialFlipX = this.initialFlipX;
- sa.initialFlipY = this.initialFlipY;
- var skeleton = sa.skeleton;
- skeleton.ScaleX = this.initialFlipX ? -1 : 1;
- skeleton.ScaleY = this.initialFlipY ? -1 : 1;
- sa.Initialize(false);
- skeletonAnimations.Add(sa);
- }
- // Build cache
- var animationNameTable = this.animationNameTable;
- var animationSkeletonTable = this.animationSkeletonTable;
- foreach (var skeletonAnimation in skeletonAnimations) {
- foreach (var animationObject in skeletonAnimation.Skeleton.Data.Animations) {
- animationNameTable[animationObject.Name] = animationObject;
- animationSkeletonTable[animationObject] = skeletonAnimation;
- }
- }
- SetActiveSkeleton(skeletonAnimations[0]);
- SetAnimation(initialAnimation, initialLoop);
- }
- public Animation FindAnimation (string animationName) {
- // Analysis disable once LocalVariableHidesMember
- Animation animation;
- animationNameTable.TryGetValue(animationName, out animation);
- return animation;
- }
- public TrackEntry SetAnimation (string animationName, bool loop) {
- return SetAnimation(FindAnimation(animationName), loop);
- }
- public TrackEntry SetAnimation (Animation animation, bool loop) {
- if (animation == null) return null;
- SkeletonAnimation skeletonAnimation;
- animationSkeletonTable.TryGetValue(animation, out skeletonAnimation);
- if (skeletonAnimation != null) {
- SetActiveSkeleton(skeletonAnimation);
- skeletonAnimation.skeleton.SetToSetupPose();
- var trackEntry = skeletonAnimation.state.SetAnimation(MainTrackIndex, animation, loop);
- skeletonAnimation.Update(0);
- return trackEntry;
- }
- return null;
- }
- public void SetEmptyAnimation (float mixDuration) {
- currentSkeletonAnimation.state.SetEmptyAnimation(MainTrackIndex, mixDuration);
- }
- public void ClearAnimation () {
- currentSkeletonAnimation.state.ClearTrack(MainTrackIndex);
- }
- public TrackEntry GetCurrent () {
- return currentSkeletonAnimation.state.GetCurrent(MainTrackIndex);
- }
- #endregion
- }
- }
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