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+/******************************************************************************
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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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+
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+using UnityEngine;
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+using System.Collections.Generic;
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+using System.Collections;
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+
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+namespace Spine.Unity.AnimationTools {
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+ public static class TimelineExtensions {
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+
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+ /// <summary>Evaluates the resulting value of a TranslateTimeline at a given time.
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+ /// SkeletonData can be accessed from Skeleton.Data or from SkeletonDataAsset.GetSkeletonData.
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+ /// If no SkeletonData is given, values are computed relative to setup pose instead of local-absolute.</summary>
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+ public static Vector2 Evaluate (this TranslateTimeline timeline, float time, SkeletonData skeletonData = null) {
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+ const int PREV_TIME = -3, PREV_X = -2, PREV_Y = -1;
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+ const int X = 1, Y = 2;
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+
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+ var frames = timeline.frames;
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+ if (time < frames[0]) return Vector2.zero;
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+
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+ float x, y;
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+ if (time >= frames[frames.Length - TranslateTimeline.ENTRIES]) { // Time is after last frame.
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+ x = frames[frames.Length + PREV_X];
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+ y = frames[frames.Length + PREV_Y];
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+ }
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+ else {
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+ // Interpolate between the previous frame and the current frame.
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+ int frame = Animation.BinarySearch(frames, time, TranslateTimeline.ENTRIES);
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+ x = frames[frame + PREV_X];
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+ y = frames[frame + PREV_Y];
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+ float frameTime = frames[frame];
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+ float percent = timeline.GetCurvePercent(frame / TranslateTimeline.ENTRIES - 1,
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+ 1 - (time - frameTime) / (frames[frame + PREV_TIME] - frameTime));
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+
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+ x += (frames[frame + X] - x) * percent;
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+ y += (frames[frame + Y] - y) * percent;
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+ }
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+
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+ Vector2 xy = new Vector2(x, y);
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+ if (skeletonData == null) {
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+ return xy;
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+ }
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+ else {
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+ var boneData = skeletonData.bones.Items[timeline.boneIndex];
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+ return xy + new Vector2(boneData.x, boneData.y);
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+ }
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+ }
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+
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+ /// <summary>Gets the translate timeline for a given boneIndex.
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+ /// You can get the boneIndex using SkeletonData.FindBoneIndex.
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+ /// The root bone is always boneIndex 0.
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+ /// This will return null if a TranslateTimeline is not found.</summary>
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+ public static TranslateTimeline FindTranslateTimelineForBone (this Animation a, int boneIndex) {
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+ foreach (var timeline in a.timelines) {
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+ if (timeline.GetType().IsSubclassOf(typeof(TranslateTimeline)))
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+ continue;
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+
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+ var translateTimeline = timeline as TranslateTimeline;
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+ if (translateTimeline != null && translateTimeline.boneIndex == boneIndex)
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+ return translateTimeline;
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+ }
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+ return null;
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+ }
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+ }
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+}
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