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[unity] Fixed Timeline SkeletonGraphic clip exception when DefaultMixDuration is disabled. Closes #2090. Added `Unscaled Time` property at Spine Timeline tracks.

Harald Csaszar преди 3 години
родител
ревизия
d796131668

+ 2 - 1
CHANGELOG.md

@@ -85,7 +85,8 @@
   * Spine property Inspector fields (`Animation Name`, `Bone Name`, `Slot` and similar) now display the name in red when the respective animation/bone/etc no longer exists at the skeleton data. This may be helpful when such items have been renamed or deleted.
   * Spine property Inspector fields (`Animation Name`, `Bone Name`, `Slot` and similar) now display the name in red when the respective animation/bone/etc no longer exists at the skeleton data. This may be helpful when such items have been renamed or deleted.
   * Added `UnscaledTime` property at `SkeletonAnimation` as well, behaving like `SkeletonGraphic.UnscaledTime`. If enabled, AnimationState uses unscaled game time (`Time.unscaledDeltaTime`), running animations independent of e.g. game pause (`Time.timeScale`).
   * Added `UnscaledTime` property at `SkeletonAnimation` as well, behaving like `SkeletonGraphic.UnscaledTime`. If enabled, AnimationState uses unscaled game time (`Time.unscaledDeltaTime`), running animations independent of e.g. game pause (`Time.timeScale`).
   * `SkeletonAnimation`, `SkeletonMecanim` and `SkeletonGraphic` now provide an additional `OnAnimationRebuild` callback delegate which is issued after both the skeleton and the animation state have been initialized.
   * `SkeletonAnimation`, `SkeletonMecanim` and `SkeletonGraphic` now provide an additional `OnAnimationRebuild` callback delegate which is issued after both the skeleton and the animation state have been initialized.
-
+  * Timeline `SkeletonAnimation Track` and `SkeletonGraphic Track` now provide an `Unscaled Time` property. Whenever starting a new animation clip of this track, `SkeletonAnimation.UnscaledTime` or `SkeletonGraphic.UnscaledTime` will be set to this value. This allows you to play back Timeline clips either in normal game time or unscaled game time. Note that `PlayableDirector.UpdateMethod` is ignored and replaced by this property, which allows more fine-granular control per Timeline track.
+ 
 * **Breaking changes**
 * **Breaking changes**
   * Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead.
   * Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead.
   * `SkeletonGraphic` `OnRebuild` callback delegate is now issued after the skeleton has been initialized, before the `AnimationState` component is initialized. This makes behaviour consistent with `SkeletonAnimation` and `SkeletonMecanim` component behaviour. Use the new callback `OnAnimationRebuild` if you want to receive a callback after the `SkeletonGraphic` `AnimationState` has been initialized.
   * `SkeletonGraphic` `OnRebuild` callback delegate is now issued after the skeleton has been initialized, before the `AnimationState` component is initialized. This makes behaviour consistent with `SkeletonAnimation` and `SkeletonMecanim` component behaviour. Use the new callback `OnAnimationRebuild` if you want to receive a callback after the `SkeletonGraphic` `AnimationState` has been initialized.

+ 16 - 0
spine-unity/Modules/com.esotericsoftware.spine.timeline/Runtime/SpineAnimationState/SpineAnimationStateGraphicTrack.cs

@@ -30,6 +30,7 @@
 #if UNITY_EDITOR
 #if UNITY_EDITOR
 using System.ComponentModel;
 using System.ComponentModel;
 #endif
 #endif
+using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine;
 using UnityEngine.Playables;
 using UnityEngine.Playables;
 using UnityEngine.Timeline;
 using UnityEngine.Timeline;
@@ -43,11 +44,26 @@ namespace Spine.Unity.Playables {
 #endif
 #endif
 	public class SpineAnimationStateGraphicTrack : TrackAsset {
 	public class SpineAnimationStateGraphicTrack : TrackAsset {
 		public int trackIndex = 0;
 		public int trackIndex = 0;
+		[Tooltip("Whenever starting a new animation clip of this track, " +
+			"SkeletonGraphic.UnscaledTime will be set to this value. " +
+			"This allows you to play back Timeline clips either in normal game time " +
+			"or unscaled game time. Note that PlayableDirector.UpdateMethod " +
+			"is ignored and replaced by this property, which allows more fine-granular " +
+			"control per Timeline track.")]
+		public bool unscaledTime = false;
 
 
 		public override Playable CreateTrackMixer (PlayableGraph graph, GameObject go, int inputCount) {
 		public override Playable CreateTrackMixer (PlayableGraph graph, GameObject go, int inputCount) {
+			IEnumerable<TimelineClip> clips = this.GetClips();
+			foreach (TimelineClip clip in clips) {
+				var animationStateClip = clip.asset as SpineAnimationStateClip;
+				if (animationStateClip != null)
+					animationStateClip.timelineClip = clip;
+			}
+
 			var scriptPlayable = ScriptPlayable<SpineAnimationStateMixerBehaviour>.Create(graph, inputCount);
 			var scriptPlayable = ScriptPlayable<SpineAnimationStateMixerBehaviour>.Create(graph, inputCount);
 			var mixerBehaviour = scriptPlayable.GetBehaviour();
 			var mixerBehaviour = scriptPlayable.GetBehaviour();
 			mixerBehaviour.trackIndex = this.trackIndex;
 			mixerBehaviour.trackIndex = this.trackIndex;
+			mixerBehaviour.unscaledTime = this.unscaledTime;
 			return scriptPlayable;
 			return scriptPlayable;
 		}
 		}
 	}
 	}

+ 3 - 0
spine-unity/Modules/com.esotericsoftware.spine.timeline/Runtime/SpineAnimationState/SpineAnimationStateMixerBehaviour.cs

@@ -40,6 +40,7 @@ namespace Spine.Unity.Playables {
 		float[] lastInputWeights;
 		float[] lastInputWeights;
 		bool lastAnyClipPlaying = false;
 		bool lastAnyClipPlaying = false;
 		public int trackIndex;
 		public int trackIndex;
+		public bool unscaledTime;
 		ScriptPlayable<SpineAnimationStateBehaviour>[] startingClips
 		ScriptPlayable<SpineAnimationStateBehaviour>[] startingClips
 			= new ScriptPlayable<SpineAnimationStateBehaviour>[2];
 			= new ScriptPlayable<SpineAnimationStateBehaviour>[2];
 
 
@@ -177,6 +178,8 @@ namespace Spine.Unity.Playables {
 					state.SetEmptyAnimation(trackIndex, mixDuration);
 					state.SetEmptyAnimation(trackIndex, mixDuration);
 				} else {
 				} else {
 					if (clipData.animationReference.Animation != null) {
 					if (clipData.animationReference.Animation != null) {
+						animationStateComponent.UnscaledTime = this.unscaledTime;
+
 						TrackEntry currentEntry = state.GetCurrent(trackIndex);
 						TrackEntry currentEntry = state.GetCurrent(trackIndex);
 						Spine.TrackEntry trackEntry;
 						Spine.TrackEntry trackEntry;
 						float customMixDuration = clipData.customDuration ? GetCustomMixDuration(clipData) : 0.0f;
 						float customMixDuration = clipData.customDuration ? GetCustomMixDuration(clipData) : 0.0f;

+ 8 - 0
spine-unity/Modules/com.esotericsoftware.spine.timeline/Runtime/SpineAnimationState/SpineAnimationStateTrack.cs

@@ -44,6 +44,13 @@ namespace Spine.Unity.Playables {
 #endif
 #endif
 	public class SpineAnimationStateTrack : TrackAsset {
 	public class SpineAnimationStateTrack : TrackAsset {
 		public int trackIndex = 0;
 		public int trackIndex = 0;
+		[Tooltip("Whenever starting a new animation clip of this track, " +
+			"SkeletonAnimation.UnscaledTime will be set to this value. " +
+			"This allows you to play back Timeline clips either in normal game time " +
+			"or unscaled game time. Note that PlayableDirector.UpdateMethod " +
+			"is ignored and replaced by this property, which allows more fine-granular " +
+			"control per Timeline track.")]
+		public bool unscaledTime = false;
 
 
 		public override Playable CreateTrackMixer (PlayableGraph graph, GameObject go, int inputCount) {
 		public override Playable CreateTrackMixer (PlayableGraph graph, GameObject go, int inputCount) {
 			IEnumerable<TimelineClip> clips = this.GetClips();
 			IEnumerable<TimelineClip> clips = this.GetClips();
@@ -56,6 +63,7 @@ namespace Spine.Unity.Playables {
 			var scriptPlayable = ScriptPlayable<SpineAnimationStateMixerBehaviour>.Create(graph, inputCount);
 			var scriptPlayable = ScriptPlayable<SpineAnimationStateMixerBehaviour>.Create(graph, inputCount);
 			var mixerBehaviour = scriptPlayable.GetBehaviour();
 			var mixerBehaviour = scriptPlayable.GetBehaviour();
 			mixerBehaviour.trackIndex = this.trackIndex;
 			mixerBehaviour.trackIndex = this.trackIndex;
+			mixerBehaviour.unscaledTime = this.unscaledTime;
 			return scriptPlayable;
 			return scriptPlayable;
 		}
 		}
 	}
 	}