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@@ -1,296 +1,463 @@
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-/******************************************************************************
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- * Spine Runtimes Software License v2.5
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- *
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- * Copyright (c) 2013-2016, Esoteric Software
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- * All rights reserved.
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- *
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- * You are granted a perpetual, non-exclusive, non-sublicensable, and
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- * non-transferable license to use, install, execute, and perform the Spine
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- * Runtimes software and derivative works solely for personal or internal
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- * use. Without the written permission of Esoteric Software (see Section 2 of
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- * the Spine Software License Agreement), you may not (a) modify, translate,
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- * adapt, or develop new applications using the Spine Runtimes or otherwise
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- * create derivative works or improvements of the Spine Runtimes or (b) remove,
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- * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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- * or other intellectual property or proprietary rights notices on or in the
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- * Software, including any copy thereof. Redistributions in binary or source
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- * form must include this license and terms.
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- *
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- * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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- * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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- * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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- * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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- * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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- * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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- * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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- * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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- * 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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-
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-namespace Spine.Unity {
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- [RequireComponent(typeof(Animator))]
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- public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
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-
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- [SerializeField] protected MecanimTranslator translator;
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- public MecanimTranslator Translator { get { return translator; } }
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-
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- #region Bone Callbacks (ISkeletonAnimation)
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- protected event UpdateBonesDelegate _UpdateLocal;
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- protected event UpdateBonesDelegate _UpdateWorld;
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- protected event UpdateBonesDelegate _UpdateComplete;
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-
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- /// <summary>
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- /// Occurs after the animations are applied and before world space values are resolved.
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- /// Use this callback when you want to set bone local values.</summary>
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- public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } }
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-
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- /// <summary>
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- /// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
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- /// Using this callback will cause the world space values to be solved an extra time.
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- /// Use this callback if want to use bone world space values, and also set bone local values.</summary>
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- public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } }
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-
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- /// <summary>
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- /// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
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- /// Use this callback if you want to use bone world space values, but don't intend to modify bone local values.
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- /// This callback can also be used when setting world position and the bone matrix.</summary>
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- public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
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- #endregion
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-
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- public override void Initialize (bool overwrite) {
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- if (valid && !overwrite) return;
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- base.Initialize(overwrite);
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- if (!valid) return;
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-
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- if (translator == null) translator = new MecanimTranslator();
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- translator.Initialize(GetComponent<Animator>(), this.skeletonDataAsset);
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- }
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-
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- public void Update () {
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- if (!valid) return;
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-
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- #if UNITY_EDITOR
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- if (Application.isPlaying) {
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- translator.Apply(skeleton);
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- } else {
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- var translatorAnimator = translator.Animator;
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- if (translatorAnimator != null && translatorAnimator.isInitialized)
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- translator.Apply(skeleton);
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- }
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- #else
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- translator.Apply(skeleton);
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- #endif
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-
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- // UpdateWorldTransform and Bone Callbacks
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- {
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- if (_UpdateLocal != null)
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- _UpdateLocal(this);
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-
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- skeleton.UpdateWorldTransform();
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-
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- if (_UpdateWorld != null) {
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- _UpdateWorld(this);
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- skeleton.UpdateWorldTransform();
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- }
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-
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- if (_UpdateComplete != null)
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- _UpdateComplete(this);
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- }
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- }
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-
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- [System.Serializable]
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- public class MecanimTranslator {
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- #region Inspector
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- public bool autoReset = true;
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- public MixMode[] layerMixModes = new MixMode[0];
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- #endregion
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-
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- public enum MixMode { AlwaysMix, MixNext, SpineStyle }
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-
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- readonly Dictionary<int, Spine.Animation> animationTable = new Dictionary<int, Spine.Animation>(IntEqualityComparer.Instance);
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- readonly Dictionary<AnimationClip, int> clipNameHashCodeTable = new Dictionary<AnimationClip, int>(AnimationClipEqualityComparer.Instance);
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- readonly List<Animation> previousAnimations = new List<Animation>();
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- readonly List<AnimatorClipInfo> clipInfoCache = new List<AnimatorClipInfo>();
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- readonly List<AnimatorClipInfo> nextClipInfoCache = new List<AnimatorClipInfo>();
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-
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- Animator animator;
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- public Animator Animator { get { return this.animator; } }
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-
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- public void Initialize (Animator animator, SkeletonDataAsset skeletonDataAsset) {
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- this.animator = animator;
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-
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- previousAnimations.Clear();
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-
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- animationTable.Clear();
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- var data = skeletonDataAsset.GetSkeletonData(true);
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- foreach (var a in data.Animations)
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- animationTable.Add(a.Name.GetHashCode(), a);
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-
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- clipNameHashCodeTable.Clear();
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- clipInfoCache.Clear();
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- nextClipInfoCache.Clear();
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- }
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-
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- public void Apply (Skeleton skeleton) {
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- if (layerMixModes.Length < animator.layerCount)
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- System.Array.Resize<MixMode>(ref layerMixModes, animator.layerCount);
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-
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- //skeleton.Update(Time.deltaTime); // Doesn't actually do anything, currently. (Spine 3.6).
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-
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- // Clear Previous
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- if (autoReset) {
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- var previousAnimations = this.previousAnimations;
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- for (int i = 0, n = previousAnimations.Count; i < n; i++)
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- previousAnimations[i].SetKeyedItemsToSetupPose(skeleton);
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-
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- previousAnimations.Clear();
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- for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
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- float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer); // Animator.GetLayerWeight always returns 0 on the first layer. Should be interpreted as 1.
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- if (layerWeight <= 0) continue;
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-
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- AnimatorStateInfo nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
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-
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- bool hasNext = nextStateInfo.fullPathHash != 0;
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-
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- int clipInfoCount, nextClipInfoCount;
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- IList<AnimatorClipInfo> clipInfo, nextClipInfo;
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- GetAnimatorClipInfos(layer, out clipInfoCount, out nextClipInfoCount, out clipInfo, out nextClipInfo);
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-
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- for (int c = 0; c < clipInfoCount; c++) {
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- var info = clipInfo[c];
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- float weight = info.weight * layerWeight; if (weight == 0) continue;
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- previousAnimations.Add(GetAnimation(info.clip));
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- }
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-
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- if (hasNext) {
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- for (int c = 0; c < nextClipInfoCount; c++) {
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- var info = nextClipInfo[c];
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- float weight = info.weight * layerWeight; if (weight == 0) continue;
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- previousAnimations.Add(GetAnimation(info.clip));
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- }
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- }
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- }
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- }
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-
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- // Apply
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- for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
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- float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer); // Animator.GetLayerWeight always returns 0 on the first layer. Should be interpreted as 1.
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- AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(layer);
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- AnimatorStateInfo nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
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-
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- bool hasNext = nextStateInfo.fullPathHash != 0;
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-
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- int clipInfoCount, nextClipInfoCount;
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- IList<AnimatorClipInfo> clipInfo, nextClipInfo;
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- GetAnimatorClipInfos(layer, out clipInfoCount, out nextClipInfoCount, out clipInfo, out nextClipInfo);
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-
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- MixMode mode = layerMixModes[layer];
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- if (mode == MixMode.AlwaysMix) {
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- // Always use Mix instead of Applying the first non-zero weighted clip.
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- for (int c = 0; c < clipInfoCount; c++) {
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- var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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- GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
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- }
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- if (hasNext) {
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- for (int c = 0; c < nextClipInfoCount; c++) {
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- var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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- GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
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- }
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- }
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- } else { // case MixNext || SpineStyle
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- // Apply first non-zero weighted clip
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- int c = 0;
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- for (; c < clipInfoCount; c++) {
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- var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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- GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, 1f, MixPose.Current, MixDirection.In);
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- break;
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- }
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- // Mix the rest
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- for (; c < clipInfoCount; c++) {
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- var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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- GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
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- }
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-
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- c = 0;
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- if (hasNext) {
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- // Apply next clip directly instead of mixing (ie: no crossfade, ignores mecanim transition weights)
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- if (mode == MixMode.SpineStyle) {
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- for (; c < nextClipInfoCount; c++) {
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- var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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- GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, 1f, MixPose.Current, MixDirection.In);
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- break;
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- }
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- }
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- // Mix the rest
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- for (; c < nextClipInfoCount; c++) {
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- var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
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- GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
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- }
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- }
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- }
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- }
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- }
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-
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- static float AnimationTime (float normalizedTime, float clipLength, bool loop, bool reversed) {
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- if (reversed)
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- normalizedTime = (1-normalizedTime + (int)normalizedTime) + (int)normalizedTime;
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- float time = normalizedTime * clipLength;
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- if (loop) return time;
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- const float EndSnapEpsilon = 1f/30f; // Workaround for end-duration keys not being applied.
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- return (clipLength - time < EndSnapEpsilon) ? clipLength : time; // return a time snapped to clipLength;
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- }
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-
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- static float AnimationTime (float normalizedTime, float clipLength, bool reversed) {
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- if (reversed)
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- normalizedTime = (1-normalizedTime + (int)normalizedTime) + (int)normalizedTime;
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-
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- return normalizedTime * clipLength;
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- }
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-
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- void GetAnimatorClipInfos (
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- int layer,
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- out int clipInfoCount,
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- out int nextClipInfoCount,
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- out IList<AnimatorClipInfo> clipInfo,
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- out IList<AnimatorClipInfo> nextClipInfo) {
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- clipInfoCount = animator.GetCurrentAnimatorClipInfoCount(layer);
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- nextClipInfoCount = animator.GetNextAnimatorClipInfoCount(layer);
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- if (clipInfoCache.Capacity < clipInfoCount) clipInfoCache.Capacity = clipInfoCount;
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- if (nextClipInfoCache.Capacity < nextClipInfoCount) nextClipInfoCache.Capacity = nextClipInfoCount;
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- animator.GetCurrentAnimatorClipInfo(layer, clipInfoCache);
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- animator.GetNextAnimatorClipInfo(layer, nextClipInfoCache);
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-
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- clipInfo = clipInfoCache;
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- nextClipInfo = nextClipInfoCache;
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- }
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-
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- Spine.Animation GetAnimation (AnimationClip clip) {
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- int clipNameHashCode;
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- if (!clipNameHashCodeTable.TryGetValue(clip, out clipNameHashCode)) {
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- clipNameHashCode = clip.name.GetHashCode();
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- clipNameHashCodeTable.Add(clip, clipNameHashCode);
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- }
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- Spine.Animation animation;
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- animationTable.TryGetValue(clipNameHashCode, out animation);
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- return animation;
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- }
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-
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- class AnimationClipEqualityComparer : IEqualityComparer<AnimationClip> {
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- internal static readonly IEqualityComparer<AnimationClip> Instance = new AnimationClipEqualityComparer();
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- public bool Equals (AnimationClip x, AnimationClip y) { return x.GetInstanceID() == y.GetInstanceID(); }
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- public int GetHashCode (AnimationClip o) { return o.GetInstanceID(); }
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- }
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-
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- class IntEqualityComparer : IEqualityComparer<int> {
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- internal static readonly IEqualityComparer<int> Instance = new IntEqualityComparer();
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- public bool Equals (int x, int y) { return x == y; }
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- public int GetHashCode(int o) { return o; }
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- }
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- }
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-
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- }
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-}
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+/******************************************************************************
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+ * Spine Runtimes Software License v2.5
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+ *
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+ * Copyright (c) 2013-2016, Esoteric Software
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+ * All rights reserved.
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+ *
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+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
|
|
|
+ * non-transferable license to use, install, execute, and perform the Spine
|
|
|
+ * Runtimes software and derivative works solely for personal or internal
|
|
|
+ * use. Without the written permission of Esoteric Software (see Section 2 of
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|
|
+ * the Spine Software License Agreement), you may not (a) modify, translate,
|
|
|
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
|
|
|
+ * create derivative works or improvements of the Spine Runtimes 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.
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|
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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+ * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
|
|
+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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+ * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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|
|
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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+ * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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+ * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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+ * 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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+
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+namespace Spine.Unity {
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+ [RequireComponent(typeof(Animator))]
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+ public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
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+
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+ [SerializeField] protected MecanimTranslator translator;
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+ public MecanimTranslator Translator { get { return translator; } }
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+
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+ #region Bone Callbacks (ISkeletonAnimation)
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+ protected event UpdateBonesDelegate _UpdateLocal;
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+ protected event UpdateBonesDelegate _UpdateWorld;
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+ protected event UpdateBonesDelegate _UpdateComplete;
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+
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+ /// <summary>
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+ /// Occurs after the animations are applied and before world space values are resolved.
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+ /// Use this callback when you want to set bone local values.</summary>
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+ public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } }
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+
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+ /// <summary>
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+ /// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
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+ /// Using this callback will cause the world space values to be solved an extra time.
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+ /// Use this callback if want to use bone world space values, and also set bone local values.</summary>
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+ public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } }
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+
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+ /// <summary>
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+ /// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
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+ /// Use this callback if you want to use bone world space values, but don't intend to modify bone local values.
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|
|
+ /// This callback can also be used when setting world position and the bone matrix.</summary>
|
|
|
+ public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ public override void Initialize (bool overwrite) {
|
|
|
+ if (valid && !overwrite) return;
|
|
|
+ base.Initialize(overwrite);
|
|
|
+ if (!valid) return;
|
|
|
+
|
|
|
+ if (translator == null) translator = new MecanimTranslator();
|
|
|
+ translator.Initialize(GetComponent<Animator>(), this.skeletonDataAsset);
|
|
|
+ }
|
|
|
+
|
|
|
+ public void Update () {
|
|
|
+ if (!valid) return;
|
|
|
+
|
|
|
+ #if UNITY_EDITOR
|
|
|
+ if (Application.isPlaying) {
|
|
|
+ translator.Apply(skeleton);
|
|
|
+ } else {
|
|
|
+ var translatorAnimator = translator.Animator;
|
|
|
+ if (translatorAnimator != null && translatorAnimator.isInitialized)
|
|
|
+ translator.Apply(skeleton);
|
|
|
+ }
|
|
|
+ #else
|
|
|
+ translator.Apply(skeleton);
|
|
|
+ #endif
|
|
|
+
|
|
|
+ // UpdateWorldTransform and Bone Callbacks
|
|
|
+ {
|
|
|
+ if (_UpdateLocal != null)
|
|
|
+ _UpdateLocal(this);
|
|
|
+
|
|
|
+ skeleton.UpdateWorldTransform();
|
|
|
+
|
|
|
+ if (_UpdateWorld != null) {
|
|
|
+ _UpdateWorld(this);
|
|
|
+ skeleton.UpdateWorldTransform();
|
|
|
+ }
|
|
|
+
|
|
|
+ if (_UpdateComplete != null)
|
|
|
+ _UpdateComplete(this);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ [System.Serializable]
|
|
|
+ public class MecanimTranslator {
|
|
|
+ #region Inspector
|
|
|
+ public bool autoReset = true;
|
|
|
+ public MixMode[] layerMixModes = new MixMode[0];
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ public enum MixMode { AlwaysMix, MixNext, SpineStyle }
|
|
|
+
|
|
|
+ readonly Dictionary<int, Spine.Animation> animationTable = new Dictionary<int, Spine.Animation>(IntEqualityComparer.Instance);
|
|
|
+ readonly Dictionary<AnimationClip, int> clipNameHashCodeTable = new Dictionary<AnimationClip, int>(AnimationClipEqualityComparer.Instance);
|
|
|
+ readonly List<Animation> previousAnimations = new List<Animation>();
|
|
|
+
|
|
|
+ protected class ClipInfos {
|
|
|
+ public bool isInterruptionActive = false;
|
|
|
+ public bool isLastFrameOfInterruption = false;
|
|
|
+
|
|
|
+ public int clipInfoCount = 0;
|
|
|
+ public int nextClipInfoCount = 0;
|
|
|
+ public int interruptingClipInfoCount = 0;
|
|
|
+ public readonly List<AnimatorClipInfo> clipInfos = new List<AnimatorClipInfo>();
|
|
|
+ public readonly List<AnimatorClipInfo> nextClipInfos = new List<AnimatorClipInfo>();
|
|
|
+ public readonly List<AnimatorClipInfo> interruptingClipInfos = new List<AnimatorClipInfo>();
|
|
|
+
|
|
|
+ public AnimatorStateInfo stateInfo;
|
|
|
+ public AnimatorStateInfo nextStateInfo;
|
|
|
+ public AnimatorStateInfo interruptingStateInfo;
|
|
|
+
|
|
|
+ public float interruptingClipTimeAddition = 0;
|
|
|
+ }
|
|
|
+ protected ClipInfos[] layerClipInfos = new ClipInfos[0];
|
|
|
+
|
|
|
+ Animator animator;
|
|
|
+ public Animator Animator { get { return this.animator; } }
|
|
|
+
|
|
|
+ public void Initialize(Animator animator, SkeletonDataAsset skeletonDataAsset) {
|
|
|
+ this.animator = animator;
|
|
|
+
|
|
|
+ previousAnimations.Clear();
|
|
|
+
|
|
|
+ animationTable.Clear();
|
|
|
+ var data = skeletonDataAsset.GetSkeletonData(true);
|
|
|
+ foreach (var a in data.Animations)
|
|
|
+ animationTable.Add(a.Name.GetHashCode(), a);
|
|
|
+
|
|
|
+ clipNameHashCodeTable.Clear();
|
|
|
+ ClearClipInfosForLayers();
|
|
|
+ }
|
|
|
+
|
|
|
+ public void Apply(Skeleton skeleton) {
|
|
|
+ if (layerMixModes.Length < animator.layerCount)
|
|
|
+ System.Array.Resize<MixMode>(ref layerMixModes, animator.layerCount);
|
|
|
+
|
|
|
+ InitClipInfosForLayers();
|
|
|
+ for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
|
|
|
+ GetStateUpdatesFromAnimator(layer);
|
|
|
+ }
|
|
|
+
|
|
|
+ //skeleton.Update(Time.deltaTime); // Doesn't actually do anything, currently. (Spine 3.6).
|
|
|
+
|
|
|
+ // Clear Previous
|
|
|
+ if (autoReset) {
|
|
|
+ var previousAnimations = this.previousAnimations;
|
|
|
+ for (int i = 0, n = previousAnimations.Count; i < n; i++)
|
|
|
+ previousAnimations[i].SetKeyedItemsToSetupPose(skeleton);
|
|
|
+
|
|
|
+ previousAnimations.Clear();
|
|
|
+ for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
|
|
|
+ float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer); // Animator.GetLayerWeight always returns 0 on the first layer. Should be interpreted as 1.
|
|
|
+ if (layerWeight <= 0) continue;
|
|
|
+
|
|
|
+ AnimatorStateInfo nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
|
|
|
+
|
|
|
+ bool hasNext = nextStateInfo.fullPathHash != 0;
|
|
|
+
|
|
|
+ int clipInfoCount, nextClipInfoCount, interruptingClipInfoCount;
|
|
|
+ IList<AnimatorClipInfo> clipInfo, nextClipInfo, interruptingClipInfo;
|
|
|
+ bool isInterruptionActive, shallInterpolateWeightTo1;
|
|
|
+ GetAnimatorClipInfos(layer, out isInterruptionActive, out clipInfoCount, out nextClipInfoCount, out interruptingClipInfoCount,
|
|
|
+ out clipInfo, out nextClipInfo, out interruptingClipInfo, out shallInterpolateWeightTo1);
|
|
|
+
|
|
|
+ for (int c = 0; c < clipInfoCount; c++) {
|
|
|
+ var info = clipInfo[c];
|
|
|
+ float weight = info.weight * layerWeight; if (weight == 0) continue;
|
|
|
+ previousAnimations.Add(GetAnimation(info.clip));
|
|
|
+ }
|
|
|
+
|
|
|
+ if (hasNext) {
|
|
|
+ for (int c = 0; c < nextClipInfoCount; c++) {
|
|
|
+ var info = nextClipInfo[c];
|
|
|
+ float weight = info.weight * layerWeight; if (weight == 0) continue;
|
|
|
+ previousAnimations.Add(GetAnimation(info.clip));
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (isInterruptionActive) {
|
|
|
+ for (int c = 0; c < interruptingClipInfoCount; c++)
|
|
|
+ {
|
|
|
+ var info = interruptingClipInfo[c];
|
|
|
+ float clipWeight = shallInterpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
|
|
|
+ float weight = clipWeight * layerWeight; if (weight == 0) continue;
|
|
|
+ previousAnimations.Add(GetAnimation(info.clip));
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Apply
|
|
|
+ for (int layer = 0, n = animator.layerCount; layer < n; layer++) {
|
|
|
+ float layerWeight = (layer == 0) ? 1 : animator.GetLayerWeight(layer); // Animator.GetLayerWeight always returns 0 on the first layer. Should be interpreted as 1.
|
|
|
+
|
|
|
+ bool isInterruptionActive;
|
|
|
+ AnimatorStateInfo stateInfo;
|
|
|
+ AnimatorStateInfo nextStateInfo;
|
|
|
+ AnimatorStateInfo interruptingStateInfo;
|
|
|
+ float interruptingClipTimeAddition;
|
|
|
+ GetAnimatorStateInfos(layer, out isInterruptionActive, out stateInfo, out nextStateInfo, out interruptingStateInfo, out interruptingClipTimeAddition);
|
|
|
+
|
|
|
+ bool hasNext = nextStateInfo.fullPathHash != 0;
|
|
|
+
|
|
|
+ int clipInfoCount, nextClipInfoCount, interruptingClipInfoCount;
|
|
|
+ IList<AnimatorClipInfo> clipInfo, nextClipInfo, interruptingClipInfo;
|
|
|
+ bool shallInterpolateWeightTo1;
|
|
|
+ GetAnimatorClipInfos(layer, out isInterruptionActive, out clipInfoCount, out nextClipInfoCount, out interruptingClipInfoCount,
|
|
|
+ out clipInfo, out nextClipInfo, out interruptingClipInfo, out shallInterpolateWeightTo1);
|
|
|
+
|
|
|
+ MixMode mode = layerMixModes[layer];
|
|
|
+ if (mode == MixMode.AlwaysMix) {
|
|
|
+ // Always use Mix instead of Applying the first non-zero weighted clip.
|
|
|
+ for (int c = 0; c < clipInfoCount; c++) {
|
|
|
+ var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
|
|
+ GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
|
|
|
+ }
|
|
|
+ if (hasNext) {
|
|
|
+ for (int c = 0; c < nextClipInfoCount; c++) {
|
|
|
+ var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
|
|
+ GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime, info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ if (isInterruptionActive) {
|
|
|
+ for (int c = 0; c < interruptingClipInfoCount; c++)
|
|
|
+ {
|
|
|
+ var info = interruptingClipInfo[c];
|
|
|
+ float clipWeight = shallInterpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
|
|
|
+ float weight = clipWeight * layerWeight; if (weight == 0) continue;
|
|
|
+ GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(interruptingStateInfo.normalizedTime + interruptingClipTimeAddition, info.clip.length, interruptingStateInfo.speed < 0),
|
|
|
+ interruptingStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ } else { // case MixNext || SpineStyle
|
|
|
+ // Apply first non-zero weighted clip
|
|
|
+ int c = 0;
|
|
|
+ for (; c < clipInfoCount; c++) {
|
|
|
+ var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
|
|
+ GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, 1f, MixPose.Current, MixDirection.In);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ // Mix the rest
|
|
|
+ for (; c < clipInfoCount; c++) {
|
|
|
+ var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
|
|
+ GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
|
|
|
+ }
|
|
|
+
|
|
|
+ c = 0;
|
|
|
+ if (hasNext) {
|
|
|
+ // Apply next clip directly instead of mixing (ie: no crossfade, ignores mecanim transition weights)
|
|
|
+ if (mode == MixMode.SpineStyle) {
|
|
|
+ for (; c < nextClipInfoCount; c++) {
|
|
|
+ var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
|
|
+ GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, 1f, MixPose.Current, MixDirection.In);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ // Mix the rest
|
|
|
+ for (; c < nextClipInfoCount; c++) {
|
|
|
+ var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
|
|
|
+ GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length, nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ c = 0;
|
|
|
+ if (isInterruptionActive) {
|
|
|
+ // Apply next clip directly instead of mixing (ie: no crossfade, ignores mecanim transition weights)
|
|
|
+ if (mode == MixMode.SpineStyle) {
|
|
|
+ for (; c < interruptingClipInfoCount; c++) {
|
|
|
+ var info = interruptingClipInfo[c]; float clipWeight = shallInterpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
|
|
|
+ float weight = clipWeight * layerWeight; if (weight == 0) continue;
|
|
|
+ GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(interruptingStateInfo.normalizedTime + interruptingClipTimeAddition, info.clip.length, interruptingStateInfo.speed < 0), interruptingStateInfo.loop, null, 1f, MixPose.Current, MixDirection.In);
|
|
|
+ break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ // Mix the rest
|
|
|
+ for (; c < interruptingClipInfoCount; c++) {
|
|
|
+ var info = interruptingClipInfo[c]; float clipWeight = shallInterpolateWeightTo1 ? (info.weight + 1.0f) * 0.5f : info.weight;
|
|
|
+ float weight = clipWeight * layerWeight; if (weight == 0) continue;
|
|
|
+ GetAnimation(info.clip).Apply(skeleton, 0, AnimationTime(interruptingStateInfo.normalizedTime + interruptingClipTimeAddition, info.clip.length, interruptingStateInfo.speed < 0), interruptingStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ static float AnimationTime(float normalizedTime, float clipLength, bool loop, bool reversed) {
|
|
|
+ if (reversed)
|
|
|
+ normalizedTime = (1 - normalizedTime + (int)normalizedTime) + (int)normalizedTime;
|
|
|
+ float time = normalizedTime * clipLength;
|
|
|
+ if (loop) return time;
|
|
|
+ const float EndSnapEpsilon = 1f / 30f; // Workaround for end-duration keys not being applied.
|
|
|
+ return (clipLength - time < EndSnapEpsilon) ? clipLength : time; // return a time snapped to clipLength;
|
|
|
+ }
|
|
|
+
|
|
|
+ static float AnimationTime(float normalizedTime, float clipLength, bool reversed) {
|
|
|
+ if (reversed)
|
|
|
+ normalizedTime = (1 - normalizedTime + (int)normalizedTime) + (int)normalizedTime;
|
|
|
+
|
|
|
+ return normalizedTime * clipLength;
|
|
|
+ }
|
|
|
+
|
|
|
+ void InitClipInfosForLayers() {
|
|
|
+ if (layerClipInfos.Length < animator.layerCount) {
|
|
|
+ System.Array.Resize<ClipInfos>(ref layerClipInfos, animator.layerCount);
|
|
|
+ for (int layer = 0, n = animator.layerCount; layer < n; ++layer) {
|
|
|
+ if (layerClipInfos[layer] == null)
|
|
|
+ layerClipInfos[layer] = new ClipInfos();
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void ClearClipInfosForLayers() {
|
|
|
+ for (int layer = 0, n = layerClipInfos.Length; layer < n; ++layer) {
|
|
|
+ if (layerClipInfos[layer] == null)
|
|
|
+ layerClipInfos[layer] = new ClipInfos();
|
|
|
+ else {
|
|
|
+ layerClipInfos[layer].isInterruptionActive = false;
|
|
|
+ layerClipInfos[layer].isLastFrameOfInterruption = false;
|
|
|
+ layerClipInfos[layer].clipInfos.Clear();
|
|
|
+ layerClipInfos[layer].nextClipInfos.Clear();
|
|
|
+ layerClipInfos[layer].interruptingClipInfos.Clear();
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void GetStateUpdatesFromAnimator(int layer) {
|
|
|
+
|
|
|
+ var layerInfos = layerClipInfos[layer];
|
|
|
+ int clipInfoCount = animator.GetCurrentAnimatorClipInfoCount(layer);
|
|
|
+ int nextClipInfoCount = animator.GetNextAnimatorClipInfoCount(layer);
|
|
|
+
|
|
|
+ var clipInfos = layerInfos.clipInfos;
|
|
|
+ var nextClipInfos = layerInfos.nextClipInfos;
|
|
|
+ var interruptingClipInfos = layerInfos.interruptingClipInfos;
|
|
|
+
|
|
|
+ layerInfos.isInterruptionActive = (clipInfoCount == 0 && nextClipInfoCount == 0);
|
|
|
+
|
|
|
+ // Note: during interruption, GetCurrentAnimatorClipInfoCount and GetNextAnimatorClipInfoCount
|
|
|
+ // are returning 0 in calls above. Therefore we keep previous clipInfos and nextClipInfos
|
|
|
+ // until the interruption is over.
|
|
|
+ if (layerInfos.isInterruptionActive) {
|
|
|
+
|
|
|
+ // Note: The last frame of a transition interruption
|
|
|
+ // will have fullPathHash set to 0, therefore we have to use previous
|
|
|
+ // frame's infos about interruption clips and correct some values
|
|
|
+ // accordingly (normalizedTime and weight).
|
|
|
+ var interruptingStateInfo = animator.GetNextAnimatorStateInfo(layer);
|
|
|
+ layerInfos.isLastFrameOfInterruption = interruptingStateInfo.fullPathHash == 0;
|
|
|
+ if (!layerInfos.isLastFrameOfInterruption) {
|
|
|
+ layerInfos.interruptingClipInfoCount = interruptingClipInfos.Count;
|
|
|
+
|
|
|
+ animator.GetNextAnimatorClipInfo(layer, interruptingClipInfos);
|
|
|
+ float oldTime = layerInfos.interruptingStateInfo.normalizedTime;
|
|
|
+ float newTime = interruptingStateInfo.normalizedTime;
|
|
|
+ layerInfos.interruptingClipTimeAddition = newTime - oldTime;
|
|
|
+ layerInfos.interruptingStateInfo = interruptingStateInfo;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ else {
|
|
|
+ layerInfos.clipInfoCount = clipInfoCount;
|
|
|
+ layerInfos.nextClipInfoCount = nextClipInfoCount;
|
|
|
+ layerInfos.interruptingClipInfoCount = 0;
|
|
|
+ layerInfos.isLastFrameOfInterruption = false;
|
|
|
+
|
|
|
+ if (clipInfos.Capacity < clipInfoCount) clipInfos.Capacity = clipInfoCount;
|
|
|
+ if (nextClipInfos.Capacity < nextClipInfoCount) nextClipInfos.Capacity = nextClipInfoCount;
|
|
|
+
|
|
|
+ animator.GetCurrentAnimatorClipInfo(layer, clipInfos);
|
|
|
+ animator.GetNextAnimatorClipInfo(layer, nextClipInfos);
|
|
|
+
|
|
|
+ layerInfos.stateInfo = animator.GetCurrentAnimatorStateInfo(layer);
|
|
|
+ layerInfos.nextStateInfo = animator.GetNextAnimatorStateInfo(layer);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ void GetAnimatorClipInfos (
|
|
|
+ int layer,
|
|
|
+ out bool isInterruptionActive,
|
|
|
+ out int clipInfoCount,
|
|
|
+ out int nextClipInfoCount,
|
|
|
+ out int interruptingClipInfoCount,
|
|
|
+ out IList<AnimatorClipInfo> clipInfo,
|
|
|
+ out IList<AnimatorClipInfo> nextClipInfo,
|
|
|
+ out IList<AnimatorClipInfo> interruptingClipInfo,
|
|
|
+ out bool shallInterpolateWeightTo1) {
|
|
|
+
|
|
|
+ var layerInfos = layerClipInfos[layer];
|
|
|
+ isInterruptionActive = layerInfos.isInterruptionActive;
|
|
|
+
|
|
|
+ clipInfoCount = layerInfos.clipInfoCount;
|
|
|
+ nextClipInfoCount = layerInfos.nextClipInfoCount;
|
|
|
+ interruptingClipInfoCount = layerInfos.interruptingClipInfoCount;
|
|
|
+
|
|
|
+ clipInfo = layerInfos.clipInfos;
|
|
|
+ nextClipInfo = layerInfos.nextClipInfos;
|
|
|
+ interruptingClipInfo = isInterruptionActive ? layerInfos.interruptingClipInfos : null;
|
|
|
+ shallInterpolateWeightTo1 = layerInfos.isLastFrameOfInterruption;
|
|
|
+ }
|
|
|
+
|
|
|
+ void GetAnimatorStateInfos(
|
|
|
+ int layer,
|
|
|
+ out bool isInterruptionActive,
|
|
|
+ out AnimatorStateInfo stateInfo,
|
|
|
+ out AnimatorStateInfo nextStateInfo,
|
|
|
+ out AnimatorStateInfo interruptingStateInfo,
|
|
|
+ out float interruptingClipTimeAddition) {
|
|
|
+
|
|
|
+ var layerInfos = layerClipInfos[layer];
|
|
|
+ isInterruptionActive = layerInfos.isInterruptionActive;
|
|
|
+
|
|
|
+ stateInfo = layerInfos.stateInfo;
|
|
|
+ nextStateInfo = layerInfos.nextStateInfo;
|
|
|
+ interruptingStateInfo = layerInfos.interruptingStateInfo;
|
|
|
+ interruptingClipTimeAddition = layerInfos.isLastFrameOfInterruption ? layerInfos.interruptingClipTimeAddition : 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ Spine.Animation GetAnimation (AnimationClip clip) {
|
|
|
+ int clipNameHashCode;
|
|
|
+ if (!clipNameHashCodeTable.TryGetValue(clip, out clipNameHashCode)) {
|
|
|
+ clipNameHashCode = clip.name.GetHashCode();
|
|
|
+ clipNameHashCodeTable.Add(clip, clipNameHashCode);
|
|
|
+ }
|
|
|
+ Spine.Animation animation;
|
|
|
+ animationTable.TryGetValue(clipNameHashCode, out animation);
|
|
|
+ return animation;
|
|
|
+ }
|
|
|
+
|
|
|
+ class AnimationClipEqualityComparer : IEqualityComparer<AnimationClip> {
|
|
|
+ internal static readonly IEqualityComparer<AnimationClip> Instance = new AnimationClipEqualityComparer();
|
|
|
+ public bool Equals (AnimationClip x, AnimationClip y) { return x.GetInstanceID() == y.GetInstanceID(); }
|
|
|
+ public int GetHashCode (AnimationClip o) { return o.GetInstanceID(); }
|
|
|
+ }
|
|
|
+
|
|
|
+ class IntEqualityComparer : IEqualityComparer<int> {
|
|
|
+ internal static readonly IEqualityComparer<int> Instance = new IntEqualityComparer();
|
|
|
+ public bool Equals (int x, int y) { return x == y; }
|
|
|
+ public int GetHashCode(int o) { return o; }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+}
|