/****************************************************************************** * Spine Runtimes License Agreement * Last updated September 24, 2021. Replaces all prior versions. * * Copyright (c) 2013-2022, 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; using System.Collections.Generic; using UnityEngine; using UnityEngine.Playables; using UnityEngine.Timeline; namespace Spine.Unity.Playables { using Animation = Spine.Animation; [Serializable] public class SpineAnimationStateBehaviour : PlayableBehaviour { [NonSerialized] public TimelineClip timelineClip; public AnimationReferenceAsset animationReference; public bool loop; // Mix Properties public bool customDuration = false; public bool useBlendDuration = true; [SerializeField] #pragma warning disable 414 private bool isInitialized = false; // required to read preferences values from editor side. #pragma warning restore 414 public float mixDuration = 0.1f; public bool holdPrevious = false; public bool dontPauseWithDirector = false; [UnityEngine.Serialization.FormerlySerializedAs("dontPauseOnStop")] public bool dontEndWithClip = false; public float endMixOutDuration = 0.1f; [Range(0, 1f)] public float attachmentThreshold = 0.5f; [Range(0, 1f)] public float eventThreshold = 0.5f; [Range(0, 1f)] public float drawOrderThreshold = 0.5f; [Range(0, 1f)] public float alpha = 1.0f; } }