/****************************************************************************** * 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. *****************************************************************************/ #define SPINE_EDITMODEPOSE using System; using UnityEngine; using UnityEngine.Playables; using UnityEngine.Timeline; namespace Spine.Unity.Playables { public class SpineAnimationStateMixerBehaviour : PlayableBehaviour { float[] lastInputWeights; bool lastAnyClipPlaying = false; public int trackIndex; public bool unscaledTime; ScriptPlayable[] startingClips = new ScriptPlayable[2]; IAnimationStateComponent animationStateComponent; bool pauseWithDirector = true; bool endAtClipEnd = true; float endMixOutDuration = 0.1f; bool isPaused = false; TrackEntry pausedTrackEntry; float previousTimeScale = 1; TrackEntry timelineStartedTrackEntry; public override void OnBehaviourPause (Playable playable, FrameData info) { if (pauseWithDirector) { if (!isPaused) HandlePause(playable); isPaused = true; } } public override void OnGraphStop (Playable playable) { if (!isPaused && endAtClipEnd) HandleClipEnd(); } public override void OnBehaviourPlay (Playable playable, FrameData info) { if (isPaused) HandleResume(playable); isPaused = false; } protected void HandlePause (Playable playable) { if (animationStateComponent.IsNullOrDestroyed()) return; TrackEntry current = animationStateComponent.AnimationState.GetCurrent(trackIndex); if (current != null && current == timelineStartedTrackEntry) { previousTimeScale = current.TimeScale; current.TimeScale = 0; pausedTrackEntry = current; } } protected void HandleResume (Playable playable) { if (animationStateComponent.IsNullOrDestroyed()) return; TrackEntry current = animationStateComponent.AnimationState.GetCurrent(trackIndex); if (current != null && current == pausedTrackEntry) { current.TimeScale = previousTimeScale; } } protected void HandleClipEnd () { if (animationStateComponent.IsNullOrDestroyed()) return; var state = animationStateComponent.AnimationState; if (endAtClipEnd && timelineStartedTrackEntry != null && timelineStartedTrackEntry == state.GetCurrent(trackIndex)) { if (endMixOutDuration >= 0) state.SetEmptyAnimation(trackIndex, endMixOutDuration); else // pause if endMixOutDuration < 0 timelineStartedTrackEntry.TimeScale = 0; timelineStartedTrackEntry = null; } } // NOTE: This function is called at runtime and edit time. Keep that in mind when setting the values of properties. public override void ProcessFrame (Playable playable, FrameData info, object playerData) { var skeletonAnimation = playerData as SkeletonAnimation; var skeletonGraphic = playerData as SkeletonGraphic; animationStateComponent = playerData as IAnimationStateComponent; var skeletonComponent = playerData as ISkeletonComponent; if (animationStateComponent.IsNullOrDestroyed() || skeletonComponent == null) return; var skeleton = skeletonComponent.Skeleton; var state = animationStateComponent.AnimationState; if (!Application.isPlaying) { #if SPINE_EDITMODEPOSE PreviewEditModePose(playable, skeletonComponent, animationStateComponent, skeletonAnimation, skeletonGraphic); #endif return; } int inputCount = playable.GetInputCount(); float rootSpeed = GetRootPlayableSpeed(playable); // Ensure correct buffer size. if (this.lastInputWeights == null || this.lastInputWeights.Length < inputCount) { this.lastInputWeights = new float[inputCount]; for (int i = 0; i < inputCount; i++) this.lastInputWeights[i] = default(float); } var lastInputWeights = this.lastInputWeights; int numStartingClips = 0; bool anyClipPlaying = false; // Check all clips. If a clip that was weight 0 turned into weight 1, call SetAnimation. for (int i = 0; i < inputCount; i++) { float lastInputWeight = lastInputWeights[i]; float inputWeight = playable.GetInputWeight(i); bool clipStarted = lastInputWeight == 0 && inputWeight > 0; if (inputWeight > 0) anyClipPlaying = true; lastInputWeights[i] = inputWeight; if (clipStarted && numStartingClips < 2) { ScriptPlayable clipPlayable = (ScriptPlayable)playable.GetInput(i); startingClips[numStartingClips++] = clipPlayable; } } // unfortunately order of clips can be wrong when two start at the same time, we have to sort clips if (numStartingClips == 2) { ScriptPlayable clipPlayable0 = startingClips[0]; ScriptPlayable clipPlayable1 = startingClips[1]; if (clipPlayable0.GetDuration() > clipPlayable1.GetDuration()) { // swap, clip 0 ends after clip 1 startingClips[0] = clipPlayable1; startingClips[1] = clipPlayable0; } } for (int j = 0; j < numStartingClips; ++j) { ScriptPlayable clipPlayable = startingClips[j]; SpineAnimationStateBehaviour clipData = clipPlayable.GetBehaviour(); pauseWithDirector = !clipData.dontPauseWithDirector; endAtClipEnd = !clipData.dontEndWithClip; endMixOutDuration = clipData.endMixOutDuration; if (clipData.animationReference == null) { float mixDuration = clipData.customDuration ? GetCustomMixDuration(clipData) : state.Data.DefaultMix; state.SetEmptyAnimation(trackIndex, mixDuration); } else { if (clipData.animationReference.Animation != null) { animationStateComponent.UnscaledTime = this.unscaledTime; TrackEntry currentEntry = state.GetCurrent(trackIndex); Spine.TrackEntry trackEntry; float customMixDuration = clipData.customDuration ? GetCustomMixDuration(clipData) : 0.0f; if (currentEntry == null && customMixDuration > 0) { state.SetEmptyAnimation(trackIndex, 0); // ease in requires empty animation trackEntry = state.AddAnimation(trackIndex, clipData.animationReference.Animation, clipData.loop, 0); } else trackEntry = state.SetAnimation(trackIndex, clipData.animationReference.Animation, clipData.loop); float clipSpeed = (float)clipPlayable.GetSpeed(); trackEntry.EventThreshold = clipData.eventThreshold; trackEntry.DrawOrderThreshold = clipData.drawOrderThreshold; trackEntry.TrackTime = (float)clipPlayable.GetTime() * clipSpeed * rootSpeed; trackEntry.TimeScale = clipSpeed * rootSpeed; trackEntry.AttachmentThreshold = clipData.attachmentThreshold; trackEntry.HoldPrevious = clipData.holdPrevious; trackEntry.Alpha = clipData.alpha; if (clipData.customDuration) trackEntry.MixDuration = customMixDuration / rootSpeed; timelineStartedTrackEntry = trackEntry; } //else Debug.LogWarningFormat("Animation named '{0}' not found", clipData.animationName); } // Ensure that the first frame ends with an updated mesh. if (skeletonAnimation) { skeletonAnimation.Update(0); skeletonAnimation.LateUpdate(); } else if (skeletonGraphic) { skeletonGraphic.Update(0); skeletonGraphic.LateUpdate(); } } startingClips[0] = startingClips[1] = ScriptPlayable.Null; if (lastAnyClipPlaying && !anyClipPlaying) HandleClipEnd(); this.lastAnyClipPlaying = anyClipPlaying; } #if SPINE_EDITMODEPOSE AnimationState dummyAnimationState; public void PreviewEditModePose (Playable playable, ISkeletonComponent skeletonComponent, IAnimationStateComponent animationStateComponent, SkeletonAnimation skeletonAnimation, SkeletonGraphic skeletonGraphic) { if (Application.isPlaying) return; if (animationStateComponent.IsNullOrDestroyed() || skeletonComponent == null) return; int inputCount = playable.GetInputCount(); float rootSpeed = GetRootPlayableSpeed(playable); int lastNonZeroWeightTrack = -1; for (int i = 0; i < inputCount; i++) { float inputWeight = playable.GetInputWeight(i); if (inputWeight > 0) lastNonZeroWeightTrack = i; } if (lastNonZeroWeightTrack != -1) { ScriptPlayable inputPlayableClip = (ScriptPlayable)playable.GetInput(lastNonZeroWeightTrack); SpineAnimationStateBehaviour clipData = inputPlayableClip.GetBehaviour(); var skeleton = skeletonComponent.Skeleton; bool skeletonDataMismatch = clipData.animationReference != null && clipData.animationReference.SkeletonDataAsset && skeletonComponent.SkeletonDataAsset.GetSkeletonData(true) != clipData.animationReference.SkeletonDataAsset.GetSkeletonData(true); if (skeletonDataMismatch) { Debug.LogWarningFormat("SpineAnimationStateMixerBehaviour tried to apply an animation for the wrong skeleton. Expected {0}. Was {1}", skeletonComponent.SkeletonDataAsset, clipData.animationReference.SkeletonDataAsset); } // Getting the from-animation here because it's required to get the mix information from AnimationStateData. Animation fromAnimation = null; float fromClipTime = 0; bool fromClipLoop = false; if (lastNonZeroWeightTrack != 0 && inputCount > 1) { var fromClip = (ScriptPlayable)playable.GetInput(lastNonZeroWeightTrack - 1); var fromClipData = fromClip.GetBehaviour(); fromAnimation = fromClipData.animationReference != null ? fromClipData.animationReference.Animation : null; fromClipTime = (float)fromClip.GetTime() * (float)fromClip.GetSpeed() * rootSpeed; fromClipLoop = fromClipData.loop; } Animation toAnimation = clipData.animationReference != null ? clipData.animationReference.Animation : null; float toClipTime = (float)inputPlayableClip.GetTime() * (float)inputPlayableClip.GetSpeed() * rootSpeed; float mixDuration = clipData.mixDuration; if (!clipData.customDuration && fromAnimation != null && toAnimation != null) { mixDuration = animationStateComponent.AnimationState.Data.GetMix(fromAnimation, toAnimation); } if (trackIndex == 0) skeleton.SetToSetupPose(); // Approximate what AnimationState might do at runtime. if (fromAnimation != null && mixDuration > 0 && toClipTime < mixDuration) { dummyAnimationState = dummyAnimationState ?? new AnimationState(skeletonComponent.SkeletonDataAsset.GetAnimationStateData()); var toEntry = dummyAnimationState.GetCurrent(0); var fromEntry = toEntry != null ? toEntry.MixingFrom : null; bool isAnimationTransitionMatch = (toEntry != null && toEntry.Animation == toAnimation && fromEntry != null && fromEntry.Animation == fromAnimation); if (!isAnimationTransitionMatch) { dummyAnimationState.ClearTracks(); fromEntry = dummyAnimationState.SetAnimation(0, fromAnimation, fromClipLoop); fromEntry.AllowImmediateQueue(); if (toAnimation != null) { toEntry = dummyAnimationState.SetAnimation(0, toAnimation, clipData.loop); toEntry.HoldPrevious = clipData.holdPrevious; toEntry.Alpha = clipData.alpha; } } // Update track times. fromEntry.TrackTime = fromClipTime; if (toEntry != null) { toEntry.TrackTime = toClipTime; toEntry.MixTime = toClipTime; } // Apply Pose dummyAnimationState.Update(0); dummyAnimationState.Apply(skeleton); } else { if (toAnimation != null) toAnimation.Apply(skeleton, 0, toClipTime, clipData.loop, null, clipData.alpha, MixBlend.Setup, MixDirection.In); } if (skeletonAnimation) { skeletonAnimation.Update(0); skeletonAnimation.LateUpdate(); } else if (skeletonGraphic) { skeletonGraphic.Update(0); skeletonGraphic.LateUpdate(); } } // Do nothing outside of the first clip and the last clip. } #endif float GetRootPlayableSpeed (Playable playable) { PlayableGraph graph = playable.GetGraph(); int rootPlayableCount = graph.GetRootPlayableCount(); if (rootPlayableCount == 1) return (float)graph.GetRootPlayable(0).GetSpeed(); else { for (int rootIndex = 0; rootIndex < rootPlayableCount; ++rootIndex) { var rootPlayable = graph.GetRootPlayable(rootIndex); for (int i = 0, n = rootPlayable.GetInputCount(); i < n; ++i) { var playableChild = rootPlayable.GetInput(i); if (playableChild.Equals(playable)) { return (float)rootPlayable.GetSpeed(); } } } } return 1.0f; } float GetCustomMixDuration (SpineAnimationStateBehaviour clipData) { if (clipData.useBlendDuration) { TimelineClip clip = clipData.timelineClip; return (float)Math.Max(clip.blendInDuration, clip.easeInDuration); } else { return clipData.mixDuration; } } } }