/****************************************************************************** * 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. *****************************************************************************/ #if UNITY_EDITOR using System.ComponentModel; #endif using System.Collections.Generic; using UnityEngine; using UnityEngine.Playables; using UnityEngine.Timeline; namespace Spine.Unity.Playables { [TrackColor(255 / 255.0f, 64 / 255.0f, 1 / 255.0f)] [TrackClipType(typeof(SpineAnimationStateClip))] [TrackBindingType(typeof(SkeletonAnimation))] #if UNITY_EDITOR [DisplayName("Spine/SkeletonAnimation Track")] #endif public class SpineAnimationStateTrack : TrackAsset { 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) { IEnumerable clips = this.GetClips(); foreach (TimelineClip clip in clips) { var animationStateClip = clip.asset as SpineAnimationStateClip; if (animationStateClip != null) animationStateClip.timelineClip = clip; } var scriptPlayable = ScriptPlayable.Create(graph, inputCount); var mixerBehaviour = scriptPlayable.GetBehaviour(); mixerBehaviour.trackIndex = this.trackIndex; mixerBehaviour.unscaledTime = this.unscaledTime; return scriptPlayable; } } }