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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2020, 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;
- ScriptPlayable<SpineAnimationStateBehaviour>[] startingClips
- = new ScriptPlayable<SpineAnimationStateBehaviour>[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();
- // 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<SpineAnimationStateBehaviour> clipPlayable = (ScriptPlayable<SpineAnimationStateBehaviour>)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<SpineAnimationStateBehaviour> clipPlayable0 = startingClips[0];
- ScriptPlayable<SpineAnimationStateBehaviour> 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<SpineAnimationStateBehaviour> 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) {
- 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);
- trackEntry.EventThreshold = clipData.eventThreshold;
- trackEntry.DrawOrderThreshold = clipData.drawOrderThreshold;
- trackEntry.TrackTime = (float)clipPlayable.GetTime() * (float)clipPlayable.GetSpeed();
- trackEntry.TimeScale = (float)clipPlayable.GetSpeed();
- trackEntry.AttachmentThreshold = clipData.attachmentThreshold;
- trackEntry.HoldPrevious = clipData.holdPrevious;
- trackEntry.Alpha = clipData.alpha;
- if (clipData.customDuration)
- trackEntry.MixDuration = customMixDuration;
- 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<SpineAnimationStateBehaviour>.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();
- int lastNonZeroWeightTrack = -1;
- for (int i = 0; i < inputCount; i++) {
- float inputWeight = playable.GetInputWeight(i);
- if (inputWeight > 0) lastNonZeroWeightTrack = i;
- }
- if (lastNonZeroWeightTrack != -1) {
- ScriptPlayable<SpineAnimationStateBehaviour> inputPlayableClip =
- (ScriptPlayable<SpineAnimationStateBehaviour>)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<SpineAnimationStateBehaviour>)playable.GetInput(lastNonZeroWeightTrack - 1);
- var fromClipData = fromClip.GetBehaviour();
- fromAnimation = fromClipData.animationReference != null ? fromClipData.animationReference.Animation : null;
- fromClipTime = (float)fromClip.GetTime() * (float)fromClip.GetSpeed();
- fromClipLoop = fromClipData.loop;
- }
- Animation toAnimation = clipData.animationReference != null ? clipData.animationReference.Animation : null;
- float toClipTime = (float)inputPlayableClip.GetTime() * (float)inputPlayableClip.GetSpeed();
- 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 GetCustomMixDuration (SpineAnimationStateBehaviour clipData) {
- if (clipData.useBlendDuration) {
- TimelineClip clip = clipData.timelineClip;
- return (float)Math.Max(clip.blendInDuration, clip.easeInDuration);
- } else {
- return clipData.mixDuration;
- }
- }
- }
- }
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