SpineAnimationStateBehaviour.cs 2.8 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  27. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. using Spine;
  30. using Spine.Unity;
  31. using System;
  32. using System.Collections.Generic;
  33. using UnityEngine;
  34. using UnityEngine.Playables;
  35. using UnityEngine.Timeline;
  36. namespace Spine.Unity.Playables {
  37. using Animation = Spine.Animation;
  38. [Serializable]
  39. public class SpineAnimationStateBehaviour : PlayableBehaviour {
  40. [NonSerialized] public TimelineClip timelineClip;
  41. public AnimationReferenceAsset animationReference;
  42. public bool loop;
  43. // Mix Properties
  44. public bool customDuration = false;
  45. public bool useBlendDuration = true;
  46. [SerializeField]
  47. #pragma warning disable 414
  48. private bool isInitialized = false; // required to read preferences values from editor side.
  49. #pragma warning restore 414
  50. public float mixDuration = 0.1f;
  51. public bool holdPrevious = false;
  52. public bool dontPauseWithDirector = false;
  53. [UnityEngine.Serialization.FormerlySerializedAs("dontPauseOnStop")]
  54. public bool dontEndWithClip = false;
  55. public float endMixOutDuration = 0.1f;
  56. [Range(0, 1f)]
  57. public float attachmentThreshold = 0.5f;
  58. [Range(0, 1f)]
  59. public float eventThreshold = 0.5f;
  60. [Range(0, 1f)]
  61. public float drawOrderThreshold = 0.5f;
  62. [Range(0, 1f)]
  63. public float alpha = 1.0f;
  64. }
  65. }