SpineAnimationStateClip.cs 2.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960
  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated September 24, 2021. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2022, 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 System;
  30. using UnityEngine;
  31. using UnityEngine.Playables;
  32. using UnityEngine.Timeline;
  33. namespace Spine.Unity.Playables {
  34. [Serializable]
  35. public class SpineAnimationStateClip : PlayableAsset, ITimelineClipAsset {
  36. public SpineAnimationStateBehaviour template = new SpineAnimationStateBehaviour();
  37. public ClipCaps clipCaps { get { return ClipCaps.Blending | ClipCaps.ClipIn | ClipCaps.SpeedMultiplier | (template.loop ? ClipCaps.Looping : 0); } }
  38. [NonSerialized] public TimelineClip timelineClip;
  39. public override Playable CreatePlayable (PlayableGraph graph, GameObject owner) {
  40. template.timelineClip = this.timelineClip;
  41. var playable = ScriptPlayable<SpineAnimationStateBehaviour>.Create(graph, template);
  42. playable.GetBehaviour();
  43. return playable;
  44. }
  45. public override double duration {
  46. get {
  47. if (template.animationReference == null || template.animationReference.Animation == null)
  48. return 0;
  49. return template.animationReference.Animation.Duration;
  50. }
  51. }
  52. }
  53. }