SpineAnimationStateTrack.cs 3.2 KB

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  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
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  28. *****************************************************************************/
  29. #if UNITY_EDITOR
  30. using System.ComponentModel;
  31. #endif
  32. using System.Collections.Generic;
  33. using UnityEngine;
  34. using UnityEngine.Playables;
  35. using UnityEngine.Timeline;
  36. namespace Spine.Unity.Playables {
  37. [TrackColor(255 / 255.0f, 64 / 255.0f, 1 / 255.0f)]
  38. [TrackClipType(typeof(SpineAnimationStateClip))]
  39. [TrackBindingType(typeof(SkeletonAnimation))]
  40. #if UNITY_EDITOR
  41. [DisplayName("Spine/SkeletonAnimation Track")]
  42. #endif
  43. public class SpineAnimationStateTrack : TrackAsset {
  44. public int trackIndex = 0;
  45. [Tooltip("Whenever starting a new animation clip of this track, " +
  46. "SkeletonAnimation.UnscaledTime will be set to this value. " +
  47. "This allows you to play back Timeline clips either in normal game time " +
  48. "or unscaled game time. Note that PlayableDirector.UpdateMethod " +
  49. "is ignored and replaced by this property, which allows more fine-granular " +
  50. "control per Timeline track.")]
  51. public bool unscaledTime = false;
  52. public override Playable CreateTrackMixer (PlayableGraph graph, GameObject go, int inputCount) {
  53. IEnumerable<TimelineClip> clips = this.GetClips();
  54. foreach (TimelineClip clip in clips) {
  55. var animationStateClip = clip.asset as SpineAnimationStateClip;
  56. if (animationStateClip != null)
  57. animationStateClip.timelineClip = clip;
  58. }
  59. var scriptPlayable = ScriptPlayable<SpineAnimationStateMixerBehaviour>.Create(graph, inputCount);
  60. var mixerBehaviour = scriptPlayable.GetBehaviour();
  61. mixerBehaviour.trackIndex = this.trackIndex;
  62. mixerBehaviour.unscaledTime = this.unscaledTime;
  63. return scriptPlayable;
  64. }
  65. }
  66. }