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- /******************************************************************************
- * 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<TimelineClip> clips = this.GetClips();
- foreach (TimelineClip clip in clips) {
- var animationStateClip = clip.asset as SpineAnimationStateClip;
- if (animationStateClip != null)
- animationStateClip.timelineClip = clip;
- }
- var scriptPlayable = ScriptPlayable<SpineAnimationStateMixerBehaviour>.Create(graph, inputCount);
- var mixerBehaviour = scriptPlayable.GetBehaviour();
- mixerBehaviour.trackIndex = this.trackIndex;
- mixerBehaviour.unscaledTime = this.unscaledTime;
- return scriptPlayable;
- }
- }
- }
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