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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- using Spine;
- using Spine.Unity;
- namespace Spine.Unity {
-
- using Animation = Spine.Animation;
- using AnimationState = Spine.AnimationState;
- public class SkeletonAnimationMulti : MonoBehaviour {
- const int MainTrackIndex = 0;
- public bool initialFlipX, initialFlipY;
- public string initialAnimation;
- public bool initialLoop;
- [Space]
- public List<SkeletonDataAsset> skeletonDataAssets = new List<SkeletonDataAsset>();
- [Header("Settings")]
- public MeshGenerator.Settings meshGeneratorSettings = MeshGenerator.Settings.Default;
- readonly List<SkeletonAnimation> skeletonAnimations = new List<SkeletonAnimation>();
- readonly Dictionary<string, Animation> animationNameTable = new Dictionary<string, Animation>();
- readonly Dictionary<Animation, SkeletonAnimation> animationSkeletonTable = new Dictionary<Animation, SkeletonAnimation>();
- //Stateful
- SkeletonAnimation currentSkeletonAnimation;
- void Clear () {
- foreach (var s in skeletonAnimations)
- Destroy(s.gameObject);
- skeletonAnimations.Clear();
- animationNameTable.Clear();
- animationSkeletonTable.Clear();
- }
- void SetActiveSkeleton (SkeletonAnimation skeletonAnimation) {
- foreach (var sa in skeletonAnimations)
- sa.gameObject.SetActive(sa == skeletonAnimation);
-
- currentSkeletonAnimation = skeletonAnimation;
- }
- #region Lifecycle
- void Awake () {
- Initialize(false);
- }
- #endregion
- #region API
- public Dictionary<Animation, SkeletonAnimation> AnimationSkeletonTable { get { return this.animationSkeletonTable; } }
- public Dictionary<string, Animation> AnimationNameTable { get { return this.animationNameTable; } }
- public SkeletonAnimation CurrentSkeletonAnimation { get { return this.currentSkeletonAnimation; } }
- public void Initialize (bool overwrite) {
- if (skeletonAnimations.Count != 0 && !overwrite) return;
- Clear();
- var settings = this.meshGeneratorSettings;
- Transform thisTransform = this.transform;
- foreach (var sda in skeletonDataAssets) {
- var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(sda);
- sa.transform.SetParent(thisTransform, false);
- sa.SetMeshSettings(settings);
- sa.initialFlipX = this.initialFlipX;
- sa.initialFlipY = this.initialFlipY;
- var skeleton = sa.skeleton;
- skeleton.ScaleX = this.initialFlipX ? 1 : -1;
- skeleton.ScaleY = this.initialFlipY ? 1 : -1;
- sa.Initialize(false);
- skeletonAnimations.Add(sa);
- }
- // Build cache
- var animationNameTable = this.animationNameTable;
- var animationSkeletonTable = this.animationSkeletonTable;
- foreach (var skeletonAnimation in skeletonAnimations) {
- foreach (var animationObject in skeletonAnimation.Skeleton.Data.Animations) {
- animationNameTable[animationObject.Name] = animationObject;
- animationSkeletonTable[animationObject] = skeletonAnimation;
- }
- }
- SetActiveSkeleton(skeletonAnimations[0]);
- SetAnimation(initialAnimation, initialLoop);
- }
- public Animation FindAnimation (string animationName) {
- // Analysis disable once LocalVariableHidesMember
- Animation animation;
- animationNameTable.TryGetValue(animationName, out animation);
- return animation;
- }
- public TrackEntry SetAnimation (string animationName, bool loop) {
- return SetAnimation(FindAnimation(animationName), loop);
- }
- public TrackEntry SetAnimation (Animation animation, bool loop) {
- if (animation == null) return null;
- SkeletonAnimation skeletonAnimation;
- animationSkeletonTable.TryGetValue(animation, out skeletonAnimation);
- if (skeletonAnimation != null) {
- SetActiveSkeleton(skeletonAnimation);
- skeletonAnimation.skeleton.SetToSetupPose();
- return skeletonAnimation.state.SetAnimation(MainTrackIndex, animation, loop);
- }
- return null;
- }
- public void SetEmptyAnimation (float mixDuration) {
- currentSkeletonAnimation.state.SetEmptyAnimation(MainTrackIndex, mixDuration);
- }
- public void ClearAnimation () {
- currentSkeletonAnimation.state.ClearTrack(MainTrackIndex);
- }
- public TrackEntry GetCurrent () {
- return currentSkeletonAnimation.state.GetCurrent(MainTrackIndex);
- }
- #endregion
- }
- }
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