Created
June 6, 2016 21:43
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A hyper-simplified version of Spine's AnimationState.cs
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/****************************************************************************** | |
* Spine Runtimes Software License | |
* Version 2.3 | |
* | |
* Copyright (c) 2013-2015, Esoteric Software | |
* All rights reserved. | |
* | |
* You are granted a perpetual, non-exclusive, non-sublicensable and | |
* non-transferable license to use, install, execute and perform the Spine | |
* Runtimes Software (the "Software") and derivative works solely for personal | |
* or internal use. Without the written permission of Esoteric Software (see | |
* Section 2 of the Spine Software License Agreement), you may not (a) modify, | |
* translate, adapt or otherwise create derivative works, improvements of the | |
* Software or develop new applications using the Software or (b) remove, | |
* delete, alter or obscure any trademarks or any copyright, trademark, patent | |
* or other intellectual property or proprietary rights notices on or in the | |
* Software, including any copy thereof. Redistributions in binary or source | |
* form must include this license and terms. | |
* | |
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, | |
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | |
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; | |
* OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF | |
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
*****************************************************************************/ | |
using System; | |
namespace Spine { | |
public class AnimationState { | |
readonly ExposedList<Event> events = new ExposedList<Event>(); | |
public delegate void EventDelegate (AnimationState state, int trackIndex, Event e); | |
public event EventDelegate Event; | |
Spine.AnimationStateData data; | |
Spine.TrackEntry trackEntry; | |
public AnimationState (AnimationStateData data) { | |
if (data == null) throw new ArgumentNullException("data"); | |
this.data = data; | |
} | |
public void Update (float delta) { | |
if (trackEntry == null) return; | |
// THIS IS THE MAIN PURPOSE OF AnimationState.Update(delta). This advances the time of the tracks by the given delta seconds(delta). | |
trackEntry.time += delta; | |
// Step 2. Clear the track if animation is done (according to TrackEntry.endTime). | |
bool notLoopingAnimation = !trackEntry.loop; | |
bool wasDone = trackEntry.lastTime >= trackEntry.endTime; | |
if (!notLoopingAnimation && wasDone) | |
ClearTrack(0); | |
} | |
public void Apply (Skeleton skeleton) { | |
if (trackEntry == null) return; | |
// Now we use data from TrackEntry. | |
Spine.Animation animation = trackEntry.animation; | |
bool loop = trackEntry.loop; | |
float endTime = trackEntry.endTime; | |
float lastTime = trackEntry.lastTime; | |
float time = trackEntry.time; | |
if (!loop) time = Math.Min(time, endTime); | |
// THIS IS THE MAIN PURPOSE OF AnimationState.Apply(Skeleton). This applies the current animation to the skeleton at the stored time (which was updated in Update). | |
events.Clear(); | |
animation.Apply(skeleton, lastTime, time, loop, events); | |
// Animation.Apply above stores Spine events between lastTime and time into a list (events). | |
// This will generate the callback for those events. | |
if (this.Event != null) | |
foreach (Spine.Event e in events) this.Event(this, 0, e); | |
// lastTime means "time of the TrackEntry when it was last applied". The current time will be stored there for a future loop. | |
trackEntry.lastTime = trackEntry.time; | |
} | |
public TrackEntry SetAnimation (int trackIndex, String animationName, bool loop) { | |
Animation animation = data.skeletonData.FindAnimation(animationName); | |
if (animation == null) throw new ArgumentException("Animation not found: " + animationName); | |
return SetAnimation(trackIndex, animation, loop); | |
} | |
public TrackEntry SetAnimation (int trackIndex, Animation animation, bool loop) { | |
if (animation == null) throw new ArgumentNullException("animation"); | |
trackEntry = new TrackEntry { | |
animation = animation, | |
loop = loop, | |
time = 0, | |
endTime = animation.duration | |
}; | |
// The method also returns the new TrackEntry so ouside code can modify things like the start time (time), or the end time (endTime). | |
return trackEntry; | |
} | |
/// <summary>With multiple tracks, this method would return the currently playing entry in a specific track.</summary> | |
public TrackEntry GetCurrent (int trackIndex) { | |
return trackEntry; | |
} | |
/// <summary>With multiple tracks, this method would clear a specific track.</summary> | |
public void ClearTrack (int trackIndex) { | |
trackEntry = null; | |
} | |
/// <summary>With multiple tracks, this method would clear all tracks.</summary> | |
public void ClearTracks () { | |
trackEntry = null; | |
} | |
override public String ToString () { | |
return trackEntry == null ? "<none>" : trackEntry.animation.ToString(); | |
} | |
} | |
public class TrackEntry { | |
public float time, lastTime = -1; | |
public Animation animation; | |
public float endTime; | |
public bool loop; | |
public float Time { get { return time; } } | |
public float LastTime { get { return lastTime; } } | |
public Animation Animation { get { return animation; } } | |
public float EndTime { get { return endTime; } } | |
public bool Loop { get { return loop; } } | |
public float Mix { get { return 1f; } } | |
// This is just so the YieldInstruction module doesn't break. This is nonfunctional. | |
public delegate void CompleteDelegate (AnimationState state, int trackIndex, int loopCount); | |
public CompleteDelegate Complete; | |
} | |
} |
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