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/****************************************************************************** |
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* Spine Runtimes Software License |
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* Version 2.3 |
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* |
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* Copyright (c) 2013-2015, Esoteric Software |
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* All rights reserved. |
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* |
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* You are granted a perpetual, non-exclusive, non-sublicensable and |
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* non-transferable license to use, install, execute and perform the Spine |
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* Runtimes Software (the "Software") and derivative works solely for personal |
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* or internal use. Without the written permission of Esoteric Software (see |
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* Section 2 of the Spine Software License Agreement), you may not (a) modify, |
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* translate, adapt or otherwise create derivative works, improvements of the |
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* Software or develop new applications using the Software or (b) remove, |
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* delete, alter or obscure any trademarks or any copyright, trademark, patent |
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* or other intellectual property or proprietary rights notices on or in the |
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* Software, including any copy thereof. Redistributions in binary or source |
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* form must include this license and terms. |
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* |
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR |
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF |
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO |
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; |
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, |
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR |
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF |
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*****************************************************************************/ |
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using System; |
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using System.Collections.Generic; |
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using System.Text; |
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namespace Spine { |
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public class AnimationState { |
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private AnimationStateData data; |
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private readonly ExposedList<TrackEntry> tracks = new ExposedList<TrackEntry>(); |
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private ExposedList<Event> events = new ExposedList<Event>(); |
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private float timeScale = 1; |
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public AnimationStateData Data { get { return data; } } |
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public float TimeScale { get { return timeScale; } set { timeScale = value; } } |
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public delegate void StartEndDelegate (AnimationState state, int trackIndex); |
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public event StartEndDelegate Start; |
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public event StartEndDelegate End; |
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public delegate void EventDelegate (AnimationState state, int trackIndex, Event e); |
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public event EventDelegate Event; |
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public delegate void CompleteDelegate (AnimationState state, int trackIndex, int loopCount); |
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public event CompleteDelegate Complete; |
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public AnimationState (AnimationStateData data) { |
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if (data == null) throw new ArgumentNullException("data", "data cannot be null."); |
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this.data = data; |
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} |
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#region Extra Settings |
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/// <summary> |
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/// Determines when events from a previous animation continue to be captured. </summary> |
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/// <remarks>The default 0.5f means events will stop being captured and raised halfway through crossfade duration. 0 means ignore all. 1 means capture all.</remarks> |
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public float mixEventThreshold = 0.5f; |
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/// <summary> |
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/// If true, animations will not inherit the side-effects of previous animations.</summary> |
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/// <remarks>Default is true, because it's the whole point of this version of Spine.AnimationState</remarks> |
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public bool removePreviousAnimation = true; |
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#endregion |
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#region Resetters |
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// A list to hold animations that were removed from the track via interrupting an ongoing mix. |
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readonly Queue<Animation> animationsToRemove = new Queue<Animation>(); |
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// For non-mixing reset. |
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bool resetOnNextApply = false; |
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#endregion |
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public void Update (float delta) { |
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delta *= timeScale; |
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for (int i = 0; i < tracks.Count; i++) { |
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TrackEntry current = tracks.Items[i]; |
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if (current == null) continue; |
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float trackDelta = delta * current.timeScale; |
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float time = current.time + trackDelta; |
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float endTime = current.endTime; |
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current.time = time; |
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if (current.previous != null) { |
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current.previous.time += trackDelta; |
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current.mixTime += trackDelta; |
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} |
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// Check if completed the animation or a loop iteration. |
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if (current.loop ? (current.lastTime % endTime > time % endTime) : (current.lastTime < endTime && time >= endTime)) { |
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int count = (int)(time / endTime); |
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current.OnComplete(this, i, count); |
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if (Complete != null) Complete(this, i, count); |
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} |
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TrackEntry next = current.next; |
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if (next != null) { |
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next.time = current.lastTime - next.delay; |
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if (next.time >= 0) SetCurrent(i, next); |
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} else { |
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// End non-looping animation when it reaches its end time and there is no next entry. |
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if (!current.loop && current.lastTime >= current.endTime) ClearTrack(i); |
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} |
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} |
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} |
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public void Apply (Skeleton skeleton) { |
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ExposedList<Event> events = this.events; |
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if (resetOnNextApply) { |
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skeleton.SetToSetupPose(); |
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resetOnNextApply = false; |
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} |
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// Reset stuff |
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while (animationsToRemove.Count > 0) |
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animationsToRemove.Dequeue().SetKeyedItemsToSetupPose(skeleton); |
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for (int i = 0; i < tracks.Count; i++) { |
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TrackEntry current = tracks.Items[i]; |
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if (current == null) continue; |
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events.Clear(); |
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float time = current.time; |
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bool loop = current.loop; |
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if (!loop && time > current.endTime) time = current.endTime; |
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TrackEntry previous = current.previous; |
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if (previous == null) { |
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if (current.mix == 1) |
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current.animation.Apply(skeleton, current.lastTime, time, loop, events); |
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else |
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current.animation.Mix(skeleton, current.lastTime, time, loop, events, current.mix); |
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} else { |
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float alpha = current.mixTime / current.mixDuration * current.mix; |
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if (alpha >= 1) { |
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alpha = 1; |
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current.previous = null; |
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if (removePreviousAnimation) previous.animation.SetKeyedItemsToSetupPose(skeleton); // Ensure it's removed. |
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} else { |
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float previousTime = previous.time; |
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if (!previous.loop && previousTime > previous.endTime) previousTime = previous.endTime; |
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var previousAnimation = previous.animation; |
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var eventCaptureList = alpha < mixEventThreshold ? events : null; |
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if (removePreviousAnimation) { |
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// Reset stuff. |
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// Allow the previous animation to fade out. This prevents unkeyed parts from snapping back to setup pose. |
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float previousAlpha = alpha < 0.5f ? 1f : (1f - alpha) * 2f; // Tune to your liking; just plain (1f - alpha) didn't look good. |
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previousAnimation.SetKeyedItemsToSetupPose(skeleton); // form the basis of the Mix-With-Setup-Pose formula. |
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previousAnimation.Mix(skeleton, previous.lastTime, previousTime, previous.loop, eventCaptureList, previousAlpha); |
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} else { |
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// Original hands-off behavior. |
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previousAnimation.Apply(skeleton, previous.lastTime, previousTime, previous.loop, eventCaptureList); |
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} |
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previous.lastTime = previousTime; |
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} |
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current.animation.Mix(skeleton, current.lastTime, time, loop, events, alpha); |
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} |
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for (int ii = 0, nn = events.Count; ii < nn; ii++) { |
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Event e = events.Items[ii]; |
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current.OnEvent(this, i, e); |
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if (Event != null) Event(this, i, e); |
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} |
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current.lastTime = current.time; |
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} |
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} |
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public void ClearTracks () { |
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for (int i = 0, n = tracks.Count; i < n; i++) |
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ClearTrack(i); |
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tracks.Clear(); |
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} |
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public void ClearTrack (int trackIndex) { |
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if (trackIndex >= tracks.Count) return; |
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TrackEntry current = tracks.Items[trackIndex]; |
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if (current == null) return; |
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current.OnEnd(this, trackIndex); |
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if (End != null) End(this, trackIndex); |
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tracks.Items[trackIndex] = null; |
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} |
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private TrackEntry ExpandToIndex (int index) { |
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if (index < tracks.Count) return tracks.Items[index]; |
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while (index >= tracks.Count) |
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tracks.Add(null); |
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return null; |
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} |
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private void SetCurrent (int index, TrackEntry entry) { |
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TrackEntry current = ExpandToIndex(index); |
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if (current != null) { |
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TrackEntry previous = current.previous; |
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current.previous = null; |
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current.OnEnd(this, index); |
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if (End != null) End(this, index); |
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entry.mixDuration = data.GetMix(current.animation, entry.animation); |
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if (entry.mixDuration > 0) { |
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entry.mixTime = 0; |
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// If a mix is in progress, mix from the closest animation. |
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const float ALPHA_THRESHOLD = 0.5f; |
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if (previous != null) { |
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// Reset stuff |
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if (removePreviousAnimation) animationsToRemove.Enqueue(previous.animation); |
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if (current.mixTime / current.mixDuration < ALPHA_THRESHOLD) { |
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entry.previous = previous; |
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} else { |
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entry.previous = current; |
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} |
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} else { |
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entry.previous = current; |
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} |
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} else { |
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// No mixing |
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resetOnNextApply |= removePreviousAnimation; |
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} |
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} |
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tracks.Items[index] = entry; |
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entry.OnStart(this, index); |
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if (Start != null) Start(this, index); |
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} |
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/// <seealso cref="SetAnimation(int, Animation, bool)" /> |
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public TrackEntry SetAnimation (int trackIndex, String animationName, bool loop) { |
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Animation animation = data.skeletonData.FindAnimation(animationName); |
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if (animation == null) throw new ArgumentException("Animation not found: " + animationName, "animationName"); |
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return SetAnimation(trackIndex, animation, loop); |
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} |
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/// <summary>Set the current animation. Any queued animations are cleared.</summary> |
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public TrackEntry SetAnimation (int trackIndex, Animation animation, bool loop) { |
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if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null."); |
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TrackEntry entry = new TrackEntry(); |
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entry.animation = animation; |
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entry.loop = loop; |
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entry.time = 0; |
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entry.endTime = animation.Duration; |
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SetCurrent(trackIndex, entry); |
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return entry; |
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} |
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/// <seealso cref="AddAnimation(int, Animation, bool, float)" /> |
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public TrackEntry AddAnimation (int trackIndex, String animationName, bool loop, float delay) { |
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Animation animation = data.skeletonData.FindAnimation(animationName); |
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if (animation == null) throw new ArgumentException("Animation not found: " + animationName, "animationName"); |
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return AddAnimation(trackIndex, animation, loop, delay); |
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} |
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/// <summary>Adds an animation to be played delay seconds after the current or last queued animation.</summary> |
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/// <param name="delay">May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay.</param> |
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public TrackEntry AddAnimation (int trackIndex, Animation animation, bool loop, float delay) { |
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if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null."); |
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TrackEntry entry = new TrackEntry(); |
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entry.animation = animation; |
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entry.loop = loop; |
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entry.time = 0; |
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entry.endTime = animation.Duration; |
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TrackEntry last = ExpandToIndex(trackIndex); |
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if (last != null) { |
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while (last.next != null) |
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last = last.next; |
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last.next = entry; |
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} else |
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tracks.Items[trackIndex] = entry; |
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if (delay <= 0) { |
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if (last != null) |
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delay += last.endTime - data.GetMix(last.animation, animation); |
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else |
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delay = 0; |
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} |
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entry.delay = delay; |
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return entry; |
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} |
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/// <returns>May be null.</returns> |
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public TrackEntry GetCurrent (int trackIndex) { |
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if (trackIndex >= tracks.Count) return null; |
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return tracks.Items[trackIndex]; |
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} |
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override public String ToString () { |
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var buffer = new StringBuilder(); |
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for (int i = 0, n = tracks.Count; i < n; i++) { |
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TrackEntry entry = tracks.Items[i]; |
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if (entry == null) continue; |
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if (buffer.Length > 0) buffer.Append(", "); |
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buffer.Append(entry.ToString()); |
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} |
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return buffer.Length == 0 ? "<none>" : buffer.ToString(); |
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} |
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} |
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public class TrackEntry { |
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internal TrackEntry next, previous; |
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internal Animation animation; |
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internal bool loop; |
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internal float delay, time, lastTime = -1, endTime, timeScale = 1; |
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internal float mixTime, mixDuration, mix = 1; |
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public Animation Animation { get { return animation; } } |
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public float Delay { get { return delay; } set { delay = value; } } |
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public float Time { get { return time; } set { time = value; } } |
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public float LastTime { get { return lastTime; } set { lastTime = value; } } |
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public float EndTime { get { return endTime; } set { endTime = value; } } |
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public float TimeScale { get { return timeScale; } set { timeScale = value; } } |
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public float Mix { get { return mix; } set { mix = value; } } |
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public bool Loop { get { return loop; } set { loop = value; } } |
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public event AnimationState.StartEndDelegate Start; |
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public event AnimationState.StartEndDelegate End; |
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public event AnimationState.EventDelegate Event; |
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public event AnimationState.CompleteDelegate Complete; |
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internal void OnStart (AnimationState state, int index) { |
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if (Start != null) Start(state, index); |
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} |
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internal void OnEnd (AnimationState state, int index) { |
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if (End != null) End(state, index); |
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} |
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internal void OnEvent (AnimationState state, int index, Event e) { |
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if (Event != null) Event(state, index, e); |
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} |
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internal void OnComplete (AnimationState state, int index, int loopCount) { |
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if (Complete != null) Complete(state, index, loopCount); |
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} |
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override public String ToString () { |
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return animation == null ? "<none>" : animation.name; |
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} |
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} |
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} // namespace Spine |
Hi,
Is this code still working with the latest Unity Spine runtimes? (2017-01-05)