Initial commit: Client Doc docs Server Tools

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
ud18010
2026-07-10 10:24:29 +08:00
co-authored by Cursor
commit 7e35d8da31
3374 changed files with 680813 additions and 0 deletions
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated April 5, 2025. Replaces all prior versions.
*
* Copyright (c) 2013-2026, 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_2022_2_OR_NEWER
#define USE_FIND_OBJECTS_BY_TYPE
#endif
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;
namespace Spine.Unity {
/// <summary>
/// Experimental Editor Skeleton Player component enabling Editor playback of the
/// selected animation outside of Play mode for SkeletonAnimation and SkeletonGraphic.
/// </summary>
[ExecuteInEditMode]
[AddComponentMenu("Spine/EditorSkeletonPlayer")]
[RequireComponent(typeof(SkeletonAnimation))]
public class EditorSkeletonPlayer : MonoBehaviour {
public bool playWhenSelected = true;
public bool playWhenDeselected = true;
public float fixedTrackTime = 0.0f;
private SkeletonAnimation skeletonAnimation;
private TrackEntry trackEntry;
private string oldAnimationName;
private bool oldLoop;
private double oldTime;
[DidReloadScripts]
private static void OnReloaded () {
// Force start when scripts are reloaded
#if USE_FIND_OBJECTS_BY_TYPE
EditorSkeletonPlayer[] editorSpineAnimations = FindObjectsByType<EditorSkeletonPlayer>(FindObjectsSortMode.None);
#else
EditorSkeletonPlayer[] editorSpineAnimations = FindObjectsOfType<EditorSkeletonPlayer>();
#endif
foreach (EditorSkeletonPlayer editorSpineAnimation in editorSpineAnimations)
editorSpineAnimation.Start();
}
private void Reset () {
// Note: when a skeleton has a varying number of active materials,
// we're moving this component first in the hierarchy to still be
// able to disable this component.
for (int i = 0; i < 10; ++i)
UnityEditorInternal.ComponentUtility.MoveComponentUp(this);
}
private void Start () {
if (Application.isPlaying) return;
if (skeletonAnimation == null) {
skeletonAnimation = this.GetComponent<SkeletonAnimation>();
}
oldTime = EditorApplication.timeSinceStartup;
EditorApplication.update += EditorUpdate;
}
private void OnDestroy () {
EditorApplication.update -= EditorUpdate;
}
private void Update () {
if (enabled == false || Application.isPlaying) return;
if (skeletonAnimation == null) return;
AnimationState animationState = skeletonAnimation.AnimationState;
if (animationState == null || animationState.Tracks.Count == 0) return;
TrackEntry currentEntry = animationState.Tracks.Items[0];
if (currentEntry != null && fixedTrackTime != 0) {
currentEntry.TrackTime = fixedTrackTime;
}
}
private void EditorUpdate () {
if (enabled == false || Application.isPlaying) return;
if (skeletonAnimation == null) return;
AnimationState animationState = skeletonAnimation.AnimationState;
if (animationState == null) return;
bool isSelected = Selection.Contains(this.gameObject);
if (!this.playWhenSelected && isSelected) return;
if (!this.playWhenDeselected && !isSelected) return;
if (fixedTrackTime != 0) return;
// Update animation
string animationName = skeletonAnimation.AnimationName;
bool loop = skeletonAnimation.loop;
if (oldAnimationName != animationName || oldLoop != loop) {
SkeletonData skeletonData = skeletonAnimation.Skeleton.Data;
Spine.Animation animation = (skeletonData == null || animationName == null) ?
null : skeletonData.FindAnimation(animationName);
if (animation != null)
trackEntry = animationState.SetAnimation(0, animationName, loop);
else
trackEntry = animationState.SetEmptyAnimation(0, 0);
oldAnimationName = animationName;
oldLoop = loop;
}
// Update speed
if (trackEntry != null)
trackEntry.TimeScale = skeletonAnimation.timeScale;
float deltaTime = (float)(EditorApplication.timeSinceStartup - oldTime);
skeletonAnimation.Update(deltaTime);
skeletonAnimation.Renderer.UpdateMesh();
oldTime = EditorApplication.timeSinceStartup;
// Force repaint to update animation smoothly
#if UNITY_2017_2_OR_NEWER
EditorApplication.QueuePlayerLoopUpdate();
#else
SceneView.RepaintAll();
#endif
}
}
}
#endif