Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2026, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_2022_2_OR_NEWER
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#define USE_FIND_OBJECTS_BY_TYPE
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#endif
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.Callbacks;
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using UnityEngine;
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namespace Spine.Unity {
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/// <summary>
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/// Experimental Editor Skeleton Player component enabling Editor playback of the
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/// selected animation outside of Play mode for SkeletonAnimation and SkeletonGraphic.
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/// </summary>
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[ExecuteInEditMode]
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[AddComponentMenu("Spine/EditorSkeletonPlayer")]
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[RequireComponent(typeof(SkeletonAnimation))]
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public class EditorSkeletonPlayer : MonoBehaviour {
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public bool playWhenSelected = true;
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public bool playWhenDeselected = true;
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public float fixedTrackTime = 0.0f;
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private SkeletonAnimation skeletonAnimation;
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private TrackEntry trackEntry;
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private string oldAnimationName;
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private bool oldLoop;
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private double oldTime;
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[DidReloadScripts]
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private static void OnReloaded () {
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// Force start when scripts are reloaded
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#if USE_FIND_OBJECTS_BY_TYPE
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EditorSkeletonPlayer[] editorSpineAnimations = FindObjectsByType<EditorSkeletonPlayer>(FindObjectsSortMode.None);
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#else
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EditorSkeletonPlayer[] editorSpineAnimations = FindObjectsOfType<EditorSkeletonPlayer>();
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#endif
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foreach (EditorSkeletonPlayer editorSpineAnimation in editorSpineAnimations)
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editorSpineAnimation.Start();
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}
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private void Reset () {
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// Note: when a skeleton has a varying number of active materials,
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// we're moving this component first in the hierarchy to still be
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// able to disable this component.
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for (int i = 0; i < 10; ++i)
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UnityEditorInternal.ComponentUtility.MoveComponentUp(this);
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}
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private void Start () {
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if (Application.isPlaying) return;
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if (skeletonAnimation == null) {
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skeletonAnimation = this.GetComponent<SkeletonAnimation>();
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}
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oldTime = EditorApplication.timeSinceStartup;
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EditorApplication.update += EditorUpdate;
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}
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private void OnDestroy () {
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EditorApplication.update -= EditorUpdate;
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}
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private void Update () {
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if (enabled == false || Application.isPlaying) return;
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if (skeletonAnimation == null) return;
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AnimationState animationState = skeletonAnimation.AnimationState;
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if (animationState == null || animationState.Tracks.Count == 0) return;
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TrackEntry currentEntry = animationState.Tracks.Items[0];
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if (currentEntry != null && fixedTrackTime != 0) {
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currentEntry.TrackTime = fixedTrackTime;
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}
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}
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private void EditorUpdate () {
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if (enabled == false || Application.isPlaying) return;
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if (skeletonAnimation == null) return;
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AnimationState animationState = skeletonAnimation.AnimationState;
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if (animationState == null) return;
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bool isSelected = Selection.Contains(this.gameObject);
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if (!this.playWhenSelected && isSelected) return;
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if (!this.playWhenDeselected && !isSelected) return;
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if (fixedTrackTime != 0) return;
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// Update animation
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string animationName = skeletonAnimation.AnimationName;
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bool loop = skeletonAnimation.loop;
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if (oldAnimationName != animationName || oldLoop != loop) {
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SkeletonData skeletonData = skeletonAnimation.Skeleton.Data;
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Spine.Animation animation = (skeletonData == null || animationName == null) ?
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null : skeletonData.FindAnimation(animationName);
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if (animation != null)
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trackEntry = animationState.SetAnimation(0, animationName, loop);
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else
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trackEntry = animationState.SetEmptyAnimation(0, 0);
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oldAnimationName = animationName;
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oldLoop = loop;
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}
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// Update speed
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if (trackEntry != null)
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trackEntry.TimeScale = skeletonAnimation.timeScale;
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float deltaTime = (float)(EditorApplication.timeSinceStartup - oldTime);
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skeletonAnimation.Update(deltaTime);
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skeletonAnimation.Renderer.UpdateMesh();
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oldTime = EditorApplication.timeSinceStartup;
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// Force repaint to update animation smoothly
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#if UNITY_2017_2_OR_NEWER
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EditorApplication.QueuePlayerLoopUpdate();
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#else
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SceneView.RepaintAll();
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#endif
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}
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}
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}
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#endif
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