Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
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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 !SPINE_AUTO_UPGRADE_COMPONENTS_OFF
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#define AUTO_UPGRADE_TO_43_COMPONENTS
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#endif
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Spine.Unity {
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public enum UpdateMode {
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Nothing = 0,
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OnlyAnimationStatus,
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OnlyEventTimelines = 4, // added as index 4 to keep scene behavior unchanged.
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EverythingExceptMesh = 2,
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FullUpdate,
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//Reserved 4 for OnlyEventTimelines
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};
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public enum UpdateTiming {
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ManualUpdate = 0,
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InUpdate,
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InFixedUpdate,
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InLateUpdate
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}
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public delegate void SkeletonAnimationDelegate (ISkeletonAnimation animated);
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public delegate void SkeletonRendererDelegate (ISkeletonRenderer skeletonRenderer);
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public delegate void InstructionDelegate (SkeletonRendererInstruction instruction);
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public interface ISpineComponent { }
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public static class ISpineComponentExtensions {
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public static bool IsNullOrDestroyed (this ISpineComponent component) {
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if (component == null) return true;
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return (UnityEngine.Object)component == null;
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}
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}
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/// <summary>A Spine-Unity Component that animates a Skeleton but not necessarily with a Spine.AnimationState.</summary>
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public interface ISkeletonAnimation : IHasSkeletonRenderer, ISpineComponent {
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event SkeletonAnimationDelegate OnAnimationRebuild;
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event SkeletonAnimationDelegate BeforeUpdate;
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event SkeletonAnimationDelegate BeforeApply;
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event SkeletonRendererDelegate UpdateLocal;
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event SkeletonRendererDelegate UpdateWorld;
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event SkeletonRendererDelegate UpdateComplete;
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MonoBehaviour Component { get; }
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Skeleton Skeleton { get; }
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bool IsValid { get; }
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UpdateMode UpdateMode { get; set; }
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UpdateTiming UpdateTiming { get; set; }
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void EnsureRendererEventsSubscribed ();
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void Initialize (bool overwrite, bool quiet = false, bool calledFromRendererCallback = false);
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void InitializeAnimationComponent ();
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void ClearAnimationState ();
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void ApplyAnimation (bool calledFromMainThread = true);
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CoroutineIterator ApplyAnimationSplit (CoroutineIterator coroutineIterator);
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void UpdateOncePerFrame (float deltaTime);
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void Update (float deltaTime);
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void OnBecameVisibleFromMode (UpdateMode previousUpdateMode);
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}
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/// <summary>Holds a reference to a SkeletonDataAsset.</summary>
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public interface IHasSkeletonDataAsset : ISpineComponent {
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/// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
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SkeletonDataAsset SkeletonDataAsset { get; }
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}
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public interface IHasModifyableSkeletonDataAsset : IHasSkeletonDataAsset, ISpineComponent {
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/// <summary>Set the SkeletonDataAsset of the Spine Component.
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/// Initialize(overwrite:true) has to be called at the target component
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/// afterwards.</summary>
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new SkeletonDataAsset SkeletonDataAsset { get; set; }
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}
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/// <summary>A Spine-Unity Component that manages a Spine.Skeleton instance, instantiated from a SkeletonDataAsset.</summary>
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public interface ISkeletonComponent : IHasModifyableSkeletonDataAsset, ISpineComponent {
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/// <summary>Accesses the Spine.Skeleton instance of the Spine Component. This is equivalent to SkeletonRenderer's .skeleton.</summary>
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Skeleton Skeleton { get; set; }
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MonoBehaviour Component { get; }
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}
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/// <summary>A Spine-Unity Component that uses a Spine.AnimationState to animate its skeleton.</summary>
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public interface IAnimationStateComponent : ISpineComponent {
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/// <summary>Gets the Spine.AnimationState of the animated Spine Component. This is equivalent to SkeletonAnimation.state.</summary>
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AnimationState AnimationState { get; }
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/// <summary>If enabled, AnimationState time is advanced by Unscaled Game Time
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/// (<c>Time.unscaledDeltaTime</c> instead of the default Game Time(<c>Time.deltaTime</c>).
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/// to animate independent of game <c>Time.timeScale</c>.
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/// Instance SkeletonGraphic.timeScale and SkeletonAnimation.timeScale will still be applied.</summary>
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bool UnscaledTime { get; set; }
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}
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/// <summary>A Spine-Unity Component that holds a reference to a skeleton renderer.</summary>
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public interface IHasSkeletonRenderer : ISpineComponent {
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ISkeletonRenderer Renderer { get; }
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}
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/// <summary>A Spine-Unity Component that holds a reference to an ISkeletonComponent.</summary>
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public interface IHasSkeletonComponent : ISpineComponent {
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ISkeletonComponent SkeletonComponent { get; }
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}
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public interface ISkeletonRendererEvents {
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event SkeletonRendererDelegate UpdateLocal;
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event SkeletonRendererDelegate UpdateWorld;
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event SkeletonRendererDelegate UpdateComplete;
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/// <summary>OnRebuild is raised after the Skeleton is successfully initialized.</summary>
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event SkeletonRendererDelegate OnRebuild;
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/// <summary>OnMeshAndMaterialsUpdated is called at the end of LateUpdate after the Mesh and
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/// all materials have been updated.</summary>
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event SkeletonRendererDelegate OnMeshAndMaterialsUpdated;
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}
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public interface IThreadedRenderer {
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bool IsUpdatedExternally { get; set; }
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bool RequiresMeshBufferAssignmentMainThread { get; }
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void UpdateMeshAndMaterialsToBuffers ();
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void MainThreadPrepareLateUpdateInternal();
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void LateUpdateImplementation (bool calledFromMainThread);
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}
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// combined interfaces
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public interface ISkeletonRenderer : ISkeletonComponent, ISkeletonRendererEvents,
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IHasModifyableSkeletonDataAsset, IThreadedRenderer {
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ISkeletonAnimation Animation { get; set; }
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Dictionary<Slot, Material> CustomSlotMaterials { get; }
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bool EnableSeparatorSlots { get; set; }
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List<Slot> SeparatorSlots { get; }
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bool Freeze { get; }
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bool HasGenerateMeshOverride { get; }
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string InitialSkinName { get; set; }
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bool IsValid { get; }
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MeshGenerator.Settings MeshSettings { get; set; }
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UpdateMode UpdateMode { get; set; }
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UpdateMode UpdateWhenInvisible { get; set; }
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float MeshScale { get; }
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Vector2 MeshOffset { get; }
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Vector2 PhysicsPositionInheritanceFactor { get; set; }
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float PhysicsRotationInheritanceFactor { get; set; }
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#if UNITY_EDITOR
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bool EditorSkipSkinSync { get; set; }
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#endif
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event Spine.Unity.InstructionDelegate GenerateMeshOverride;
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event Spine.Unity.MeshGeneratorDelegate OnPostProcessVertices;
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void ClearSkeletonState ();
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void ClearState ();
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void Initialize (bool overwrite, bool quiet = false);
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void GatherTransformMovementForPhysics ();
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void ApplyTransformMovementToPhysics();
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void AfterAnimationApplied (bool calledFromMainThread = true);
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CoroutineIterator AfterAnimationAppliedSplit (CoroutineIterator coroutineIterator);
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void LateUpdate ();
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void UpdateMesh (bool calledFromMainThread = true);
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void UpdateMaterials ();
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void FindAndApplySeparatorSlots (Func<string, bool> slotNamePredicate, bool clearExistingSeparators = true, bool updateStringArray = false);
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void FindAndApplySeparatorSlots (string startsWith, bool clearExistingSeparators = true, bool updateStringArray = false);
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void ReapplySeparatorSlotNames ();
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}
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public interface IUpgradable {
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#if UNITY_EDITOR && AUTO_UPGRADE_TO_43_COMPONENTS
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void UpgradeTo43 ();
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#endif
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}
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}
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