/****************************************************************************** * 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 { /// /// Experimental Editor Skeleton Player component enabling Editor playback of the /// selected animation outside of Play mode for SkeletonAnimation and SkeletonGraphic. /// [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(FindObjectsSortMode.None); #else EditorSkeletonPlayer[] editorSpineAnimations = FindObjectsOfType(); #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(); } 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