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AIC-Project/Client/Assets/Spine/Runtime/spine-csharp/AnimationState.cs
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2026-07-10 10:24:29 +08:00

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65 KiB
C#

/******************************************************************************
* 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:
* https://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
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*
* 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
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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*****************************************************************************/
using System;
using System.Collections.Generic;
namespace Spine {
/// <summary>
/// <para>
/// Applies animations over time, queues animations for later playback, mixes (crossfading) between animations, and applies
/// multiple animations on top of each other (layering).</para>
/// <para>
/// See <see href='https://esotericsoftware.com/spine-applying-animations#AnimationState-API'>Applying Animations</see> in the Spine
/// Runtimes Guide.</para>
/// </summary>
public class AnimationState {
internal static readonly Animation EmptyAnimation = CreateEmptyAnimation();
internal static Animation CreateEmptyAnimation () {
var empty = new Animation("<empty>");
empty.SetTimelines(new ExposedList<Timeline>(), new ExposedList<int>());
return empty;
}
internal const int Subsequent = 0, First = 1, Hold = 2, HoldFirst = 3, Setup = 1, Retain = 2;
protected AnimationStateData data;
private readonly ExposedList<TrackEntry> tracks = new ExposedList<TrackEntry>();
private readonly ExposedList<Event> events = new ExposedList<Event>();
// difference to libgdx reference: delegates are used for event callbacks instead of 'final SnapshotArray<AnimationStateListener> listeners'.
internal void OnStart (TrackEntry entry) { if (Start != null) Start(entry); }
internal void OnInterrupt (TrackEntry entry) { if (Interrupt != null) Interrupt(entry); }
internal void OnEnd (TrackEntry entry) { if (End != null) End(entry); }
internal void OnDispose (TrackEntry entry) { if (Dispose != null) Dispose(entry); }
internal void OnComplete (TrackEntry entry) { if (Complete != null) Complete(entry); }
internal void OnEvent (TrackEntry entry, Event e) { if (Event != null) Event(entry, e); }
public delegate void TrackEntryDelegate (TrackEntry trackEntry);
/// <summary>See <see href="https://esotericsoftware.com/spine-api-reference#AnimationStateListener-Methods">
/// API Reference documentation pages here</see> for details. Usage in C# and spine-unity is explained
/// <see href="https://esotericsoftware.com/spine-unity-main-components#Processing-AnimationState-Events">here</see>
/// on the spine-unity documentation pages.</summary>
public event TrackEntryDelegate Start, Interrupt, End, Dispose, Complete;
public delegate void TrackEntryEventDelegate (TrackEntry trackEntry, Event e);
public event TrackEntryEventDelegate Event;
public void AssignEventSubscribersFrom (AnimationState src) {
Event = src.Event;
Start = src.Start;
Interrupt = src.Interrupt;
End = src.End;
Dispose = src.Dispose;
Complete = src.Complete;
}
public void AddEventSubscribersFrom (AnimationState src) {
Event += src.Event;
Start += src.Start;
Interrupt += src.Interrupt;
End += src.End;
Dispose += src.Dispose;
Complete += src.Complete;
}
// end of difference
private readonly EventQueue queue; // Initialized by constructor.
private readonly HashSet<ulong> propertyIds = new HashSet<ulong>();
private bool animationsChanged;
private float timeScale = 1;
private int unkeyedState;
private readonly Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>();
public AnimationState (AnimationStateData data) {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
this.data = data;
this.queue = new EventQueue(
this,
delegate { this.animationsChanged = true; },
trackEntryPool
);
}
/// <summary>
/// Increments the track entry <see cref="TrackEntry.TrackTime"/>, setting queued animations as current if needed.</summary>
/// <param name="delta">delta time</param>
public void Update (float delta) {
delta *= timeScale;
TrackEntry[] tracksItems = tracks.Items;
for (int i = 0, n = tracks.Count; i < n; i++) {
TrackEntry current = tracksItems[i];
if (current == null) continue;
current.animationLast = current.nextAnimationLast;
current.trackLast = current.nextTrackLast;
float currentDelta = delta * current.timeScale;
if (current.delay > 0) {
current.delay -= currentDelta;
if (current.delay > 0) continue;
currentDelta = -current.delay;
current.delay = 0;
}
TrackEntry next = current.next;
if (next != null) {
// When the next entry's delay is passed, change to the next entry, preserving leftover time.
float nextTime = current.trackLast - next.delay;
if (nextTime >= 0) {
next.delay = 0;
next.trackTime += current.timeScale == 0 ? 0 : (nextTime / current.timeScale + delta) * next.timeScale;
current.trackTime += currentDelta;
SetTrack(i, next, true);
while (next.mixingFrom != null) {
next.mixTime += delta;
next = next.mixingFrom;
}
continue;
}
} else if (current.trackLast >= current.trackEnd && current.mixingFrom == null) {
// Clear the track when there is no next entry, the track end time is reached, and there is no mixingFrom.
tracksItems[i] = null;
queue.End(current);
ClearNext(current);
continue;
}
if (current.mixingFrom != null && UpdateMixingFrom(current, delta)) {
// End mixing from entries once all have completed.
TrackEntry from = current.mixingFrom;
current.mixingFrom = null;
if (from != null) from.mixingTo = null;
while (from != null) {
queue.End(from);
from = from.mixingFrom;
}
}
current.trackTime += currentDelta;
}
queue.Drain();
}
/// <summary>Returns true when all mixing from entries are complete.</summary>
private bool UpdateMixingFrom (TrackEntry to, float delta) {
TrackEntry from = to.mixingFrom;
if (from == null) return true;
bool finished = UpdateMixingFrom(from, delta);
from.animationLast = from.nextAnimationLast;
from.trackLast = from.nextTrackLast;
// The from entry was applied at least once and the mix is complete.
if (to.nextTrackLast != -1 && to.mixTime >= to.mixDuration) {
// Mixing is complete for all entries before the from entry or the mix is instantaneous.
if (from.totalAlpha == 0 || to.mixDuration == 0) {
to.mixingFrom = from.mixingFrom;
if (from.mixingFrom != null) from.mixingFrom.mixingTo = to;
if (from.totalAlpha == 0) {
for (TrackEntry next = to; next.mixingTo != null; next = next.mixingTo)
next.keepHold = true;
}
queue.End(from);
}
return finished;
}
from.trackTime += delta * from.timeScale;
to.mixTime += delta;
return false;
}
/// <summary>
/// Poses the skeleton using the track entry animations. The animation state is not changed, so can be applied to multiple
/// skeletons to pose them identically.</summary>
/// <returns>True if any animations were applied.</returns>
public bool Apply (Skeleton skeleton) {
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
if (animationsChanged) AnimationsChanged();
ExposedList<Event> events = this.events;
bool applied = false;
TrackEntry[] tracksItems = tracks.Items;
for (int i = 0, n = tracks.Count; i < n; i++) {
TrackEntry current = tracksItems[i];
if (current == null || current.delay > 0) continue;
applied = true;
// Apply mixing from entries first.
float alpha = current.alpha;
if (current.mixingFrom != null)
alpha *= ApplyMixingFrom(current, skeleton);
else if (current.trackTime >= current.trackEnd && current.next == null) //
alpha = 0; // Set to setup pose the last time the entry will be applied.
// Apply current entry.
float animationLast = current.animationLast, animationTime = current.AnimationTime, applyTime = animationTime;
ExposedList<Event> applyEvents = events;
if (current.reverse) {
applyTime = current.animation.duration - applyTime;
applyEvents = null;
}
int timelineCount = current.animation.timelines.Count;
Timeline[] timelines = current.animation.timelines.Items;
if (i == 0 && alpha == 1) {
for (int ii = 0; ii < timelineCount; ii++) {
Timeline timeline = timelines[ii];
if (timeline is AttachmentTimeline)
ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, applyTime, true, true);
else {
timeline.Apply(skeleton, animationLast, applyTime, applyEvents, alpha, true, false, false, false);
}
}
} else {
int[] timelineMode = current.timelineMode.Items;
bool retainAttachments = alpha >= current.alphaAttachmentThreshold;
bool add = current.additive, shortestRotation = add || current.shortestRotation;
bool firstFrame = !shortestRotation && current.timelinesRotation.Count != timelineCount << 1;
if (firstFrame) current.timelinesRotation.EnsureSize(timelineCount << 1);
float[] timelinesRotation = current.timelinesRotation.Items;
for (int ii = 0; ii < timelineCount; ii++) {
Timeline timeline = timelines[ii];
bool fromSetup = (timelineMode[ii] & AnimationState.First) != 0;
RotateTimeline rotateTimeline = timeline as RotateTimeline;
if (!shortestRotation && rotateTimeline != null)
ApplyRotateTimeline(rotateTimeline, skeleton, applyTime, alpha, fromSetup, timelinesRotation,
ii << 1, firstFrame);
else if (timeline is AttachmentTimeline)
ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, applyTime, fromSetup, retainAttachments);
else
timeline.Apply(skeleton, animationLast, applyTime, applyEvents, alpha, fromSetup, add, false, false);
}
}
if (current.reverse) EventsReverse(current, animationLast, animationTime);
QueueEvents(current, animationTime);
events.Clear(false);
current.nextAnimationLast = animationTime;
current.nextTrackLast = current.trackTime;
}
// Set slot attachments to the setup pose if they were set temporarily to apply deform timelines.
int setupState = unkeyedState + Setup;
Slot[] slots = skeleton.slots.Items;
for (int i = 0, n = skeleton.slots.Count; i < n; i++) {
Slot slot = slots[i];
if (slot.attachmentState == setupState) {
string attachmentName = slot.data.attachmentName;
slot.pose.Attachment = (attachmentName == null ? null : skeleton.GetAttachment(slot.data.index, attachmentName));
}
}
unkeyedState += 2; // Reset.
queue.Drain();
return applied;
}
/// <summary>Version of <see cref="Apply"/> only applying and updating time at
/// EventTimelines for lightweight off-screen updates.</summary>
/// <param name="issueEvents">When set to false, only animation times of TrackEntries are updated.</param>
// Note: This method is not part of the libgdx reference implementation.
public bool ApplyEventTimelinesOnly (Skeleton skeleton, bool issueEvents = true) {
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
ExposedList<Event> events = this.events;
bool applied = false;
TrackEntry[] tracksItems = tracks.Items;
for (int i = 0, n = tracks.Count; i < n; i++) {
TrackEntry current = tracksItems[i];
if (current == null || current.delay > 0) continue;
applied = true;
// Apply mixing from entries first.
if (current.mixingFrom != null) ApplyMixingFromEventTimelinesOnly(current, skeleton, issueEvents);
// Apply current entry.
float animationLast = current.animationLast, animationTime = current.AnimationTime, applyTime = animationTime;
ExposedList<Event> applyEvents = events;
if (current.reverse) {
applyTime = current.animation.duration - applyTime;
applyEvents = null;
}
if (issueEvents) {
int timelineCount = current.animation.timelines.Count;
Timeline[] timelines = current.animation.timelines.Items;
for (int ii = 0; ii < timelineCount; ii++) {
Timeline timeline = timelines[ii];
if (timeline is EventTimeline)
timeline.Apply(skeleton, animationLast, applyTime, applyEvents, 1.0f, true, false, false, false);
}
if (current.reverse) EventsReverse(current, animationLast, animationTime);
QueueEvents(current, animationTime);
events.Clear(false);
}
current.nextAnimationLast = animationTime;
current.nextTrackLast = current.trackTime;
}
if (issueEvents)
queue.Drain();
return applied;
}
private float ApplyMixingFrom (TrackEntry to, Skeleton skeleton) {
TrackEntry from = to.mixingFrom;
float fromMix = from.mixingFrom != null ? ApplyMixingFrom(from, skeleton) : 1;
float mix = to.Mix();
float a = from.alpha * fromMix, keep = 1 - mix * to.alpha;
float alphaMix = a * (1 - mix), alphaHold = keep > 0 ? alphaMix / keep : a;
int timelineCount = from.animation.timelines.Count;
Timeline[] timelines = from.animation.timelines.Items;
int[] timelineMode = from.timelineMode.Items;
TrackEntry[] timelineHoldMix = from.timelineHoldMix.Items;
bool retainAttachments = mix < from.mixAttachmentThreshold, drawOrder = mix < from.mixDrawOrderThreshold;
bool add = from.additive, shortestRotation = add || from.shortestRotation;
bool firstFrame = !shortestRotation && from.timelinesRotation.Count != timelineCount << 1;
if (firstFrame) from.timelinesRotation.EnsureSize(timelineCount << 1);
float[] timelinesRotation = from.timelinesRotation.Items;
float animationLast = from.animationLast, animationTime = from.AnimationTime, applyTime = animationTime;
ExposedList<Event> events = null;
if (from.reverse)
applyTime = from.animation.duration - applyTime;
else if (mix < from.eventThreshold)
events = this.events;
from.totalAlpha = 0;
for (int i = 0; i < timelineCount; i++) {
Timeline timeline = timelines[i];
int mode = timelineMode[i];
bool fromSetup = (mode & AnimationState.First) != 0;
float alpha;
if ((mode & AnimationState.Hold) != 0) {
TrackEntry holdMix = timelineHoldMix[i];
alpha = holdMix == null ? alphaHold : alphaHold * (1 - holdMix.Mix());
} else {
if (!drawOrder && timeline is DrawOrderTimeline && !fromSetup) continue;
alpha = alphaMix;
}
from.totalAlpha += alpha;
RotateTimeline rotateTimeline = timeline as RotateTimeline;
if (!shortestRotation && rotateTimeline != null) {
ApplyRotateTimeline(rotateTimeline, skeleton, applyTime, alpha, fromSetup, timelinesRotation, i << 1,
firstFrame);
} else if (timeline is AttachmentTimeline) {
ApplyAttachmentTimeline((AttachmentTimeline)timeline, skeleton, applyTime, fromSetup,
retainAttachments && alpha >= from.alphaAttachmentThreshold);
} else {
bool mixOut = !drawOrder || !(timeline is DrawOrderTimeline) || !fromSetup;
timeline.Apply(skeleton, animationLast, applyTime, events, alpha, fromSetup, add, mixOut, false);
}
}
if (from.reverse && mix < from.eventThreshold) EventsReverse(from, animationLast, animationTime);
if (to.mixDuration > 0) QueueEvents(from, animationTime);
this.events.Clear(false);
from.nextAnimationLast = animationTime;
from.nextTrackLast = from.trackTime;
return mix;
}
/// <summary>Version of <see cref="ApplyMixingFrom"/> only applying and updating time at
/// EventTimelines for lightweight off-screen updates.</summary>
/// <param name="issueEvents">When set to false, only animation times of TrackEntries are updated.</param>
// Note: This method is not part of the libgdx reference implementation.
private float ApplyMixingFromEventTimelinesOnly (TrackEntry to, Skeleton skeleton, bool issueEvents) {
TrackEntry from = to.mixingFrom;
if (from.mixingFrom != null) ApplyMixingFromEventTimelinesOnly(from, skeleton, issueEvents);
float mix = to.Mix();
float animationLast = from.animationLast, animationTime = from.AnimationTime, applyTime = animationTime;
ExposedList<Event> events = this.events;
if (from.reverse) {
applyTime = from.animation.duration - applyTime;
events = null;
}
if (issueEvents) {
if (mix < from.eventThreshold) {
int timelineCount = from.animation.timelines.Count;
Timeline[] timelines = from.animation.timelines.Items;
for (int i = 0; i < timelineCount; i++) {
Timeline timeline = timelines[i];
if (timeline is EventTimeline)
timeline.Apply(skeleton, animationLast, applyTime, events, 0, true, false, true, false);
}
if (from.reverse) EventsReverse(from, animationLast, animationTime);
}
if (to.mixDuration > 0) QueueEvents(from, animationTime);
this.events.Clear(false);
}
from.nextAnimationLast = animationTime;
from.nextTrackLast = from.trackTime;
return mix;
}
/// <summary> Applies the attachment timeline and sets <see cref="Slot.attachmentState"/>.</summary>
/// <param name="retain">True if the attachment remains after apply, false if temporary for deform timelines.</param>
private void ApplyAttachmentTimeline (AttachmentTimeline timeline, Skeleton skeleton, float time, bool fromSetup,
bool retain) {
Slot slot = skeleton.slots.Items[timeline.SlotIndex];
if (!slot.bone.active) return;
if (!retain && slot.attachmentState == unkeyedState + Retain) return;
bool setup = time < timeline.frames[0];
string name = null;
if (!setup) {
name = timeline.AttachmentNames[Timeline.Search(timeline.frames, time)];
setup = !retain && name == null;
}
if (setup) {
if (!fromSetup) return;
name = slot.data.attachmentName;
}
slot.pose.Attachment = name == null ? null : skeleton.GetAttachment(slot.data.index, name);
if (retain)
slot.attachmentState = unkeyedState + Retain;
else if (!setup) //
slot.attachmentState = unkeyedState + Setup;
}
/// <summary>
/// Applies the rotate timeline, mixing with the current pose while keeping the same rotation direction chosen as the shortest
/// the first time the mixing was applied.</summary>
static private void ApplyRotateTimeline (RotateTimeline timeline, Skeleton skeleton, float time, float alpha, bool fromSetup,
float[] timelinesRotation, int i, bool firstFrame) {
if (firstFrame) timelinesRotation[i] = 0;
if (alpha == 1) {
timeline.Apply(skeleton, 0, time, null, 1, fromSetup, false, false, false);
return;
}
Bone bone = skeleton.bones.Items[timeline.BoneIndex];
if (!bone.active) return;
BonePose pose = bone.pose, setup = bone.data.setupPose;
float[] frames = timeline.frames;
if (time < frames[0]) { // Time is before first frame.
if (fromSetup) pose.rotation = setup.rotation;
return;
}
float r1 = fromSetup ? setup.rotation : pose.rotation;
float r2 = setup.rotation + timeline.GetCurveValue(time);
// Mix between rotations using the direction of the shortest route on the first frame.
float total, diff = r2 - r1;
diff -= (float)Math.Ceiling(diff / 360 - 0.5f) * 360;
if (diff == 0) {
total = timelinesRotation[i];
} else {
float lastTotal, lastDiff;
if (firstFrame) {
lastTotal = 0;
lastDiff = diff;
} else {
lastTotal = timelinesRotation[i];
lastDiff = timelinesRotation[i + 1];
}
float loops = lastTotal - lastTotal % 360;
total = diff + loops;
bool current = diff >= 0, dir = lastTotal >= 0;
if (Math.Abs(lastDiff) <= 90 && Math.Sign(lastDiff) != Math.Sign(diff)) {
if (Math.Abs(lastTotal - loops) > 180) {
total += 360 * Math.Sign(lastTotal);
dir = current;
} else if (loops != 0)
total -= 360 * Math.Sign(lastTotal);
else
dir = current;
}
if (dir != current) total += 360 * Math.Sign(lastTotal);
timelinesRotation[i] = total;
}
timelinesRotation[i + 1] = diff;
pose.rotation = r1 + total * alpha;
}
private void QueueEvents (TrackEntry entry, float animationTime) {
float animationStart = entry.animationStart, animationEnd = entry.animationEnd, duration = animationEnd - animationStart;
bool reverse = entry.reverse;
float split = entry.trackLast % duration;
if (reverse) split = duration - split;
// Queue events before complete.
Event[] eventsItems = this.events.Items;
int i = 0, n = events.Count;
for (; i < n; i++) {
Event e = eventsItems[i];
if ((e.time < split) ^ reverse) break;
if (e.time >= animationStart && e.time <= animationEnd) queue.Event(entry, e);
}
// Queue complete if completed a loop iteration or the animation.
bool complete = false;
if (entry.loop) {
if (duration == 0)
complete = true;
else {
int cycles = (int)(entry.trackTime / duration);
complete = cycles > 0 && cycles > (int)(entry.trackLast / duration);
}
} else
complete = animationTime >= animationEnd && entry.animationLast < animationEnd;
if (complete) queue.Complete(entry);
// Queue events after complete.
for (; i < n; i++) {
Event e = eventsItems[i];
if (e.time >= animationStart && e.time <= animationEnd) queue.Event(entry, e);
}
}
private void EventsReverse (TrackEntry entry, float animationLast, float animationTime) {
float duration = entry.animation.duration, from = duration - animationLast, to = duration - animationTime;
Timeline[] timelines = entry.animation.timelines.Items;
for (int i = 0, n = entry.animation.timelines.Count; i < n; i++) {
EventTimeline eventTimeline = timelines[i] as EventTimeline;
if (eventTimeline == null) continue;
Event[] timelineEvents = eventTimeline.Events;
float[] frames = eventTimeline.frames;
int frameCount = frames.Length;
if (from >= to) { // from -> to
for (int ii = 0; ii < frameCount; ii++) {
if (frames[ii] < to) continue;
if (frames[ii] >= from) break;
events.Add(timelineEvents[ii]);
}
} else {
int ii = 0;
for (; ii < frameCount; ii++) { // from -> 0
if (frames[ii] >= from) break;
events.Add(timelineEvents[ii]);
}
ii = 0; // end -> to
for (; ii < frameCount; ii++)
if (frames[ii] >= to) break;
for (; ii < frameCount; ii++)
events.Add(timelineEvents[ii]);
}
}
}
/// <summary>
/// <para>Removes all animations from all tracks, leaving skeletons in their current pose.</para>
/// <para>
/// Usually you want to use <see cref="SetEmptyAnimations(float)"/> to mix the skeletons back to the setup pose, rather than leaving
/// them in their current pose.</para>
/// </summary>
public void ClearTracks () {
bool oldDrainDisabled = queue.drainDisabled;
queue.drainDisabled = true;
for (int i = 0, n = tracks.Count; i < n; i++) {
ClearTrack(i);
}
tracks.Clear();
queue.drainDisabled = oldDrainDisabled;
queue.Drain();
}
/// <summary>
/// <para>Removes all animations from the track, leaving skeletons in their current pose.</para>
/// <para>
/// Usually you want to use <see cref="SetEmptyAnimation(int, float)"/> to mix the skeletons back to the setup pose, rather than
/// leaving them in their current pose.</para>
/// </summary>
public void ClearTrack (int trackIndex) {
if (trackIndex < 0) throw new ArgumentException("trackIndex must be >= 0.", "trackIndex");
if (trackIndex >= tracks.Count) return;
TrackEntry current = tracks.Items[trackIndex];
if (current == null) return;
queue.End(current);
ClearNext(current);
TrackEntry entry = current;
while (true) {
TrackEntry from = entry.mixingFrom;
if (from == null) break;
queue.End(from);
entry.mixingFrom = null;
entry.mixingTo = null;
entry = from;
}
tracks.Items[current.trackIndex] = null;
queue.Drain();
}
/// <summary>Sets the active TrackEntry for a given track number.</summary>
private void SetTrack (int index, TrackEntry current, bool interrupt) {
TrackEntry from = ExpandToIndex(index);
tracks.Items[index] = current;
current.previous = null;
if (from != null) {
from.next = null;
if (interrupt) queue.Interrupt(from);
current.mixingFrom = from;
from.mixingTo = current;
current.mixTime = 0;
from.timelinesRotation.Clear(); // Reset rotation for mixing out, in case entry was mixed in.
}
queue.Start(current); // triggers AnimationsChanged
}
/// <summary>Sets an animation by name. <seealso cref="SetAnimation(int, Animation, bool)" /></summary>
public TrackEntry SetAnimation (int trackIndex, string animationName, bool loop) {
Animation animation = data.skeletonData.FindAnimation(animationName);
if (animation == null) throw new ArgumentException("Animation not found: " + animationName, "animationName");
return SetAnimation(trackIndex, animation, loop);
}
/// <summary><para>
/// Sets the current animation for a track, discarding any queued animations.</para>
/// <para>
/// If the formerly current track entry is for the same animation and was never applied to a skeleton, it is replaced (not mixed
/// from).
/// </para></summary>
/// <param name="loop">If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
/// duration. In either case <see cref="TrackEntry.TrackEnd"/> determines when the track is cleared.</param>
/// <returns> A track entry to allow further customization of animation playback. References to the track entry must not be kept
/// after the <see cref="AnimationState.Dispose"/> event occurs.</returns>
public TrackEntry SetAnimation (int trackIndex, Animation animation, bool loop) {
if (trackIndex < 0) throw new ArgumentException("trackIndex must be >= 0.", "trackIndex");
if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null.");
bool interrupt = true;
TrackEntry current = ExpandToIndex(trackIndex);
if (current != null) {
if (current.nextTrackLast == -1 && current.animation == animation) {
// Don't mix from an entry that was never applied.
tracks.Items[trackIndex] = current.mixingFrom;
queue.Interrupt(current);
queue.End(current);
ClearNext(current);
current = current.mixingFrom;
interrupt = false; // mixingFrom is current again, but don't interrupt it twice.
} else
ClearNext(current);
}
TrackEntry entry = NewTrackEntry(trackIndex, animation, loop, current);
SetTrack(trackIndex, entry, interrupt);
queue.Drain();
return entry;
}
/// <summary>Queues an animation by name.</summary>
/// <seealso cref="AddAnimation(int, Animation, bool, float)" />
public TrackEntry AddAnimation (int trackIndex, string animationName, bool loop, float delay) {
Animation animation = data.skeletonData.FindAnimation(animationName);
if (animation == null) throw new ArgumentException("Animation not found: " + animationName, "animationName");
return AddAnimation(trackIndex, animation, loop, delay);
}
/// <summary>Adds an animation to be played after the current or last queued animation for a track. If the track has no entries, this is
/// equivalent to calling <see cref="SetAnimation(int, Animation, bool)"/>.</summary>
/// <param name="delay">
/// If &gt; 0, sets <see cref="TrackEntry.Delay"/>. If &lt;= 0, the delay set is the duration of the previous track entry
/// minus any mix duration (from <see cref="Data"/>) plus the specified <c>Delay</c> (ie the mix ends at (when
/// <c>Delay</c> = 0) or before (when <c>Delay</c> &lt; 0) the previous track entry duration). If the
/// previous entry is looping, its next loop completion is used instead of its duration.
/// </param>
/// <returns>A track entry to allow further customization of animation playback. References to the track entry must not be kept
/// after the <see cref="AnimationState.Dispose"/> event occurs.</returns>
public TrackEntry AddAnimation (int trackIndex, Animation animation, bool loop, float delay) {
if (trackIndex < 0) throw new ArgumentException("trackIndex must be >= 0.", "trackIndex");
if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null.");
TrackEntry last = ExpandToIndex(trackIndex);
if (last != null) {
while (last.next != null)
last = last.next;
}
TrackEntry entry = NewTrackEntry(trackIndex, animation, loop, last);
if (last == null) {
SetTrack(trackIndex, entry, true);
queue.Drain();
if (delay < 0) delay = 0;
} else {
last.next = entry;
entry.previous = last;
if (delay <= 0) delay = Math.Max(delay + last.TrackComplete - entry.mixDuration, 0);
}
entry.delay = delay;
return entry;
}
/// <summary>
/// <para>Sets an empty animation for a track, discarding any queued animations, and sets the track entry's
/// <see cref="TrackEntry.MixDuration"/>. An empty animation has no timelines and serves as a placeholder for mixing in or out.</para>
/// <para>
/// Mixing out is done by setting an empty animation with a mix duration using either <see cref="AnimationState.SetEmptyAnimation(int, float)"/>,
/// <see cref="AnimationState.SetEmptyAnimations(float)"/>, or <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/>. Mixing to an empty animation causes
/// the previous animation to be applied less and less over the mix duration. Properties keyed in the previous animation
/// transition to the value from lower tracks or to the setup pose value if no lower tracks key the property. A mix duration of
/// 0 still needs to be applied one more time to mix out, so the properties it was animating are reverted.</para>
/// <para>
/// Mixing in is done by first setting an empty animation, then adding an animation using
/// <see cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with the desired delay (an empty animation has a duration of 0) and on
/// the returned track entry set <see cref="TrackEntry.MixDuration"/>. Mixing from an empty animation causes the new
/// animation to be applied more and more over the mix duration. Properties keyed in the new animation transition from the value
/// from lower tracks or from the setup pose value if no lower tracks key the property to the value keyed in the new animation.</para>
/// <para>
/// See <see href='https://esotericsoftware.com/spine-applying-animations#Empty-animations'>Empty animations</see> in the Spine
/// Runtimes Guide.</para></summary>
public TrackEntry SetEmptyAnimation (int trackIndex, float mixDuration) {
TrackEntry entry = SetAnimation(trackIndex, AnimationState.EmptyAnimation, false);
entry.mixDuration = mixDuration;
entry.trackEnd = mixDuration;
return entry;
}
/// <summary>
/// Adds an empty animation to be played after the current or last queued animation for a track, and sets the track entry's
/// <see cref="TrackEntry.MixDuration"/>. If the track has no entries, this is equivalent to calling
/// <see cref="AnimationState.SetEmptyAnimation(int, float)"/>.</summary>
/// <seealso cref="AnimationState.SetEmptyAnimation(int, float)"/>
/// <param name="trackIndex">Track number.</param>
/// <param name="mixDuration">Mix duration.</param>
/// <param name="delay">If &gt; 0, sets <see cref="TrackEntry.Delay"/>. If &lt;= 0, the delay set is the duration of the previous track entry
/// minus any mix duration plus the specified <c>Delay</c> (ie the mix ends at (when <c>Delay</c> = 0) or
/// before (when <c>Delay</c> &lt; 0) the previous track entry duration). If the previous entry is looping, its
/// next loop completion is used instead of its duration.</param>
/// <returns> A track entry to allow further customization of animation playback. References to the track entry must not be kept
/// after the <see cref="AnimationState.Dispose"/> event occurs.
/// </returns>
public TrackEntry AddEmptyAnimation (int trackIndex, float mixDuration, float delay) {
TrackEntry entry = AddAnimation(trackIndex, AnimationState.EmptyAnimation, false, delay);
if (delay <= 0) entry.delay = Math.Max(entry.delay + entry.mixDuration - mixDuration, 0);
entry.mixDuration = mixDuration;
entry.trackEnd = mixDuration;
return entry;
}
/// <summary>
/// Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix
/// duration.</summary>
public void SetEmptyAnimations (float mixDuration) {
bool oldDrainDisabled = queue.drainDisabled;
queue.drainDisabled = true;
TrackEntry[] tracksItems = tracks.Items;
for (int i = 0, n = tracks.Count; i < n; i++) {
TrackEntry current = tracksItems[i];
if (current != null) SetEmptyAnimation(current.trackIndex, mixDuration);
}
queue.drainDisabled = oldDrainDisabled;
queue.Drain();
}
private TrackEntry ExpandToIndex (int index) {
if (index < tracks.Count) return tracks.Items[index];
tracks.EnsureSize(index + 1);
return null;
}
/// <summary>Object-pooling version of new TrackEntry. Obtain an unused TrackEntry from the pool and clear/initialize its values.</summary>
/// <param name="last">May be null.</param>
private TrackEntry NewTrackEntry (int trackIndex, Animation animation, bool loop, TrackEntry last) {
TrackEntry entry = trackEntryPool.Obtain();
entry.trackIndex = trackIndex;
entry.animation = animation;
entry.loop = loop;
entry.additive = false;
entry.reverse = false;
entry.shortestRotation = false;
entry.eventThreshold = 0;
entry.alphaAttachmentThreshold = 0;
entry.mixAttachmentThreshold = 0;
entry.mixDrawOrderThreshold = 0;
entry.animationStart = 0;
entry.animationEnd = animation.Duration;
entry.animationLast = -1;
entry.nextAnimationLast = -1;
entry.delay = 0;
entry.trackTime = 0;
entry.trackLast = -1;
entry.nextTrackLast = -1;
entry.trackEnd = float.MaxValue;
entry.timeScale = 1;
entry.alpha = 1;
entry.mixTime = 0;
entry.mixDuration = last == null ? 0 : data.GetMix(last.animation, animation);
entry.mixInterpolation = Interpolation.Linear;
entry.totalAlpha = 0;
entry.keepHold = false;
return entry;
}
/// <summary>Removes <see cref="TrackEntry.Next"/> and all entries after it for the specified entry.</summary>
public void ClearNext (TrackEntry entry) {
TrackEntry next = entry.next;
while (next != null) {
queue.Dispose(next);
next = next.next;
}
entry.next = null;
}
private void AnimationsChanged () {
animationsChanged = false;
// Process in the order that animations are applied.
int n = tracks.Count;
TrackEntry[] tracksItems = tracks.Items;
for (int i = 0; i < n; i++) {
TrackEntry entry = tracksItems[i];
if (entry == null) continue;
while (entry.mixingFrom != null) // Move to last entry, then iterate in reverse.
entry = entry.mixingFrom;
do {
ComputeHold(entry);
entry = entry.mixingTo;
} while (entry != null);
}
propertyIds.Clear();
}
private void ComputeHold (TrackEntry entry) {
Timeline[] timelines = entry.animation.timelines.Items;
int timelinesCount = entry.animation.timelines.Count;
int[] timelineMode = entry.timelineMode.EnsureSize(timelinesCount).Items;
entry.timelineHoldMix.Clear();
TrackEntry[] timelineHoldMix = entry.timelineHoldMix.Resize(timelinesCount).Items;
HashSet<ulong> propertyIds = this.propertyIds;
bool add = entry.additive, keepHold = entry.keepHold;
TrackEntry to = entry.mixingTo;
// outer:
for (int i = 0; i < timelinesCount; i++) {
Timeline timeline = timelines[i];
ulong[] ids = timeline.propertyIds;
bool first = propertyIds.AddAll(ids)
&& !(timeline is DrawOrderFolderTimeline && propertyIds.Contains(DrawOrderTimeline.propertyID));
if (add && timeline.additive) {
timelineMode[i] = first ? AnimationState.First : AnimationState.Subsequent;
continue;
}
for (TrackEntry from = entry.mixingFrom; from != null; from = from.mixingFrom) {
if (from.animation.HasTimeline(ids)) {
// An earlier entry on this track keys this property, isolating it from lower tracks.
timelineMode[i] = AnimationState.Subsequent;
goto continue_outer; // continue outer;
}
}
// Hold if the next entry will overwrite this property.
int mode;
if (to == null || timeline.instant || (to.additive && timeline.additive) || !to.animation.HasTimeline(ids))
mode = first ? AnimationState.First : AnimationState.Subsequent;
else {
mode = first ? AnimationState.HoldFirst : AnimationState.Hold;
// Find next entry that doesn't overwrite this property. Its mix fades out the hold, instead of it ending abruptly.
for (TrackEntry next = to.mixingTo; next != null; next = next.mixingTo) {
if ((next.additive && timeline.additive) || !next.animation.HasTimeline(ids)) {
if (next.mixDuration > 0) timelineHoldMix[i] = next;
break;
}
}
}
if (keepHold) mode = (mode & ~AnimationState.Hold) | (timelineMode[i] & AnimationState.Hold);
timelineMode[i] = mode;
continue_outer: { }
}
}
/// <summary>Returns the track entry for the animation currently playing on the track, or null if no animation is currently playing.</summary>
public TrackEntry GetTrack (int trackIndex) {
if (trackIndex < 0) throw new ArgumentException("trackIndex must be >= 0.", "trackIndex");
if (trackIndex >= tracks.Count) return null;
return tracks.Items[trackIndex];
}
/// <summary> Discards all listener notifications that have not yet been delivered. This can be useful to call from an
/// AnimationState event subscriber when it is known that further notifications that may have been already queued for delivery
/// are not wanted because new animations are being set.
/// </summary>
public void ClearListenerNotifications () {
queue.Clear();
}
public void DelayListenerNotifications () {
queue.drainDisabled = true;
}
public void IssueDelayedListenerNotifications () {
queue.drainDisabled = false;
queue.Drain();
}
/// <summary>
/// <para>Multiplier for the delta time when the animation state is updated, causing time for all animations and mixes to play slower
/// or faster. Defaults to 1.</para>
/// <para>
/// See <see cref="TrackEntry.TimeScale"/> to affect a single animation.</para>
/// </summary>
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
/// <summary>The <see cref="AnimationStateData"/> to look up mix durations.</summary>
public AnimationStateData Data {
get {
return data;
}
set {
if (value == null) throw new ArgumentNullException("data", "data cannot be null.");
this.data = value;
}
}
/// <summary>The list of tracks that have had animations. May contain null entries for tracks that currently have no animation.</summary>
public ExposedList<TrackEntry> Tracks { get { return tracks; } }
override public string ToString () {
var buffer = new System.Text.StringBuilder();
TrackEntry[] tracksItems = tracks.Items;
for (int i = 0, n = tracks.Count; i < n; i++) {
TrackEntry entry = tracksItems[i];
if (entry == null) continue;
if (buffer.Length > 0) buffer.Append(", ");
buffer.Append(entry.ToString());
}
if (buffer.Length == 0) return "<none>";
return buffer.ToString();
}
}
/// <summary>
/// <para>
/// Stores settings and other state for the playback of an animation on an <see cref="AnimationState"/> track.</para>
/// <para>
/// References to a track entry must not be kept after the <see cref="AnimationState.Dispose"/> event occurs</para>
/// </summary>
public class TrackEntry : Pool<TrackEntry>.IPoolable {
internal Animation animation;
internal TrackEntry previous, next, mixingFrom, mixingTo;
// difference to libgdx reference: delegates are used for event callbacks instead of 'AnimationStateListener listener'.
/// <summary>See <see href="https://esotericsoftware.com/spine-api-reference#AnimationStateListener-Methods">
/// API Reference documentation pages here</see> for details. Usage in C# and spine-unity is explained
/// <see href="https://esotericsoftware.com/spine-unity-main-components#Processing-AnimationState-Events">here</see>
/// on the spine-unity documentation pages.
/// <para>A track entry returned from <see cref="AnimationState.SetAnimation(int, Animation, bool)"/> is already the current
/// animation for the track, so the <see cref="Start"/> callback will not be called for subscribers added afterward.</para></summary>
public event AnimationState.TrackEntryDelegate Start, Interrupt, End, Dispose, Complete;
public event AnimationState.TrackEntryEventDelegate Event;
internal void OnStart () { if (Start != null) Start(this); }
internal void OnInterrupt () { if (Interrupt != null) Interrupt(this); }
internal void OnEnd () { if (End != null) End(this); }
internal void OnDispose () { if (Dispose != null) Dispose(this); }
internal void OnComplete () { if (Complete != null) Complete(this); }
internal void OnEvent (Event e) { if (Event != null) Event(this, e); }
internal int trackIndex;
internal bool loop, additive, reverse, shortestRotation, keepHold;
internal float eventThreshold, mixAttachmentThreshold, alphaAttachmentThreshold, mixDrawOrderThreshold;
internal float animationStart, animationEnd, animationLast, nextAnimationLast;
internal float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale = 1f;
internal float alpha, mixTime, mixDuration, totalAlpha;
internal Interpolation mixInterpolation = Interpolation.Linear;
/// <summary>
/// For each timeline:
/// <list type="bullet">
/// <item>Bit 0, First: 0 = mix from current pose, 1 = mix from setup pose. Timeline is first to set the property.</item>
/// <item>Bit 1, Hold: 0 = mix out using alphaMix, 1 = apply full alpha to prevent dipping. Timeline is first on its track to
/// set the property and the next entry (mixingTo) also sets it. When held, timelineHoldMix's mix controls how the hold fades
/// out (for 3+ entry chains where the chain eventually stops setting the property).</item>
/// </list>
/// </summary>
internal readonly ExposedList<int> timelineMode = new ExposedList<int>();
internal readonly ExposedList<TrackEntry> timelineHoldMix = new ExposedList<TrackEntry>();
internal readonly ExposedList<float> timelinesRotation = new ExposedList<float>();
// IPoolable.Reset()
public void Reset () {
previous = null;
next = null;
mixingFrom = null;
mixingTo = null;
mixInterpolation = Interpolation.Linear;
animation = null;
// replaces 'listener = null;' since delegates are used for event callbacks
Start = null;
Interrupt = null;
End = null;
Dispose = null;
Complete = null;
Event = null;
timelineMode.Clear();
timelineHoldMix.Clear();
timelinesRotation.Clear();
}
/// <summary>The index of the track where this track entry is either current or queued.</summary>
/// <seealso cref="AnimationState.GetTrack(int)"/>
public int TrackIndex { get { return trackIndex; } }
/// <summary>The animation to apply for this track entry.</summary>
public Animation Animation {
get { return animation; }
set {
if (value == null) throw new ArgumentNullException("animation", "animation cannot be null.");
animation = value;
}
}
/// <summary>
/// If true, the animation will repeat. If false it will not, instead its last frame is applied if played beyond its
/// duration.</summary>
public bool Loop { get { return loop; } set { loop = value; } }
/// <summary>
/// <para>
/// Seconds to postpone playing the animation. Must be >= 0. When this track entry is the current track entry,
/// <c>Delay</c> postpones incrementing the <see cref="TrackEntry.TrackTime"/>. When this track entry is queued,
/// <c>Delay</c> is the time from the start of the previous animation to when this track entry will become the current
/// track entry (ie when the previous track entry <see cref="TrackTime"/> &gt;= this track entry's
/// <c>Delay</c>).</para>
/// <para>
/// <see cref="TrackEntry.TimeScale"/> affects the delay.</para>
/// <para>
/// When passing <c>delay</c> &lt;= 0 to <see cref="AnimationState.AddAnimation(int, Animation, bool, float)"/>, this
/// <c>delay</c> is set using a mix duration from the <see cref="AnimationStateData"/>. To change the <see cref="MixDuration"/>
/// afterward, use <see cref="SetMixDuration(float, float)"/> so this <c>delay</c> is adjusted.</para></summary>
public float Delay {
get { return delay; }
set {
if (value < 0) throw new ArgumentException("delay must be >= 0.", "delay");
delay = value;
}
}
/// <summary>
/// The time in seconds this track entry has been the current track entry, starting at 0 and increasing forever. Compare to
/// <see cref="TrackEntry.AnimationTime"/>, which is always between <see cref="TrackEntry.AnimationStart"/> and
/// <see cref="TrackEntry.AnimationEnd"/>.
/// <para>
/// The track time can be set to start the animation at a time other than 0, without affecting looping. When doing so,
/// <see cref="TrackEntry.AnimationLast"/> can be set to the same value to avoid firing events from the start of the animation.</para>
/// <para>
/// To set the time an animation starts and loops, use <see cref="TrackEntry.AnimationStart"/> and
/// <see cref="TrackEntry.AnimationEnd"/>.</para></summary>
public float TrackTime { get { return trackTime; } set { trackTime = value; } }
/// <summary>
/// <para>
/// The track time in seconds when this animation will be removed from the track. Defaults to the highest possible float
/// value, meaning the animation will be applied until a new animation is set or the track is cleared. If the track end time
/// is reached, no other animations are queued for playback, and mixing from any previous animations is complete, then the
/// properties keyed by the animation are set to the setup pose and the track is cleared.</para>
/// <para>
/// Usually you want to use <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/> rather than have the animation
/// abruptly cease being applied.</para>
/// </summary>
public float TrackEnd { get { return trackEnd; } set { trackEnd = value; } }
/// <summary>
/// <para>If this track entry is non-looping, this is the track time in seconds when <see cref="AnimationEnd"/> is reached, or the
/// current <see cref="TrackTime"/> if it has already been reached.</para>
/// <para>If this track entry is looping, this is the track time when this animation will reach its next
/// <see cref="AnimationEnd"/> (the next loop completion).</para></summary>
public float TrackComplete {
get {
float duration = animationEnd - animationStart;
if (duration != 0) {
if (loop) return duration * (1 + (int)(trackTime / duration)); // Completion of next loop.
if (trackTime < duration) return duration; // Before duration.
}
return trackTime; // Next update.
}
}
/// <summary>
/// <para>
/// The time in seconds for the first frame of this animation, both initially and after looping. Defaults to 0.</para>
/// <para>
/// When setting the <c>AnimationStart</c> time, <see cref="TrackEntry.AnimationLast"/> can be set to the same value to avoid
/// firing events from the start of the animation.</para>
/// </summary>
public float AnimationStart { get { return animationStart; } set { animationStart = value; } }
/// <summary>
/// The time in seconds for the last frame of this animation. Past this time, non-looping animations hold the pose at this
/// time while looping animations will loop back to <see cref="TrackEntry.AnimationStart"/>. Defaults to the
/// <see cref="Animation.Duration"/>.
/// </summary>
public float AnimationEnd { get { return animationEnd; } set { animationEnd = value; } }
/// <summary>
/// The time in seconds this animation was last applied. Some timelines use this for one-time triggers. For example, when
/// this animation is applied, event timelines will fire all events between the <c>AnimationLast</c> time (exclusive) and
/// <c>AnimationTime</c> (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation
/// is applied.</summary>
public float AnimationLast {
get { return animationLast; }
set {
animationLast = value;
nextAnimationLast = value;
}
}
/// <summary>
/// Uses <see cref="TrackEntry.TrackTime"/> to compute the <c>AnimationTime</c>, which is always between
/// <see cref="TrackEntry.AnimationStart"/> and <see cref="TrackEntry.AnimationEnd"/>. When <c>TrackTime</c> is 0,
/// <c>AnimationTime</c> is equal to the <c>AnimationStart</c> time.
/// </summary>
public float AnimationTime {
get {
if (!loop) return Math.Min(trackTime + animationStart, animationEnd);
float duration = animationEnd - animationStart;
if (duration == 0) return animationStart;
return (trackTime % duration) + animationStart;
}
}
/// <summary>
/// <para>
/// Multiplier for the delta time when this track entry is updated, causing time for this animation to pass slower or
/// faster. Defaults to 1.</para>
/// <para>
/// Values &lt; 0 are not supported. To play an animation in reverse, use <see cref="Reverse"/>.</para>
/// <para>
/// <see cref="TrackEntry.MixTime"/> is not affected by track entry time scale, so <see cref="TrackEntry.MixDuration"/> may need to be adjusted to
/// match the animation speed.</para>
/// <para>
/// When using <see cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a <c>Delay</c> &lt;= 0, the
/// <see cref="TrackEntry.Delay"/> is set using the mix duration from <see cref="AnimationState.Data"/>, assuming time scale to be 1. If the
/// time scale is not 1, the delay may need to be adjusted.</para>
/// <para>
/// See <see cref="AnimationState.TimeScale"/> to affect all animations.</para>
/// </summary>
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
/// <summary>
/// <para>
/// Values &lt; 1 mix this animation with the skeleton's current pose (either the setup pose or the pose from lower tracks).
/// Defaults to 1, which overwrites the skeleton's current pose with this animation.</para>
/// <para>
/// Alpha should be 1 on track 0.</para>
/// <para>
/// See <see cref="AlphaAttachmentThreshold"/>.</para>
/// </summary>
public float Alpha { get { return alpha; } set { alpha = value; } }
/// <summary>
/// When the interpolated mix percentage is less than the <c>EventThreshold</c>, event timelines are applied while
/// this animation is being mixed out. Defaults to 0, so event timelines are not applied while this animation is being mixed
/// out.
/// </summary>
public float EventThreshold { get { return eventThreshold; } set { eventThreshold = value; } }
/// <summary>
/// When the computed alpha is greater than <c>AlphaAttachmentThreshold</c>, attachment timelines are applied. The
/// computed alpha includes <see cref="Alpha"/> and the interpolated mix percentage. Defaults to 0, so attachment timelines are
/// always applied.
/// </summary>
public float AlphaAttachmentThreshold { get { return alphaAttachmentThreshold; } set { alphaAttachmentThreshold = value; } }
/// <summary>
/// When the interpolated mix percentage is less than the <c>MixAttachmentThreshold</c>, attachment timelines are
/// applied while this animation is being mixed out. Defaults to 0, so attachment timelines are not applied while this
/// animation is being mixed out.
/// </summary>
public float MixAttachmentThreshold { get { return mixAttachmentThreshold; } set { mixAttachmentThreshold = value; } }
/// <summary>
/// When the interpolated mix percentage is less than the <c>MixDrawOrderThreshold</c>, draw order timelines are
/// applied while this animation is being mixed out. Defaults to 0, so draw order timelines are not applied while this
/// animation is being mixed out.
/// </summary>
public float MixDrawOrderThreshold { get { return mixDrawOrderThreshold; } set { mixDrawOrderThreshold = value; } }
/// <summary>
/// The interpolation to apply to the mix percentage <see cref="MixTime"/> / <see cref="MixDuration"/> when mixing from the previous
/// animation to this animation. Defaults to linear.
/// </summary>
public Interpolation MixInterpolation {
get {
return mixInterpolation;
}
set {
if (value == null) throw new ArgumentNullException("MixInterpolation", "MixInterpolation value cannot be null.");
this.mixInterpolation = value;
}
}
internal float Mix () {
if (mixDuration == 0) return 1;
float mix = mixTime / mixDuration;
if (mix >= 1) return 1;
if (mixInterpolation == Interpolation.Linear) return mix;
mix = mixInterpolation.Apply(mix);
if (mix < 0) return 0;
if (mix > 1) return 1;
return mix;
}
/// <summary>
/// The animation queued to start after this animation, or null if there is none. <c>next</c> makes up a doubly linked
/// list.
/// <para>
/// See <see cref="AnimationState.ClearNext(TrackEntry)"/> to truncate the list.</para></summary>
public TrackEntry Next { get { return next; } }
/// <summary>
/// The animation queued to play before this animation, or null. <c>previous</c> makes up a doubly linked list.</summary>
public TrackEntry Previous { get { return previous; } }
/// <summary>Returns true if this track entry has been applied at least once.</summary>
/// <seealso cref="AnimationState.Apply(Skeleton)"/>
public bool WasApplied {
get { return nextTrackLast != -1; }
}
/// <summary>Returns true if there is a <see cref="Next"/> track entry that will become the current track entry during the
/// next <see cref="AnimationState.Update(float)"/>.</summary>
public bool IsNextReady {
get {
return (next != null) && (nextTrackLast - next.delay >= 0);
}
}
/// <summary>
/// Returns true if at least one loop has been completed.</summary>
/// <seealso cref="TrackEntry.Complete"/>
public bool IsComplete {
get { return trackTime >= animationEnd - animationStart; }
}
/// <summary>
/// Seconds elapsed from 0 to the <see cref="TrackEntry.MixDuration"/> when mixing from the previous animation to this animation. May
/// be slightly more than <c>MixDuration</c> when the mix is complete.</summary>
public float MixTime { get { return mixTime; } set { mixTime = value; } }
/// <summary>
/// <para>
/// Seconds for mixing from the previous animation to this animation. Defaults to the value provided by
/// <see cref="AnimationStateData.GetMix(Animation, Animation)"/> based on the animation before this animation (if any).
/// </para><para>
/// A mix duration of 0 still needs to be applied one more time to mix out, so the properties it was animating are reverted.
/// A mix duration of 0 can be set at any time to end the mix on the next <see cref="AnimationState.Update(float)">update</see>.
/// </para><para>
/// The <c>MixDuration</c> can be set manually rather than use the value from
/// <see cref="AnimationStateData.GetMix(Animation, Animation)"/>. In that case, the <c>MixDuration</c> can be set for a new
/// track entry only before <see cref="AnimationState.Update(float)"/> is next called.
/// </para><para>
/// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a <c>Delay</c> &lt;= 0, the
/// <see cref="TrackEntry.Delay"/> is set using the mix duration from <see cref="AnimationState.Data"/>. If <c>MixDuration</c> is set
/// afterward, the delay needs to be adjusted:
/// </para>
/// <code>
/// entry.MixDuration = 0.25f;
/// entry.Delay = entry.Previous.TrackComplete - entry.MixDuration + 0;
/// </code>
/// <para>Alternatively, use <see cref="SetMixDuration(float, float)"/> to set both the mix duration and recompute the delay:</para>
/// <code>entry.SetMixDuration(0.25f, 0); // mixDuration, delay</code>
/// </summary>
public float MixDuration { get { return mixDuration; } set { mixDuration = value; } }
/// <summary>Sets both <see cref="MixDuration"/> and <see cref="Delay"/>.</summary>
/// <param name="delay">If > 0, sets <see cref="Delay"/>. If &lt;= 0, the delay set is the duration of the previous track
/// entry minus the specified mix duration plus the specified <c>delay</c> (ie the mix ends at (when <c>delay</c>
/// = 0) or before (when <c>delay</c> &lt; 0) the previous track entry duration). If the previous entry is
/// looping, its next loop completion is used instead of its duration.</param>
public void SetMixDuration (float mixDuration, float delay) {
this.mixDuration = mixDuration;
if (delay <= 0) delay = previous == null ? 0 : Math.Max(delay + previous.TrackComplete - mixDuration, 0);
this.delay = delay;
}
/// <summary>
/// When true, timelines in this animation that support additive have their values added to the setup or current pose values
/// instead of replacing them. Additive can be set for a new track entry only before <see cref="AnimationState.Apply(Skeleton)"/>
/// is next called.
/// </summary>
public bool Additive { get { return additive; } set { additive = value; } }
/// <summary>
/// The track entry for the previous animation when mixing to this animation, or null if no mixing is currently occurring.
/// When mixing from multiple animations, <c>MixingFrom</c> makes up a doubly linked list.</summary>
public TrackEntry MixingFrom { get { return mixingFrom; } }
/// <summary>
/// The track entry for the next animation when mixing from this animation, or null if no mixing is currently occurring.
/// When mixing to multiple animations, <c>MixingTo</c> makes up a doubly linked list.</summary>
public TrackEntry MixingTo { get { return mixingTo; } }
/// <summary>
/// If true, the animation will be applied in reverse.</summary>
public bool Reverse { get { return reverse; } set { reverse = value; } }
/// <summary><para>
/// If true, mixing rotation between tracks always uses the shortest rotation direction. If the rotation is animated, the
/// shortest rotation direction may change during the mix.
/// </para><para>
/// If false, the shortest rotation direction is remembered when the mix starts and the same direction is used for the rest
/// of the mix. Defaults to false.</para>
/// <para>See <see cref="ResetRotationDirections"/>.</para></summary>
public bool ShortestRotation { get { return shortestRotation; } set { shortestRotation = value; } }
/// <summary>Returns true if this entry is for the empty animation. See <see cref="AnimationState.SetEmptyAnimation(int, float)"/>,
/// <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/>, and <see cref="AnimationState.SetEmptyAnimations(float)"/>.
/// </summary>
public bool IsEmptyAnimation { get { return animation == AnimationState.EmptyAnimation; } }
/// <summary>
/// <para>
/// When <see cref="ShortestRotation"/> is false, this clears the directions for mixing this entry's rotation. This can be useful
/// to avoid bones rotating the long way around when using <see cref="Alpha"/> and starting animations on other tracks.</para>
/// <para>
/// Mixing involves finding a rotation between two others. There are two possible solutions: the short or the long way
/// around. When the two rotations change over time, which direction is the short or long way can also change. If the short
/// way was always chosen, bones flip to the other side when that direction became the long way. TrackEntry chooses the short
/// way the first time it is applied and remembers that direction. Resetting that direction makes it choose a new short way
/// on the next apply.</para>
/// </summary>
public void ResetRotationDirections () {
timelinesRotation.Clear();
}
override public string ToString () {
return animation == null ? "<none>" : animation.name;
}
// Note: This method is required by SpineAnimationStateMixerBehaviour,
// which is part of the timeline extension package. Thus the internal member variable
// nextTrackLast is not accessible. We favor providing this method
// over exposing nextTrackLast as public property, which would rather confuse users.
public void AllowImmediateQueue () {
if (nextTrackLast < 0) nextTrackLast = 0;
}
}
class EventQueue {
private readonly List<EventQueueEntry> eventQueueEntries = new List<EventQueueEntry>();
internal bool drainDisabled;
private readonly AnimationState state;
private readonly Pool<TrackEntry> trackEntryPool;
internal event Action AnimationsChanged;
internal EventQueue (AnimationState state, Action HandleAnimationsChanged, Pool<TrackEntry> trackEntryPool) {
this.state = state;
this.AnimationsChanged += HandleAnimationsChanged;
this.trackEntryPool = trackEntryPool;
}
internal void Start (TrackEntry entry) {
eventQueueEntries.Add(new EventQueueEntry(EventType.Start, entry));
if (AnimationsChanged != null) AnimationsChanged();
}
internal void Interrupt (TrackEntry entry) {
eventQueueEntries.Add(new EventQueueEntry(EventType.Interrupt, entry));
}
internal void End (TrackEntry entry) {
eventQueueEntries.Add(new EventQueueEntry(EventType.End, entry));
if (AnimationsChanged != null) AnimationsChanged();
}
internal void Dispose (TrackEntry entry) {
eventQueueEntries.Add(new EventQueueEntry(EventType.Dispose, entry));
}
internal void Complete (TrackEntry entry) {
eventQueueEntries.Add(new EventQueueEntry(EventType.Complete, entry));
}
internal void Event (TrackEntry entry, Event e) {
eventQueueEntries.Add(new EventQueueEntry(EventType.Event, entry, e));
}
/// <summary>Raises all events in the queue and drains the queue.</summary>
internal void Drain () {
if (drainDisabled) return;
drainDisabled = true;
List<EventQueueEntry> eventQueueEntries = this.eventQueueEntries;
AnimationState state = this.state;
// Don't cache eventQueueEntries.Count so callbacks can queue their own events (eg, call SetAnimation in AnimationState_Complete).
for (int i = 0; i < eventQueueEntries.Count; i++) {
EventQueueEntry queueEntry = eventQueueEntries[i];
TrackEntry trackEntry = queueEntry.entry;
switch (queueEntry.type) {
case EventType.Start:
trackEntry.OnStart();
state.OnStart(trackEntry);
break;
case EventType.Interrupt:
trackEntry.OnInterrupt();
state.OnInterrupt(trackEntry);
break;
case EventType.End:
trackEntry.OnEnd();
state.OnEnd(trackEntry);
goto case EventType.Dispose; // Fall through. (C#)
case EventType.Dispose:
trackEntry.OnDispose();
state.OnDispose(trackEntry);
trackEntryPool.Free(trackEntry);
break;
case EventType.Complete:
trackEntry.OnComplete();
state.OnComplete(trackEntry);
break;
case EventType.Event:
trackEntry.OnEvent(queueEntry.e);
state.OnEvent(trackEntry, queueEntry.e);
break;
}
}
eventQueueEntries.Clear();
drainDisabled = false;
}
internal void Clear () {
eventQueueEntries.Clear();
}
struct EventQueueEntry {
public EventType type;
public TrackEntry entry;
public Event e;
public EventQueueEntry (EventType eventType, TrackEntry trackEntry, Event e = null) {
this.type = eventType;
this.entry = trackEntry;
this.e = e;
}
}
enum EventType {
Start, Interrupt, End, Dispose, Complete, Event
}
}
class Pool<T> where T : class, new() {
public readonly int max;
readonly Stack<T> freeObjects;
public int Count { get { return freeObjects.Count; } }
public int Peak { get; private set; }
public Pool (int initialCapacity = 16, int max = int.MaxValue) {
freeObjects = new Stack<T>(initialCapacity);
this.max = max;
}
public T Obtain () {
return freeObjects.Count == 0 ? new T() : freeObjects.Pop();
}
public void Free (T obj) {
if (obj == null) throw new ArgumentNullException("obj", "obj cannot be null");
if (freeObjects.Count < max) {
freeObjects.Push(obj);
Peak = Math.Max(Peak, freeObjects.Count);
}
Reset(obj);
}
public void Clear () {
freeObjects.Clear();
}
protected void Reset (T obj) {
IPoolable poolable = obj as IPoolable;
if (poolable != null) poolable.Reset();
}
public interface IPoolable {
void Reset ();
}
}
public static class HashSetExtensions {
public static bool AddAll<T> (this HashSet<T> set, T[] addSet) {
bool anyItemAdded = false;
for (int i = 0, n = addSet.Length; i < n; ++i) {
T item = addSet[i];
anyItemAdded |= set.Add(item);
}
return anyItemAdded;
}
}
}