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

360 lines
15 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:
* 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
#define NEW_PREFAB_SYSTEM
#endif
#if UNITY_2017_1_OR_NEWER
#define BUILT_IN_SPRITE_MASK_COMPONENT
#endif
#if !SPINE_DISABLE_THREADING
#define USE_THREADED_ANIMATION_UPDATE
#endif
#if !SPINE_AUTO_UPGRADE_COMPONENTS_OFF
#define AUTO_UPGRADE_TO_43_COMPONENTS
#endif
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Serialization;
namespace Spine.Unity {
#if NEW_PREFAB_SYSTEM
[ExecuteAlways]
#else
[ExecuteInEditMode]
#endif
[AddComponentMenu("Spine/SkeletonAnimation")]
[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonAnimation-Component")]
public class SkeletonAnimation : SkeletonAnimationBase, IAnimationStateComponent, IUpgradable {
#region Serialized state and Beginner API
[FormerlySerializedAs("_animationName")] [SerializeField] [SpineAnimation] protected string animationName = "";
/// <summary>Whether or not <see cref="AnimationName"/> should loop. This only applies to the initial animation specified in the inspector, or any subsequent Animations played through .AnimationName. Animations set through state.SetAnimation are unaffected.</summary>
public bool loop;
/// <summary>
/// The rate at which animations progress over time. 1 means 100%. 0.5 means 50%.</summary>
/// <remarks>AnimationState and TrackEntry also have their own timeScale. These are combined multiplicatively.</remarks>
public float timeScale = 1;
/// <summary>If enabled, AnimationState time is advanced by Unscaled Game Time
/// (<c>Time.unscaledDeltaTime</c> instead of the default Game Time(<c>Time.deltaTime</c>).
/// to animate independent of game <c>Time.timeScale</c>.
/// Instance timeScale will still be applied.</summary>
public bool unscaledTime;
#endregion
public override void MainThreadBeforeUpdateInternal () {
base.MainThreadBeforeUpdateInternal();
#if USE_THREADED_ANIMATION_UPDATE
if (isUpdatedExternally) {
if (state != null) state.DelayListenerNotifications();
}
#endif
}
public override void MainThreadAfterUpdateInternal () {
base.MainThreadAfterUpdateInternal();
#if USE_THREADED_ANIMATION_UPDATE
if (isUpdatedExternally) {
if (state != null) state.IssueDelayedListenerNotifications();
}
#endif
}
protected Spine.AnimationState state;
/// <summary>
/// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it.
/// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary>
public Spine.AnimationState AnimationState {
get {
Initialize(false);
return state;
}
set { state = value; }
}
public override bool IsValid {
get { return skeletonRenderer != null && skeletonRenderer.IsValid && state != null; }
}
public bool UnscaledTime { get { return unscaledTime; } set { unscaledTime = value; } }
#region Serialized state and Beginner API
/// <summary>
/// Setting this property sets the animation of the skeleton. If invalid, it will store the animation name for the next time the skeleton is properly initialized.
/// Getting this property gets the name of the currently playing animation. If invalid, it will return the last stored animation name set through this property.</summary>
public string AnimationName {
get {
if (!this.IsValid) {
return animationName;
} else {
TrackEntry entry = state.GetTrack(0);
return entry == null ? null : entry.Animation.Name;
}
}
set {
Initialize(false);
if (!IsValid) {
animationName = value;
return;
}
if (animationName == value) {
TrackEntry entry = state.GetTrack(0);
if (entry != null && entry.Loop == loop)
return;
}
animationName = value;
if (string.IsNullOrEmpty(value)) {
state.ClearTrack(0);
} else {
SkeletonData skeletonData = skeletonRenderer.SkeletonDataAsset.GetSkeletonData(false);
if (skeletonData == null)
return;
Spine.Animation animationObject = skeletonData.FindAnimation(value);
if (animationObject != null)
state.SetAnimation(0, animationObject, loop);
}
}
}
#endregion
/// <summary>
/// Clears the previously generated mesh, resets the skeleton's pose, and clears all previously active animations.</summary>
public override void ClearAnimationState () {
if (state != null) state.ClearTracks();
}
public override void InitializeAnimationComponent () {
base.InitializeAnimationComponent();
if (!skeletonRenderer.IsValid)
return;
AnimationStateData data = skeletonRenderer.SkeletonDataAsset.GetAnimationStateData();
#if UNITY_EDITOR
AnimationState oldAnimationState = state;
#endif
state = new Spine.AnimationState(data);
state.Dispose += OnAnimationDisposed;
if (state == null)
return;
#if UNITY_EDITOR
if (oldAnimationState != null)
state.AssignEventSubscribersFrom(oldAnimationState);
#endif
UpdateInitialAnimation();
}
protected virtual void OnAnimationDisposed (TrackEntry entry) {
// when updateMode disables applying animations, still ensure animations are mixed out
UpdateMode updateMode = skeletonRenderer.UpdateMode;
if (updateMode != UpdateMode.FullUpdate &&
updateMode != UpdateMode.EverythingExceptMesh) {
entry.Animation.Apply(skeleton, 0, 0, false, null, 0f, true, false, true, false);
}
}
public virtual void UpdateInitialAnimation () {
state.ClearTrack(0);
if (!string.IsNullOrEmpty(animationName)) {
SkeletonData skeletonData = skeletonRenderer.SkeletonDataAsset.GetSkeletonData(false);
if (skeletonData == null)
return;
Spine.Animation animation = skeletonData.FindAnimation(animationName);
if (animation != null) {
state.SetAnimation(0, animation, loop);
#if UNITY_EDITOR
if (!ApplicationIsPlaying)
Update(0f);
#endif
}
}
}
#if USE_THREADED_ANIMATION_UPDATE
public override float UsedExternalDeltaTime {
get {
return unscaledTime ? ExternalUnscaledDeltaTime : ExternalDeltaTime;
}
}
#endif
protected override float DeltaTime {
get {
return unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime;
}
}
protected override void UpdateAnimationStatus (float deltaTime) {
deltaTime *= timeScale;
if (state != null) {
state.Update(deltaTime);
skeleton.Update(deltaTime);
#if UNITY_EDITOR
if (ApplicationIsPlaying)
UpdatePropertyToCurrentAnimationEditor();
#endif
if (skeletonRenderer.UpdateMode == UpdateMode.OnlyAnimationStatus) {
state.ApplyEventTimelinesOnly(skeleton, issueEvents: false);
}
}
}
protected override void ApplyStateToSkeleton (bool calledFromMainThread) {
if (skeletonRenderer.UpdateMode != UpdateMode.OnlyEventTimelines)
state.Apply(skeletonRenderer.Skeleton);
else
state.ApplyEventTimelinesOnly(skeletonRenderer.Skeleton, issueEvents: true);
}
#if UNITY_EDITOR
protected void UpdatePropertyToCurrentAnimationEditor () {
if (state.Tracks.Count == 0 || state.Tracks.Items[0] == null)
return;
Animation currentAnimation = state.Tracks.Items[0].Animation;
animationName = currentAnimation == null ? "<None>" : currentAnimation.Name;
}
#endif
#region Runtime Instantiation
/// <summary>Adds and prepares SkeletonAnimation and SkeletonRenderer components to a GameObject at runtime.</summary>
/// <returns>A struct referencing the newly instantiated SkeletonAnimation and SkeletonRenderer components.</returns>
public static SkeletonComponents<SkeletonRenderer, SkeletonAnimation> AddToGameObject (
GameObject gameObject, SkeletonDataAsset skeletonDataAsset, bool quiet = false) {
return Spine.Unity.SkeletonRenderer.AddSpineComponents<SkeletonRenderer, SkeletonAnimation>(
gameObject, skeletonDataAsset, quiet);
}
/// <summary>Instantiates a new UnityEngine.GameObject and adds SkeletonAnimation and SkeletonRenderer components to it.</summary>
/// <returns>A struct referencing the newly instantiated SkeletonAnimation and SkeletonRenderer components.</returns>
public static SkeletonComponents<SkeletonRenderer, SkeletonAnimation> NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset,
bool quiet = false) {
return Spine.Unity.SkeletonRenderer.NewSpineGameObject<SkeletonRenderer, SkeletonAnimation>(
skeletonDataAsset, quiet);
}
#endregion
#region Transfer of Deprecated Fields
#if UNITY_EDITOR && AUTO_UPGRADE_TO_43_COMPONENTS
// compatibility layer between 4.1 and 4.2, automatically transfer serialized attributes.
public override void UpgradeTo43 () {
if (!Application.isPlaying && !wasDeprecatedTransferred) {
UpgradeTo43Components();
TransferDeprecatedFields();
InitializeAnimationComponent();
}
}
protected void UpgradeTo43Components () {
if (gameObject.GetComponent<SkeletonRenderer>() == null &&
gameObject.GetComponent<SkeletonGraphic>() == null) {
gameObject.AddComponent<SkeletonRenderer>();
EditorBridge.RequestMarkDirty(gameObject);
Debug.Log(string.Format("{0}: Auto-migrated old SkeletonAnimation component to split SkeletonAnimation + SkeletonRenderer components.",
gameObject.name), gameObject);
}
}
/// <summary>Transfer of former base class SkeletonRenderer parameters.</summary>
protected void TransferDeprecatedFields () {
wasDeprecatedTransferred = true;
SkeletonRenderer skeletonRenderer = gameObject.GetComponent<SkeletonRenderer>();
if (skeletonRenderer == null)
return;
skeletonRenderer.skeletonDataAsset = this.skeletonDataAssetDeprecated;
skeletonRenderer.initialSkinName = this.initialSkinNameDeprecated;
skeletonRenderer.EditorSkipSkinSync = this.editorSkipSkinSyncDeprecated;
skeletonRenderer.initialFlipX = this.initialFlipXDeprecated;
skeletonRenderer.initialFlipY = this.initialFlipYDeprecated;
skeletonRenderer.UpdateMode = this.updateModeDeprecated;
skeletonRenderer.updateWhenInvisible = this.updateWhenInvisibleDeprecated;
skeletonRenderer.separatorSlotNames = this.separatorSlotNamesDeprecated;
skeletonRenderer.MeshSettings.zSpacing = this.zSpacingDeprecated;
skeletonRenderer.MeshSettings.useClipping = this.useClippingDeprecated;
skeletonRenderer.MeshSettings.immutableTriangles = this.immutableTrianglesDeprecated;
skeletonRenderer.MeshSettings.pmaVertexColors = this.pmaVertexColorsDeprecated;
skeletonRenderer.MeshSettings.tintBlack = this.tintBlackDeprecated;
skeletonRenderer.MeshSettings.addNormals = this.addNormalsDeprecated;
skeletonRenderer.MeshSettings.calculateTangents = this.calculateTangentsDeprecated;
skeletonRenderer.clearStateOnDisable = this.clearStateOnDisableDeprecated;
skeletonRenderer.singleSubmesh = this.singleSubmeshDeprecated;
skeletonRenderer.MaskInteraction = this.maskInteractionDeprecated;
}
[SerializeField] protected bool wasDeprecatedTransferred = false;
// SkeletonRenderer former base class parameters
[FormerlySerializedAs("skeletonDataAsset")] [SerializeField] private SkeletonDataAsset skeletonDataAssetDeprecated;
[FormerlySerializedAs("initialSkinName")] [SpineSkin(defaultAsEmptyString: true)] [SerializeField] private string initialSkinNameDeprecated;
[FormerlySerializedAs("editorSkipSkinSync")] [SerializeField] private bool editorSkipSkinSyncDeprecated = false;
[FormerlySerializedAs("initialFlipX")] [SerializeField] private bool initialFlipXDeprecated = false;
[FormerlySerializedAs("initialFlipY")] [SerializeField] private bool initialFlipYDeprecated = false;
[FormerlySerializedAs("updateMode")] [SerializeField] private UpdateMode updateModeDeprecated = UpdateMode.FullUpdate;
[FormerlySerializedAs("updateWhenInvisible")] [SerializeField] private UpdateMode updateWhenInvisibleDeprecated = UpdateMode.FullUpdate;
[UnityEngine.Serialization.FormerlySerializedAs("submeshSeparators"),
UnityEngine.Serialization.FormerlySerializedAs("separatorSlotNames")]
[SerializeField] private string[] separatorSlotNamesDeprecated = new string[0];
[FormerlySerializedAs("zSpacing")] [SerializeField] private float zSpacingDeprecated = 0f;
[FormerlySerializedAs("useClipping")] [SerializeField] private bool useClippingDeprecated = true;
[FormerlySerializedAs("immutableTriangles")] [SerializeField] private bool immutableTrianglesDeprecated = false;
[FormerlySerializedAs("pmaVertexColors")] [SerializeField] private bool pmaVertexColorsDeprecated = true;
[FormerlySerializedAs("clearStateOnDisable")] [SerializeField] private bool clearStateOnDisableDeprecated = false;
[FormerlySerializedAs("tintBlack")] [SerializeField] private bool tintBlackDeprecated = false;
[FormerlySerializedAs("singleSubmesh")] [SerializeField] private bool singleSubmeshDeprecated = false;
[FormerlySerializedAs("calculateNormals"),
FormerlySerializedAs("addNormals")]
[SerializeField] private bool addNormalsDeprecated = false;
[FormerlySerializedAs("calculateTangents")] [SerializeField] private bool calculateTangentsDeprecated = false;
#if BUILT_IN_SPRITE_MASK_COMPONENT
[FormerlySerializedAs("maskInteraction")] [SerializeField] private SpriteMaskInteraction maskInteractionDeprecated = SpriteMaskInteraction.None;
#endif // BUILT_IN_SPRITE_MASK_COMPONENT
#endif // UNITY_EDITOR && AUTO_UPGRADE_TO_43_COMPONENTS
#endregion
}
}