/****************************************************************************** * Spine Runtimes License Agreement * Last updated September 24, 2021. Replaces all prior versions. * * Copyright (c) 2013-2022, 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_2018_1_OR_NEWER #define PLAYABLE_DIRECTOR_HAS_STOPPED_EVENT #endif using Spine.Unity; using System; using UnityEngine; using UnityEngine.Playables; using UnityEngine.Timeline; namespace Spine.Unity.Playables { public class SpineSkeletonFlipMixerBehaviour : PlayableBehaviour { float originalScaleX, originalScaleY; float baseScaleX, baseScaleY; SpinePlayableHandleBase playableHandle; bool m_FirstFrameHappened; #if PLAYABLE_DIRECTOR_HAS_STOPPED_EVENT PlayableDirector director = null; public override void OnPlayableCreate (Playable playable) { director = playable.GetGraph().GetResolver() as PlayableDirector; if (director) director.stopped += OnDirectorStopped; } public override void OnPlayableDestroy (Playable playable) { if (director) director.stopped -= OnDirectorStopped; base.OnPlayableDestroy(playable); } void OnDirectorStopped (PlayableDirector obj) { OnStop(); } #else public override void OnGraphStop (Playable playable) { OnStop(); } #endif public override void ProcessFrame (Playable playable, FrameData info, object playerData) { playableHandle = playerData as SpinePlayableHandleBase; if (playableHandle == null) return; var skeleton = playableHandle.Skeleton; if (!m_FirstFrameHappened) { originalScaleX = skeleton.ScaleX; originalScaleY = skeleton.ScaleY; baseScaleX = Mathf.Abs(originalScaleX); baseScaleY = Mathf.Abs(originalScaleY); m_FirstFrameHappened = true; } int inputCount = playable.GetInputCount(); float totalWeight = 0f; float greatestWeight = 0f; int currentInputs = 0; for (int i = 0; i < inputCount; i++) { float inputWeight = playable.GetInputWeight(i); ScriptPlayable inputPlayable = (ScriptPlayable)playable.GetInput(i); SpineSkeletonFlipBehaviour input = inputPlayable.GetBehaviour(); totalWeight += inputWeight; if (inputWeight > greatestWeight) { SetSkeletonScaleFromFlip(skeleton, input.flipX, input.flipY); greatestWeight = inputWeight; } if (!Mathf.Approximately(inputWeight, 0f)) currentInputs++; } if (currentInputs != 1 && 1f - totalWeight > greatestWeight) { skeleton.ScaleX = originalScaleX; skeleton.ScaleY = originalScaleY; } } public void SetSkeletonScaleFromFlip (Skeleton skeleton, bool flipX, bool flipY) { skeleton.ScaleX = flipX ? -baseScaleX : baseScaleX; skeleton.ScaleY = flipY ? -baseScaleY : baseScaleY; } public void OnStop () { m_FirstFrameHappened = false; if (playableHandle == null) return; var skeleton = playableHandle.Skeleton; skeleton.ScaleX = originalScaleX; skeleton.ScaleY = originalScaleY; } } }