2023-04-03 11:04:31 +08:00

61 lines
2.7 KiB
C#

/******************************************************************************
* 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.
*****************************************************************************/
using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Spine.Unity.Playables {
[Serializable]
public class SpineAnimationStateClip : PlayableAsset, ITimelineClipAsset {
public SpineAnimationStateBehaviour template = new SpineAnimationStateBehaviour();
public ClipCaps clipCaps { get { return ClipCaps.Blending | ClipCaps.ClipIn | ClipCaps.SpeedMultiplier | (template.loop ? ClipCaps.Looping : 0); } }
[NonSerialized] public TimelineClip timelineClip;
public override Playable CreatePlayable (PlayableGraph graph, GameObject owner) {
template.timelineClip = this.timelineClip;
var playable = ScriptPlayable<SpineAnimationStateBehaviour>.Create(graph, template);
playable.GetBehaviour();
return playable;
}
public override double duration {
get {
if (template.animationReference == null || template.animationReference.Animation == null)
return 0;
return template.animationReference.Animation.Duration;
}
}
}
}