71 lines
3.2 KiB
C#
71 lines
3.2 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated September 24, 2021. Replaces all prior versions.
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*
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* Copyright (c) 2013-2022, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_EDITOR
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using System.ComponentModel;
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#endif
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Playables;
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using UnityEngine.Timeline;
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namespace Spine.Unity.Playables {
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[TrackColor(255 / 255.0f, 64 / 255.0f, 1 / 255.0f)]
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[TrackClipType(typeof(SpineAnimationStateClip))]
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[TrackBindingType(typeof(SkeletonGraphic))]
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#if UNITY_EDITOR
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[DisplayName("Spine/SkeletonGraphic Track")]
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#endif
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public class SpineAnimationStateGraphicTrack : TrackAsset {
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public int trackIndex = 0;
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[Tooltip("Whenever starting a new animation clip of this track, " +
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"SkeletonGraphic.UnscaledTime will be set to this value. " +
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"This allows you to play back Timeline clips either in normal game time " +
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"or unscaled game time. Note that PlayableDirector.UpdateMethod " +
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"is ignored and replaced by this property, which allows more fine-granular " +
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"control per Timeline track.")]
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public bool unscaledTime = false;
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public override Playable CreateTrackMixer (PlayableGraph graph, GameObject go, int inputCount) {
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IEnumerable<TimelineClip> clips = this.GetClips();
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foreach (TimelineClip clip in clips) {
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var animationStateClip = clip.asset as SpineAnimationStateClip;
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if (animationStateClip != null)
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animationStateClip.timelineClip = clip;
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}
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var scriptPlayable = ScriptPlayable<SpineAnimationStateMixerBehaviour>.Create(graph, inputCount);
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var mixerBehaviour = scriptPlayable.GetBehaviour();
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mixerBehaviour.trackIndex = this.trackIndex;
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mixerBehaviour.unscaledTime = this.unscaledTime;
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return scriptPlayable;
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}
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}
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}
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