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

71 lines
3.2 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.
*****************************************************************************/
#if UNITY_EDITOR
using System.ComponentModel;
#endif
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Spine.Unity.Playables {
[TrackColor(255 / 255.0f, 64 / 255.0f, 1 / 255.0f)]
[TrackClipType(typeof(SpineAnimationStateClip))]
[TrackBindingType(typeof(SkeletonAnimation))]
#if UNITY_EDITOR
[DisplayName("Spine/SkeletonAnimation Track")]
#endif
public class SpineAnimationStateTrack : TrackAsset {
public int trackIndex = 0;
[Tooltip("Whenever starting a new animation clip of this track, " +
"SkeletonAnimation.UnscaledTime will be set to this value. " +
"This allows you to play back Timeline clips either in normal game time " +
"or unscaled game time. Note that PlayableDirector.UpdateMethod " +
"is ignored and replaced by this property, which allows more fine-granular " +
"control per Timeline track.")]
public bool unscaledTime = false;
public override Playable CreateTrackMixer (PlayableGraph graph, GameObject go, int inputCount) {
IEnumerable<TimelineClip> clips = this.GetClips();
foreach (TimelineClip clip in clips) {
var animationStateClip = clip.asset as SpineAnimationStateClip;
if (animationStateClip != null)
animationStateClip.timelineClip = clip;
}
var scriptPlayable = ScriptPlayable<SpineAnimationStateMixerBehaviour>.Create(graph, inputCount);
var mixerBehaviour = scriptPlayable.GetBehaviour();
mixerBehaviour.trackIndex = this.trackIndex;
mixerBehaviour.unscaledTime = this.unscaledTime;
return scriptPlayable;
}
}
}