135 lines
4.4 KiB
C#
135 lines
4.4 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_2018_1_OR_NEWER
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#define PLAYABLE_DIRECTOR_HAS_STOPPED_EVENT
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#endif
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using Spine.Unity;
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using System;
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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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public class SpineSkeletonFlipMixerBehaviour : PlayableBehaviour {
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float originalScaleX, originalScaleY;
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float baseScaleX, baseScaleY;
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SpinePlayableHandleBase playableHandle;
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bool m_FirstFrameHappened;
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#if PLAYABLE_DIRECTOR_HAS_STOPPED_EVENT
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PlayableDirector director = null;
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public override void OnPlayableCreate (Playable playable) {
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director = playable.GetGraph().GetResolver() as PlayableDirector;
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if (director)
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director.stopped += OnDirectorStopped;
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}
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public override void OnPlayableDestroy (Playable playable) {
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if (director)
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director.stopped -= OnDirectorStopped;
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base.OnPlayableDestroy(playable);
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}
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void OnDirectorStopped (PlayableDirector obj) {
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OnStop();
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}
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#else
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public override void OnGraphStop (Playable playable) {
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OnStop();
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}
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#endif
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public override void ProcessFrame (Playable playable, FrameData info, object playerData) {
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playableHandle = playerData as SpinePlayableHandleBase;
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if (playableHandle == null)
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return;
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var skeleton = playableHandle.Skeleton;
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if (!m_FirstFrameHappened) {
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originalScaleX = skeleton.ScaleX;
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originalScaleY = skeleton.ScaleY;
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baseScaleX = Mathf.Abs(originalScaleX);
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baseScaleY = Mathf.Abs(originalScaleY);
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m_FirstFrameHappened = true;
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}
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int inputCount = playable.GetInputCount();
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float totalWeight = 0f;
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float greatestWeight = 0f;
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int currentInputs = 0;
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for (int i = 0; i < inputCount; i++) {
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float inputWeight = playable.GetInputWeight(i);
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ScriptPlayable<SpineSkeletonFlipBehaviour> inputPlayable = (ScriptPlayable<SpineSkeletonFlipBehaviour>)playable.GetInput(i);
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SpineSkeletonFlipBehaviour input = inputPlayable.GetBehaviour();
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totalWeight += inputWeight;
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if (inputWeight > greatestWeight) {
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SetSkeletonScaleFromFlip(skeleton, input.flipX, input.flipY);
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greatestWeight = inputWeight;
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}
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if (!Mathf.Approximately(inputWeight, 0f))
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currentInputs++;
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}
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if (currentInputs != 1 && 1f - totalWeight > greatestWeight) {
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skeleton.ScaleX = originalScaleX;
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skeleton.ScaleY = originalScaleY;
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}
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}
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public void SetSkeletonScaleFromFlip (Skeleton skeleton, bool flipX, bool flipY) {
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skeleton.ScaleX = flipX ? -baseScaleX : baseScaleX;
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skeleton.ScaleY = flipY ? -baseScaleY : baseScaleY;
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}
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public void OnStop () {
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m_FirstFrameHappened = false;
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if (playableHandle == null)
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return;
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var skeleton = playableHandle.Skeleton;
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skeleton.ScaleX = originalScaleX;
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skeleton.ScaleY = originalScaleY;
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}
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}
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}
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