/
SpineAnimationStateMixerBehaviour.cs
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/
SpineAnimationStateMixerBehaviour.cs
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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.
*****************************************************************************/
#define SPINE_EDITMODEPOSE
using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Spine.Unity.Playables {
public class SpineAnimationStateMixerBehaviour : PlayableBehaviour {
float[] lastInputWeights;
bool lastAnyClipPlaying = false;
public int trackIndex;
ScriptPlayable<SpineAnimationStateBehaviour>[] startingClips
= new ScriptPlayable<SpineAnimationStateBehaviour>[2];
IAnimationStateComponent animationStateComponent;
bool pauseWithDirector = true;
bool endAtClipEnd = true;
float endMixOutDuration = 0.1f;
bool isPaused = false;
TrackEntry pausedTrackEntry;
float previousTimeScale = 1;
TrackEntry timelineStartedTrackEntry;
public override void OnBehaviourPause (Playable playable, FrameData info) {
if (pauseWithDirector) {
if (!isPaused)
HandlePause(playable);
isPaused = true;
}
}
public override void OnGraphStop (Playable playable) {
if (!isPaused && endAtClipEnd)
HandleClipEnd();
}
public override void OnBehaviourPlay (Playable playable, FrameData info) {
if (isPaused)
HandleResume(playable);
isPaused = false;
}
protected void HandlePause (Playable playable) {
if (animationStateComponent.IsNullOrDestroyed()) return;
TrackEntry current = animationStateComponent.AnimationState.GetCurrent(trackIndex);
if (current != null && current == timelineStartedTrackEntry) {
previousTimeScale = current.TimeScale;
current.TimeScale = 0;
pausedTrackEntry = current;
}
}
protected void HandleResume (Playable playable) {
if (animationStateComponent.IsNullOrDestroyed()) return;
TrackEntry current = animationStateComponent.AnimationState.GetCurrent(trackIndex);
if (current != null && current == pausedTrackEntry) {
current.TimeScale = previousTimeScale;
}
}
protected void HandleClipEnd () {
if (animationStateComponent.IsNullOrDestroyed()) return;
var state = animationStateComponent.AnimationState;
if (endAtClipEnd &&
timelineStartedTrackEntry != null &&
timelineStartedTrackEntry == state.GetCurrent(trackIndex)) {
if (endMixOutDuration >= 0)
state.SetEmptyAnimation(trackIndex, endMixOutDuration);
else // pause if endMixOutDuration < 0
timelineStartedTrackEntry.TimeScale = 0;
timelineStartedTrackEntry = null;
}
}
// NOTE: This function is called at runtime and edit time. Keep that in mind when setting the values of properties.
public override void ProcessFrame (Playable playable, FrameData info, object playerData) {
var skeletonAnimation = playerData as SkeletonAnimation;
var skeletonGraphic = playerData as SkeletonGraphic;
animationStateComponent = playerData as IAnimationStateComponent;
var skeletonComponent = playerData as ISkeletonComponent;
if (animationStateComponent.IsNullOrDestroyed() || skeletonComponent == null) return;
var skeleton = skeletonComponent.Skeleton;
var state = animationStateComponent.AnimationState;
if (!Application.isPlaying) {
#if SPINE_EDITMODEPOSE
PreviewEditModePose(playable, skeletonComponent, animationStateComponent,
skeletonAnimation, skeletonGraphic);
#endif
return;
}
int inputCount = playable.GetInputCount();
// Ensure correct buffer size.
if (this.lastInputWeights == null || this.lastInputWeights.Length < inputCount) {
this.lastInputWeights = new float[inputCount];
for (int i = 0; i < inputCount; i++)
this.lastInputWeights[i] = default(float);
}
var lastInputWeights = this.lastInputWeights;
int numStartingClips = 0;
bool anyClipPlaying = false;
// Check all clips. If a clip that was weight 0 turned into weight 1, call SetAnimation.
for (int i = 0; i < inputCount; i++) {
float lastInputWeight = lastInputWeights[i];
float inputWeight = playable.GetInputWeight(i);
bool clipStarted = lastInputWeight == 0 && inputWeight > 0;
if (inputWeight > 0)
anyClipPlaying = true;
lastInputWeights[i] = inputWeight;
if (clipStarted && numStartingClips < 2) {
ScriptPlayable<SpineAnimationStateBehaviour> clipPlayable = (ScriptPlayable<SpineAnimationStateBehaviour>)playable.GetInput(i);
startingClips[numStartingClips++] = clipPlayable;
}
}
// unfortunately order of clips can be wrong when two start at the same time, we have to sort clips
if (numStartingClips == 2) {
ScriptPlayable<SpineAnimationStateBehaviour> clipPlayable0 = startingClips[0];
ScriptPlayable<SpineAnimationStateBehaviour> clipPlayable1 = startingClips[1];
if (clipPlayable0.GetDuration() > clipPlayable1.GetDuration()) { // swap, clip 0 ends after clip 1
startingClips[0] = clipPlayable1;
startingClips[1] = clipPlayable0;
}
}
for (int j = 0; j < numStartingClips; ++j) {
ScriptPlayable<SpineAnimationStateBehaviour> clipPlayable = startingClips[j];
SpineAnimationStateBehaviour clipData = clipPlayable.GetBehaviour();
pauseWithDirector = !clipData.dontPauseWithDirector;
endAtClipEnd = !clipData.dontEndWithClip;
endMixOutDuration = clipData.endMixOutDuration;
if (clipData.animationReference == null) {
float mixDuration = clipData.customDuration ? GetCustomMixDuration(clipData) : state.Data.DefaultMix;
state.SetEmptyAnimation(trackIndex, mixDuration);
} else {
if (clipData.animationReference.Animation != null) {
TrackEntry currentEntry = state.GetCurrent(trackIndex);
Spine.TrackEntry trackEntry;
float customMixDuration = clipData.customDuration ? GetCustomMixDuration(clipData) : 0.0f;
if (currentEntry == null && customMixDuration > 0) {
state.SetEmptyAnimation(trackIndex, 0); // ease in requires empty animation
trackEntry = state.AddAnimation(trackIndex, clipData.animationReference.Animation, clipData.loop, 0);
} else
trackEntry = state.SetAnimation(trackIndex, clipData.animationReference.Animation, clipData.loop);
trackEntry.EventThreshold = clipData.eventThreshold;
trackEntry.DrawOrderThreshold = clipData.drawOrderThreshold;
trackEntry.TrackTime = (float)clipPlayable.GetTime() * (float)clipPlayable.GetSpeed();
trackEntry.TimeScale = (float)clipPlayable.GetSpeed();
trackEntry.AttachmentThreshold = clipData.attachmentThreshold;
trackEntry.HoldPrevious = clipData.holdPrevious;
trackEntry.Alpha = clipData.alpha;
if (clipData.customDuration)
trackEntry.MixDuration = customMixDuration;
timelineStartedTrackEntry = trackEntry;
}
//else Debug.LogWarningFormat("Animation named '{0}' not found", clipData.animationName);
}
// Ensure that the first frame ends with an updated mesh.
if (skeletonAnimation) {
skeletonAnimation.Update(0);
skeletonAnimation.LateUpdate();
} else if (skeletonGraphic) {
skeletonGraphic.Update(0);
skeletonGraphic.LateUpdate();
}
}
startingClips[0] = startingClips[1] = ScriptPlayable<SpineAnimationStateBehaviour>.Null;
if (lastAnyClipPlaying && !anyClipPlaying)
HandleClipEnd();
this.lastAnyClipPlaying = anyClipPlaying;
}
#if SPINE_EDITMODEPOSE
AnimationState dummyAnimationState;
public void PreviewEditModePose (Playable playable,
ISkeletonComponent skeletonComponent, IAnimationStateComponent animationStateComponent,
SkeletonAnimation skeletonAnimation, SkeletonGraphic skeletonGraphic) {
if (Application.isPlaying) return;
if (animationStateComponent.IsNullOrDestroyed() || skeletonComponent == null) return;
int inputCount = playable.GetInputCount();
int lastNonZeroWeightTrack = -1;
for (int i = 0; i < inputCount; i++) {
float inputWeight = playable.GetInputWeight(i);
if (inputWeight > 0) lastNonZeroWeightTrack = i;
}
if (lastNonZeroWeightTrack != -1) {
ScriptPlayable<SpineAnimationStateBehaviour> inputPlayableClip =
(ScriptPlayable<SpineAnimationStateBehaviour>)playable.GetInput(lastNonZeroWeightTrack);
SpineAnimationStateBehaviour clipData = inputPlayableClip.GetBehaviour();
var skeleton = skeletonComponent.Skeleton;
bool skeletonDataMismatch = clipData.animationReference != null && clipData.animationReference.SkeletonDataAsset &&
skeletonComponent.SkeletonDataAsset.GetSkeletonData(true) != clipData.animationReference.SkeletonDataAsset.GetSkeletonData(true);
if (skeletonDataMismatch) {
Debug.LogWarningFormat("SpineAnimationStateMixerBehaviour tried to apply an animation for the wrong skeleton. Expected {0}. Was {1}",
skeletonComponent.SkeletonDataAsset, clipData.animationReference.SkeletonDataAsset);
}
// Getting the from-animation here because it's required to get the mix information from AnimationStateData.
Animation fromAnimation = null;
float fromClipTime = 0;
bool fromClipLoop = false;
if (lastNonZeroWeightTrack != 0 && inputCount > 1) {
var fromClip = (ScriptPlayable<SpineAnimationStateBehaviour>)playable.GetInput(lastNonZeroWeightTrack - 1);
var fromClipData = fromClip.GetBehaviour();
fromAnimation = fromClipData.animationReference != null ? fromClipData.animationReference.Animation : null;
fromClipTime = (float)fromClip.GetTime() * (float)fromClip.GetSpeed();
fromClipLoop = fromClipData.loop;
}
Animation toAnimation = clipData.animationReference != null ? clipData.animationReference.Animation : null;
float toClipTime = (float)inputPlayableClip.GetTime() * (float)inputPlayableClip.GetSpeed();
float mixDuration = clipData.mixDuration;
if (!clipData.customDuration && fromAnimation != null && toAnimation != null) {
mixDuration = animationStateComponent.AnimationState.Data.GetMix(fromAnimation, toAnimation);
}
if (trackIndex == 0)
skeleton.SetToSetupPose();
// Approximate what AnimationState might do at runtime.
if (fromAnimation != null && mixDuration > 0 && toClipTime < mixDuration) {
dummyAnimationState = dummyAnimationState ?? new AnimationState(skeletonComponent.SkeletonDataAsset.GetAnimationStateData());
var toEntry = dummyAnimationState.GetCurrent(0);
var fromEntry = toEntry != null ? toEntry.MixingFrom : null;
bool isAnimationTransitionMatch = (toEntry != null && toEntry.Animation == toAnimation && fromEntry != null && fromEntry.Animation == fromAnimation);
if (!isAnimationTransitionMatch) {
dummyAnimationState.ClearTracks();
fromEntry = dummyAnimationState.SetAnimation(0, fromAnimation, fromClipLoop);
fromEntry.AllowImmediateQueue();
if (toAnimation != null) {
toEntry = dummyAnimationState.SetAnimation(0, toAnimation, clipData.loop);
toEntry.HoldPrevious = clipData.holdPrevious;
toEntry.Alpha = clipData.alpha;
}
}
// Update track times.
fromEntry.TrackTime = fromClipTime;
if (toEntry != null) {
toEntry.TrackTime = toClipTime;
toEntry.MixTime = toClipTime;
}
// Apply Pose
dummyAnimationState.Update(0);
dummyAnimationState.Apply(skeleton);
} else {
if (toAnimation != null)
toAnimation.Apply(skeleton, 0, toClipTime, clipData.loop, null, clipData.alpha, MixBlend.Setup, MixDirection.In);
}
if (skeletonAnimation) {
skeletonAnimation.Update(0);
skeletonAnimation.LateUpdate();
} else if (skeletonGraphic) {
skeletonGraphic.Update(0);
skeletonGraphic.LateUpdate();
}
}
// Do nothing outside of the first clip and the last clip.
}
#endif
float GetCustomMixDuration (SpineAnimationStateBehaviour clipData) {
if (clipData.useBlendDuration) {
TimelineClip clip = clipData.timelineClip;
return (float)Math.Max(clip.blendInDuration, clip.easeInDuration);
} else {
return clipData.mixDuration;
}
}
}
}