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2024-10-23 09:14:01 +08:00
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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 Spine;
using Spine.Unity;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
//[CreateAssetMenu(menuName = "Spine/SkeletonData Modifiers/Animation Match", order = 200)]
public class AnimationMatchModifierAsset : SkeletonDataModifierAsset {
public bool matchAllAnimations = true;
public override void Apply (SkeletonData skeletonData) {
if (matchAllAnimations)
AnimationTools.MatchAnimationTimelines(skeletonData.Animations, skeletonData);
}
public static class AnimationTools {
#region Filler Timelines
/// <summary>
/// Matches the animation timelines across the given set of animations.
/// This allows unkeyed properties to assume setup pose when animations are naively mixed using Animation.Apply.
/// </summary>
/// <param name="animations">An enumerable collection animations whose timelines will be matched.</param>
/// <param name="skeletonData">The SkeletonData where the animations belong.</param>
public static void MatchAnimationTimelines (IEnumerable<Spine.Animation> animations, SkeletonData skeletonData) {
if (animations == null) return;
if (skeletonData == null) throw new System.ArgumentNullException("skeletonData", "Timelines can't be matched without a SkeletonData source.");
// Build a reference collection of timelines to match
// and a collection of dummy timelines that can be used to fill-in missing items.
Dictionary<string, Timeline> timelineDictionary = new Dictionary<string, Spine.Timeline>();
foreach (Animation animation in animations) {
foreach (Timeline timeline in animation.Timelines) {
if (timeline is EventTimeline) continue;
foreach (string propertyId in timeline.PropertyIds) {
if (!timelineDictionary.ContainsKey(propertyId)) {
timelineDictionary.Add(propertyId, GetFillerTimeline(timeline, skeletonData));
}
}
}
}
List<string> idsToMatch = new List<string>(timelineDictionary.Keys);
// For each animation in the list, check for and add missing timelines.
HashSet<string> currentAnimationIDs = new HashSet<string>();
foreach (Animation animation in animations) {
currentAnimationIDs.Clear();
foreach (Timeline timeline in animation.Timelines) {
if (timeline is EventTimeline) continue;
foreach (string propertyId in timeline.PropertyIds) {
currentAnimationIDs.Add(propertyId);
}
}
ExposedList<Timeline> animationTimelines = animation.Timelines;
foreach (string propertyId in idsToMatch) {
if (!currentAnimationIDs.Contains(propertyId))
animationTimelines.Add(timelineDictionary[propertyId]);
}
}
// These are locals, but sometimes Unity's GC does weird stuff. So let's clean up.
timelineDictionary.Clear();
timelineDictionary = null;
idsToMatch.Clear();
idsToMatch = null;
currentAnimationIDs.Clear();
currentAnimationIDs = null;
}
static Timeline GetFillerTimeline (Timeline timeline, SkeletonData skeletonData) {
if (timeline is RotateTimeline)
return GetFillerTimeline((RotateTimeline)timeline, skeletonData);
if (timeline is TranslateTimeline)
return GetFillerTimeline((TranslateTimeline)timeline, skeletonData);
if (timeline is ScaleTimeline)
return GetFillerTimeline((ScaleTimeline)timeline, skeletonData);
if (timeline is ShearTimeline)
return GetFillerTimeline((ShearTimeline)timeline, skeletonData);
if (timeline is AttachmentTimeline)
return GetFillerTimeline((AttachmentTimeline)timeline, skeletonData);
if (timeline is RGBATimeline)
return GetFillerTimeline((RGBATimeline)timeline, skeletonData);
if (timeline is RGBA2Timeline)
return GetFillerTimeline((RGBA2Timeline)timeline, skeletonData);
if (timeline is DeformTimeline)
return GetFillerTimeline((DeformTimeline)timeline, skeletonData);
if (timeline is DrawOrderTimeline)
return GetFillerTimeline((DrawOrderTimeline)timeline, skeletonData);
if (timeline is IkConstraintTimeline)
return GetFillerTimeline((IkConstraintTimeline)timeline, skeletonData);
if (timeline is TransformConstraintTimeline)
return GetFillerTimeline((TransformConstraintTimeline)timeline, skeletonData);
if (timeline is PathConstraintPositionTimeline)
return GetFillerTimeline((PathConstraintPositionTimeline)timeline, skeletonData);
if (timeline is PathConstraintSpacingTimeline)
return GetFillerTimeline((PathConstraintSpacingTimeline)timeline, skeletonData);
if (timeline is PathConstraintMixTimeline)
return GetFillerTimeline((PathConstraintMixTimeline)timeline, skeletonData);
return null;
}
static RotateTimeline GetFillerTimeline (RotateTimeline timeline, SkeletonData skeletonData) {
RotateTimeline t = new RotateTimeline(1, 0, timeline.BoneIndex);
t.SetFrame(0, 0, 0);
return t;
}
static TranslateTimeline GetFillerTimeline (TranslateTimeline timeline, SkeletonData skeletonData) {
TranslateTimeline t = new TranslateTimeline(1, 0, timeline.BoneIndex);
t.SetFrame(0, 0, 0, 0);
return t;
}
static ScaleTimeline GetFillerTimeline (ScaleTimeline timeline, SkeletonData skeletonData) {
ScaleTimeline t = new ScaleTimeline(1, 0, timeline.BoneIndex);
t.SetFrame(0, 0, 0, 0);
return t;
}
static ShearTimeline GetFillerTimeline (ShearTimeline timeline, SkeletonData skeletonData) {
ShearTimeline t = new ShearTimeline(1, 0, timeline.BoneIndex);
t.SetFrame(0, 0, 0, 0);
return t;
}
static AttachmentTimeline GetFillerTimeline (AttachmentTimeline timeline, SkeletonData skeletonData) {
AttachmentTimeline t = new AttachmentTimeline(1, timeline.SlotIndex);
SlotData slotData = skeletonData.Slots.Items[t.SlotIndex];
t.SetFrame(0, 0, slotData.AttachmentName);
return t;
}
static RGBATimeline GetFillerTimeline (RGBATimeline timeline, SkeletonData skeletonData) {
RGBATimeline t = new RGBATimeline(1, 0, timeline.SlotIndex);
SlotData slotData = skeletonData.Slots.Items[t.SlotIndex];
t.SetFrame(0, 0, slotData.R, slotData.G, slotData.B, slotData.A);
return t;
}
static RGBA2Timeline GetFillerTimeline (RGBA2Timeline timeline, SkeletonData skeletonData) {
RGBA2Timeline t = new RGBA2Timeline(1, 0, timeline.SlotIndex);
SlotData slotData = skeletonData.Slots.Items[t.SlotIndex];
t.SetFrame(0, 0, slotData.R, slotData.G, slotData.B, slotData.A, slotData.R2, slotData.G2, slotData.B2);
return t;
}
static DeformTimeline GetFillerTimeline (DeformTimeline timeline, SkeletonData skeletonData) {
DeformTimeline t = new DeformTimeline(1, 0, timeline.SlotIndex, timeline.Attachment);
if (t.Attachment.IsWeighted()) {
t.SetFrame(0, 0, new float[t.Attachment.Vertices.Length]);
} else {
t.SetFrame(0, 0, t.Attachment.Vertices.Clone() as float[]);
}
return t;
}
static DrawOrderTimeline GetFillerTimeline (DrawOrderTimeline timeline, SkeletonData skeletonData) {
DrawOrderTimeline t = new DrawOrderTimeline(1);
t.SetFrame(0, 0, null); // null means use setup pose in DrawOrderTimeline.Apply.
return t;
}
static IkConstraintTimeline GetFillerTimeline (IkConstraintTimeline timeline, SkeletonData skeletonData) {
IkConstraintTimeline t = new IkConstraintTimeline(1, 0, timeline.IkConstraintIndex);
IkConstraintData ikConstraintData = skeletonData.IkConstraints.Items[timeline.IkConstraintIndex];
t.SetFrame(0, 0, ikConstraintData.Mix, ikConstraintData.Softness, ikConstraintData.BendDirection, ikConstraintData.Compress, ikConstraintData.Stretch);
return t;
}
static TransformConstraintTimeline GetFillerTimeline (TransformConstraintTimeline timeline, SkeletonData skeletonData) {
TransformConstraintTimeline t = new TransformConstraintTimeline(1, 0, timeline.TransformConstraintIndex);
TransformConstraintData data = skeletonData.TransformConstraints.Items[timeline.TransformConstraintIndex];
t.SetFrame(0, 0, data.MixRotate, data.MixX, data.MixY, data.MixScaleX, data.MixScaleY, data.MixShearY);
return t;
}
static PathConstraintPositionTimeline GetFillerTimeline (PathConstraintPositionTimeline timeline, SkeletonData skeletonData) {
PathConstraintPositionTimeline t = new PathConstraintPositionTimeline(1, 0, timeline.PathConstraintIndex);
PathConstraintData data = skeletonData.PathConstraints.Items[timeline.PathConstraintIndex];
t.SetFrame(0, 0, data.Position);
return t;
}
static PathConstraintSpacingTimeline GetFillerTimeline (PathConstraintSpacingTimeline timeline, SkeletonData skeletonData) {
PathConstraintSpacingTimeline t = new PathConstraintSpacingTimeline(1, 0, timeline.PathConstraintIndex);
PathConstraintData data = skeletonData.PathConstraints.Items[timeline.PathConstraintIndex];
t.SetFrame(0, 0, data.Spacing);
return t;
}
static PathConstraintMixTimeline GetFillerTimeline (PathConstraintMixTimeline timeline, SkeletonData skeletonData) {
PathConstraintMixTimeline t = new PathConstraintMixTimeline(1, 0, timeline.PathConstraintIndex);
PathConstraintData data = skeletonData.PathConstraints.Items[timeline.PathConstraintIndex];
t.SetFrame(0, 0, data.RotateMix, data.MixX, data.MixY);
return t;
}
#endregion
}
}
}