test01
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parent
3ba136331d
commit
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/******************************************************************************
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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) 2013-2021, 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,
|
||||
* "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.
|
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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
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* 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
|
||||
* 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 System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineAnimationTesterTool : MonoBehaviour, IHasSkeletonDataAsset, IHasSkeletonComponent {
|
||||
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
public SkeletonDataAsset SkeletonDataAsset { get { return skeletonAnimation.SkeletonDataAsset; } }
|
||||
public ISkeletonComponent SkeletonComponent { get { return skeletonAnimation; } }
|
||||
|
||||
public bool useOverrideMixDuration;
|
||||
public float overrideMixDuration = 0.2f;
|
||||
|
||||
public bool useOverrideAttachmentThreshold = true;
|
||||
|
||||
[Range(0f, 1f)]
|
||||
public float attachmentThreshold = 0.5f;
|
||||
|
||||
public bool useOverrideDrawOrderThreshold;
|
||||
[Range(0f, 1f)]
|
||||
public float drawOrderThreshold = 0.5f;
|
||||
|
||||
[System.Serializable]
|
||||
public struct AnimationControl {
|
||||
[SpineAnimation]
|
||||
public string animationName;
|
||||
public bool loop;
|
||||
public KeyCode key;
|
||||
|
||||
[Space]
|
||||
public bool useCustomMixDuration;
|
||||
public float mixDuration;
|
||||
//public bool useChainToControl;
|
||||
//public int chainToControl;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class ControlledTrack {
|
||||
public List<AnimationControl> controls = new List<AnimationControl>();
|
||||
}
|
||||
|
||||
[Space]
|
||||
public List<ControlledTrack> trackControls = new List<ControlledTrack>();
|
||||
|
||||
[Header("UI")]
|
||||
public UnityEngine.UI.Text boundAnimationsText;
|
||||
public UnityEngine.UI.Text skeletonNameText;
|
||||
|
||||
void OnValidate () {
|
||||
// Fill in the SkeletonData asset name
|
||||
if (skeletonNameText != null) {
|
||||
if (skeletonAnimation != null && skeletonAnimation.skeletonDataAsset != null) {
|
||||
skeletonNameText.text = SkeletonDataAsset.name.Replace("_SkeletonData", "");
|
||||
}
|
||||
}
|
||||
|
||||
// Fill in the control list.
|
||||
if (boundAnimationsText != null) {
|
||||
var boundAnimationsStringBuilder = new StringBuilder();
|
||||
boundAnimationsStringBuilder.AppendLine("Animation Controls:");
|
||||
|
||||
for (int trackIndex = 0; trackIndex < trackControls.Count; trackIndex++) {
|
||||
|
||||
if (trackIndex > 0)
|
||||
boundAnimationsStringBuilder.AppendLine();
|
||||
|
||||
boundAnimationsStringBuilder.AppendFormat("---- Track {0} ---- \n", trackIndex);
|
||||
foreach (var ba in trackControls[trackIndex].controls) {
|
||||
string animationName = ba.animationName;
|
||||
if (string.IsNullOrEmpty(animationName))
|
||||
animationName = "SetEmptyAnimation";
|
||||
|
||||
boundAnimationsStringBuilder.AppendFormat("[{0}] {1}\n", ba.key.ToString(), animationName);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
boundAnimationsText.text = boundAnimationsStringBuilder.ToString();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Start () {
|
||||
if (useOverrideMixDuration) {
|
||||
skeletonAnimation.AnimationState.Data.DefaultMix = overrideMixDuration;
|
||||
}
|
||||
}
|
||||
|
||||
void Update () {
|
||||
var animationState = skeletonAnimation.AnimationState;
|
||||
|
||||
// For each track
|
||||
for (int trackIndex = 0; trackIndex < trackControls.Count; trackIndex++) {
|
||||
|
||||
// For each control in the track
|
||||
foreach (var control in trackControls[trackIndex].controls) {
|
||||
|
||||
// Check each control, and play the appropriate animation.
|
||||
if (Input.GetKeyDown(control.key)) {
|
||||
TrackEntry trackEntry;
|
||||
if (!string.IsNullOrEmpty(control.animationName)) {
|
||||
trackEntry = animationState.SetAnimation(trackIndex, control.animationName, control.loop);
|
||||
|
||||
} else {
|
||||
float mix = control.useCustomMixDuration ? control.mixDuration : animationState.Data.DefaultMix;
|
||||
trackEntry = animationState.SetEmptyAnimation(trackIndex, mix);
|
||||
}
|
||||
|
||||
if (trackEntry != null) {
|
||||
if (control.useCustomMixDuration)
|
||||
trackEntry.MixDuration = control.mixDuration;
|
||||
|
||||
if (useOverrideAttachmentThreshold)
|
||||
trackEntry.AttachmentThreshold = attachmentThreshold;
|
||||
|
||||
if (useOverrideDrawOrderThreshold)
|
||||
trackEntry.DrawOrderThreshold = drawOrderThreshold;
|
||||
}
|
||||
|
||||
// Don't parse more than one animation per track.
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
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}
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}
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}
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Reference in New Issue
Block a user