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; } } // 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, 1f, MixBlend.Setup, MixDirection.In); } } skeleton.UpdateWorldTransform(); if (skeletonAnimation) { skeletonAnimation.LateUpdate(); } else if (skeletonGraphic) { skeletonGraphic.LateUpdate(); } } // Do nothing outside of the first clip and the last clip. }
// 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; var animationStateComponent = playerData as IAnimationStateComponent; var skeletonComponent = playerData as ISkeletonComponent; if (animationStateComponent == null || 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; // 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 trackStarted = lastInputWeight == 0 && inputWeight > 0; lastInputWeights[i] = inputWeight; if (trackStarted) { ScriptPlayable <SpineAnimationStateBehaviour> inputPlayable = (ScriptPlayable <SpineAnimationStateBehaviour>)playable.GetInput(i); SpineAnimationStateBehaviour clipData = inputPlayable.GetBehaviour(); if (clipData.animationReference == null) { float mixDuration = clipData.customDuration ? clipData.mixDuration : state.Data.DefaultMix; state.SetEmptyAnimation(trackIndex, mixDuration); } else { if (clipData.animationReference.Animation != null) { Spine.TrackEntry trackEntry = state.SetAnimation(trackIndex, clipData.animationReference.Animation, clipData.loop); trackEntry.EventThreshold = clipData.eventThreshold; trackEntry.DrawOrderThreshold = clipData.drawOrderThreshold; trackEntry.TrackTime = (float)inputPlayable.GetTime() * (float)inputPlayable.GetSpeed(); trackEntry.TimeScale = (float)inputPlayable.GetSpeed(); trackEntry.AttachmentThreshold = clipData.attachmentThreshold; trackEntry.HoldPrevious = clipData.holdPrevious; if (clipData.customDuration) { trackEntry.MixDuration = clipData.mixDuration; } } //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(); } } } }
// 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; 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; }
// 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) { int inputCount = playable.GetInputCount(); bool densityFieldCleared = false; #if !UNITY_EDITOR //check the current time of timeline /* PlayableDirector director = DFMRef_.gameObject.GetComponent<PlayableDirector>(); * int frame = -1; * * if (director != null) * { #if UNITY_PS4 * int frameRate = 60; #else * int frameRate = 90; #endif * //frame = (int)(director.time * frameRate); * } * * if (lastMixerFrame == frame) * return; * * lastMixerFrame = frame;*/ #endif for (int i = 0; i < inputCount; i++) { float inputWeight = playable.GetInputWeight(i); if (inputWeight > 0.0f) { ScriptPlayable <PointCloudBehaviour> inputPlayable = (ScriptPlayable <PointCloudBehaviour>)playable.GetInput(i); float time = (float)inputPlayable.GetTime(); PointCloudBehaviour input = inputPlayable.GetBehaviour(); #if UNITY_EDITOR if (input.PointCloudDirectory != input.PointCloudDirectoryInternal) { input.SetFrameFileList(); } #endif if (input.frameFiles.Length == 0) { continue; } if (!densityFieldCleared) { ClearDensityField(DFMRef_.Resolution); densityFieldCleared = true; } float frameRate = 30.0f * (float)inputPlayable.GetSpeed(); int newFrame = (int)(time * frameRate); float fraction = (time * frameRate) - (int)(time * frameRate); Shader.SetGlobalFloat("_ArtSpaces_frame_fraction", fraction); bool forceReload = false; if (newFrame - input.frameNo != 0 && newFrame - input.frameNo != 1) { forceReload = true; #if UNITY_EDITOR UnityEditorInternal.InternalEditorUtility.RepaintAllViews(); #endif } input.frameNo = newFrame; if (input.frameNo >= input.frameFiles.Length) { input.frameNo = input.frameFiles.Length - 1; } int nextFrameNo = newFrame + 1; if (nextFrameNo >= input.frameFiles.Length) { nextFrameNo = input.frameFiles.Length - 1; } SetParticleClipFrameName(input.GetHashCode(), input.frameFiles[input.frameNo], input.frameFiles[nextFrameNo], fraction, inputWeight * input.influence, DFMRef_.Resolution, input.scale.x, input.scale.y, input.scale.z, input.translate.x, input.translate.y, input.translate.z, forceReload); //Debug.Log("Current frame: " + input.frameNo + " Next frame: " + nextFrameNo + " fraction: " + fraction); } } DFMRef_.numPointCloudParticles_ = GenerateDensityField(GetHashCode()); if (DFMRef_.numPointCloudParticles_ >= 0) { DFMRef_.particleBuffer_.SetData(particles_, 0, 0, DFMRef_.numPointCloudParticles_); } }