예제 #1
0
 private void OnThunder(TrackEntry trackEntry, Spine.Event evt)
 {
     if (evt.Data.Name == _thunderEventName)
     {
         _thunderEffect.Trigger();
     }
 }
예제 #2
0
 protected virtual void OnEvent(TrackEntry trackEntry, Spine.Event e)
 {
     if (e.Data.Name.Contains("hit"))
     {
         SoundManager.Instance.Play("bite");
     }
 }
예제 #3
0
    //public override void OnComplete(TrackEntry trackEntry)
    //{
    //    var animName = trackEntry.Animation.Name;
    //    if (animName == "swing")
    //    {

    //        StatusCurr = CharacterState.idle;
    //    }

    //    if (animName == "swing")
    //    {
    //        canHurt = false;
    //    }

    //}

    #endregion



    public override void OnEvent(TrackEntry trackEntry, Spine.Event e)
    {
        if (trackEntry.Animation.Name == "swing")
        {
            var evenName = e.Data.Name;
            if (evenName == "atk")
            {
                BoxHurt.gameObject.SetActive(true);
                canHurt = true;
            }
        }

        if (trackEntry.Animation.Name == "throw1")
        {
            var evenName1 = e.Data.Name;

            if (evenName1 == "move")
            {
                Body.velocity = new Vector2(Body.velocity.x, ForceJumpOnGround);
            }

            if (evenName1 == "atk")
            {
                if (isBall)
                {
                    CtrlGamePlay.Ins.PlayerThrowBall();
                }
                Debug.Log("ThrowBall");
            }
        }
    }
예제 #4
0
 protected override void OnEvent(TrackEntry trackEntry, Spine.Event e)
 {
     base.OnEvent(trackEntry, e);
     if (trackEntry.Animation.Name.Equals(aec.attack1.name))
     {
         SoundController.instance.PlaySound(soundGame.soundv1attack);
         bulletEnemy = ObjectPoolManagerHaveScript.Instance.rocketMiniBoss3Pooler.GetBulletEnemyPooledObject();
         bulletEnemy.AddProperties(damage1, bulletspeed1);
         bulletEnemy.BeginDisplay(new Vector2(xVelo, yVelo), this);
         listMyBullet.Add(bulletEnemy);
         bulletEnemy.transform.position = boneBarrelGun.GetWorldPosition(skeletonAnimation.transform);
         bulletEnemy.gameObject.SetActive(true);
     }
     else if (trackEntry.Animation.Name.Equals(aec.attack3.name))
     {
         SoundController.instance.PlaySound(soundGame.soundb1fire);
         bulletEnemy = ObjectPoolManagerHaveScript.Instance.energyMNB3BasePooler.GetBulletEnemyPooledObject();
         bulletEnemy.AddProperties(damage1, bulletspeed1);
         bulletEnemy.BeginDisplay(Vector2.zero, this);
         listMyBullet.Add(bulletEnemy);
         dirBullet = (Vector2)PlayerController.instance.transform.position - (Vector2)boneBarrelGun.GetWorldPosition(skeletonAnimation.transform);
         angle     = Mathf.Atan2(dirBullet.y, dirBullet.x) * Mathf.Rad2Deg;
         rotation  = Quaternion.AngleAxis(angle, Vector3.forward);
         bulletEnemy.transform.rotation = rotation;
         bulletEnemy.transform.position = boneBarrelGun.GetWorldPosition(skeletonAnimation.transform);
         bulletEnemy.gameObject.SetActive(true);
     }
 }
예제 #5
0
    public override void state_Event(TrackEntry trackEntry, Spine.Event e)
    {
        base.state_Event(trackEntry, e);

        float angle = GameManager.BackAngleOfTarget(A_Target, shootPoint.position);

        if (e.Data.Name == "e_atk")
        {
            //打完发子弹
            if (A_Target != null)
            {
                //
                GameManager.instance.SetParticle(PreLoadType.ShootParticle, shootPoint.position, true);
                //CardInfo.SetBullet(Tag.Boat, (int)myType, cardInfo.Atk, shootPoint.position, angle);


                GameObject obj = Common.Generate(DataController.prefabPath_Bullet + nameof(BulletGroup_1), GameManager.instance.transBullet);
                obj.transform.position = new Vector3(shootPoint.position.x, 0, shootPoint.position.z);
                BulletGroup_1 info = obj.GetComponent <BulletGroup_1>();
                info.parent = shootPoint;
                info.target = A_Target;
                info.prefab = Common.PrefabLoad(DataController.prefabPath_Bullet + 4);//子弹类型
                //info.startAngle = angle;
                info.startAngle = 180;
                info.cardInfo   = cardInfo;
                info.Init();
            }
        }
    }
예제 #6
0
    public virtual void state_Event(TrackEntry trackEntry, Spine.Event e)
    {
        //Debug.Log(e.Data.Name);
        //Debug.Log("Play Note");

        // m_PlayerStateMgr.state_Event(trackEntry, e);
    }
예제 #7
0
 private void OnAnimEvent(TrackEntry trackEntry, Spine.Event evt)
 {
     if (m_states[CurrentState].AnimEvent != null)
     {
         m_states[CurrentState].AnimEvent(evt.Data.Name);
     }
 }
예제 #8
0
 void TestEvent(Spine.TrackEntry trackEntry, Spine.Event e)
 {
     if (e.data.name == "atk01")
     {
         Debug.Log("111");
     }
 }
예제 #9
0
    // Takes a Spine Animation state, track index and then the actual event reference parameters
    private void OnEvent(TrackEntry trackEntry, Spine.Event e)
    {
        // For each animation in the list,  0 to Count - 1
        for (int i = 0; i < Animations.Count; i++)
        {
            // Declaring and value a temporary variable with the element I'm checking
            AnimationSound tempAnim = Animations[i];

            // If DebugLog is true Debug.Log script name + event name
            if (tempAnim.DebugLog)
            {
                Debug.Log("Spine2FMOD Event: " + e.Data.Name);
            }

            // If the Date name of the object that triggered the event is the same
            // to the name of the temporary object event I'm evaluating
            if (e.Data.Name == tempAnim.SpineEvent)
            {
                // Debug.Log("Spine2FMOD WORKING");
                //FMOD One Shot Sound with the variable of our list in the ispector
                FMODUnity.RuntimeManager.PlayOneShot(tempAnim.FMODEvent, GetComponent <Transform>().position);

                // Warning: if it is sufficient for this condition to occur only once, and therefore
                // it is not necessary to continue checking the other elements if one has already been found
                // corresponding to the search, then you can end the for loop
                // and avoid subsequent unnecessary checks.
                break;
            }
        }
    }
예제 #10
0
    private void CreateFootstepParticle(TrackEntry trackEntry, Spine.Event e)
    {
        var particle = Instantiate(FootstepParticle, transform.position + Vector3.down, FootstepParticle.transform.rotation);

        particle.transform.localScale = Vector3.one * 0.3f;
        Destroy(particle, 3f);
    }
예제 #11
0
 void ListenAnimtaionEvent(Spine.TrackEntry trackEntry, Spine.Event e)
 {
     if (GetAnimationEvent != null)
     {
         GetAnimationEvent(skeletonAnimation, e.data.Name);
     }
 }
예제 #12
0
    private void HandleEvent(TrackEntry trackEntry, Spine.Event e)
    {
        if (e.Data.Name == "ev_strike")
        {
            print("STRIKE");
            if (OnAttack != null)
            {
                OnAttack.Invoke();
            }
        }

        if (e.Data.Name == "ev_footstep")
        {
            if (OnFootstep != null)
            {
                OnFootstep.Invoke();
            }
        }

        if (e.Data.Name == "ev_hat_on")
        {
            hasHat = true;
            skeletonAnimation.skeleton.SetAttachment("slot_hat_front", "hat_front");
            skeletonAnimation.skeleton.SetAttachment("slot_hat_back", "hat_back");
        }

        if (e.Data.Name == "ev_hat_off")
        {
            hasHat = false;
            skeletonAnimation.skeleton.SetAttachment("slot_hat_front", null);
            skeletonAnimation.skeleton.SetAttachment("slot_hat_back", null);
        }
    }
예제 #13
0
    private void OnCastSpell(TrackEntry trackEntry, Spine.Event e)
    {
        if (e.data.name == _event_CastSpell)
        {
            if (_effect != null)
            {
                _effect = Instantiate(_effect);

                _effect.transform.position = transform.position;

                if (_spellInfo.owner.isFliped)
                {
                    _effect.FlipIt();
                }

                _effect.StartVfx((_effect) => { Destroy(_effect.gameObject); });
            }

            for (int i = 0; i < _spellInfo.spellEffectInfos.Count; i++)
            {
                ApplySpellEffect(i);
            }

            AudioManager.instance.PlaySFX(_hit);
        }
    }
예제 #14
0
 void HandleEvent(TrackEntry trackentry, Spine.Event e)
 {
     if (e.data.name.Equals("step"))
     {
         point.PlayStepSound();
     }
 }
예제 #15
0
    //   GameObject g;
    protected override void OnEvent(TrackEntry trackEntry, Spine.Event e)
    {
        base.OnEvent(trackEntry, e);
        if (trackEntry.Animation.Name.Equals(aec.attack1.name))
        {
            combo++;
            if (!incam)
            {
                return;
            }

            bulletEnemy = ObjectPoolManagerHaveScript.Instance.rocketEnemyV2Pooler.GetBulletEnemyPooledObject();

            bulletEnemy.transform.position = boneBarrelGun.GetWorldPosition(skeletonAnimation.transform);
            bulletEnemy.transform.rotation = Quaternion.identity;
            bulletEnemy.transform.rotation = gunRotation.rotation;

            bulletEnemy.AddProperties(damage1, bulletspeed1);
            bulletEnemy.SetTimeExist(bulletimeexist);
            bulletEnemy.BeginDisplay(Vector2.zero, this);
            listMyBullet.Add(bulletEnemy);

            bulletEnemy.gameObject.SetActive(true);
            SoundController.instance.PlaySound(soundGame.soundv2attack);

            // SoundController.instance.PlaySound(soundGame.soundmissilewarning);
        }
    }
예제 #16
0
 protected void BossOnevent(TrackEntry trackIndex, Spine.Event e)
 {
     if (e.data.name == "Shoot")
     {
         this.photonView.RPC("FireAll", PhotonTargets.All);
     }
 }
예제 #17
0
    private void OnSpiritChanged(TrackEntry trackEntry, Spine.Event e)
    {
        switch (e.Data.Name)
        {
        case "InfrontOfFrontTrees":
            SpiritMesh.sortingOrder = 13;
            break;

        case "BehindFrontTrees":
            SpiritMesh.sortingOrder = 4;
            break;

        case "InfrontOfMiddleTrees":
            SpiritMesh.sortingOrder = 4;
            break;

        case "BehindMiddleTrees":
            SpiritMesh.sortingOrder = 1;
            break;

        default:
            SpiritMesh.sortingOrder = 13;
            break;
        }
    }
예제 #18
0
    protected override void OnEvent(TrackEntry trackEntry, Spine.Event e)
    {
        base.OnEvent(trackEntry, e);

        if (trackEntry.Animation.Name.Equals(aec.attack1.name))
        {
            if (!incam)
            {
                return;
            }
            bulletEnemy = ObjectPoolManagerHaveScript.Instance.bulletEnemyV1Pooler.GetBulletEnemyPooledObject();
            bulletEnemy.AddProperties(damage1, 0);
            if (FlipX)
            {
                bulletEnemy.SetDir(-bulletspeed1, false);
            }
            else
            {
                bulletEnemy.SetDir(bulletspeed1, false);
            }
            bulletEnemy.rid.gravityScale      = 0;
            bulletEnemy.isGrenade             = false;
            bulletEnemy.transform.position    = boneBarrelGun.GetWorldPosition(skeletonAnimation.transform);
            bulletEnemy.transform.eulerAngles = rotationbullet;
            bulletEnemy.gameObject.SetActive(true);

            SoundController.instance.PlaySound(soundGame.soundv1attack);
        }
    }
예제 #19
0
 void HandleAnimEvent(TrackEntry entry, Spine.Event e)
 {
     if (string.CompareOrdinal(attackEvent, e.data.name) == 0)
     {
         StartCoroutine(EneEnableAttackBox());
     }
 }
예제 #20
0
 protected override void OnEvent(TrackEntry trackEntry, Spine.Event e)
 {
     base.OnEvent(trackEntry, e);
     if (trackEntry.Animation.Name.Equals(aec.attack1.name))
     {
         combo++;
         if (!incam)
         {
             return;
         }
         if (!checkdirPlayer)
         {
             targetPos.transform.position = GetTarget(false);
             checkdirPlayer = true;
         }
         bulletEnemy = ObjectPoolManagerHaveScript.Instance.bulletEnemy6Pooler.GetBulletEnemyPooledObject();
         bulletEnemy.AddProperties(damage1, bulletspeed1);
         dirBullet = (Vector2)targetPos.transform.position - (Vector2)boneBarrelGun.GetWorldPosition(skeletonAnimation.transform);
         angle     = Mathf.Atan2(dirBullet.y, dirBullet.x) * Mathf.Rad2Deg;
         rotation  = Quaternion.AngleAxis(angle, Vector3.forward);
         bulletEnemy.transform.rotation = rotation;
         bulletEnemy.transform.position = boneBarrelGun.GetWorldPosition(skeletonAnimation.transform);
         bulletEnemy.gameObject.SetActive(true);
     }
 }
예제 #21
0
 protected override void OnEvent(TrackEntry trackEntry, Spine.Event e)
 {
     base.OnEvent(trackEntry, e);
     if (trackEntry.Animation.Name.Equals(aec.attack1.name))
     {
         combo++;
         if (!incam)
         {
             return;
         }
         bulletEnemy = ObjectPoolManagerHaveScript.Instance.rocketEnemyV2Pooler.GetBulletEnemyPooledObject();
         bulletEnemy.transform.rotation = Quaternion.identity;
         bulletEnemy.transform.position = boneBarrelGun.GetWorldPosition(skeletonAnimation.transform);
         if (!FlipX)
         {
             bulletEnemy.transform.rotation = leftFace.rotation;
         }
         else
         {
             bulletEnemy.transform.rotation = rightFace.rotation;
         }
         bulletEnemy.AddProperties(damage1, bulletspeed1);
         bulletEnemy.SetTimeExist(/*bulletimeexist*/ 0.5f);
         bulletEnemy.BeginDisplay(Vector2.zero, this);
         listMyBullet.Add(bulletEnemy);
         bulletEnemy.gameObject.SetActive(true);
     }
 }
예제 #22
0
    // Takes a Spine Animation state, track index and then the actual event reference parameters
    private void OnEvent(TrackEntry trackEntry, Spine.Event e)
    {
        // For each animation in the list,  0 to Count - 1
        for (int i = 0; i < Animations.Count; i++)
        {
            // Declaring and value a temporary variable with the element I'm checking
            AnimationSound tempAnim = Animations[i];

            // If logDebugMessage is true Debug.Log script name + event name
            if (tempAnim.DebugLog)
            {
                Debug.Log("Spine2Wwise Event: " + e.Data.Name);
            }

            // If the Date name of the object that triggered the event is the same
            // to the name of the temporary object event I'm evaluating
            if (e.Data.Name == tempAnim.SpineEvent)
            {
                // calling the Post method of the Event type to start the Event with the variable of our list in the ispector
                tempAnim.WwiseEvent.Post(this.gameObject);

                // Warning: if it is sufficient for this condition to occur only once, and therefore
                // it is not necessary to continue checking the other elements if one has already been found
                // corresponding to the search, then you can end the for loop
                // and avoid subsequent unnecessary checks.
                break;
            }
        }
    }
예제 #23
0
 void HandleAnimationStateEventByName(Spine.TrackEntry trackEntry, Spine.Event e)
 {
     m_WasFired |= (e.Data.Name == m_EventName);                     // Check event name string match.
     if (m_WasFired && m_unsubscribeAfterFiring)
     {
         m_AnimationState.Event -= HandleAnimationStateEventByName;                  // Unsubscribe after correct event fires.
     }
 }
예제 #24
0
 void HandleStartEvent(Spine.TrackEntry entry, Spine.Event e)
 {
     if (e.Data.Name == "Start")
     {
         acInfo.isAttacking = true;
         Debug.Log("SS");
     }
 }
예제 #25
0
 void HandleEndEvent(Spine.TrackEntry entry, Spine.Event e)
 {
     if (e.Data.Name == "End")
     {
         Debug.Log("EE");
         acInfo.isAttacking = false;
     }
 }
예제 #26
0
파일: Raptor.cs 프로젝트: larsengel/IGJam10
 void HandleEvent(Spine.AnimationState state, int trackIndex, Spine.Event e)
 {
     if (e.Data.Name == footstepEvent)
     {
         footstepAudioSource.pitch = 0.5f + Random.Range(-0.2f, 0.2f);
         footstepAudioSource.Play();
     }
 }
예제 #27
0
파일: Test.cs 프로젝트: s9810282/MNM
 void HandleEvent(TrackEntry trackEntry, Spine.Event e)
 {
     // Play some sound if the event named "footstep" fired.
     if (e.Data.Name == head_turnEventName)
     {
         Debug.Log("Play a footstep sound!");
     }
 }
예제 #28
0
 private void HandleAnimationStateEvent(Spine.TrackEntry entry, Spine.Event e)
 {
     eventData_open = boxSkeletonAnimation_result.Skeleton.Data.FindEvent("open");
     if (e.Data == eventData_open)
     {
         SoundManager.instance.UISoundPlay(2);
     }
 }
예제 #29
0
 void HandleAnimationStateEvent(Spine.TrackEntry trackEntry, Spine.Event e)
 {
     m_WasFired |= (e.Data == m_TargetEvent);                        // Check event data reference match.
     if (m_WasFired && m_unsubscribeAfterFiring)
     {
         m_AnimationState.Event -= HandleAnimationStateEvent;                        // Usubscribe after correct event fires.
     }
 }
예제 #30
0
 /// <summary>
 /// Initializes a new instance of the <see cref="SpineEvent" /> class.
 /// </summary>
 /// <param name="e">The spine event</param>
 internal SpineEvent(Event e)
 {
     this.Name = e.Data.Name;
     this.Int = e.Data.Int;
     this.Float = e.Data.Float;
     this.String = e.Data.String;
     this.Time = e.Time;
 }
예제 #31
0
 void HandleEvent(Spine.TrackEntry entry, Spine.Event e)
 {
     if (e.Data.name == "Sprinkle")
     {
         psSprinkle1.Play();
         psSprinkle2.Play();
     }
 }
예제 #32
0
		private void ReadAnimation (String name, Dictionary<String, Object> map, SkeletonData skeletonData) {
			var timelines = new ExposedList<Timeline>();
			float duration = 0;
			float scale = Scale;

			if (map.ContainsKey("slots")) {
				foreach (KeyValuePair<String, Object> entry in (Dictionary<String, Object>)map["slots"]) {
					String slotName = entry.Key;
					int slotIndex = skeletonData.FindSlotIndex(slotName);
					var timelineMap = (Dictionary<String, Object>)entry.Value;

					foreach (KeyValuePair<String, Object> timelineEntry in timelineMap) {
						var values = (List<Object>)timelineEntry.Value;
						var timelineName = (String)timelineEntry.Key;
						if (timelineName == "color") {
							var timeline = new ColorTimeline(values.Count);
							timeline.slotIndex = slotIndex;

							int frameIndex = 0;
							foreach (Dictionary<String, Object> valueMap in values) {
								float time = (float)valueMap["time"];
								String c = (String)valueMap["color"];
								timeline.SetFrame(frameIndex, time, ToColor(c, 0), ToColor(c, 1), ToColor(c, 2), ToColor(c, 3));
								ReadCurve(timeline, frameIndex, valueMap);
								frameIndex++;
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 5 - 5]);

						} else if (timelineName == "attachment") {
							var timeline = new AttachmentTimeline(values.Count);
							timeline.slotIndex = slotIndex;

							int frameIndex = 0;
							foreach (Dictionary<String, Object> valueMap in values) {
								float time = (float)valueMap["time"];
								timeline.SetFrame(frameIndex++, time, (String)valueMap["name"]);
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);

						} else
							throw new Exception("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")");
					}
				}
			}

			if (map.ContainsKey("bones")) {
				foreach (KeyValuePair<String, Object> entry in (Dictionary<String, Object>)map["bones"]) {
					String boneName = entry.Key;
					int boneIndex = skeletonData.FindBoneIndex(boneName);
					if (boneIndex == -1)
						throw new Exception("Bone not found: " + boneName);

					var timelineMap = (Dictionary<String, Object>)entry.Value;
					foreach (KeyValuePair<String, Object> timelineEntry in timelineMap) {
						var values = (List<Object>)timelineEntry.Value;
						var timelineName = (String)timelineEntry.Key;
						if (timelineName == "rotate") {
							var timeline = new RotateTimeline(values.Count);
							timeline.boneIndex = boneIndex;

							int frameIndex = 0;
							foreach (Dictionary<String, Object> valueMap in values) {
								float time = (float)valueMap["time"];
								timeline.SetFrame(frameIndex, time, (float)valueMap["angle"]);
								ReadCurve(timeline, frameIndex, valueMap);
								frameIndex++;
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 2 - 2]);

						} else if (timelineName == "translate" || timelineName == "scale") {
							TranslateTimeline timeline;
							float timelineScale = 1;
							if (timelineName == "scale")
								timeline = new ScaleTimeline(values.Count);
							else {
								timeline = new TranslateTimeline(values.Count);
								timelineScale = scale;
							}
							timeline.boneIndex = boneIndex;

							int frameIndex = 0;
							foreach (Dictionary<String, Object> valueMap in values) {
								float time = (float)valueMap["time"];
								float x = valueMap.ContainsKey("x") ? (float)valueMap["x"] : 0;
								float y = valueMap.ContainsKey("y") ? (float)valueMap["y"] : 0;
								timeline.SetFrame(frameIndex, time, (float)x * timelineScale, (float)y * timelineScale);
								ReadCurve(timeline, frameIndex, valueMap);
								frameIndex++;
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 3 - 3]);

						} else
							throw new Exception("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")");
					}
				}
			}

			if (map.ContainsKey("ik")) {
				foreach (KeyValuePair<String, Object> ikMap in (Dictionary<String, Object>)map["ik"]) {
					IkConstraintData ikConstraint = skeletonData.FindIkConstraint(ikMap.Key);
					var values = (List<Object>)ikMap.Value;
					var timeline = new IkConstraintTimeline(values.Count);
					timeline.ikConstraintIndex = skeletonData.ikConstraints.IndexOf(ikConstraint);
					int frameIndex = 0;
					foreach (Dictionary<String, Object> valueMap in values) {
						float time = (float)valueMap["time"];
						float mix = valueMap.ContainsKey("mix") ? (float)valueMap["mix"] : 1;
						bool bendPositive = valueMap.ContainsKey("bendPositive") ? (bool)valueMap["bendPositive"] : true;
						timeline.SetFrame(frameIndex, time, mix, bendPositive ? 1 : -1);
						ReadCurve(timeline, frameIndex, valueMap);
						frameIndex++;
					}
					timelines.Add(timeline);
					duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 3 - 3]);
				}
			}

			if (map.ContainsKey("ffd")) {
				foreach (KeyValuePair<String, Object> ffdMap in (Dictionary<String, Object>)map["ffd"]) {
					Skin skin = skeletonData.FindSkin(ffdMap.Key);
					foreach (KeyValuePair<String, Object> slotMap in (Dictionary<String, Object>)ffdMap.Value) {
						int slotIndex = skeletonData.FindSlotIndex(slotMap.Key);
						foreach (KeyValuePair<String, Object> meshMap in (Dictionary<String, Object>)slotMap.Value) {
							var values = (List<Object>)meshMap.Value;
							var timeline = new FFDTimeline(values.Count);
							Attachment attachment = skin.GetAttachment(slotIndex, meshMap.Key);
							if (attachment == null) throw new Exception("FFD attachment not found: " + meshMap.Key);
							timeline.slotIndex = slotIndex;
							timeline.attachment = attachment;

							int vertexCount;
							if (attachment is MeshAttachment)
								vertexCount = ((MeshAttachment)attachment).vertices.Length;
							else
								vertexCount = ((WeightedMeshAttachment)attachment).Weights.Length / 3 * 2;

							int frameIndex = 0;
							foreach (Dictionary<String, Object> valueMap in values) {
								float[] vertices;
								if (!valueMap.ContainsKey("vertices")) {
									if (attachment is MeshAttachment)
										vertices = ((MeshAttachment)attachment).vertices;
									else
										vertices = new float[vertexCount];
								} else {
									var verticesValue = (List<Object>)valueMap["vertices"];
									vertices = new float[vertexCount];
									int start = GetInt(valueMap, "offset", 0);
									if (scale == 1) {
										for (int i = 0, n = verticesValue.Count; i < n; i++)
											vertices[i + start] = (float)verticesValue[i];
									} else {
										for (int i = 0, n = verticesValue.Count; i < n; i++)
											vertices[i + start] = (float)verticesValue[i] * scale;
									}
									if (attachment is MeshAttachment) {
										float[] meshVertices = ((MeshAttachment)attachment).vertices;
										for (int i = 0; i < vertexCount; i++)
											vertices[i] += meshVertices[i];
									}
								}

								timeline.SetFrame(frameIndex, (float)valueMap["time"], vertices);
								ReadCurve(timeline, frameIndex, valueMap);
								frameIndex++;
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
						}
					}
				}
			}

			if (map.ContainsKey("drawOrder") || map.ContainsKey("draworder")) {
				var values = (List<Object>)map[map.ContainsKey("drawOrder") ? "drawOrder" : "draworder"];
				var timeline = new DrawOrderTimeline(values.Count);
				int slotCount = skeletonData.slots.Count;
				int frameIndex = 0;
				foreach (Dictionary<String, Object> drawOrderMap in values) {
					int[] drawOrder = null;
					if (drawOrderMap.ContainsKey("offsets")) {
						drawOrder = new int[slotCount];
						for (int i = slotCount - 1; i >= 0; i--)
							drawOrder[i] = -1;
						var offsets = (List<Object>)drawOrderMap["offsets"];
						int[] unchanged = new int[slotCount - offsets.Count];
						int originalIndex = 0, unchangedIndex = 0;
						foreach (Dictionary<String, Object> offsetMap in offsets) {
							int slotIndex = skeletonData.FindSlotIndex((String)offsetMap["slot"]);
							if (slotIndex == -1) throw new Exception("Slot not found: " + offsetMap["slot"]);
							// Collect unchanged items.
							while (originalIndex != slotIndex)
								unchanged[unchangedIndex++] = originalIndex++;
							// Set changed items.
							int index = originalIndex + (int)(float)offsetMap["offset"];
							drawOrder[index] = originalIndex++;
						}
						// Collect remaining unchanged items.
						while (originalIndex < slotCount)
							unchanged[unchangedIndex++] = originalIndex++;
						// Fill in unchanged items.
						for (int i = slotCount - 1; i >= 0; i--)
							if (drawOrder[i] == -1) drawOrder[i] = unchanged[--unchangedIndex];
					}
					timeline.SetFrame(frameIndex++, (float)drawOrderMap["time"], drawOrder);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
			}

			if (map.ContainsKey("events")) {
				var eventsMap = (List<Object>)map["events"];
				var timeline = new EventTimeline(eventsMap.Count);
				int frameIndex = 0;
				foreach (Dictionary<String, Object> eventMap in eventsMap) {
					EventData eventData = skeletonData.FindEvent((String)eventMap["name"]);
					if (eventData == null) throw new Exception("Event not found: " + eventMap["name"]);
					float time = (float)eventMap["time"];
					var e = new Event(time, eventData);
					e.Int = GetInt(eventMap, "int", eventData.Int);
					e.Float = GetFloat(eventMap, "float", eventData.Float);
					e.String = GetString(eventMap, "string", eventData.String);
					timeline.SetFrame(frameIndex++, time, e);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
			}

			timelines.TrimExcess();
			skeletonData.animations.Add(new Animation(name, timelines, duration));
		}
예제 #33
0
		internal void OnEvent (AnimationState state, int index, Event e) {
			if (Event != null) Event(state, index, e);
		}
예제 #34
0
 void state_Event(AnimationState state, int trackIndex, Event e)
 {
     if (Event != null)
         Event(state, trackIndex, e);
 }
		private void ReadAnimation (Dictionary<String, Object> map, String name, SkeletonData skeletonData) {
			var scale = this.Scale;
			var timelines = new ExposedList<Timeline>();
			float duration = 0;

			// Slot timelines.
			if (map.ContainsKey("slots")) {
				foreach (KeyValuePair<String, Object> entry in (Dictionary<String, Object>)map["slots"]) {
					String slotName = entry.Key;
					int slotIndex = skeletonData.FindSlotIndex(slotName);
					var timelineMap = (Dictionary<String, Object>)entry.Value;
					foreach (KeyValuePair<String, Object> timelineEntry in timelineMap) {
						var values = (List<Object>)timelineEntry.Value;
						var timelineName = (String)timelineEntry.Key;
						if (timelineName == "color") {
							var timeline = new ColorTimeline(values.Count);
							timeline.slotIndex = slotIndex;

							int frameIndex = 0;
							foreach (Dictionary<String, Object> valueMap in values) {
								float time = (float)valueMap["time"];
								String c = (String)valueMap["color"];
								timeline.SetFrame(frameIndex, time, ToColor(c, 0), ToColor(c, 1), ToColor(c, 2), ToColor(c, 3));
								ReadCurve(valueMap, timeline, frameIndex);
								frameIndex++;
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * ColorTimeline.ENTRIES]);

						} else if (timelineName == "attachment") {
							var timeline = new AttachmentTimeline(values.Count);
							timeline.slotIndex = slotIndex;

							int frameIndex = 0;
							foreach (Dictionary<String, Object> valueMap in values) {
								float time = (float)valueMap["time"];
								timeline.SetFrame(frameIndex++, time, (String)valueMap["name"]);
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);

						} else
							throw new Exception("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")");
					}
				}
			}

			// Bone timelines.
			if (map.ContainsKey("bones")) {
				foreach (KeyValuePair<String, Object> entry in (Dictionary<String, Object>)map["bones"]) {
					String boneName = entry.Key;
					int boneIndex = skeletonData.FindBoneIndex(boneName);
					if (boneIndex == -1) throw new Exception("Bone not found: " + boneName);
					var timelineMap = (Dictionary<String, Object>)entry.Value;
					foreach (KeyValuePair<String, Object> timelineEntry in timelineMap) {
						var values = (List<Object>)timelineEntry.Value;
						var timelineName = (String)timelineEntry.Key;
						if (timelineName == "rotate") {
							var timeline = new RotateTimeline(values.Count);
							timeline.boneIndex = boneIndex;

							int frameIndex = 0;
							foreach (Dictionary<String, Object> valueMap in values) {
								timeline.SetFrame(frameIndex, (float)valueMap["time"], (float)valueMap["angle"]);
								ReadCurve(valueMap, timeline, frameIndex);
								frameIndex++;
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * RotateTimeline.ENTRIES]);

						} else if (timelineName == "translate" || timelineName == "scale" || timelineName == "shear") {
							TranslateTimeline timeline;
							float timelineScale = 1;
							if (timelineName == "scale")
								timeline = new ScaleTimeline(values.Count);
							else if (timelineName == "shear")
								timeline = new ShearTimeline(values.Count);
							else {
								timeline = new TranslateTimeline(values.Count);
								timelineScale = scale;
							}
							timeline.boneIndex = boneIndex;

							int frameIndex = 0;
							foreach (Dictionary<String, Object> valueMap in values) {
								float time = (float)valueMap["time"];
								float x = GetFloat(valueMap, "x", 0);
								float y = GetFloat(valueMap, "y", 0);
								timeline.SetFrame(frameIndex, time, x * timelineScale, y * timelineScale);
								ReadCurve(valueMap, timeline, frameIndex);
								frameIndex++;
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * TranslateTimeline.ENTRIES]);

						} else
							throw new Exception("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")");
					}
				}
			}

			// IK constraint timelines.
			if (map.ContainsKey("ik")) {
				foreach (KeyValuePair<String, Object> constraintMap in (Dictionary<String, Object>)map["ik"]) {
					IkConstraintData constraint = skeletonData.FindIkConstraint(constraintMap.Key);
					var values = (List<Object>)constraintMap.Value;
					var timeline = new IkConstraintTimeline(values.Count);
					timeline.ikConstraintIndex = skeletonData.ikConstraints.IndexOf(constraint);
					int frameIndex = 0;
					foreach (Dictionary<String, Object> valueMap in values) {
						float time = (float)valueMap["time"];
						float mix = GetFloat(valueMap, "mix", 1);
						bool bendPositive = GetBoolean(valueMap, "bendPositive", true);
						timeline.SetFrame(frameIndex, time, mix, bendPositive ? 1 : -1);
						ReadCurve(valueMap, timeline, frameIndex);
						frameIndex++;
					}
					timelines.Add(timeline);
					duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * IkConstraintTimeline.ENTRIES]);
				}
			}

			// Transform constraint timelines.
			if (map.ContainsKey("transform")) {
				foreach (KeyValuePair<String, Object> constraintMap in (Dictionary<String, Object>)map["transform"]) {
					TransformConstraintData constraint = skeletonData.FindTransformConstraint(constraintMap.Key);
					var values = (List<Object>)constraintMap.Value;
					var timeline = new TransformConstraintTimeline(values.Count);
					timeline.transformConstraintIndex = skeletonData.transformConstraints.IndexOf(constraint);
					int frameIndex = 0;
					foreach (Dictionary<String, Object> valueMap in values) {
						float time = (float)valueMap["time"];
						float rotateMix = GetFloat(valueMap, "rotateMix", 1);
						float translateMix = GetFloat(valueMap, "translateMix", 1);
						float scaleMix = GetFloat(valueMap, "scaleMix", 1);
						float shearMix = GetFloat(valueMap, "shearMix", 1);
						timeline.SetFrame(frameIndex, time, rotateMix, translateMix, scaleMix, shearMix);
						ReadCurve(valueMap, timeline, frameIndex);
						frameIndex++;
					}
					timelines.Add(timeline);
					duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * TransformConstraintTimeline.ENTRIES]);
				}
			}

			// Path constraint timelines.
			if (map.ContainsKey("paths")) {
				foreach (KeyValuePair<String, Object> constraintMap in (Dictionary<String, Object>)map["paths"]) {
					int index = skeletonData.FindPathConstraintIndex(constraintMap.Key);
					if (index == -1) throw new Exception("Path constraint not found: " + constraintMap.Key);
					PathConstraintData data = skeletonData.pathConstraints.Items[index];
					var timelineMap = (Dictionary<String, Object>)constraintMap.Value;
					foreach (KeyValuePair<String, Object> timelineEntry in timelineMap) {
						var values = (List<Object>)timelineEntry.Value;
						var timelineName = (String)timelineEntry.Key;
						if (timelineName == "position" || timelineName == "spacing") {
							PathConstraintPositionTimeline timeline;
							float timelineScale = 1;
							if (timelineName == "spacing") {
								timeline = new PathConstraintSpacingTimeline(values.Count);
								if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) timelineScale = scale;
							}
							else {
								timeline = new PathConstraintPositionTimeline(values.Count);
								if (data.positionMode == PositionMode.Fixed) timelineScale = scale;
							}
							timeline.pathConstraintIndex = index;
							int frameIndex = 0;
							foreach (Dictionary<String, Object> valueMap in values) {
								timeline.SetFrame(frameIndex, (float)valueMap["time"], GetFloat(valueMap, timelineName, 0) * timelineScale);
								ReadCurve(valueMap, timeline, frameIndex);
								frameIndex++;
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * PathConstraintPositionTimeline.ENTRIES]);
						}
						else if (timelineName == "mix") {
							PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(values.Count);
							timeline.pathConstraintIndex = index;
							int frameIndex = 0;
							foreach (Dictionary<String, Object> valueMap in values) {
								timeline.SetFrame(frameIndex, (float)valueMap["time"], GetFloat(valueMap, "rotateMix", 1), GetFloat(valueMap, "translateMix", 1));
								ReadCurve(valueMap, timeline, frameIndex);
								frameIndex++;
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * PathConstraintMixTimeline.ENTRIES]);
						}
					}
				}
			}

			// Deform timelines.
			if (map.ContainsKey("deform")) {
				foreach (KeyValuePair<String, Object> deformMap in (Dictionary<String, Object>)map["deform"]) {
					Skin skin = skeletonData.FindSkin(deformMap.Key);
					foreach (KeyValuePair<String, Object> slotMap in (Dictionary<String, Object>)deformMap.Value) {
						int slotIndex = skeletonData.FindSlotIndex(slotMap.Key);
						if (slotIndex == -1) throw new Exception("Slot not found: " + slotMap.Key);
						foreach (KeyValuePair<String, Object> timelineMap in (Dictionary<String, Object>)slotMap.Value) {
							var values = (List<Object>)timelineMap.Value;
							VertexAttachment attachment = (VertexAttachment)skin.GetAttachment(slotIndex, timelineMap.Key);
							if (attachment == null) throw new Exception("Deform attachment not found: " + timelineMap.Key);
							bool weighted = attachment.bones != null;
							float[] vertices = attachment.vertices;
							int deformLength = weighted ? vertices.Length / 3 * 2 : vertices.Length;

							var timeline = new DeformTimeline(values.Count);
							timeline.slotIndex = slotIndex;
							timeline.attachment = attachment;
							
							int frameIndex = 0;
							foreach (Dictionary<String, Object> valueMap in values) {
								float[] deform;
								if (!valueMap.ContainsKey("vertices")) {
									deform = weighted ? new float[deformLength] : vertices;
								} else {
									deform = new float[deformLength];
									int start = GetInt(valueMap, "offset", 0);
									float[] verticesValue = GetFloatArray(valueMap, "vertices", 1);
									Array.Copy(verticesValue, 0, deform, start, verticesValue.Length);
									if (scale != 1) {
										for (int i = start, n = i + verticesValue.Length; i < n; i++)
											deform[i] *= scale;
									}

									if (!weighted) {
										for (int i = 0; i < deformLength; i++)
											deform[i] += vertices[i];
									}
								}

								timeline.SetFrame(frameIndex, (float)valueMap["time"], deform);
								ReadCurve(valueMap, timeline, frameIndex);
								frameIndex++;
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
						}
					}
				}
			}

			// Draw order timeline.
			if (map.ContainsKey("drawOrder") || map.ContainsKey("draworder")) {
				var values = (List<Object>)map[map.ContainsKey("drawOrder") ? "drawOrder" : "draworder"];
				var timeline = new DrawOrderTimeline(values.Count);
				int slotCount = skeletonData.slots.Count;
				int frameIndex = 0;
				foreach (Dictionary<String, Object> drawOrderMap in values) {
					int[] drawOrder = null;
					if (drawOrderMap.ContainsKey("offsets")) {
						drawOrder = new int[slotCount];
						for (int i = slotCount - 1; i >= 0; i--)
							drawOrder[i] = -1;
						var offsets = (List<Object>)drawOrderMap["offsets"];
						int[] unchanged = new int[slotCount - offsets.Count];
						int originalIndex = 0, unchangedIndex = 0;
						foreach (Dictionary<String, Object> offsetMap in offsets) {
							int slotIndex = skeletonData.FindSlotIndex((String)offsetMap["slot"]);
							if (slotIndex == -1) throw new Exception("Slot not found: " + offsetMap["slot"]);
							// Collect unchanged items.
							while (originalIndex != slotIndex)
								unchanged[unchangedIndex++] = originalIndex++;
							// Set changed items.
							int index = originalIndex + (int)(float)offsetMap["offset"];
							drawOrder[index] = originalIndex++;
						}
						// Collect remaining unchanged items.
						while (originalIndex < slotCount)
							unchanged[unchangedIndex++] = originalIndex++;
						// Fill in unchanged items.
						for (int i = slotCount - 1; i >= 0; i--)
							if (drawOrder[i] == -1) drawOrder[i] = unchanged[--unchangedIndex];
					}
					timeline.SetFrame(frameIndex++, (float)drawOrderMap["time"], drawOrder);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
			}

			// Event timeline.
			if (map.ContainsKey("events")) {
				var eventsMap = (List<Object>)map["events"];
				var timeline = new EventTimeline(eventsMap.Count);
				int frameIndex = 0;
				foreach (Dictionary<String, Object> eventMap in eventsMap) {
					EventData eventData = skeletonData.FindEvent((String)eventMap["name"]);
					if (eventData == null) throw new Exception("Event not found: " + eventMap["name"]);
					var e = new Event((float)eventMap["time"], eventData);
					e.Int = GetInt(eventMap, "int", eventData.Int);
					e.Float = GetFloat(eventMap, "float", eventData.Float);
					e.String = GetString(eventMap, "string", eventData.String);
					timeline.SetFrame(frameIndex++, e);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
			}

			timelines.TrimExcess();
			skeletonData.animations.Add(new Animation(name, timelines, duration));
		}
예제 #36
0
		/// <summary>Sets the time and value of the specified keyframe.</summary>
		public void SetFrame (int frameIndex, Event e) {
			frames[frameIndex] = e.Time;
			events[frameIndex] = e;
		}
예제 #37
0
 public void Event(AnimationState state, int trackIndex, Event e)
 {
     Console.WriteLine(trackIndex + " " + state.GetCurrent(trackIndex) + ": event " + e);
 }
예제 #38
0
 /// <summary>Sets the time and value of the specified keyframe.</summary>
 public void setFrame(int frameIndex, float time, Event e)
 {
     frames[frameIndex] = time;
     events[frameIndex] = e;
 }
예제 #39
0
		public void Event (AnimationState state, int trackIndex, Event e) {
#if !WINDOWS_STOREAPP	
			Console.WriteLine(trackIndex + " " + state.GetCurrent(trackIndex) + ": event " + e);
#endif
		}
예제 #40
0
 public void Event(AnimationState state, int trackIndex, Event e)
 {
     CCLog.Log(trackIndex + " " + state.GetCurrent(trackIndex) + ": event " + e);
 }
		private void ReadAnimation (String name, Stream input, SkeletonData skeletonData) {
			var timelines = new ExposedList<Timeline>();
			float scale = Scale;
			float duration = 0;

			// Slot timelines.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
				int slotIndex = ReadVarint(input, true);
				for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
					int timelineType = input.ReadByte();
					int frameCount = ReadVarint(input, true);
					switch (timelineType) {
					case SLOT_COLOR: {
							ColorTimeline timeline = new ColorTimeline(frameCount);
							timeline.slotIndex = slotIndex;
							for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
								float time = ReadFloat(input);
								int color = ReadInt(input);
								float r = ((color & 0xff000000) >> 24) / 255f;
								float g = ((color & 0x00ff0000) >> 16) / 255f;
								float b = ((color & 0x0000ff00) >> 8) / 255f;
								float a = ((color & 0x000000ff)) / 255f;
								timeline.SetFrame(frameIndex, time, r, g, b, a);
								if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * ColorTimeline.ENTRIES]);
							break;
						}
					case SLOT_ATTACHMENT: {
							AttachmentTimeline timeline = new AttachmentTimeline(frameCount);
							timeline.slotIndex = slotIndex;
							for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
								timeline.SetFrame(frameIndex, ReadFloat(input), ReadString(input));
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[frameCount - 1]);
							break;
						}
					}
				}
			}

			// Bone timelines.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
				int boneIndex = ReadVarint(input, true);
				for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
					int timelineType = input.ReadByte();
					int frameCount = ReadVarint(input, true);
					switch (timelineType) {
					case BONE_ROTATE: {
							RotateTimeline timeline = new RotateTimeline(frameCount);
							timeline.boneIndex = boneIndex;
							for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
								timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input));
								if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[(frameCount - 1) * RotateTimeline.ENTRIES]);
							break;
						}
					case BONE_TRANSLATE:
					case BONE_SCALE:
					case BONE_SHEAR: {
							TranslateTimeline timeline;
							float timelineScale = 1;
							if (timelineType == BONE_SCALE)
								timeline = new ScaleTimeline(frameCount);
							else if (timelineType == BONE_SHEAR)
								timeline = new ShearTimeline(frameCount);
							else {
								timeline = new TranslateTimeline(frameCount);
								timelineScale = scale;
							}
							timeline.boneIndex = boneIndex;
							for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
								timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale, ReadFloat(input)
									* timelineScale);
								if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TranslateTimeline.ENTRIES]);
							break;
						}
					}
				}
			}

			// IK timelines.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {				
				int index = ReadVarint(input, true);
				int frameCount = ReadVarint(input, true);
				IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount);
				timeline.ikConstraintIndex = index;
				for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
					timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadSByte(input));
					if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[(frameCount - 1) * IkConstraintTimeline.ENTRIES]);
			}

			// Transform constraint timelines.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
				int index = ReadVarint(input, true);
				int frameCount = ReadVarint(input, true);
				TransformConstraintTimeline timeline = new TransformConstraintTimeline(frameCount);
				timeline.transformConstraintIndex = index;
				for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
					timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input), ReadFloat(input));
					if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[(frameCount - 1) * TransformConstraintTimeline.ENTRIES]);
			}

			// Path constraint timelines.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
				int index = ReadVarint(input, true);
				PathConstraintData data = skeletonData.pathConstraints.Items[index];
				for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
					int timelineType = ReadSByte(input);
					int frameCount = ReadVarint(input, true);
					switch(timelineType) {
						case PATH_POSITION:
						case PATH_SPACING: {
								PathConstraintPositionTimeline timeline;
								float timelineScale = 1;
								if (timelineType == PATH_SPACING) {
									timeline = new PathConstraintSpacingTimeline(frameCount);
									if (data.spacingMode == SpacingMode.Length || data.spacingMode == SpacingMode.Fixed) timelineScale = scale; 
								} else {
									timeline = new PathConstraintPositionTimeline(frameCount);
									if (data.positionMode == PositionMode.Fixed) timelineScale = scale;
								}
								timeline.pathConstraintIndex = index;
								for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {                                    
									timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale);
									if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
								}
								timelines.Add(timeline);
								duration = Math.Max(duration, timeline.frames[(frameCount - 1) * PathConstraintPositionTimeline.ENTRIES]);
								break;
							}
						case PATH_MIX: {
								PathConstraintMixTimeline timeline = new PathConstraintMixTimeline(frameCount);
								timeline.pathConstraintIndex = index;
								for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
									timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadFloat(input));
									if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
								}
								timelines.Add(timeline);
								duration = Math.Max(duration, timeline.frames[(frameCount - 1) * PathConstraintMixTimeline.ENTRIES]);
								break;
							}
					}
				}
			}

			// Deform timelines.
			for (int i = 0, n = ReadVarint(input, true); i < n; i++) {
				Skin skin = skeletonData.skins.Items[ReadVarint(input, true)];
				for (int ii = 0, nn = ReadVarint(input, true); ii < nn; ii++) {
					int slotIndex = ReadVarint(input, true);
					for (int iii = 0, nnn = ReadVarint(input, true); iii < nnn; iii++) {
						VertexAttachment attachment = (VertexAttachment)skin.GetAttachment(slotIndex, ReadString(input));
						bool weighted = attachment.bones != null;
						float[] vertices = attachment.vertices;
						int deformLength = weighted ? vertices.Length / 3 * 2 : vertices.Length;

						int frameCount = ReadVarint(input, true);
						DeformTimeline timeline = new DeformTimeline(frameCount);
						timeline.slotIndex = slotIndex;
						timeline.attachment = attachment;

						for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
							float time = ReadFloat(input);
							float[] deform;
							int end = ReadVarint(input, true);
							if (end == 0)
								deform = weighted ? new float[deformLength] : vertices;
							else {
								deform = new float[deformLength];
								int start = ReadVarint(input, true);
								end += start;
								if (scale == 1) {
									for (int v = start; v < end; v++)
										deform[v] = ReadFloat(input);
								} else {
									for (int v = start; v < end; v++)
										deform[v] = ReadFloat(input) * scale;
								}
								if (!weighted) {
									for (int v = 0, vn = deform.Length; v < vn; v++)
										deform[v] += vertices[v];
								}
							}

							timeline.SetFrame(frameIndex, time, deform);
							if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
						}							
						timelines.Add(timeline);
						duration = Math.Max(duration, timeline.frames[frameCount - 1]);
					}
				}
			}

			// Draw order timeline.
			int drawOrderCount = ReadVarint(input, true);
			if (drawOrderCount > 0) {
				DrawOrderTimeline timeline = new DrawOrderTimeline(drawOrderCount);
				int slotCount = skeletonData.slots.Count;
				for (int i = 0; i < drawOrderCount; i++) {
					float time = ReadFloat(input);
					int offsetCount = ReadVarint(input, true);
					int[] drawOrder = new int[slotCount];
					for (int ii = slotCount - 1; ii >= 0; ii--)
						drawOrder[ii] = -1;
					int[] unchanged = new int[slotCount - offsetCount];
					int originalIndex = 0, unchangedIndex = 0;
					for (int ii = 0; ii < offsetCount; ii++) {
						int slotIndex = ReadVarint(input, true);
						// Collect unchanged items.
						while (originalIndex != slotIndex)
							unchanged[unchangedIndex++] = originalIndex++;
						// Set changed items.
						drawOrder[originalIndex + ReadVarint(input, true)] = originalIndex++;
					}
					// Collect remaining unchanged items.
					while (originalIndex < slotCount)
						unchanged[unchangedIndex++] = originalIndex++;
					// Fill in unchanged items.
					for (int ii = slotCount - 1; ii >= 0; ii--)
						if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex];
					timeline.SetFrame(i, time, drawOrder);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[drawOrderCount - 1]);
			}

			// Event timeline.
			int eventCount = ReadVarint(input, true);
			if (eventCount > 0) {
				EventTimeline timeline = new EventTimeline(eventCount);
				for (int i = 0; i < eventCount; i++) {
					float time = ReadFloat(input);
					EventData eventData = skeletonData.events.Items[ReadVarint(input, true)];
					Event e = new Event(time, eventData);
					e.Int = ReadVarint(input, false);
					e.Float = ReadFloat(input);
					e.String = ReadBoolean(input) ? ReadString(input) : eventData.String;
					timeline.SetFrame(i, e);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[eventCount - 1]);
			}

			timelines.TrimExcess();
			skeletonData.animations.Add(new Animation(name, timelines, duration));
		}
예제 #42
0
		public void Event (TrackEntry entry, Event e) {
#if !WINDOWS_STOREAPP	
			Console.WriteLine(entry + ": event " + e);
#endif
		}
예제 #43
0
 public EventTriggeredArgs(int trackIndex, Event e)
 {
     TrackIndex = trackIndex;
     Event = e;
 }
예제 #44
0
		private void ReadAnimation (String name, Stream input, SkeletonData skeletonData) {
			var timelines = new ExposedList<Timeline>();
			float scale = Scale;
			float duration = 0;
	
			// Slot timelines.
			for (int i = 0, n = ReadInt(input, true); i < n; i++) {
				int slotIndex = ReadInt(input, true);
				for (int ii = 0, nn = ReadInt(input, true); ii < nn; ii++) {
					int timelineType = input.ReadByte();
					int frameCount = ReadInt(input, true);
					switch (timelineType) {
					case TIMELINE_COLOR: {
						ColorTimeline timeline = new ColorTimeline(frameCount);
						timeline.slotIndex = slotIndex;
						for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
							float time = ReadFloat(input);
							int color = ReadInt(input);
							float r = ((color & 0xff000000) >> 24) / 255f;
							float g = ((color & 0x00ff0000) >> 16) / 255f;
							float b = ((color & 0x0000ff00) >> 8) / 255f;
							float a = ((color & 0x000000ff)) / 255f;
							timeline.SetFrame(frameIndex, time, r, g, b, a);
							if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
						}
						timelines.Add(timeline);
						duration = Math.Max(duration, timeline.frames[frameCount * 5 - 5]);
						break;
					}
					case TIMELINE_ATTACHMENT: {
						AttachmentTimeline timeline = new AttachmentTimeline(frameCount);
						timeline.slotIndex = slotIndex;
						for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
							timeline.SetFrame(frameIndex, ReadFloat(input), ReadString(input));
						timelines.Add(timeline);
						duration = Math.Max(duration, timeline.frames[frameCount - 1]);
						break;
					}
					}
				}
			}

			// Bone timelines.
			for (int i = 0, n = ReadInt(input, true); i < n; i++) {
				int boneIndex = ReadInt(input, true);
				for (int ii = 0, nn = ReadInt(input, true); ii < nn; ii++) {
					int timelineType = input.ReadByte();
					int frameCount = ReadInt(input, true);
					switch (timelineType) {
					case TIMELINE_ROTATE: {
						RotateTimeline timeline = new RotateTimeline(frameCount);
						timeline.boneIndex = boneIndex;
						for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
							timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input));
							if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
						}
						timelines.Add(timeline);
						duration = Math.Max(duration, timeline.frames[frameCount * 2 - 2]);
						break;
					}
					case TIMELINE_TRANSLATE:
					case TIMELINE_SCALE: {
						TranslateTimeline timeline;
						float timelineScale = 1;
						if (timelineType == TIMELINE_SCALE)
							timeline = new ScaleTimeline(frameCount);
						else {
							timeline = new TranslateTimeline(frameCount);
							timelineScale = scale;
						}
						timeline.boneIndex = boneIndex;
						for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
							timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input) * timelineScale, ReadFloat(input)
								* timelineScale);
							if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
						}
						timelines.Add(timeline);
						duration = Math.Max(duration, timeline.frames[frameCount * 3 - 3]);
						break;
					}
					case TIMELINE_FLIPX:
					case TIMELINE_FLIPY: {
						FlipXTimeline timeline = timelineType == TIMELINE_FLIPX ? new FlipXTimeline(frameCount) : new FlipYTimeline(
							frameCount);
						timeline.boneIndex = boneIndex;
						for (int frameIndex = 0; frameIndex < frameCount; frameIndex++)
							timeline.SetFrame(frameIndex, ReadFloat(input), ReadBoolean(input));
						timelines.Add(timeline);
						duration = Math.Max(duration, timeline.frames[frameCount * 2 - 2]);
						break;
					}
					}
				}
			}

			// IK timelines.
			for (int i = 0, n = ReadInt(input, true); i < n; i++) {
				IkConstraintData ikConstraint = skeletonData.ikConstraints.Items[ReadInt(input, true)];
				int frameCount = ReadInt(input, true);
				IkConstraintTimeline timeline = new IkConstraintTimeline(frameCount);
				timeline.ikConstraintIndex = skeletonData.ikConstraints.IndexOf(ikConstraint);
				for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
					timeline.SetFrame(frameIndex, ReadFloat(input), ReadFloat(input), ReadSByte(input));
					if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[frameCount * 3 - 3]);
			}

			// FFD timelines.
			for (int i = 0, n = ReadInt(input, true); i < n; i++) {
				Skin skin = skeletonData.skins.Items[ReadInt(input, true)];
				for (int ii = 0, nn = ReadInt(input, true); ii < nn; ii++) {
					int slotIndex = ReadInt(input, true);
					for (int iii = 0, nnn = ReadInt(input, true); iii < nnn; iii++) {
						Attachment attachment = skin.GetAttachment(slotIndex, ReadString(input));
						int frameCount = ReadInt(input, true);
						FFDTimeline timeline = new FFDTimeline(frameCount);
						timeline.slotIndex = slotIndex;
						timeline.attachment = attachment;
						for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) {
							float time = ReadFloat(input);

							float[] vertices;
							int vertexCount;
							if (attachment is MeshAttachment)
								vertexCount = ((MeshAttachment)attachment).vertices.Length;
							else
								vertexCount = ((SkinnedMeshAttachment)attachment).weights.Length / 3 * 2;

							int end = ReadInt(input, true);
							if (end == 0) {
								if (attachment is MeshAttachment)
									vertices = ((MeshAttachment)attachment).vertices;
								else
									vertices = new float[vertexCount];
							} else {
								vertices = new float[vertexCount];
								int start = ReadInt(input, true);
								end += start;
								if (scale == 1) {
									for (int v = start; v < end; v++)
										vertices[v] = ReadFloat(input);
								} else {
									for (int v = start; v < end; v++)
										vertices[v] = ReadFloat(input) * scale;
								}
								if (attachment is MeshAttachment) {
									float[] meshVertices = ((MeshAttachment)attachment).vertices;
									for (int v = 0, vn = vertices.Length; v < vn; v++)
										vertices[v] += meshVertices[v];
								}
							}

							timeline.SetFrame(frameIndex, time, vertices);
							if (frameIndex < frameCount - 1) ReadCurve(input, frameIndex, timeline);
						}
						timelines.Add(timeline);
						duration = Math.Max(duration, timeline.frames[frameCount - 1]);
					}
				}
			}

			// Draw order timeline.
			int drawOrderCount = ReadInt(input, true);
			if (drawOrderCount > 0) {
				DrawOrderTimeline timeline = new DrawOrderTimeline(drawOrderCount);
				int slotCount = skeletonData.slots.Count;
				for (int i = 0; i < drawOrderCount; i++) {
					int offsetCount = ReadInt(input, true);
					int[] drawOrder = new int[slotCount];
					for (int ii = slotCount - 1; ii >= 0; ii--)
						drawOrder[ii] = -1;
					int[] unchanged = new int[slotCount - offsetCount];
					int originalIndex = 0, unchangedIndex = 0;
					for (int ii = 0; ii < offsetCount; ii++) {
						int slotIndex = ReadInt(input, true);
						// Collect unchanged items.
						while (originalIndex != slotIndex)
							unchanged[unchangedIndex++] = originalIndex++;
						// Set changed items.
						drawOrder[originalIndex + ReadInt(input, true)] = originalIndex++;
					}
					// Collect remaining unchanged items.
					while (originalIndex < slotCount)
						unchanged[unchangedIndex++] = originalIndex++;
					// Fill in unchanged items.
					for (int ii = slotCount - 1; ii >= 0; ii--)
						if (drawOrder[ii] == -1) drawOrder[ii] = unchanged[--unchangedIndex];
					timeline.SetFrame(i, ReadFloat(input), drawOrder);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[drawOrderCount - 1]);
			}

			// Event timeline.
			int eventCount = ReadInt(input, true);
			if (eventCount > 0) {
				EventTimeline timeline = new EventTimeline(eventCount);
				for (int i = 0; i < eventCount; i++) {
					float time = ReadFloat(input);
					EventData eventData = skeletonData.events.Items[ReadInt(input, true)];
					Event e = new Event(eventData);
					e.Int = ReadInt(input, false);
					e.Float = ReadFloat(input);
					e.String = ReadBoolean(input) ? ReadString(input) : eventData.String;
					timeline.SetFrame(i, time, e);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[eventCount - 1]);
			}

			timelines.TrimExcess();
			skeletonData.animations.Add(new Animation(name, timelines, duration));
		}
예제 #45
0
 internal void OnEvent(AnimationState state, int index, Event e)
 {
     if (Event != null) Event(state, new EventTriggeredArgs(index, e));
 }
예제 #46
0
		private void ReadAnimation (String name, Dictionary<String, Object> map, SkeletonData skeletonData) {
			var timelines = new List<Timeline>();
			float duration = 0;

			if (map.ContainsKey("bones")) {
				foreach (KeyValuePair<String, Object> entry in (Dictionary<String, Object>)map["bones"]) {
					String boneName = entry.Key;
					int boneIndex = skeletonData.FindBoneIndex(boneName);
					if (boneIndex == -1)
						throw new Exception("Bone not found: " + boneName);

					var timelineMap = (Dictionary<String, Object>)entry.Value;
					foreach (KeyValuePair<String, Object> timelineEntry in timelineMap) {
						var values = (List<Object>)timelineEntry.Value;
						String timelineName = (String)timelineEntry.Key;
						if (timelineName.Equals(TIMELINE_ROTATE)) {
							RotateTimeline timeline = new RotateTimeline(values.Count);
							timeline.boneIndex = boneIndex;

							int frameIndex = 0;
							foreach (Dictionary<String, Object> valueMap in values) {
								float time = (float)valueMap["time"];
								timeline.SetFrame(frameIndex, time, (float)valueMap["angle"]);
								ReadCurve(timeline, frameIndex, valueMap);
								frameIndex++;
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 2 - 2]);

						} else if (timelineName.Equals(TIMELINE_TRANSLATE) || timelineName.Equals(TIMELINE_SCALE)) {
							TranslateTimeline timeline;
							float timelineScale = 1;
							if (timelineName.Equals(TIMELINE_SCALE))
								timeline = new ScaleTimeline(values.Count);
							else {
								timeline = new TranslateTimeline(values.Count);
								timelineScale = Scale;
							}
							timeline.boneIndex = boneIndex;

							int frameIndex = 0;
							foreach (Dictionary<String, Object> valueMap in values) {
								float time = (float)valueMap["time"];
								float x = valueMap.ContainsKey("x") ? (float)valueMap["x"] : 0;
								float y = valueMap.ContainsKey("y") ? (float)valueMap["y"] : 0;
								timeline.SetFrame(frameIndex, time, (float)x * timelineScale, (float)y * timelineScale);
								ReadCurve(timeline, frameIndex, valueMap);
								frameIndex++;
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 3 - 3]);

						} else
							throw new Exception("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")");
					}
				}
			}

			if (map.ContainsKey("slots")) {
				foreach (KeyValuePair<String, Object> entry in (Dictionary<String, Object>)map["slots"]) {
					String slotName = entry.Key;
					int slotIndex = skeletonData.FindSlotIndex(slotName);
					var timelineMap = (Dictionary<String, Object>)entry.Value;

					foreach (KeyValuePair<String, Object> timelineEntry in timelineMap) {
						var values = (List<Object>)timelineEntry.Value;
						String timelineName = (String)timelineEntry.Key;
						if (timelineName.Equals(TIMELINE_COLOR)) {
							ColorTimeline timeline = new ColorTimeline(values.Count);
							timeline.slotIndex = slotIndex;

							int frameIndex = 0;
							foreach (Dictionary<String, Object> valueMap in values) {
								float time = (float)valueMap["time"];
								String c = (String)valueMap["color"];
								timeline.setFrame(frameIndex, time, ToColor(c, 0), ToColor(c, 1), ToColor(c, 2), ToColor(c, 3));
								ReadCurve(timeline, frameIndex, valueMap);
								frameIndex++;
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 5 - 5]);

						} else if (timelineName.Equals(TIMELINE_ATTACHMENT)) {
							AttachmentTimeline timeline = new AttachmentTimeline(values.Count);
							timeline.slotIndex = slotIndex;

							int frameIndex = 0;
							foreach (Dictionary<String, Object> valueMap in values) {
								float time = (float)valueMap["time"];
								timeline.setFrame(frameIndex++, time, (String)valueMap["name"]);
							}
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);

						} else
							throw new Exception("Invalid timeline type for a slot: " + timelineName + " (" + slotName + ")");
					}
				}
			}

			if (map.ContainsKey("events")) {
				var eventsMap = (List<Object>)map["events"];
				EventTimeline timeline = new EventTimeline(eventsMap.Count);
				int frameIndex = 0;
				foreach (Dictionary<String, Object> eventMap in eventsMap) {
					EventData eventData = skeletonData.findEvent((String)eventMap["name"]);
					if (eventData == null) throw new Exception("Event not found: " + eventMap["name"]);
					Event e = new Event(eventData);
					e.Int = GetInt(eventMap, "int", eventData.Int);
					e.Float = GetFloat(eventMap, "float", eventData.Float);
					e.String = GetString(eventMap, "string", eventData.String);
					timeline.setFrame(frameIndex++, (float)eventMap["time"], e);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
			}

			if (map.ContainsKey("draworder")) {
				var values = (List<Object>)map["draworder"];
				DrawOrderTimeline timeline = new DrawOrderTimeline(values.Count);
				int slotCount = skeletonData.slots.Count;
				int frameIndex = 0;
				foreach (Dictionary<String, Object> drawOrderMap in values) {
					int[] drawOrder = null;
					if (drawOrderMap.ContainsKey("offsets")) {
						drawOrder = new int[slotCount];
						for (int i = slotCount - 1; i >= 0; i--)
							drawOrder[i] = -1;
						List<Object> offsets = (List<Object>)drawOrderMap["offsets"];
						int[] unchanged = new int[slotCount - offsets.Count];
						int originalIndex = 0, unchangedIndex = 0;
						foreach (Dictionary<String, Object> offsetMap in offsets) {
							int slotIndex = skeletonData.FindSlotIndex((String)offsetMap["slot"]);
							if (slotIndex == -1) throw new Exception("Slot not found: " + offsetMap["slot"]);
							// Collect unchanged items.
							while (originalIndex != slotIndex)
								unchanged[unchangedIndex++] = originalIndex++;
							// Set changed items.
							drawOrder[originalIndex + (int)(float)offsetMap["offset"]] = originalIndex++;
						}
						// Collect remaining unchanged items.
						while (originalIndex < slotCount)
							unchanged[unchangedIndex++] = originalIndex++;
						// Fill in unchanged items.
						for (int i = slotCount - 1; i >= 0; i--)
							if (drawOrder[i] == -1) drawOrder[i] = unchanged[--unchangedIndex];
					}
					timeline.setFrame(frameIndex++, (float)drawOrderMap["time"], drawOrder);
				}
				timelines.Add(timeline);
				duration = Math.Max(duration, timeline.frames[timeline.FrameCount - 1]);
			}

			timelines.TrimExcess();
			skeletonData.AddAnimation(new Animation(name, timelines, duration));
		}
예제 #47
0
 /// <summary>
 /// Event handler of the animation event.
 /// </summary>
 /// <param name="state">The state.</param>
 /// <param name="trackIndex">Index of the track.</param>
 /// <param name="e">event data.</param>
 private void OnEventAnimation(AnimationState state, int trackIndex, Event e)
 {
     if (this.EventAnimation != null)
     {
         this.EventAnimation(this, new SpineEvent(e));
     }
 }
예제 #48
0
 public EventTriggeredArgs(Event e)
 {
     Event = e;
 }