/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), you * may not (a) modify, translate, adapt or otherwise create derivative works, * improvements of the Software or develop new applications using the Software * or (b) remove, delete, alter or obscure any trademarks or any copyright, * trademark, patent or other intellectual property or proprietary rights * notices on or in the Software, including any copy thereof. Redistributions * in binary or source form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; using System.Collections.Generic; namespace SpineRuntime21 { public class Animation { internal List timelines; internal float duration; internal String name; public String Name { get { return name; } } public List Timelines { get { return timelines; } set { timelines = value; } } public float Duration { get { return duration; } set { duration = value; } } public Animation (String name, List timelines, float duration) { if (name == null) throw new ArgumentNullException("name cannot be null."); if (timelines == null) throw new ArgumentNullException("timelines cannot be null."); this.name = name; this.timelines = timelines; this.duration = duration; } /// Poses the skeleton at the specified time for this animation. /// The last time the animation was applied. /// Any triggered events are added. public void Apply (Skeleton skeleton, float lastTime, float time, bool loop, List events) { if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null."); if (loop && duration != 0) { time %= duration; lastTime %= duration; } List timelines = this.timelines; for (int i = 0, n = timelines.Count; i < n; i++) timelines[i].Apply(skeleton, lastTime, time, events, 1); } /// Poses the skeleton at the specified time for this animation mixed with the current pose. /// The last time the animation was applied. /// Any triggered events are added. /// The amount of this animation that affects the current pose. public void Mix (Skeleton skeleton, float lastTime, float time, bool loop, List events, float alpha) { if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null."); if (loop && duration != 0) { time %= duration; lastTime %= duration; } List timelines = this.timelines; for (int i = 0, n = timelines.Count; i < n; i++) timelines[i].Apply(skeleton, lastTime, time, events, alpha); } /// After the first and before the last entry. internal static int binarySearch (float[] values, float target, int step) { int low = 0; int high = values.Length / step - 2; if (high == 0) return step; int current = (int)((uint)high >> 1); while (true) { if (values[(current + 1) * step] <= target) low = current + 1; else high = current; if (low == high) return (low + 1) * step; current = (int)((uint)(low + high) >> 1); } } /// After the first and before the last entry. internal static int binarySearch (float[] values, float target) { int low = 0; int high = values.Length - 2; if (high == 0) return 1; int current = (int)((uint)high >> 1); while (true) { if (values[(current + 1)] <= target) low = current + 1; else high = current; if (low == high) return (low + 1); current = (int)((uint)(low + high) >> 1); } } internal static int linearSearch (float[] values, float target, int step) { for (int i = 0, last = values.Length - step; i <= last; i += step) if (values[i] > target) return i; return -1; } } public interface Timeline { /// Sets the value(s) for the specified time. /// May be null to not collect fired events. void Apply (Skeleton skeleton, float lastTime, float time, List events, float alpha); } /// Base class for frames that use an interpolation bezier curve. abstract public class CurveTimeline : Timeline { protected const float LINEAR = 0, STEPPED = 1, BEZIER = 2; protected const int BEZIER_SEGMENTS = 10, BEZIER_SIZE = BEZIER_SEGMENTS * 2 - 1; private float[] curves; // type, x, y, ... public int FrameCount { get { return curves.Length / BEZIER_SIZE + 1; } } public CurveTimeline (int frameCount) { curves = new float[(frameCount - 1) * BEZIER_SIZE]; } abstract public void Apply (Skeleton skeleton, float lastTime, float time, List firedEvents, float alpha); public void SetLinear (int frameIndex) { curves[frameIndex * BEZIER_SIZE] = LINEAR; } public void SetStepped (int frameIndex) { curves[frameIndex * BEZIER_SIZE] = STEPPED; } /// Sets the control handle positions for an interpolation bezier curve used to transition from this keyframe to the next. /// cx1 and cx2 are from 0 to 1, representing the percent of time between the two keyframes. cy1 and cy2 are the percent of /// the difference between the keyframe's values. public void SetCurve (int frameIndex, float cx1, float cy1, float cx2, float cy2) { float subdiv1 = 1f / BEZIER_SEGMENTS, subdiv2 = subdiv1 * subdiv1, subdiv3 = subdiv2 * subdiv1; float pre1 = 3 * subdiv1, pre2 = 3 * subdiv2, pre4 = 6 * subdiv2, pre5 = 6 * subdiv3; float tmp1x = -cx1 * 2 + cx2, tmp1y = -cy1 * 2 + cy2, tmp2x = (cx1 - cx2) * 3 + 1, tmp2y = (cy1 - cy2) * 3 + 1; float dfx = cx1 * pre1 + tmp1x * pre2 + tmp2x * subdiv3, dfy = cy1 * pre1 + tmp1y * pre2 + tmp2y * subdiv3; float ddfx = tmp1x * pre4 + tmp2x * pre5, ddfy = tmp1y * pre4 + tmp2y * pre5; float dddfx = tmp2x * pre5, dddfy = tmp2y * pre5; int i = frameIndex * BEZIER_SIZE; float[] curves = this.curves; curves[i++] = BEZIER; float x = dfx, y = dfy; for (int n = i + BEZIER_SIZE - 1; i < n; i += 2) { curves[i] = x; curves[i + 1] = y; dfx += ddfx; dfy += ddfy; ddfx += dddfx; ddfy += dddfy; x += dfx; y += dfy; } } public float GetCurvePercent (int frameIndex, float percent) { float[] curves = this.curves; int i = frameIndex * BEZIER_SIZE; float type = curves[i]; if (type == LINEAR) return percent; if (type == STEPPED) return 0; i++; float x = 0; for (int start = i, n = i + BEZIER_SIZE - 1; i < n; i += 2) { x = curves[i]; if (x >= percent) { float prevX, prevY; if (i == start) { prevX = 0; prevY = 0; } else { prevX = curves[i - 2]; prevY = curves[i - 1]; } return prevY + (curves[i + 1] - prevY) * (percent - prevX) / (x - prevX); } } float y = curves[i - 1]; return y + (1 - y) * (percent - x) / (1 - x); // Last point is 1,1. } public float GetCurveType (int frameIndex) { return curves[frameIndex * BEZIER_SIZE]; } } public class RotateTimeline : CurveTimeline { protected const int PREV_FRAME_TIME = -2; protected const int FRAME_VALUE = 1; internal int boneIndex; internal float[] frames; public int BoneIndex { get { return boneIndex; } set { boneIndex = value; } } public float[] Frames { get { return frames; } set { frames = value; } } // time, value, ... public RotateTimeline (int frameCount) : base(frameCount) { frames = new float[frameCount << 1]; } /// Sets the time and value of the specified keyframe. public void SetFrame (int frameIndex, float time, float angle) { frameIndex *= 2; frames[frameIndex] = time; frames[frameIndex + 1] = angle; } override public void Apply (Skeleton skeleton, float lastTime, float time, List firedEvents, float alpha) { float[] frames = this.frames; if (time < frames[0]) return; // Time is before first frame. Bone bone = skeleton.bones[boneIndex]; float amount; if (time >= frames[frames.Length - 2]) { // Time is after last frame. amount = bone.data.rotation + frames[frames.Length - 1] - bone.rotation; while (amount > 180) amount -= 360; while (amount < -180) amount += 360; bone.rotation += amount * alpha; return; } // Interpolate between the previous frame and the current frame. int frameIndex = Animation.binarySearch(frames, time, 2); float prevFrameValue = frames[frameIndex - 1]; float frameTime = frames[frameIndex]; float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime); percent = GetCurvePercent((frameIndex >> 1) - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); amount = frames[frameIndex + FRAME_VALUE] - prevFrameValue; while (amount > 180) amount -= 360; while (amount < -180) amount += 360; amount = bone.data.rotation + (prevFrameValue + amount * percent) - bone.rotation; while (amount > 180) amount -= 360; while (amount < -180) amount += 360; bone.rotation += amount * alpha; } } public class TranslateTimeline : CurveTimeline { protected const int PREV_FRAME_TIME = -3; protected const int FRAME_X = 1; protected const int FRAME_Y = 2; internal int boneIndex; internal float[] frames; public int BoneIndex { get { return boneIndex; } set { boneIndex = value; } } public float[] Frames { get { return frames; } set { frames = value; } } // time, value, value, ... public TranslateTimeline (int frameCount) : base(frameCount) { frames = new float[frameCount * 3]; } /// Sets the time and value of the specified keyframe. public void SetFrame (int frameIndex, float time, float x, float y) { frameIndex *= 3; frames[frameIndex] = time; frames[frameIndex + 1] = x; frames[frameIndex + 2] = y; } override public void Apply (Skeleton skeleton, float lastTime, float time, List firedEvents, float alpha) { float[] frames = this.frames; if (time < frames[0]) return; // Time is before first frame. Bone bone = skeleton.bones[boneIndex]; if (time >= frames[frames.Length - 3]) { // Time is after last frame. bone.x += (bone.data.x + frames[frames.Length - 2] - bone.x) * alpha; bone.y += (bone.data.y + frames[frames.Length - 1] - bone.y) * alpha; return; } // Interpolate between the previous frame and the current frame. int frameIndex = Animation.binarySearch(frames, time, 3); float prevFrameX = frames[frameIndex - 2]; float prevFrameY = frames[frameIndex - 1]; float frameTime = frames[frameIndex]; float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime); percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); bone.x += (bone.data.x + prevFrameX + (frames[frameIndex + FRAME_X] - prevFrameX) * percent - bone.x) * alpha; bone.y += (bone.data.y + prevFrameY + (frames[frameIndex + FRAME_Y] - prevFrameY) * percent - bone.y) * alpha; } } public class ScaleTimeline : TranslateTimeline { public ScaleTimeline (int frameCount) : base(frameCount) { } override public void Apply (Skeleton skeleton, float lastTime, float time, List firedEvents, float alpha) { float[] frames = this.frames; if (time < frames[0]) return; // Time is before first frame. Bone bone = skeleton.bones[boneIndex]; if (time >= frames[frames.Length - 3]) { // Time is after last frame. bone.scaleX += (bone.data.scaleX * frames[frames.Length - 2] - bone.scaleX) * alpha; bone.scaleY += (bone.data.scaleY * frames[frames.Length - 1] - bone.scaleY) * alpha; return; } // Interpolate between the previous frame and the current frame. int frameIndex = Animation.binarySearch(frames, time, 3); float prevFrameX = frames[frameIndex - 2]; float prevFrameY = frames[frameIndex - 1]; float frameTime = frames[frameIndex]; float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime); percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); bone.scaleX += (bone.data.scaleX * (prevFrameX + (frames[frameIndex + FRAME_X] - prevFrameX) * percent) - bone.scaleX) * alpha; bone.scaleY += (bone.data.scaleY * (prevFrameY + (frames[frameIndex + FRAME_Y] - prevFrameY) * percent) - bone.scaleY) * alpha; } } public class ColorTimeline : CurveTimeline { protected const int PREV_FRAME_TIME = -5; protected const int FRAME_R = 1; protected const int FRAME_G = 2; protected const int FRAME_B = 3; protected const int FRAME_A = 4; internal int slotIndex; internal float[] frames; public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } } public float[] Frames { get { return frames; } set { frames = value; } } // time, r, g, b, a, ... public ColorTimeline (int frameCount) : base(frameCount) { frames = new float[frameCount * 5]; } /// Sets the time and value of the specified keyframe. public void SetFrame (int frameIndex, float time, float r, float g, float b, float a) { frameIndex *= 5; frames[frameIndex] = time; frames[frameIndex + 1] = r; frames[frameIndex + 2] = g; frames[frameIndex + 3] = b; frames[frameIndex + 4] = a; } override public void Apply (Skeleton skeleton, float lastTime, float time, List firedEvents, float alpha) { float[] frames = this.frames; if (time < frames[0]) return; // Time is before first frame. float r, g, b, a; if (time >= frames[frames.Length - 5]) { // Time is after last frame. int i = frames.Length - 1; r = frames[i - 3]; g = frames[i - 2]; b = frames[i - 1]; a = frames[i]; } else { // Interpolate between the previous frame and the current frame. int frameIndex = Animation.binarySearch(frames, time, 5); float prevFrameR = frames[frameIndex - 4]; float prevFrameG = frames[frameIndex - 3]; float prevFrameB = frames[frameIndex - 2]; float prevFrameA = frames[frameIndex - 1]; float frameTime = frames[frameIndex]; float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime); percent = GetCurvePercent(frameIndex / 5 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); r = prevFrameR + (frames[frameIndex + FRAME_R] - prevFrameR) * percent; g = prevFrameG + (frames[frameIndex + FRAME_G] - prevFrameG) * percent; b = prevFrameB + (frames[frameIndex + FRAME_B] - prevFrameB) * percent; a = prevFrameA + (frames[frameIndex + FRAME_A] - prevFrameA) * percent; } Slot slot = skeleton.slots[slotIndex]; if (alpha < 1) { slot.r += (r - slot.r) * alpha; slot.g += (g - slot.g) * alpha; slot.b += (b - slot.b) * alpha; slot.a += (a - slot.a) * alpha; } else { slot.r = r; slot.g = g; slot.b = b; slot.a = a; } } } public class AttachmentTimeline : Timeline { internal int slotIndex; internal float[] frames; private String[] attachmentNames; public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } } public float[] Frames { get { return frames; } set { frames = value; } } // time, ... public String[] AttachmentNames { get { return attachmentNames; } set { attachmentNames = value; } } public int FrameCount { get { return frames.Length; } } public AttachmentTimeline (int frameCount) { frames = new float[frameCount]; attachmentNames = new String[frameCount]; } /// Sets the time and value of the specified keyframe. public void SetFrame (int frameIndex, float time, String attachmentName) { frames[frameIndex] = time; attachmentNames[frameIndex] = attachmentName; } public void Apply (Skeleton skeleton, float lastTime, float time, List firedEvents, float alpha) { float[] frames = this.frames; if (time < frames[0]) { if (lastTime > time) Apply(skeleton, lastTime, int.MaxValue, null, 0); return; } else if (lastTime > time) // lastTime = -1; int frameIndex = (time >= frames[frames.Length - 1] ? frames.Length : Animation.binarySearch(frames, time)) - 1; if (frames[frameIndex] < lastTime) return; String attachmentName = attachmentNames[frameIndex]; skeleton.slots[slotIndex].Attachment = attachmentName == null ? null : skeleton.GetAttachment(slotIndex, attachmentName); } } public class EventTimeline : Timeline { internal float[] frames; private Event[] events; public float[] Frames { get { return frames; } set { frames = value; } } // time, ... public Event[] Events { get { return events; } set { events = value; } } public int FrameCount { get { return frames.Length; } } public EventTimeline (int frameCount) { frames = new float[frameCount]; events = new Event[frameCount]; } /// Sets the time and value of the specified keyframe. public void SetFrame (int frameIndex, float time, Event e) { frames[frameIndex] = time; events[frameIndex] = e; } /// Fires events for frames > lastTime and <= time. public void Apply (Skeleton skeleton, float lastTime, float time, List firedEvents, float alpha) { if (firedEvents == null) return; float[] frames = this.frames; int frameCount = frames.Length; if (lastTime > time) { // Fire events after last time for looped animations. Apply(skeleton, lastTime, int.MaxValue, firedEvents, alpha); lastTime = -1f; } else if (lastTime >= frames[frameCount - 1]) // Last time is after last frame. return; if (time < frames[0]) return; // Time is before first frame. int frameIndex; if (lastTime < frames[0]) frameIndex = 0; else { frameIndex = Animation.binarySearch(frames, lastTime); float frame = frames[frameIndex]; while (frameIndex > 0) { // Fire multiple events with the same frame. if (frames[frameIndex - 1] != frame) break; frameIndex--; } } for (; frameIndex < frameCount && time >= frames[frameIndex]; frameIndex++) firedEvents.Add(events[frameIndex]); } } public class DrawOrderTimeline : Timeline { internal float[] frames; private int[][] drawOrders; public float[] Frames { get { return frames; } set { frames = value; } } // time, ... public int[][] DrawOrders { get { return drawOrders; } set { drawOrders = value; } } public int FrameCount { get { return frames.Length; } } public DrawOrderTimeline (int frameCount) { frames = new float[frameCount]; drawOrders = new int[frameCount][]; } /// Sets the time and value of the specified keyframe. /// May be null to use bind pose draw order. public void SetFrame (int frameIndex, float time, int[] drawOrder) { frames[frameIndex] = time; drawOrders[frameIndex] = drawOrder; } public void Apply (Skeleton skeleton, float lastTime, float time, List firedEvents, float alpha) { float[] frames = this.frames; if (time < frames[0]) return; // Time is before first frame. int frameIndex; if (time >= frames[frames.Length - 1]) // Time is after last frame. frameIndex = frames.Length - 1; else frameIndex = Animation.binarySearch(frames, time) - 1; List drawOrder = skeleton.drawOrder; List slots = skeleton.slots; int[] drawOrderToSetupIndex = drawOrders[frameIndex]; if (drawOrderToSetupIndex == null) { drawOrder.Clear(); drawOrder.AddRange(slots); } else { for (int i = 0, n = drawOrderToSetupIndex.Length; i < n; i++) drawOrder[i] = slots[drawOrderToSetupIndex[i]]; } } } public class FFDTimeline : CurveTimeline { internal int slotIndex; internal float[] frames; private float[][] frameVertices; internal Attachment attachment; public int SlotIndex { get { return slotIndex; } set { slotIndex = value; } } public float[] Frames { get { return frames; } set { frames = value; } } // time, ... public float[][] Vertices { get { return frameVertices; } set { frameVertices = value; } } public Attachment Attachment { get { return attachment; } set { attachment = value; } } public FFDTimeline (int frameCount) : base(frameCount) { frames = new float[frameCount]; frameVertices = new float[frameCount][]; } /// Sets the time and value of the specified keyframe. public void SetFrame (int frameIndex, float time, float[] vertices) { frames[frameIndex] = time; frameVertices[frameIndex] = vertices; } override public void Apply (Skeleton skeleton, float lastTime, float time, List firedEvents, float alpha) { Slot slot = skeleton.slots[slotIndex]; if (slot.attachment != attachment) return; float[] frames = this.frames; if (time < frames[0]) return; // Time is before first frame. float[][] frameVertices = this.frameVertices; int vertexCount = frameVertices[0].Length; float[] vertices = slot.attachmentVertices; if (vertices.Length < vertexCount) { vertices = new float[vertexCount]; slot.attachmentVertices = vertices; } if (vertices.Length != vertexCount) alpha = 1; // Don't mix from uninitialized slot vertices. slot.attachmentVerticesCount = vertexCount; if (time >= frames[frames.Length - 1]) { // Time is after last frame. float[] lastVertices = frameVertices[frames.Length - 1]; if (alpha < 1) { for (int i = 0; i < vertexCount; i++) { float vertex = vertices[i]; vertices[i] = vertex + (lastVertices[i] - vertex) * alpha; } } else Array.Copy(lastVertices, 0, vertices, 0, vertexCount); return; } // Interpolate between the previous frame and the current frame. int frameIndex = Animation.binarySearch(frames, time); float frameTime = frames[frameIndex]; float percent = 1 - (time - frameTime) / (frames[frameIndex - 1] - frameTime); percent = GetCurvePercent(frameIndex - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); float[] prevVertices = frameVertices[frameIndex - 1]; float[] nextVertices = frameVertices[frameIndex]; if (alpha < 1) { for (int i = 0; i < vertexCount; i++) { float prev = prevVertices[i]; float vertex = vertices[i]; vertices[i] = vertex + (prev + (nextVertices[i] - prev) * percent - vertex) * alpha; } } else { for (int i = 0; i < vertexCount; i++) { float prev = prevVertices[i]; vertices[i] = prev + (nextVertices[i] - prev) * percent; } } } } public class IkConstraintTimeline : CurveTimeline { private const int PREV_FRAME_TIME = -3; private const int PREV_FRAME_MIX = -2; private const int PREV_FRAME_BEND_DIRECTION = -1; private const int FRAME_MIX = 1; internal int ikConstraintIndex; internal float[] frames; public int IkConstraintIndex { get { return ikConstraintIndex; } set { ikConstraintIndex = value; } } public float[] Frames { get { return frames; } set { frames = value; } } // time, mix, bendDirection, ... public IkConstraintTimeline (int frameCount) : base(frameCount) { frames = new float[frameCount * 3]; } /** Sets the time, mix and bend direction of the specified keyframe. */ public void SetFrame (int frameIndex, float time, float mix, int bendDirection) { frameIndex *= 3; frames[frameIndex] = time; frames[frameIndex + 1] = mix; frames[frameIndex + 2] = bendDirection; } override public void Apply (Skeleton skeleton, float lastTime, float time, List firedEvents, float alpha) { float[] frames = this.frames; if (time < frames[0]) return; // Time is before first frame. IkConstraint ikConstraint = skeleton.ikConstraints[ikConstraintIndex]; if (time >= frames[frames.Length - 3]) { // Time is after last frame. ikConstraint.mix += (frames[frames.Length - 2] - ikConstraint.mix) * alpha; ikConstraint.bendDirection = (int)frames[frames.Length - 1]; return; } // Interpolate between the previous frame and the current frame. int frameIndex = Animation.binarySearch(frames, time, 3); float prevFrameMix = frames[frameIndex + PREV_FRAME_MIX]; float frameTime = frames[frameIndex]; float percent = 1 - (time - frameTime) / (frames[frameIndex + PREV_FRAME_TIME] - frameTime); percent = GetCurvePercent(frameIndex / 3 - 1, percent < 0 ? 0 : (percent > 1 ? 1 : percent)); float mix = prevFrameMix + (frames[frameIndex + FRAME_MIX] - prevFrameMix) * percent; ikConstraint.mix += (mix - ikConstraint.mix) * alpha; ikConstraint.bendDirection = (int)frames[frameIndex + PREV_FRAME_BEND_DIRECTION]; } } public class FlipXTimeline : Timeline { internal int boneIndex; internal float[] frames; public int BoneIndex { get { return boneIndex; } set { boneIndex = value; } } public float[] Frames { get { return frames; } set { frames = value; } } // time, flip, ... public int FrameCount { get { return frames.Length >> 1; } } public FlipXTimeline (int frameCount) { frames = new float[frameCount << 1]; } /// Sets the time and value of the specified keyframe. public void SetFrame (int frameIndex, float time, bool flip) { frameIndex *= 2; frames[frameIndex] = time; frames[frameIndex + 1] = flip ? 1 : 0; } public void Apply (Skeleton skeleton, float lastTime, float time, List firedEvents, float alpha) { float[] frames = this.frames; if (time < frames[0]) { if (lastTime > time) Apply(skeleton, lastTime, int.MaxValue, null, 0); return; } else if (lastTime > time) // lastTime = -1; int frameIndex = (time >= frames[frames.Length - 2] ? frames.Length : Animation.binarySearch(frames, time, 2)) - 2; if (frames[frameIndex] < lastTime) return; SetFlip(skeleton.bones[boneIndex], frames[frameIndex + 1] != 0); } virtual protected void SetFlip (Bone bone, bool flip) { bone.flipX = flip; } } public class FlipYTimeline : FlipXTimeline { public FlipYTimeline (int frameCount) : base(frameCount) { } override protected void SetFlip (Bone bone, bool flip) { bone.flipY = flip; } } }