Files
SpineViewer/SpineRuntimes/SpineRuntime21/AnimationState.cs
2025-04-02 11:41:23 +08:00

301 lines
11 KiB
C#

/******************************************************************************
* 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;
using System.Text;
namespace SpineRuntime21 {
public class AnimationState {
private AnimationStateData data;
private List<TrackEntry> tracks = new List<TrackEntry>();
private List<Event> events = new List<Event>();
private float timeScale = 1;
public AnimationStateData Data { get { return data; } }
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
public List<TrackEntry> Tracks => tracks;
public delegate void StartEndDelegate(AnimationState state, int trackIndex);
public event StartEndDelegate Start;
public event StartEndDelegate End;
public delegate void EventDelegate(AnimationState state, int trackIndex, Event e);
public event EventDelegate Event;
public delegate void CompleteDelegate(AnimationState state, int trackIndex, int loopCount);
public event CompleteDelegate Complete;
public AnimationState (AnimationStateData data) {
if (data == null) throw new ArgumentNullException("data cannot be null.");
this.data = data;
}
public void Update (float delta) {
delta *= timeScale;
for (int i = 0; i < tracks.Count; i++) {
TrackEntry current = tracks[i];
if (current == null) continue;
float trackDelta = delta * current.timeScale;
float time = current.time + trackDelta;
float endTime = current.endTime;
current.time = time;
if (current.previous != null) {
current.previous.time += trackDelta;
current.mixTime += trackDelta;
}
// Check if completed the animation or a loop iteration.
if (current.loop ? (current.lastTime % endTime > time % endTime) : (current.lastTime < endTime && time >= endTime)) {
int count = (int)(time / endTime);
current.OnComplete(this, i, count);
if (Complete != null) Complete(this, i, count);
}
TrackEntry next = current.next;
if (next != null) {
next.time = current.lastTime - next.delay;
if (next.time >= 0) SetCurrent(i, next);
} else {
// End non-looping animation when it reaches its end time and there is no next entry.
if (!current.loop && current.lastTime >= current.endTime) ClearTrack(i);
}
}
}
public void Apply (Skeleton skeleton) {
List<Event> events = this.events;
for (int i = 0; i < tracks.Count; i++) {
TrackEntry current = tracks[i];
if (current == null) continue;
events.Clear();
float time = current.time;
bool loop = current.loop;
if (!loop && time > current.endTime) time = current.endTime;
TrackEntry previous = current.previous;
if (previous == null) {
if (current.mix == 1)
current.animation.Apply(skeleton, current.lastTime, time, loop, events);
else
current.animation.Mix(skeleton, current.lastTime, time, loop, events, current.mix);
} else {
float previousTime = previous.time;
if (!previous.loop && previousTime > previous.endTime) previousTime = previous.endTime;
previous.animation.Apply(skeleton, previousTime, previousTime, previous.loop, null);
float alpha = current.mixTime / current.mixDuration * current.mix;
if (alpha >= 1) {
alpha = 1;
current.previous = null;
}
current.animation.Mix(skeleton, current.lastTime, time, loop, events, alpha);
}
for (int ii = 0, nn = events.Count; ii < nn; ii++) {
Event e = events[ii];
current.OnEvent(this, i, e);
if (Event != null) Event(this, i, e);
}
current.lastTime = current.time;
}
}
public void ClearTracks () {
for (int i = 0, n = tracks.Count; i < n; i++)
ClearTrack(i);
tracks.Clear();
}
public void ClearTrack (int trackIndex) {
if (trackIndex >= tracks.Count) return;
TrackEntry current = tracks[trackIndex];
if (current == null) return;
current.OnEnd(this, trackIndex);
if (End != null) End(this, trackIndex);
tracks[trackIndex] = null;
}
private TrackEntry ExpandToIndex (int index) {
if (index < tracks.Count) return tracks[index];
while (index >= tracks.Count)
tracks.Add(null);
return null;
}
private void SetCurrent (int index, TrackEntry entry) {
TrackEntry current = ExpandToIndex(index);
if (current != null) {
TrackEntry previous = current.previous;
current.previous = null;
current.OnEnd(this, index);
if (End != null) End(this, index);
entry.mixDuration = data.GetMix(current.animation, entry.animation);
if (entry.mixDuration > 0) {
entry.mixTime = 0;
// If a mix is in progress, mix from the closest animation.
if (previous != null && current.mixTime / current.mixDuration < 0.5f)
entry.previous = previous;
else
entry.previous = current;
}
}
tracks[index] = entry;
entry.OnStart(this, index);
if (Start != null) Start(this, index);
}
public TrackEntry SetAnimation (int trackIndex, String animationName, bool loop) {
Animation animation = data.skeletonData.FindAnimation(animationName);
if (animation == null) throw new ArgumentException("Animation not found: " + animationName);
return SetAnimation(trackIndex, animation, loop);
}
/// <summary>Set the current animation. Any queued animations are cleared.</summary>
public TrackEntry SetAnimation (int trackIndex, Animation animation, bool loop) {
if (animation == null) throw new ArgumentException("animation cannot be null.");
TrackEntry entry = new TrackEntry();
entry.animation = animation;
entry.loop = loop;
entry.time = 0;
entry.endTime = animation.Duration;
SetCurrent(trackIndex, entry);
return entry;
}
public TrackEntry AddAnimation (int trackIndex, String animationName, bool loop, float delay) {
Animation animation = data.skeletonData.FindAnimation(animationName);
if (animation == null) throw new ArgumentException("Animation not found: " + animationName);
return AddAnimation(trackIndex, animation, loop, delay);
}
/// <summary>Adds an animation to be played delay seconds after the current or last queued animation.</summary>
/// <param name="delay">May be <= 0 to use duration of previous animation minus any mix duration plus the negative delay.</param>
public TrackEntry AddAnimation (int trackIndex, Animation animation, bool loop, float delay) {
if (animation == null) throw new ArgumentException("animation cannot be null.");
TrackEntry entry = new TrackEntry();
entry.animation = animation;
entry.loop = loop;
entry.time = 0;
entry.endTime = animation.Duration;
TrackEntry last = ExpandToIndex(trackIndex);
if (last != null) {
while (last.next != null)
last = last.next;
last.next = entry;
} else
tracks[trackIndex] = entry;
if (delay <= 0) {
if (last != null)
delay += last.endTime - data.GetMix(last.animation, animation);
else
delay = 0;
}
entry.delay = delay;
return entry;
}
/// <returns>May be null.</returns>
public TrackEntry GetCurrent (int trackIndex) {
if (trackIndex >= tracks.Count) return null;
return tracks[trackIndex];
}
override public String ToString () {
StringBuilder buffer = new StringBuilder();
for (int i = 0, n = tracks.Count; i < n; i++) {
TrackEntry entry = tracks[i];
if (entry == null) continue;
if (buffer.Length > 0) buffer.Append(", ");
buffer.Append(entry.ToString());
}
if (buffer.Length == 0) return "<none>";
return buffer.ToString();
}
}
public class TrackEntry {
internal TrackEntry next, previous;
internal Animation animation;
internal bool loop;
internal float delay, time, lastTime = -1, endTime, timeScale = 1;
internal float mixTime, mixDuration, mix = 1;
public Animation Animation { get { return animation; } }
public float Delay { get { return delay; } set { delay = value; } }
public float Time { get { return time; } set { time = value; } }
public float LastTime { get { return lastTime; } set { lastTime = value; } }
public float EndTime { get { return endTime; } set { endTime = value; } }
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
public float Mix { get { return mix; } set { mix = value; } }
public bool Loop { get { return loop; } set { loop = value; } }
public event AnimationState.StartEndDelegate Start;
public event AnimationState.StartEndDelegate End;
public event AnimationState.EventDelegate Event;
public event AnimationState.CompleteDelegate Complete;
internal void OnStart (AnimationState state, int index) {
if (Start != null) Start(state, index);
}
internal void OnEnd (AnimationState state, int index) {
if (End != null) End(state, index);
}
internal void OnEvent (AnimationState state, int index, Event e) {
if (Event != null) Event(state, index, e);
}
internal void OnComplete (AnimationState state, int index, int loopCount) {
if (Complete != null) Complete(state, index, loopCount);
}
override public String ToString () {
return animation == null ? "<none>" : animation.name;
}
}
}