ISkeletonAnimation.cs 4.7 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated July 28, 2023. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2023, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software or
  13. * otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
  27. * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. namespace Spine.Unity {
  30. public enum UpdateMode {
  31. Nothing = 0,
  32. OnlyAnimationStatus,
  33. OnlyEventTimelines = 4, // added as index 4 to keep scene behavior unchanged.
  34. EverythingExceptMesh = 2,
  35. FullUpdate,
  36. //Reserved 4 for OnlyEventTimelines
  37. };
  38. public enum UpdateTiming {
  39. ManualUpdate = 0,
  40. InUpdate,
  41. InFixedUpdate,
  42. InLateUpdate
  43. }
  44. public delegate void ISkeletonAnimationDelegate (ISkeletonAnimation animated);
  45. public delegate void UpdateBonesDelegate (ISkeletonAnimation animated);
  46. public interface ISpineComponent { }
  47. public static class ISpineComponentExtensions {
  48. public static bool IsNullOrDestroyed (this ISpineComponent component) {
  49. if (component == null) return true;
  50. return (UnityEngine.Object)component == null;
  51. }
  52. }
  53. /// <summary>A Spine-Unity Component that animates a Skeleton but not necessarily with a Spine.AnimationState.</summary>
  54. public interface ISkeletonAnimation : ISpineComponent {
  55. event ISkeletonAnimationDelegate OnAnimationRebuild;
  56. event UpdateBonesDelegate UpdateLocal;
  57. event UpdateBonesDelegate UpdateWorld;
  58. event UpdateBonesDelegate UpdateComplete;
  59. Skeleton Skeleton { get; }
  60. UpdateTiming UpdateTiming { get; set; }
  61. }
  62. /// <summary>Holds a reference to a SkeletonDataAsset.</summary>
  63. public interface IHasSkeletonDataAsset : ISpineComponent {
  64. /// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
  65. SkeletonDataAsset SkeletonDataAsset { get; }
  66. }
  67. /// <summary>A Spine-Unity Component that manages a Spine.Skeleton instance, instantiated from a SkeletonDataAsset.</summary>
  68. public interface ISkeletonComponent : ISpineComponent {
  69. /// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
  70. //[System.Obsolete]
  71. SkeletonDataAsset SkeletonDataAsset { get; }
  72. /// <summary>Gets the Spine.Skeleton instance of the Spine Component. This is equivalent to SkeletonRenderer's .skeleton.</summary>
  73. Skeleton Skeleton { get; }
  74. }
  75. /// <summary>A Spine-Unity Component that uses a Spine.AnimationState to animate its skeleton.</summary>
  76. public interface IAnimationStateComponent : ISpineComponent {
  77. /// <summary>Gets the Spine.AnimationState of the animated Spine Component. This is equivalent to SkeletonAnimation.state.</summary>
  78. AnimationState AnimationState { get; }
  79. /// <summary>If enabled, AnimationState time is advanced by Unscaled Game Time
  80. /// (<c>Time.unscaledDeltaTime</c> instead of the default Game Time(<c>Time.deltaTime</c>).
  81. /// to animate independent of game <c>Time.timeScale</c>.
  82. /// Instance SkeletonGraphic.timeScale and SkeletonAnimation.timeScale will still be applied.</summary>
  83. bool UnscaledTime { get; set; }
  84. }
  85. /// <summary>A Spine-Unity Component that holds a reference to a SkeletonRenderer.</summary>
  86. public interface IHasSkeletonRenderer : ISpineComponent {
  87. SkeletonRenderer SkeletonRenderer { get; }
  88. }
  89. /// <summary>A Spine-Unity Component that holds a reference to an ISkeletonComponent.</summary>
  90. public interface IHasSkeletonComponent : ISpineComponent {
  91. ISkeletonComponent SkeletonComponent { get; }
  92. }
  93. }