mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-25 06:58:00 +01:00
1066 lines
42 KiB
C#
1066 lines
42 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.Collections.Generic;
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namespace Spine {
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public class AnimationState {
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static readonly Animation EmptyAnimation = new Animation("<empty>", new ExposedList<Timeline>(), 0);
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internal const int Subsequent = 0, First = 1, Dip = 2, DipMix = 3;
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private AnimationStateData data;
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Pool<TrackEntry> trackEntryPool = new Pool<TrackEntry>();
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private readonly ExposedList<TrackEntry> tracks = new ExposedList<TrackEntry>();
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private readonly ExposedList<Event> events = new ExposedList<Event>();
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private readonly EventQueue queue; // Initialized by constructor.
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private readonly HashSet<int> propertyIDs = new HashSet<int>();
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private readonly ExposedList<TrackEntry> mixingTo = new ExposedList<TrackEntry>();
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private bool animationsChanged;
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private float timeScale = 1;
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public AnimationStateData Data { get { return data; } }
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/// <summary>A list of tracks that have animations, which may contain nulls.</summary>
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public ExposedList<TrackEntry> Tracks { get { return tracks; } }
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public float TimeScale { get { return timeScale; } set { timeScale = value; } }
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public delegate void TrackEntryDelegate (TrackEntry trackEntry);
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public event TrackEntryDelegate Start, Interrupt, End, Dispose, Complete;
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public delegate void TrackEntryEventDelegate (TrackEntry trackEntry, Event e);
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public event TrackEntryEventDelegate Event;
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public AnimationState (AnimationStateData data) {
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if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
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this.data = data;
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this.queue = new EventQueue(
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this,
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delegate { this.animationsChanged = true; },
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trackEntryPool
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);
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}
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/// <summary>
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/// Increments the track entry times, setting queued animations as current if needed</summary>
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/// <param name="delta">delta time</param>
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public void Update (float delta) {
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delta *= timeScale;
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var tracksItems = tracks.Items;
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for (int i = 0, n = tracks.Count; i < n; i++) {
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TrackEntry current = tracksItems[i];
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if (current == null) continue;
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current.animationLast = current.nextAnimationLast;
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current.trackLast = current.nextTrackLast;
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float currentDelta = delta * current.timeScale;
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if (current.delay > 0) {
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current.delay -= currentDelta;
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if (current.delay > 0) continue;
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currentDelta = -current.delay;
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current.delay = 0;
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}
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TrackEntry next = current.next;
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if (next != null) {
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// When the next entry's delay is passed, change to the next entry, preserving leftover time.
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float nextTime = current.trackLast - next.delay;
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if (nextTime >= 0) {
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next.delay = 0;
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next.trackTime = nextTime + (delta * next.timeScale);
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current.trackTime += currentDelta;
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SetCurrent(i, next, true);
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while (next.mixingFrom != null) {
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next.mixTime += currentDelta;
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next = next.mixingFrom;
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}
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continue;
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}
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} else if (current.trackLast >= current.trackEnd && current.mixingFrom == null) {
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// Clear the track when there is no next entry, the track end time is reached, and there is no mixingFrom.
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tracksItems[i] = null;
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queue.End(current);
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DisposeNext(current);
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continue;
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}
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if (current.mixingFrom != null && UpdateMixingFrom(current, delta)) {
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// End mixing from entries once all have completed.
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var from = current.mixingFrom;
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current.mixingFrom = null;
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while (from != null) {
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queue.End(from);
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from = from.mixingFrom;
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}
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}
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current.trackTime += currentDelta;
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}
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queue.Drain();
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}
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/// <summary>Returns true when all mixing from entries are complete.</summary>
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private bool UpdateMixingFrom (TrackEntry to, float delta) {
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TrackEntry from = to.mixingFrom;
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if (from == null) return true;
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bool finished = UpdateMixingFrom(from, delta);
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from.animationLast = from.nextAnimationLast;
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from.trackLast = from.nextTrackLast;
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// Require mixTime > 0 to ensure the mixing from entry was applied at least once.
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if (to.mixTime > 0 && (to.mixTime >= to.mixDuration || to.timeScale == 0)) {
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// Require totalAlpha == 0 to ensure mixing is complete, unless mixDuration == 0 (the transition is a single frame).
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if (from.totalAlpha == 0 || to.mixDuration == 0) {
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to.mixingFrom = from.mixingFrom;
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to.interruptAlpha = from.interruptAlpha;
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queue.End(from);
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}
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return finished;
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}
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from.trackTime += delta * from.timeScale;
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to.mixTime += delta * to.timeScale;
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return false;
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}
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/// <summary>
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/// Poses the skeleton using the track entry animations. There are no side effects other than invoking listeners, so the
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/// animation state can be applied to multiple skeletons to pose them identically.</summary>
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public bool Apply (Skeleton skeleton) {
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if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
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if (animationsChanged) AnimationsChanged();
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var events = this.events;
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bool applied = false;
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var tracksItems = tracks.Items;
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for (int i = 0, m = tracks.Count; i < m; i++) {
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TrackEntry current = tracksItems[i];
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if (current == null || current.delay > 0) continue;
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applied = true;
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MixPose currentPose = i == 0 ? MixPose.Current : MixPose.CurrentLayered;
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// Apply mixing from entries first.
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float mix = current.alpha;
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if (current.mixingFrom != null)
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mix *= ApplyMixingFrom(current, skeleton, currentPose);
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else if (current.trackTime >= current.trackEnd && current.next == null) //
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mix = 0; // Set to setup pose the last time the entry will be applied.
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// Apply current entry.
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float animationLast = current.animationLast, animationTime = current.AnimationTime;
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int timelineCount = current.animation.timelines.Count;
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var timelines = current.animation.timelines;
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var timelinesItems = timelines.Items;
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if (mix == 1) {
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for (int ii = 0; ii < timelineCount; ii++)
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timelinesItems[ii].Apply(skeleton, animationLast, animationTime, events, 1, MixPose.Setup, MixDirection.In);
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} else {
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var timelineData = current.timelineData.Items;
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bool firstFrame = current.timelinesRotation.Count == 0;
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if (firstFrame) current.timelinesRotation.EnsureCapacity(timelines.Count << 1);
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var timelinesRotation = current.timelinesRotation.Items;
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for (int ii = 0; ii < timelineCount; ii++) {
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Timeline timeline = timelinesItems[ii];
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MixPose pose = timelineData[ii] >= AnimationState.First ? MixPose.Setup : currentPose;
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var rotateTimeline = timeline as RotateTimeline;
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if (rotateTimeline != null)
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ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, mix, pose, timelinesRotation, ii << 1, firstFrame);
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else
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timeline.Apply(skeleton, animationLast, animationTime, events, mix, pose, MixDirection.In);
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}
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}
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QueueEvents(current, animationTime);
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events.Clear(false);
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current.nextAnimationLast = animationTime;
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current.nextTrackLast = current.trackTime;
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}
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queue.Drain();
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return applied;
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}
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private float ApplyMixingFrom (TrackEntry to, Skeleton skeleton, MixPose currentPose) {
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TrackEntry from = to.mixingFrom;
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if (from.mixingFrom != null) ApplyMixingFrom(from, skeleton, currentPose);
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float mix;
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if (to.mixDuration == 0) { // Single frame mix to undo mixingFrom changes.
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mix = 1;
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currentPose = MixPose.Setup;
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} else {
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mix = to.mixTime / to.mixDuration;
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if (mix > 1) mix = 1;
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}
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var eventBuffer = mix < from.eventThreshold ? this.events : null;
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bool attachments = mix < from.attachmentThreshold, drawOrder = mix < from.drawOrderThreshold;
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float animationLast = from.animationLast, animationTime = from.AnimationTime;
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var timelines = from.animation.timelines;
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int timelineCount = timelines.Count;
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var timelinesItems = timelines.Items;
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var timelineData = from.timelineData.Items;
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var timelineDipMix = from.timelineDipMix.Items;
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bool firstFrame = from.timelinesRotation.Count == 0;
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if (firstFrame) from.timelinesRotation.Resize(timelines.Count << 1); // from.timelinesRotation.setSize
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var timelinesRotation = from.timelinesRotation.Items;
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MixPose pose;
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float alphaDip = from.alpha * to.interruptAlpha, alphaMix = alphaDip * (1 - mix), alpha;
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from.totalAlpha = 0;
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for (int i = 0; i < timelineCount; i++) {
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Timeline timeline = timelinesItems[i];
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switch (timelineData[i]) {
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case Subsequent:
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if (!attachments && timeline is AttachmentTimeline) continue;
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if (!drawOrder && timeline is DrawOrderTimeline) continue;
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pose = currentPose;
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alpha = alphaMix;
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break;
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case First:
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pose = MixPose.Setup;
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alpha = alphaMix;
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break;
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case Dip:
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pose = MixPose.Setup;
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alpha = alphaDip;
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break;
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default:
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pose = MixPose.Setup;
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TrackEntry dipMix = timelineDipMix[i];
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alpha = alphaDip * Math.Max(0, 1 - dipMix.mixTime / dipMix.mixDuration);
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break;
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}
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from.totalAlpha += alpha;
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var rotateTimeline = timeline as RotateTimeline;
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if (rotateTimeline != null) {
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ApplyRotateTimeline(rotateTimeline, skeleton, animationTime, alpha, pose, timelinesRotation, i << 1, firstFrame);
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} else {
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timeline.Apply(skeleton, animationLast, animationTime, eventBuffer, alpha, pose, MixDirection.Out);
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}
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}
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if (to.mixDuration > 0) QueueEvents(from, animationTime);
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this.events.Clear(false);
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from.nextAnimationLast = animationTime;
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from.nextTrackLast = from.trackTime;
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return mix;
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}
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static private void ApplyRotateTimeline (RotateTimeline rotateTimeline, Skeleton skeleton, float time, float alpha, MixPose pose,
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float[] timelinesRotation, int i, bool firstFrame) {
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if (firstFrame) timelinesRotation[i] = 0;
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if (alpha == 1) {
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rotateTimeline.Apply(skeleton, 0, time, null, 1, pose, MixDirection.In);
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return;
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}
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Bone bone = skeleton.bones.Items[rotateTimeline.boneIndex];
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float[] frames = rotateTimeline.frames;
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if (time < frames[0]) {
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if (pose == MixPose.Setup) bone.rotation = bone.data.rotation;
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return;
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}
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float r2;
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if (time >= frames[frames.Length - RotateTimeline.ENTRIES]) // Time is after last frame.
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r2 = bone.data.rotation + frames[frames.Length + RotateTimeline.PREV_ROTATION];
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else {
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// Interpolate between the previous frame and the current frame.
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int frame = Animation.BinarySearch(frames, time, RotateTimeline.ENTRIES);
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float prevRotation = frames[frame + RotateTimeline.PREV_ROTATION];
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float frameTime = frames[frame];
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float percent = rotateTimeline.GetCurvePercent((frame >> 1) - 1,
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1 - (time - frameTime) / (frames[frame + RotateTimeline.PREV_TIME] - frameTime));
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r2 = frames[frame + RotateTimeline.ROTATION] - prevRotation;
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r2 -= (16384 - (int)(16384.499999999996 - r2 / 360)) * 360;
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r2 = prevRotation + r2 * percent + bone.data.rotation;
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r2 -= (16384 - (int)(16384.499999999996 - r2 / 360)) * 360;
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}
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// Mix between rotations using the direction of the shortest route on the first frame while detecting crosses.
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float r1 = pose == MixPose.Setup ? bone.data.rotation : bone.rotation;
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float total, diff = r2 - r1;
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if (diff == 0) {
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total = timelinesRotation[i];
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} else {
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diff -= (16384 - (int)(16384.499999999996 - diff / 360)) * 360;
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float lastTotal, lastDiff;
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if (firstFrame) {
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lastTotal = 0;
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lastDiff = diff;
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} else {
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lastTotal = timelinesRotation[i]; // Angle and direction of mix, including loops.
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lastDiff = timelinesRotation[i + 1]; // Difference between bones.
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}
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bool current = diff > 0, dir = lastTotal >= 0;
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// Detect cross at 0 (not 180).
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if (Math.Sign(lastDiff) != Math.Sign(diff) && Math.Abs(lastDiff) <= 90) {
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// A cross after a 360 rotation is a loop.
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if (Math.Abs(lastTotal) > 180) lastTotal += 360 * Math.Sign(lastTotal);
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dir = current;
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}
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total = diff + lastTotal - lastTotal % 360; // Store loops as part of lastTotal.
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if (dir != current) total += 360 * Math.Sign(lastTotal);
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timelinesRotation[i] = total;
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}
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timelinesRotation[i + 1] = diff;
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r1 += total * alpha;
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bone.rotation = r1 - (16384 - (int)(16384.499999999996 - r1 / 360)) * 360;
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}
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private void QueueEvents (TrackEntry entry, float animationTime) {
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float animationStart = entry.animationStart, animationEnd = entry.animationEnd;
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float duration = animationEnd - animationStart;
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float trackLastWrapped = entry.trackLast % duration;
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// Queue events before complete.
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var events = this.events;
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var eventsItems = events.Items;
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int i = 0, n = events.Count;
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for (; i < n; i++) {
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var e = eventsItems[i];
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if (e.time < trackLastWrapped) break;
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if (e.time > animationEnd) continue; // Discard events outside animation start/end.
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queue.Event(entry, e);
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}
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// Queue complete if completed a loop iteration or the animation.
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bool complete = false;
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if (entry.loop)
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complete = duration == 0 || (trackLastWrapped > entry.trackTime % duration);
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else
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complete = animationTime >= animationEnd && entry.animationLast < animationEnd;
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if (complete) queue.Complete(entry);
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// Queue events after complete.
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for (; i < n; i++) {
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Event e = eventsItems[i];
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if (e.time < animationStart) continue; // Discard events outside animation start/end.
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queue.Event(entry, eventsItems[i]);
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}
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}
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/// <summary>
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/// Removes all animations from all tracks, leaving skeletons in their previous pose.
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/// It may be desired to use <see cref="AnimationState.SetEmptyAnimations(float)"/> to mix the skeletons back to the setup pose,
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/// rather than leaving them in their previous pose.</summary>
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public void ClearTracks () {
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bool oldDrainDisabled = queue.drainDisabled;
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queue.drainDisabled = true;
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for (int i = 0, n = tracks.Count; i < n; i++) {
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ClearTrack(i);
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}
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tracks.Clear();
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queue.drainDisabled = oldDrainDisabled;
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queue.Drain();
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}
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/// <summary>
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/// Removes all animations from the tracks, leaving skeletons in their previous pose.
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/// It may be desired to use <see cref="AnimationState.SetEmptyAnimations(float)"/> to mix the skeletons back to the setup pose,
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/// rather than leaving them in their previous pose.</summary>
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public void ClearTrack (int trackIndex) {
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if (trackIndex >= tracks.Count) return;
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TrackEntry current = tracks.Items[trackIndex];
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if (current == null) return;
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queue.End(current);
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DisposeNext(current);
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TrackEntry entry = current;
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while (true) {
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TrackEntry from = entry.mixingFrom;
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if (from == null) break;
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queue.End(from);
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entry.mixingFrom = null;
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entry = from;
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}
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tracks.Items[current.trackIndex] = null;
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queue.Drain();
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}
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/// <summary>Sets the active TrackEntry for a given track number.</summary>
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private void SetCurrent (int index, TrackEntry current, bool interrupt) {
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TrackEntry from = ExpandToIndex(index);
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tracks.Items[index] = current;
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if (from != null) {
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if (interrupt) queue.Interrupt(from);
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current.mixingFrom = from;
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current.mixTime = 0;
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// Store interrupted mix percentage.
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if (from.mixingFrom != null && from.mixDuration > 0)
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current.interruptAlpha *= Math.Min(1, from.mixTime / from.mixDuration);
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from.timelinesRotation.Clear(); // Reset rotation for mixing out, in case entry was mixed in.
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}
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queue.Start(current); // triggers AnimationsChanged
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}
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/// <summary>Sets an animation by name. <seealso cref="SetAnimation(int, Animation, bool)" /></summary>
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public TrackEntry SetAnimation (int trackIndex, string animationName, bool loop) {
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Animation animation = data.skeletonData.FindAnimation(animationName);
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if (animation == null) throw new ArgumentException("Animation not found: " + animationName, "animationName");
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return SetAnimation(trackIndex, animation, loop);
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}
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/// <summary>Sets the current animation for a track, discarding any queued animations.</summary>
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/// <param name="loop">If true, the animation will repeat.
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/// If false, it will not, instead its last frame is applied if played beyond its duration.
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/// In either case <see cref="TrackEntry.TrackEnd"/> determines when the track is cleared. </param>
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/// <returns>
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/// A track entry to allow further customization of animation playback. References to the track entry must not be kept
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/// after <see cref="AnimationState.Dispose"/>.</returns>
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public TrackEntry SetAnimation (int trackIndex, Animation animation, bool loop) {
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if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null.");
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bool interrupt = true;
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TrackEntry current = ExpandToIndex(trackIndex);
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if (current != null) {
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if (current.nextTrackLast == -1) {
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// Don't mix from an entry that was never applied.
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tracks.Items[trackIndex] = current.mixingFrom;
|
|
queue.Interrupt(current);
|
|
queue.End(current);
|
|
DisposeNext(current);
|
|
current = current.mixingFrom;
|
|
interrupt = false;
|
|
} else {
|
|
DisposeNext(current);
|
|
}
|
|
}
|
|
TrackEntry entry = NewTrackEntry(trackIndex, animation, loop, current);
|
|
SetCurrent(trackIndex, entry, interrupt);
|
|
queue.Drain();
|
|
return entry;
|
|
}
|
|
|
|
/// <summary>Queues an animation by name.</summary>
|
|
/// <seealso cref="AddAnimation(int, Animation, bool, float)" />
|
|
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, "animationName");
|
|
return AddAnimation(trackIndex, animation, loop, delay);
|
|
}
|
|
|
|
/// <summary>Adds an animation to be played delay seconds after the current or last queued animation
|
|
/// for a track. If the track is empty, it is equivalent to calling <see cref="SetAnimation"/>.</summary>
|
|
/// <param name="delay">
|
|
/// Seconds to begin this animation after the start of the previous animation. May be <= 0 to use the animation
|
|
/// duration of the previous track minus any mix duration plus the negative delay.
|
|
/// </param>
|
|
/// <returns>A track entry to allow further customization of animation playback. References to the track entry must not be kept
|
|
/// after <see cref="AnimationState.Dispose"/></returns>
|
|
public TrackEntry AddAnimation (int trackIndex, Animation animation, bool loop, float delay) {
|
|
if (animation == null) throw new ArgumentNullException("animation", "animation cannot be null.");
|
|
|
|
TrackEntry last = ExpandToIndex(trackIndex);
|
|
if (last != null) {
|
|
while (last.next != null)
|
|
last = last.next;
|
|
}
|
|
|
|
TrackEntry entry = NewTrackEntry(trackIndex, animation, loop, last);
|
|
|
|
if (last == null) {
|
|
SetCurrent(trackIndex, entry, true);
|
|
queue.Drain();
|
|
} else {
|
|
last.next = entry;
|
|
if (delay <= 0) {
|
|
float duration = last.animationEnd - last.animationStart;
|
|
if (duration != 0) {
|
|
if (last.loop) {
|
|
delay += duration * (1 + (int)(last.trackTime / duration));
|
|
} else {
|
|
delay += duration;
|
|
}
|
|
delay -= data.GetMix(last.animation, animation);
|
|
} else
|
|
delay = 0;
|
|
}
|
|
}
|
|
|
|
entry.delay = delay;
|
|
return entry;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets an empty animation for a track, discarding any queued animations, and mixes to it over the specified mix duration.</summary>
|
|
public TrackEntry SetEmptyAnimation (int trackIndex, float mixDuration) {
|
|
TrackEntry entry = SetAnimation(trackIndex, AnimationState.EmptyAnimation, false);
|
|
entry.mixDuration = mixDuration;
|
|
entry.trackEnd = mixDuration;
|
|
return entry;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds an empty animation to be played after the current or last queued animation for a track, and mixes to it over the
|
|
/// specified mix duration.</summary>
|
|
/// <returns>
|
|
/// A track entry to allow further customization of animation playback. References to the track entry must not be kept after <see cref="AnimationState.Dispose"/>.
|
|
/// </returns>
|
|
/// <param name="trackIndex">Track number.</param>
|
|
/// <param name="mixDuration">Mix duration.</param>
|
|
/// <param name="delay">Seconds to begin this animation after the start of the previous animation. May be <= 0 to use the animation
|
|
/// duration of the previous track minus any mix duration plus the negative delay.</param>
|
|
public TrackEntry AddEmptyAnimation (int trackIndex, float mixDuration, float delay) {
|
|
if (delay <= 0) delay -= mixDuration;
|
|
TrackEntry entry = AddAnimation(trackIndex, AnimationState.EmptyAnimation, false, delay);
|
|
entry.mixDuration = mixDuration;
|
|
entry.trackEnd = mixDuration;
|
|
return entry;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets an empty animation for every track, discarding any queued animations, and mixes to it over the specified mix duration.</summary>
|
|
public void SetEmptyAnimations (float mixDuration) {
|
|
bool oldDrainDisabled = queue.drainDisabled;
|
|
queue.drainDisabled = true;
|
|
for (int i = 0, n = tracks.Count; i < n; i++) {
|
|
TrackEntry current = tracks.Items[i];
|
|
if (current != null) SetEmptyAnimation(i, mixDuration);
|
|
}
|
|
queue.drainDisabled = oldDrainDisabled;
|
|
queue.Drain();
|
|
}
|
|
|
|
private TrackEntry ExpandToIndex (int index) {
|
|
if (index < tracks.Count) return tracks.Items[index];
|
|
while (index >= tracks.Count)
|
|
tracks.Add(null);
|
|
return null;
|
|
}
|
|
|
|
/// <summary>Object-pooling version of new TrackEntry. Obtain an unused TrackEntry from the pool and clear/initialize its values.</summary>
|
|
/// <param name="last">May be null.</param>
|
|
private TrackEntry NewTrackEntry (int trackIndex, Animation animation, bool loop, TrackEntry last) {
|
|
TrackEntry entry = trackEntryPool.Obtain(); // Pooling
|
|
entry.trackIndex = trackIndex;
|
|
entry.animation = animation;
|
|
entry.loop = loop;
|
|
|
|
entry.eventThreshold = 0;
|
|
entry.attachmentThreshold = 0;
|
|
entry.drawOrderThreshold = 0;
|
|
|
|
entry.animationStart = 0;
|
|
entry.animationEnd = animation.Duration;
|
|
entry.animationLast = -1;
|
|
entry.nextAnimationLast = -1;
|
|
|
|
entry.delay = 0;
|
|
entry.trackTime = 0;
|
|
entry.trackLast = -1;
|
|
entry.nextTrackLast = -1; // nextTrackLast == -1 signifies a TrackEntry that wasn't applied yet.
|
|
entry.trackEnd = float.MaxValue; // loop ? float.MaxValue : animation.Duration;
|
|
entry.timeScale = 1;
|
|
|
|
entry.alpha = 1;
|
|
entry.interruptAlpha = 1;
|
|
entry.mixTime = 0;
|
|
entry.mixDuration = (last == null) ? 0 : data.GetMix(last.animation, animation);
|
|
return entry;
|
|
}
|
|
|
|
/// <summary>Dispose all track entries queued after the given TrackEntry.</summary>
|
|
private void DisposeNext (TrackEntry entry) {
|
|
TrackEntry next = entry.next;
|
|
while (next != null) {
|
|
queue.Dispose(next);
|
|
next = next.next;
|
|
}
|
|
entry.next = null;
|
|
}
|
|
|
|
private void AnimationsChanged () {
|
|
animationsChanged = false;
|
|
|
|
var propertyIDs = this.propertyIDs;
|
|
propertyIDs.Clear();
|
|
var mixingTo = this.mixingTo;
|
|
|
|
var tracksItems = tracks.Items;
|
|
for (int i = 0, n = tracks.Count; i < n; i++) {
|
|
var entry = tracksItems[i];
|
|
if (entry != null) entry.SetTimelineData(null, mixingTo, propertyIDs);
|
|
}
|
|
}
|
|
|
|
/// <returns>The track entry for the animation currently playing on the track, or null if no animation is currently playing.</returns>
|
|
public TrackEntry GetCurrent (int trackIndex) {
|
|
return (trackIndex >= tracks.Count) ? null : tracks.Items[trackIndex];
|
|
}
|
|
|
|
override public string ToString () {
|
|
var buffer = new System.Text.StringBuilder();
|
|
for (int i = 0, n = tracks.Count; i < n; i++) {
|
|
TrackEntry entry = tracks.Items[i];
|
|
if (entry == null) continue;
|
|
if (buffer.Length > 0) buffer.Append(", ");
|
|
buffer.Append(entry.ToString());
|
|
}
|
|
return buffer.Length == 0 ? "<none>" : buffer.ToString();
|
|
}
|
|
|
|
internal void OnStart (TrackEntry entry) { if (Start != null) Start(entry); }
|
|
internal void OnInterrupt (TrackEntry entry) { if (Interrupt != null) Interrupt(entry); }
|
|
internal void OnEnd (TrackEntry entry) { if (End != null) End(entry); }
|
|
internal void OnDispose (TrackEntry entry) { if (Dispose != null) Dispose(entry); }
|
|
internal void OnComplete (TrackEntry entry) { if (Complete != null) Complete(entry); }
|
|
internal void OnEvent (TrackEntry entry, Event e) { if (Event != null) Event(entry, e); }
|
|
}
|
|
|
|
/// <summary>State for the playback of an animation.</summary>
|
|
public class TrackEntry : Pool<TrackEntry>.IPoolable {
|
|
internal Animation animation;
|
|
|
|
internal TrackEntry next, mixingFrom;
|
|
internal int trackIndex;
|
|
|
|
internal bool loop;
|
|
internal float eventThreshold, attachmentThreshold, drawOrderThreshold;
|
|
internal float animationStart, animationEnd, animationLast, nextAnimationLast;
|
|
internal float delay, trackTime, trackLast, nextTrackLast, trackEnd, timeScale = 1f;
|
|
internal float alpha, mixTime, mixDuration, interruptAlpha, totalAlpha;
|
|
internal readonly ExposedList<int> timelineData = new ExposedList<int>();
|
|
internal readonly ExposedList<TrackEntry> timelineDipMix = new ExposedList<TrackEntry>();
|
|
internal readonly ExposedList<float> timelinesRotation = new ExposedList<float>();
|
|
|
|
// IPoolable.Reset()
|
|
public void Reset () {
|
|
next = null;
|
|
mixingFrom = null;
|
|
animation = null;
|
|
timelineData.Clear();
|
|
timelineDipMix.Clear();
|
|
timelinesRotation.Clear();
|
|
|
|
Start = null;
|
|
Interrupt = null;
|
|
End = null;
|
|
Dispose = null;
|
|
Complete = null;
|
|
Event = null;
|
|
}
|
|
|
|
/// <summary>Sets the timeline data.</summary>
|
|
/// <param name="to">May be null.</param>
|
|
internal TrackEntry SetTimelineData (TrackEntry to, ExposedList<TrackEntry> mixingToArray, HashSet<int> propertyIDs) {
|
|
if (to != null) mixingToArray.Add(to);
|
|
var lastEntry = mixingFrom != null ? mixingFrom.SetTimelineData(this, mixingToArray, propertyIDs) : this;
|
|
if (to != null) mixingToArray.Pop();
|
|
|
|
var mixingTo = mixingToArray.Items;
|
|
int mixingToLast = mixingToArray.Count - 1;
|
|
var timelines = animation.timelines.Items;
|
|
int timelinesCount = animation.timelines.Count;
|
|
var timelineDataItems = timelineData.Resize(timelinesCount).Items; // timelineData.setSize(timelinesCount);
|
|
timelineDipMix.Clear();
|
|
var timelineDipMixItems = timelineDipMix.Resize(timelinesCount).Items; //timelineDipMix.setSize(timelinesCount);
|
|
|
|
// outer:
|
|
for (int i = 0; i < timelinesCount; i++) {
|
|
int id = timelines[i].PropertyId;
|
|
if (!propertyIDs.Add(id)) {
|
|
timelineDataItems[i] = AnimationState.Subsequent;
|
|
} else if (to == null || !to.HasTimeline(id)) {
|
|
timelineDataItems[i] = AnimationState.First;
|
|
} else {
|
|
for (int ii = mixingToLast; ii >= 0; ii--) {
|
|
var entry = mixingTo[ii];
|
|
if (!entry.HasTimeline(id)) {
|
|
if (entry.mixDuration > 0) {
|
|
timelineDataItems[i] = AnimationState.DipMix;
|
|
timelineDipMixItems[i] = entry;
|
|
goto continue_outer; // continue outer;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
timelineDataItems[i] = AnimationState.Dip;
|
|
}
|
|
continue_outer: {}
|
|
}
|
|
return lastEntry;
|
|
}
|
|
|
|
bool HasTimeline (int id) {
|
|
var timelines = animation.timelines.Items;
|
|
for (int i = 0, n = animation.timelines.Count; i < n; i++)
|
|
if (timelines[i].PropertyId == id) return true;
|
|
return false;
|
|
}
|
|
|
|
/// <summary>The index of the track where this entry is either current or queued.</summary>
|
|
public int TrackIndex { get { return trackIndex; } }
|
|
|
|
/// <summary>The animation to apply for this track entry.</summary>
|
|
public Animation Animation { get { return animation; } }
|
|
|
|
/// <summary>
|
|
/// If true, the animation will repeat. If false, it will not, instead its last frame is applied if played beyond its duration.</summary>
|
|
public bool Loop { get { return loop; } set { loop = value; } }
|
|
|
|
///<summary>
|
|
/// Seconds to postpone playing the animation. When a track entry is the current track entry, delay postpones incrementing
|
|
/// the track time. When a track entry is queued, delay is the time from the start of the previous animation to when the
|
|
/// track entry will become the current track entry.</summary>
|
|
public float Delay { get { return delay; } set { delay = value; } }
|
|
|
|
/// <summary>
|
|
/// Current time in seconds this track entry has been the current track entry. The track time determines
|
|
/// <see cref="TrackEntry.AnimationTime"/>. The track time can be set to start the animation at a time other than 0, without affecting looping.</summary>
|
|
public float TrackTime { get { return trackTime; } set { trackTime = value; } }
|
|
|
|
/// <summary>
|
|
/// The track time in seconds when this animation will be removed from the track. Defaults to the animation duration for
|
|
/// non-looping animations and to <see cref="int.MaxValue"/> for looping animations. If the track end time is reached and no
|
|
/// other animations are queued for playback, and mixing from any previous animations is complete, properties keyed by the animation,
|
|
/// are set to the setup pose and the track is cleared.
|
|
///
|
|
/// It may be desired to use <see cref="AnimationState.AddEmptyAnimation(int, float, float)"/> to mix the properties back to the
|
|
/// setup pose over time, rather than have it happen instantly.
|
|
/// </summary>
|
|
public float TrackEnd { get { return trackEnd; } set { trackEnd = value; } }
|
|
|
|
/// <summary>
|
|
/// Seconds when this animation starts, both initially and after looping. Defaults to 0.
|
|
///
|
|
/// When changing the animation start time, it often makes sense to set <see cref="TrackEntry.AnimationLast"/> to the same value to
|
|
/// prevent timeline keys before the start time from triggering.
|
|
/// </summary>
|
|
public float AnimationStart { get { return animationStart; } set { animationStart = value; } }
|
|
|
|
/// <summary>
|
|
/// Seconds for the last frame of this animation. Non-looping animations won't play past this time. Looping animations will
|
|
/// loop back to <see cref="TrackEntry.AnimationStart"/> at this time. Defaults to the animation duration.</summary>
|
|
public float AnimationEnd { get { return animationEnd; } set { animationEnd = value; } }
|
|
|
|
/// <summary>
|
|
/// The time in seconds this animation was last applied. Some timelines use this for one-time triggers. Eg, when this
|
|
/// animation is applied, event timelines will fire all events between the animation last time (exclusive) and animation time
|
|
/// (inclusive). Defaults to -1 to ensure triggers on frame 0 happen the first time this animation is applied.</summary>
|
|
public float AnimationLast {
|
|
get { return animationLast; }
|
|
set {
|
|
animationLast = value;
|
|
nextAnimationLast = value;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Uses <see cref="TrackEntry.TrackTime"/> to compute the animation time between <see cref="TrackEntry.AnimationStart"/>. and
|
|
/// <see cref="TrackEntry.AnimationEnd"/>. When the track time is 0, the animation time is equal to the animation start time.
|
|
/// </summary>
|
|
public float AnimationTime {
|
|
get {
|
|
if (loop) {
|
|
float duration = animationEnd - animationStart;
|
|
if (duration == 0) return animationStart;
|
|
return (trackTime % duration) + animationStart;
|
|
}
|
|
return Math.Min(trackTime + animationStart, animationEnd);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Multiplier for the delta time when the animation state is updated, causing time for this animation to play slower or
|
|
/// faster. Defaults to 1.
|
|
/// </summary>
|
|
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
|
|
|
|
/// <summary>
|
|
/// Values less than 1 mix this animation with the last skeleton pose. Defaults to 1, which overwrites the last skeleton pose with
|
|
/// this animation.
|
|
///
|
|
/// Typically track 0 is used to completely pose the skeleton, then alpha can be used on higher tracks. It doesn't make sense
|
|
/// to use alpha on track 0 if the skeleton pose is from the last frame render.
|
|
/// </summary>
|
|
public float Alpha { get { return alpha; } set { alpha = value; } }
|
|
|
|
/// <summary>
|
|
/// When the mix percentage (mix time / mix duration) is less than the event threshold, event timelines for the animation
|
|
/// being mixed out will be applied. Defaults to 0, so event timelines are not applied for an animation being mixed out.</summary>
|
|
public float EventThreshold { get { return eventThreshold; } set { eventThreshold = value; } }
|
|
|
|
/// <summary>
|
|
/// When the mix percentage (mix time / mix duration) is less than the attachment threshold, attachment timelines for the
|
|
/// animation being mixed out will be applied. Defaults to 0, so attachment timelines are not applied for an animation being
|
|
/// mixed out.</summary>
|
|
public float AttachmentThreshold { get { return attachmentThreshold; } set { attachmentThreshold = value; } }
|
|
|
|
/// <summary>
|
|
/// When the mix percentage (mix time / mix duration) is less than the draw order threshold, draw order timelines for the
|
|
/// animation being mixed out will be applied. Defaults to 0, so draw order timelines are not applied for an animation being
|
|
/// mixed out.
|
|
/// </summary>
|
|
public float DrawOrderThreshold { get { return drawOrderThreshold; } set { drawOrderThreshold = value; } }
|
|
|
|
/// <summary>
|
|
/// The animation queued to start after this animation, or null.</summary>
|
|
public TrackEntry Next { get { return next; } }
|
|
|
|
/// <summary>
|
|
/// Returns true if at least one loop has been completed.</summary>
|
|
public bool IsComplete {
|
|
get { return trackTime >= animationEnd - animationStart; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Seconds from 0 to the mix duration when mixing from the previous animation to this animation. May be slightly more than
|
|
/// <see cref="TrackEntry.MixDuration"/> when the mix is complete.</summary>
|
|
public float MixTime { get { return mixTime; } set { mixTime = value; } }
|
|
|
|
/// <summary>
|
|
/// Seconds for mixing from the previous animation to this animation. Defaults to the value provided by
|
|
/// <see cref="AnimationStateData"/> based on the animation before this animation (if any).
|
|
///
|
|
/// The mix duration can be set manually rather than use the value from AnimationStateData.GetMix.
|
|
/// In that case, the mixDuration must be set before <see cref="AnimationState.Update(float)"/> is next called.
|
|
/// <para>
|
|
/// When using <seealso cref="AnimationState.AddAnimation(int, Animation, bool, float)"/> with a
|
|
/// <code>delay</code> less than or equal to 0, note the <seealso cref="Delay"/> is set using the mix duration from the <see cref=" AnimationStateData"/>
|
|
/// </para>
|
|
///
|
|
/// </summary>
|
|
public float MixDuration { get { return mixDuration; } set { mixDuration = value; } }
|
|
|
|
/// <summary>
|
|
/// The track entry for the previous animation when mixing from the previous animation to this animation, or null if no
|
|
/// mixing is currently occuring. When mixing from multiple animations, MixingFrom makes up a linked list.</summary>
|
|
public TrackEntry MixingFrom { get { return mixingFrom; } }
|
|
|
|
public event AnimationState.TrackEntryDelegate Start, Interrupt, End, Dispose, Complete;
|
|
public event AnimationState.TrackEntryEventDelegate Event;
|
|
internal void OnStart () { if (Start != null) Start(this); }
|
|
internal void OnInterrupt () { if (Interrupt != null) Interrupt(this); }
|
|
internal void OnEnd () { if (End != null) End(this); }
|
|
internal void OnDispose () { if (Dispose != null) Dispose(this); }
|
|
internal void OnComplete () { if (Complete != null) Complete(this); }
|
|
internal void OnEvent (Event e) { if (Event != null) Event(this, e); }
|
|
|
|
/// <summary>
|
|
/// Resets the rotation directions for mixing this entry's rotate timelines. This can be useful to avoid bones rotating the
|
|
/// long way around when using <see cref="alpha"/> and starting animations on other tracks.
|
|
///
|
|
/// Mixing involves finding a rotation between two others, which has two possible solutions: the short way or the long way around.
|
|
/// The two rotations likely change over time, so which direction is the short or long way also changes.
|
|
/// If the short way was always chosen, bones would flip to the other side when that direction became the long way.
|
|
/// TrackEntry chooses the short way the first time it is applied and remembers that direction.</summary>
|
|
public void ResetRotationDirections () {
|
|
timelinesRotation.Clear();
|
|
}
|
|
|
|
override public string ToString () {
|
|
return animation == null ? "<none>" : animation.name;
|
|
}
|
|
}
|
|
|
|
class EventQueue {
|
|
private readonly List<EventQueueEntry> eventQueueEntries = new List<EventQueueEntry>();
|
|
internal bool drainDisabled;
|
|
|
|
private readonly AnimationState state;
|
|
private readonly Pool<TrackEntry> trackEntryPool;
|
|
internal event Action AnimationsChanged;
|
|
|
|
internal EventQueue (AnimationState state, Action HandleAnimationsChanged, Pool<TrackEntry> trackEntryPool) {
|
|
this.state = state;
|
|
this.AnimationsChanged += HandleAnimationsChanged;
|
|
this.trackEntryPool = trackEntryPool;
|
|
}
|
|
|
|
struct EventQueueEntry {
|
|
public EventType type;
|
|
public TrackEntry entry;
|
|
public Event e;
|
|
|
|
public EventQueueEntry (EventType eventType, TrackEntry trackEntry, Event e = null) {
|
|
this.type = eventType;
|
|
this.entry = trackEntry;
|
|
this.e = e;
|
|
}
|
|
}
|
|
|
|
enum EventType {
|
|
Start, Interrupt, End, Dispose, Complete, Event
|
|
}
|
|
|
|
internal void Start (TrackEntry entry) {
|
|
eventQueueEntries.Add(new EventQueueEntry(EventType.Start, entry));
|
|
if (AnimationsChanged != null) AnimationsChanged();
|
|
}
|
|
|
|
internal void Interrupt (TrackEntry entry) {
|
|
eventQueueEntries.Add(new EventQueueEntry(EventType.Interrupt, entry));
|
|
}
|
|
|
|
internal void End (TrackEntry entry) {
|
|
eventQueueEntries.Add(new EventQueueEntry(EventType.End, entry));
|
|
if (AnimationsChanged != null) AnimationsChanged();
|
|
}
|
|
|
|
internal void Dispose (TrackEntry entry) {
|
|
eventQueueEntries.Add(new EventQueueEntry(EventType.Dispose, entry));
|
|
}
|
|
|
|
internal void Complete (TrackEntry entry) {
|
|
eventQueueEntries.Add(new EventQueueEntry(EventType.Complete, entry));
|
|
}
|
|
|
|
internal void Event (TrackEntry entry, Event e) {
|
|
eventQueueEntries.Add(new EventQueueEntry(EventType.Event, entry, e));
|
|
}
|
|
|
|
/// <summary>Raises all events in the queue and drains the queue.</summary>
|
|
internal void Drain () {
|
|
if (drainDisabled) return;
|
|
drainDisabled = true;
|
|
|
|
var entries = this.eventQueueEntries;
|
|
AnimationState state = this.state;
|
|
|
|
// Don't cache entries.Count so callbacks can queue their own events (eg, call SetAnimation in AnimationState_Complete).
|
|
for (int i = 0; i < entries.Count; i++) {
|
|
var queueEntry = entries[i];
|
|
TrackEntry trackEntry = queueEntry.entry;
|
|
|
|
switch (queueEntry.type) {
|
|
case EventType.Start:
|
|
trackEntry.OnStart();
|
|
state.OnStart(trackEntry);
|
|
break;
|
|
case EventType.Interrupt:
|
|
trackEntry.OnInterrupt();
|
|
state.OnInterrupt(trackEntry);
|
|
break;
|
|
case EventType.End:
|
|
trackEntry.OnEnd();
|
|
state.OnEnd(trackEntry);
|
|
goto case EventType.Dispose; // Fall through. (C#)
|
|
case EventType.Dispose:
|
|
trackEntry.OnDispose();
|
|
state.OnDispose(trackEntry);
|
|
trackEntryPool.Free(trackEntry); // Pooling
|
|
break;
|
|
case EventType.Complete:
|
|
trackEntry.OnComplete();
|
|
state.OnComplete(trackEntry);
|
|
break;
|
|
case EventType.Event:
|
|
trackEntry.OnEvent(queueEntry.e);
|
|
state.OnEvent(trackEntry, queueEntry.e);
|
|
break;
|
|
}
|
|
}
|
|
eventQueueEntries.Clear();
|
|
|
|
drainDisabled = false;
|
|
}
|
|
|
|
internal void Clear () {
|
|
eventQueueEntries.Clear();
|
|
}
|
|
}
|
|
|
|
public class Pool<T> where T : class, new() {
|
|
public readonly int max;
|
|
readonly Stack<T> freeObjects;
|
|
|
|
public int Count { get { return freeObjects.Count; } }
|
|
public int Peak { get; private set; }
|
|
|
|
public Pool (int initialCapacity = 16, int max = int.MaxValue) {
|
|
freeObjects = new Stack<T>(initialCapacity);
|
|
this.max = max;
|
|
}
|
|
|
|
public T Obtain () {
|
|
return freeObjects.Count == 0 ? new T() : freeObjects.Pop();
|
|
}
|
|
|
|
public void Free (T obj) {
|
|
if (obj == null) throw new ArgumentNullException("obj", "obj cannot be null");
|
|
if (freeObjects.Count < max) {
|
|
freeObjects.Push(obj);
|
|
Peak = Math.Max(Peak, freeObjects.Count);
|
|
}
|
|
Reset(obj);
|
|
}
|
|
|
|
// protected void FreeAll (List<T> objects) {
|
|
// if (objects == null) throw new ArgumentNullException("objects", "objects cannot be null.");
|
|
// var freeObjects = this.freeObjects;
|
|
// int max = this.max;
|
|
// for (int i = 0; i < objects.Count; i++) {
|
|
// T obj = objects[i];
|
|
// if (obj == null) continue;
|
|
// if (freeObjects.Count < max) freeObjects.Push(obj);
|
|
// Reset(obj);
|
|
// }
|
|
// Peak = Math.Max(Peak, freeObjects.Count);
|
|
// }
|
|
|
|
public void Clear () {
|
|
freeObjects.Clear();
|
|
}
|
|
|
|
protected void Reset (T obj) {
|
|
var poolable = obj as IPoolable;
|
|
if (poolable != null) poolable.Reset();
|
|
}
|
|
|
|
public interface IPoolable {
|
|
void Reset ();
|
|
}
|
|
}
|
|
|
|
}
|