三国卡牌客户端基础资源仓库
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2025-09-15 ea3ad185fcbccce1bd49d467de7186ac08edab24
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/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. Replaces all prior versions.
 *
 * Copyright (c) 2013-2023, Esoteric Software LLC
 *
 * Integration of the Spine Runtimes into software or otherwise creating
 * derivative works of the Spine Runtimes is permitted under the terms and
 * conditions of Section 2 of the Spine Editor License Agreement:
 * http://esotericsoftware.com/spine-editor-license
 *
 * Otherwise, it is permitted to integrate the Spine Runtimes into software or
 * otherwise create derivative works of the Spine Runtimes (collectively,
 * "Products"), provided that each user of the Products must obtain their own
 * Spine Editor license and redistribution of the Products in any form must
 * include this license and copyright notice.
 *
 * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 SOFTWARE LLC BE LIABLE FOR ANY
 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
 * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 THE
 * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/
 
using Spine;
using Spine.Unity;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
 
namespace Spine.Unity.Examples {
    public class SpineAnimationTesterTool : MonoBehaviour, IHasSkeletonDataAsset, IHasSkeletonComponent {
 
        public SkeletonAnimation skeletonAnimation;
        public SkeletonDataAsset SkeletonDataAsset { get { return skeletonAnimation.SkeletonDataAsset; } }
        public ISkeletonComponent SkeletonComponent { get { return skeletonAnimation; } }
 
        public bool useOverrideMixDuration;
        public float overrideMixDuration = 0.2f;
 
        public bool useOverrideAttachmentThreshold = true;
 
        [Range(0f, 1f)]
        public float attachmentThreshold = 0.5f;
 
        public bool useOverrideDrawOrderThreshold;
        [Range(0f, 1f)]
        public float drawOrderThreshold = 0.5f;
 
        [System.Serializable]
        public struct AnimationControl {
            [SpineAnimation]
            public string animationName;
            public bool loop;
            public KeyCode key;
 
            [Space]
            public bool useCustomMixDuration;
            public float mixDuration;
            //public bool useChainToControl;
            //public int chainToControl;
        }
        [System.Serializable]
        public class ControlledTrack {
            public List<AnimationControl> controls = new List<AnimationControl>();
        }
 
        [Space]
        public List<ControlledTrack> trackControls = new List<ControlledTrack>();
 
        [Header("UI")]
        public UnityEngine.UI.Text boundAnimationsText;
        public UnityEngine.UI.Text skeletonNameText;
 
        void OnValidate () {
            // Fill in the SkeletonData asset name
            if (skeletonNameText != null) {
                if (skeletonAnimation != null && skeletonAnimation.skeletonDataAsset != null) {
                    skeletonNameText.text = SkeletonDataAsset.name.Replace("_SkeletonData", "");
                }
            }
 
            // Fill in the control list.
            if (boundAnimationsText != null) {
                StringBuilder boundAnimationsStringBuilder = new StringBuilder();
                boundAnimationsStringBuilder.AppendLine("Animation Controls:");
 
                for (int trackIndex = 0; trackIndex < trackControls.Count; trackIndex++) {
 
                    if (trackIndex > 0)
                        boundAnimationsStringBuilder.AppendLine();
 
                    boundAnimationsStringBuilder.AppendFormat("---- Track {0} ---- \n", trackIndex);
                    foreach (AnimationControl ba in trackControls[trackIndex].controls) {
                        string animationName = ba.animationName;
                        if (string.IsNullOrEmpty(animationName))
                            animationName = "SetEmptyAnimation";
 
                        boundAnimationsStringBuilder.AppendFormat("[{0}]  {1}\n", ba.key.ToString(), animationName);
                    }
 
                }
 
                boundAnimationsText.text = boundAnimationsStringBuilder.ToString();
 
            }
 
        }
 
        void Start () {
            if (useOverrideMixDuration) {
                skeletonAnimation.AnimationState.Data.DefaultMix = overrideMixDuration;
            }
        }
 
        void Update () {
            AnimationState animationState = skeletonAnimation.AnimationState;
 
            // For each track
            for (int trackIndex = 0; trackIndex < trackControls.Count; trackIndex++) {
 
                // For each control in the track
                foreach (AnimationControl control in trackControls[trackIndex].controls) {
 
                    // Check each control, and play the appropriate animation.
                    if (Input.GetKeyDown(control.key)) {
                        TrackEntry trackEntry;
                        if (!string.IsNullOrEmpty(control.animationName)) {
                            trackEntry = animationState.SetAnimation(trackIndex, control.animationName, control.loop);
 
                        } else {
                            float mix = control.useCustomMixDuration ? control.mixDuration : animationState.Data.DefaultMix;
                            trackEntry = animationState.SetEmptyAnimation(trackIndex, mix);
                        }
 
                        if (trackEntry != null) {
                            if (control.useCustomMixDuration)
                                trackEntry.SetMixDuration(control.mixDuration, 0f); // use SetMixDuration(mixDuration, delay) to update delay correctly
 
                            if (useOverrideAttachmentThreshold)
                                trackEntry.MixAttachmentThreshold = attachmentThreshold;
 
                            if (useOverrideDrawOrderThreshold)
                                trackEntry.MixDrawOrderThreshold = drawOrderThreshold;
                        }
 
                        // Don't parse more than one animation per track.
                        break;
                    }
                }
            }
 
        }
 
    }
}