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.Unity.AnimationTools;
using System.Collections.Generic;
using UnityEngine;
 
namespace Spine.Unity {
 
    /// <summary>
    /// Add this component to a SkeletonAnimation or SkeletonGraphic GameObject
    /// to turn motion of a selected root bone into Transform or RigidBody motion.
    /// Local bone translation movement is used as motion.
    /// All top-level bones of the skeleton are moved to compensate the root
    /// motion bone location, keeping the distance relationship between bones intact.
    /// </summary>
    /// <remarks>
    /// Only compatible with SkeletonAnimation (or other components that implement
    /// ISkeletonComponent, ISkeletonAnimation and IAnimationStateComponent).
    /// For <c>SkeletonMecanim</c> please use
    /// <see cref="SkeletonMecanimRootMotion">SkeletonMecanimRootMotion</see> instead.
    /// </remarks>
    [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRootMotion")]
    public class SkeletonRootMotion : SkeletonRootMotionBase {
        #region Inspector
        const int DefaultAnimationTrackFlags = -1;
        public int animationTrackFlags = DefaultAnimationTrackFlags;
        #endregion
 
        AnimationState animationState;
        SkeletonGraphic skeletonGraphic;
 
        public override Vector2 GetRemainingRootMotion (int trackIndex) {
            TrackEntry track = animationState.GetCurrent(trackIndex);
            if (track == null)
                return Vector2.zero;
 
            Animation animation = track.Animation;
            float start = track.AnimationTime;
            float end = animation.Duration;
            return GetAnimationRootMotion(start, end, animation);
        }
 
        public override RootMotionInfo GetRootMotionInfo (int trackIndex) {
            TrackEntry track = animationState.GetCurrent(trackIndex);
            if (track == null)
                return new RootMotionInfo();
 
            Animation animation = track.Animation;
            float time = track.AnimationTime;
            return GetAnimationRootMotionInfo(track.Animation, time);
        }
 
        protected override float AdditionalScale {
            get {
                return skeletonGraphic ? skeletonGraphic.MeshScale : 1.0f;
            }
        }
 
        protected override void Reset () {
            base.Reset();
            animationTrackFlags = DefaultAnimationTrackFlags;
        }
 
        public override void Initialize () {
            base.Initialize();
            IAnimationStateComponent animstateComponent = skeletonComponent as IAnimationStateComponent;
            this.animationState = (animstateComponent != null) ? animstateComponent.AnimationState : null;
 
            skeletonGraphic = this.GetComponent<SkeletonGraphic>();
        }
 
        protected override Vector2 CalculateAnimationsMovementDelta () {
            Vector2 localDelta = Vector2.zero;
            int trackCount = animationState.Tracks.Count;
 
            for (int trackIndex = 0; trackIndex < trackCount; ++trackIndex) {
                // note: animationTrackFlags != -1 below covers trackIndex >= 32,
                // with -1 corresponding to entry "everything" of the dropdown list.
                if (animationTrackFlags != -1 && (animationTrackFlags & 1 << trackIndex) == 0)
                    continue;
 
                TrackEntry track = animationState.GetCurrent(trackIndex);
                TrackEntry next = null;
                while (track != null) {
                    Animation animation = track.Animation;
                    float start = track.AnimationLast;
                    float end = track.AnimationTime;
                    Vector2 currentDelta = GetAnimationRootMotion(start, end, animation);
                    if (currentDelta != Vector2.zero) {
                        ApplyMixAlphaToDelta(ref currentDelta, next, track);
                        localDelta += currentDelta;
                    }
 
                    // Traverse mixingFrom chain.
                    next = track;
                    track = track.MixingFrom;
                }
            }
            return localDelta;
        }
 
        protected override float CalculateAnimationsRotationDelta () {
            float localDelta = 0;
            int trackCount = animationState.Tracks.Count;
 
            for (int trackIndex = 0; trackIndex < trackCount; ++trackIndex) {
                // note: animationTrackFlags != -1 below covers trackIndex >= 32,
                // with -1 corresponding to entry "everything" of the dropdown list.
                if (animationTrackFlags != -1 && (animationTrackFlags & 1 << trackIndex) == 0)
                    continue;
 
                TrackEntry track = animationState.GetCurrent(trackIndex);
                TrackEntry next = null;
                while (track != null) {
                    Animation animation = track.Animation;
                    float start = track.AnimationLast;
                    float end = track.AnimationTime;
                    float currentDelta = GetAnimationRootMotionRotation(start, end, animation);
                    if (currentDelta != 0) {
                        ApplyMixAlphaToDelta(ref currentDelta, next, track);
                        localDelta += currentDelta;
                    }
 
                    // Traverse mixingFrom chain.
                    next = track;
                    track = track.MixingFrom;
                }
            }
            return localDelta;
        }
 
        void ApplyMixAlphaToDelta (ref Vector2 currentDelta, TrackEntry next, TrackEntry track) {
            float mixAlpha = 1;
            GetMixAlpha(ref mixAlpha, next, track);
            currentDelta *= mixAlpha;
        }
 
        void ApplyMixAlphaToDelta (ref float currentDelta, TrackEntry next, TrackEntry track) {
            float mixAlpha = 1;
            GetMixAlpha(ref mixAlpha, next, track);
            currentDelta *= mixAlpha;
        }
 
        void GetMixAlpha (ref float cumulatedMixAlpha, TrackEntry next, TrackEntry track) {
            // code below based on AnimationState.cs
            float mix;
            if (next != null) {
                if (next.MixDuration == 0) { // Single frame mix to undo mixingFrom changes.
                    mix = 1;
                } else {
                    mix = next.MixTime / next.MixDuration;
                    if (mix > 1) mix = 1;
                }
                float mixAndAlpha = track.Alpha * next.InterruptAlpha * (1 - mix);
                cumulatedMixAlpha *= mixAndAlpha;
            } else {
                if (track.MixDuration == 0) {
                    mix = 1;
                } else {
                    mix = track.Alpha * (track.MixTime / track.MixDuration);
                    if (mix > 1) mix = 1;
                }
                cumulatedMixAlpha *= mix;
            }
        }
    }
}