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Mix-compatible Resetting AnimationState for Spine-C#

Mix-compatible auto-resetting Spine.AnimationState

This is a custom Spine.AnimationState for Spine-C#/Spine-Unity for use in cases where mixing/crossfading is desired but new animations inheriting the end pose of a previous animation is not.

This is a specific handling of mixing and resetting and may not accommodate very complicated setups. For basic setups where you are just playing one animation after another, it should work just fine.

This gives new settings you can change through code (or by editing the code). See the #region Extra Settings region:

  • bool removePreviousAnimation toggles whether new animations will inherit the sideeffects of previous animations or not. This defaults to true, because it's the whole point of this version of AnimationState.

  • float mixEventThreshold determines when events from a previous animation are captured and raised. The default 0.5f means events will stop being captured halfway through the crossfade. 0 means no events are captured. 1 means all events from the previous animation in the mix will be captured.

How to Install

Replace the contents of AnimationState.cs in your Unity project with the code here.

What was changed

Spine-C# originally crossfades/mixes between "previous" and "next" animations by

  • fully applying the previous animation (by applying its list of Timelines) then,
  • applying the next animation with an alpha increasing over time (using Animation.Mix)

The "alpha" is a weight. Animation.Mix uses the alpha parameter to determine what percent of the animation values is applied, weighted versus the skeleton's current pose.

The original requirement for AnimationState's crossfading to work was that your "next animation" should have the same keyed items as your "previous animation". Spine will always leave unkeyed items unchanged.

What this version does is:

  • during the mix, reset the skeleton according to the previous animation's Timelines every frame
  • apply the previous animation with an alpha decreasing over time.
  • apply the next animation with an alpha increasing over time.

This has the effect of the previous animation slowly fading out regardless of the keys of the next animation.

/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), 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 SOFTWARE 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 Spine {
public class AnimationState {
private AnimationStateData data;
private readonly ExposedList<TrackEntry> tracks = new ExposedList<TrackEntry>();
private ExposedList<Event> events = new ExposedList<Event>();
private float timeScale = 1;
public AnimationStateData Data { get { return data; } }
public float TimeScale { get { return timeScale; } set { timeScale = value; } }
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", "data cannot be null.");
this.data = data;
}
#region Extra Settings
/// <summary>
/// Determines when events from a previous animation continue to be captured. </summary>
/// <remarks>The default 0.5f means events will stop being captured and raised halfway through crossfade duration. 0 means ignore all. 1 means capture all.</remarks>
public float mixEventThreshold = 0.5f;
/// <summary>
/// If true, animations will not inherit the side-effects of previous animations.</summary>
/// <remarks>Default is true, because it's the whole point of this version of Spine.AnimationState</remarks>
public bool removePreviousAnimation = true;
#endregion
#region Resetters
// A list to hold animations that were removed from the track via interrupting an ongoing mix.
readonly Queue<Animation> animationsToRemove = new Queue<Animation>();
// For non-mixing reset.
bool resetOnNextApply = false;
#endregion
public void Update (float delta) {
delta *= timeScale;
for (int i = 0; i < tracks.Count; i++) {
TrackEntry current = tracks.Items[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) {
ExposedList<Event> events = this.events;
if (resetOnNextApply) {
skeleton.SetToSetupPose();
resetOnNextApply = false;
}
// Reset stuff
while (animationsToRemove.Count > 0)
animationsToRemove.Dequeue().SetKeyedItemsToSetupPose(skeleton);
for (int i = 0; i < tracks.Count; i++) {
TrackEntry current = tracks.Items[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 alpha = current.mixTime / current.mixDuration * current.mix;
if (alpha >= 1) {
alpha = 1;
current.previous = null;
if (removePreviousAnimation) previous.animation.SetKeyedItemsToSetupPose(skeleton); // Ensure it's removed.
} else {
float previousTime = previous.time;
if (!previous.loop && previousTime > previous.endTime) previousTime = previous.endTime;
var previousAnimation = previous.animation;
var eventCaptureList = alpha < mixEventThreshold ? events : null;
if (removePreviousAnimation) {
// Reset stuff.
// Allow the previous animation to fade out. This prevents unkeyed parts from snapping back to setup pose.
float previousAlpha = alpha < 0.5f ? 1f : (1f - alpha) * 2f; // Tune to your liking; just plain (1f - alpha) didn't look good.
previousAnimation.SetKeyedItemsToSetupPose(skeleton); // form the basis of the Mix-With-Setup-Pose formula.
previousAnimation.Mix(skeleton, previous.lastTime, previousTime, previous.loop, eventCaptureList, previousAlpha);
} else {
// Original hands-off behavior.
previousAnimation.Apply(skeleton, previous.lastTime, previousTime, previous.loop, eventCaptureList);
}
previous.lastTime = previousTime;
}
current.animation.Mix(skeleton, current.lastTime, time, loop, events, alpha);
}
for (int ii = 0, nn = events.Count; ii < nn; ii++) {
Event e = events.Items[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.Items[trackIndex];
if (current == null) return;
current.OnEnd(this, trackIndex);
if (End != null) End(this, trackIndex);
tracks.Items[trackIndex] = null;
}
private TrackEntry ExpandToIndex (int index) {
if (index < tracks.Count) return tracks.Items[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.
const float ALPHA_THRESHOLD = 0.5f;
if (previous != null) {
// Reset stuff
if (removePreviousAnimation) animationsToRemove.Enqueue(previous.animation);
if (current.mixTime / current.mixDuration < ALPHA_THRESHOLD) {
entry.previous = previous;
} else {
entry.previous = current;
}
} else {
entry.previous = current;
}
} else {
// No mixing
resetOnNextApply |= removePreviousAnimation;
}
}
tracks.Items[index] = entry;
entry.OnStart(this, index);
if (Start != null) Start(this, index);
}
/// <seealso cref="SetAnimation(int, Animation, bool)" />
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, "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 ArgumentNullException("animation", "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;
}
/// <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.</summary>
/// <param name="delay">May be &lt;= 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 ArgumentNullException("animation", "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.Items[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.Items[trackIndex];
}
override public String ToString () {
var buffer = new 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();
}
}
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;
}
}
} // namespace Spine
@NeatWolf
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NeatWolf commented Jan 5, 2017

Hi,
Is this code still working with the latest Unity Spine runtimes? (2017-01-05)

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