Nick

The current code use OnGraphStop() to restore flip state but OnGraphStop() will also be called when Timeline is just paused. The follow is a fix. It use 'stopped' event from playableDirector so that even pausing the timeline won't revert the flip state.
using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;

using Spine.Unity;

namespace Spine.Unity.Playables {
public class SpineSkeletonFlipMixerBehaviour : PlayableBehaviour {
float originalScaleX, originalScaleY;
float baseScaleX, baseScaleY;

SpinePlayableHandleBase playableHandle;
bool m_FirstFrameHappened;

public override void ProcessFrame (Playable playable, FrameData info, object playerData) {
playableHandle = playerData as SpinePlayableHandleBase;

if (playableHandle == null)
return;

var skeleton = playableHandle.Skeleton;

if (!m_FirstFrameHappened) {
originalScaleX = skeleton.ScaleX;
originalScaleY = skeleton.ScaleY;
baseScaleX = Mathf.Abs(originalScaleX);
baseScaleY = Mathf.Abs(originalScaleY);
m_FirstFrameHappened = true;
}

int inputCount = playable.GetInputCount();

float totalWeight = 0f;
float greatestWeight = 0f;
int currentInputs = 0;

for (int i = 0; i < inputCount; i++) {
float inputWeight = playable.GetInputWeight(i);
ScriptPlayable<SpineSkeletonFlipBehaviour> inputPlayable = (ScriptPlayable<SpineSkeletonFlipBehaviour>)playable.GetInput(i);
SpineSkeletonFlipBehaviour input = inputPlayable.GetBehaviour();

totalWeight += inputWeight;

if (inputWeight > greatestWeight) {
SetSkeletonScaleFromFlip(skeleton, input.flipX, input.flipY);
greatestWeight = inputWeight;
}

if (!Mathf.Approximately(inputWeight, 0f))
currentInputs++;
}

if (currentInputs != 1 && 1f - totalWeight > greatestWeight) {
skeleton.ScaleX = originalScaleX;
skeleton.ScaleY = originalScaleY;
}
}

public void SetSkeletonScaleFromFlip (Skeleton skeleton, bool flipX, bool flipY) {
skeleton.ScaleX = flipX ? -baseScaleX : baseScaleX;
skeleton.ScaleY = flipY ? -baseScaleY : baseScaleY;
}

// NOTE: Cannot use this because Pause will also trigger.
/*
public override void OnGraphStop(Playable playable)
{
m_FirstFrameHappened = false;

if (playableHandle == null)
return;

var skeleton = playableHandle.Skeleton;
skeleton.ScaleX = originalScaleX;
skeleton.ScaleY = originalScaleY;
}
//*/


// NOTE: instead, subscribe to stopped event

PlayableDirector director = null;

public override void OnPlayableCreate(Playable playable)
{
director = playable.GetGraph().GetResolver() as PlayableDirector;
director.stopped += OnTimelineStopped;
}

public override void OnPlayableDestroy(Playable playable)
{
director.stopped -= OnTimelineStopped;

base.OnPlayableDestroy(playable);
}


void OnTimelineStopped(PlayableDirector obj)
{
m_FirstFrameHappened = false;

if (playableHandle != null)
{
var skeleton = playableHandle.Skeleton;
skeleton.ScaleX = originalScaleX;
skeleton.ScaleY = originalScaleY;
}
}

}

}
Nick
  • 記事: 274

Harald

Thanks very much as always for reporting and for providing the bugfix code already! You're the best :cooldoge:

A bugfix has been pushed to the 4.0-beta branch. The 3.8 branch remains unmodified to keep existing behaviour.
The bugfix will be released along with the next 4.0-beta unitypackage.

Issue ticket for reference:
https://github.com/EsotericSoftware/spine-runtimes/issues/1865
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Harald

Harri
  • 記事: 3479


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