265 lines
8.6 KiB (Stored with Git LFS)
C#
265 lines
8.6 KiB (Stored with Git LFS)
C#
using System.Collections.Generic;
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using Sirenix.OdinInspector;
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using Spine;
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using Spine.Unity;
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using UnityEngine;
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using AnimationState = Spine.AnimationState;
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using Random = UnityEngine.Random;
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namespace DDD
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{
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public class SpineController : MonoBehaviour
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{
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// Variables
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#region Variables
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private SkeletonAnimation _skeletonAnimation;
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[SerializeField, ReadOnly]
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private Material _originalMaterial;
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[SerializeField]
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private Material _replacementMaterial;
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private AnimationState _animationState;
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// Variables
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[SerializeField]
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private bool _isSkinSet = true;
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[SerializeField, ShowIf("@_isSkinSet && !_isRandomSkin")]
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private string _initialSkinName = "default";
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[SerializeField, ShowIf("@_isSkinSet")]
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private bool _isRandomSkin;
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[SerializeField, ShowIf("@_isSkinSet && _isRandomSkin")]
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private bool _isRandomRange;
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[SerializeField, ShowIf("@_isSkinSet && _isRandomSkin && _isRandomRange"), Tooltip("x <= 값 < y")]
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private Vector2 _randomRange;
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[SerializeField, ShowIf("@_isSkinSet && _isRandomSkin && !_isRandomRange")]
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private List<string> _randomStrings;
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private bool _customMaterialEnabled;
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#endregion
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// Unity events
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#region Unity events
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private void Reset()
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{
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InitializeComponents();
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}
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private void Awake()
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{
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InitializeComponents();
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if (!_isSkinSet) return;
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if (_isRandomSkin)
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{
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if (_isRandomRange)
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{
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SetRandomSkin();
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}
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else
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{
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SetRandomStringListSkin();
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}
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}
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else
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{
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SetSkin(_initialSkinName);
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}
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}
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#endregion
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// Initialize methods
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#region Initialize methods
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private void InitializeComponents()
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{
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_skeletonAnimation = transform.GetComponentInChildren<SkeletonAnimation>();
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if (!_originalMaterial)
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{
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_originalMaterial = _skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
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}
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_animationState = _skeletonAnimation.AnimationState;
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}
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#endregion
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// Methods
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#region Methods
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/// <param name="animationName">스파인 애니메이션 이름</param>
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/// <param name="isLoopActive">반복 여부</param>
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/// <param name="speed">애니메이션 속도 양수값</param>
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/// <param name="isReverse">true인 경우 자동으로 speed에 음수값(-1)을 넣음</param>
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/// <param name="trackIndex"></param>
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/// <returns></returns>
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public TrackEntry PlayAnimation(string animationName, bool isLoopActive, float speed = 1f, bool isReverse = false, int trackIndex = 0)
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{
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if (!_skeletonAnimation || _animationState == null) return null;
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if (string.IsNullOrEmpty(animationName))
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{
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Debug.LogError($"{animationName}의 애니메이션은 존재하지 않습니다.");
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return null;
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}
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// 중복 체크
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var currentTrackEntry = _animationState.GetCurrent(trackIndex);
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if (currentTrackEntry != null && currentTrackEntry.Animation.Name == animationName)
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{
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return currentTrackEntry;
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}
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_animationState.TimeScale = isReverse ? -Mathf.Abs(speed) : Mathf.Abs(speed);
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var trackEntry = _animationState.SetAnimation(trackIndex, animationName, isLoopActive);
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if (isReverse)
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{
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trackEntry.TrackTime = trackEntry.AnimationEnd;
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}
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return trackEntry;
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}
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public TrackEntry PlayAnimationDuration(string animationName, bool isLoopActive, float duration, bool isReverse = false, int trackIndex = 0)
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{
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if (!_skeletonAnimation || _animationState == null) return null;
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if (string.IsNullOrEmpty(animationName))
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{
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Debug.LogError($"{animationName}의 애니메이션은 존재하지 않습니다.");
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return null;
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}
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// 중복 체크
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var currentTrackEntry = _animationState.GetCurrent(trackIndex);
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if (currentTrackEntry != null && currentTrackEntry.Animation.Name == animationName)
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{
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return currentTrackEntry;
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}
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var findAnimation = _skeletonAnimation.Skeleton.Data.FindAnimation(animationName);
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if (findAnimation == null)
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{
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Debug.LogError($"{animationName} 애니메이션을 찾을 수 없습니다.");
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return null;
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}
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var speed = findAnimation.Duration / duration;
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_animationState.TimeScale = isReverse ? -Mathf.Abs(speed) : Mathf.Abs(speed);
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var trackEntry = _animationState.SetAnimation(trackIndex, animationName, isLoopActive);
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if (isReverse)
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{
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trackEntry.TrackTime = trackEntry.AnimationEnd;
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}
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return trackEntry;
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}
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public TrackEntry AddAnimation(string animationName, bool isLoopActive, int trackIndex = 0)
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{
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if (!_skeletonAnimation || _animationState == null) return null;
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if (string.IsNullOrEmpty(animationName))
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{
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Debug.LogError($"{animationName} 애니메이션은 존재하지 않습니다.");
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return null;
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}
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var trackEntry = _animationState.AddAnimation(trackIndex, animationName, isLoopActive, 0);
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return trackEntry;
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}
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public string GetCurrentSkin()
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{
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if (_skeletonAnimation == null) return null;
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return _skeletonAnimation.Skeleton.Skin.ToString();
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}
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public void SetSkin(string skinName)
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{
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if (_skeletonAnimation == null && _animationState == null) return;
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if (string.IsNullOrEmpty(skinName))
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{
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Debug.LogError($"{skinName}의 스킨 이름은 존재하지 않습니다.");
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return;
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}
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_skeletonAnimation.Skeleton.SetSkin(skinName);
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_skeletonAnimation.Skeleton.SetSlotsToSetupPose();
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_animationState.Apply(_skeletonAnimation.Skeleton);
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}
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public void SetRandomSkin()
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{
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if (_skeletonAnimation == null || _skeletonAnimation.Skeleton == null) return;
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var skins = _skeletonAnimation.skeleton.Data.Skins;
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var randomSkin = Random.Range((int)_randomRange.x, (int)_randomRange.y);
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var randomSkinName = skins.Items[randomSkin].Name;
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SetSkin(randomSkinName);
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}
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public void SetRandomStringListSkin()
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{
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if (_skeletonAnimation == null || _skeletonAnimation.Skeleton == null) return;
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if (_randomStrings == null || _randomStrings.Count <= 0)
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{
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Debug.LogError("_randomStrings 설정 오류");
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return;
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}
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var randomSkin = Random.Range(0, _randomStrings.Count);
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var randomSkinName = _randomStrings[randomSkin];
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SetSkin(randomSkinName);
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}
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public void EnableCustomMaterial()
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{
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if (_customMaterialEnabled) return;
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_skeletonAnimation.CustomMaterialOverride[_originalMaterial] = _replacementMaterial;
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_customMaterialEnabled = true;
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}
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public void DisableCustomMaterial()
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{
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if (!_customMaterialEnabled) return;
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_skeletonAnimation.CustomMaterialOverride.Remove(_originalMaterial);
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_customMaterialEnabled = false;
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}
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public bool IsAnimationComplete(int trackIndex = 0)
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{
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if (!_skeletonAnimation || _animationState == null) return false;
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var currentTrackEntry = _animationState.GetCurrent(trackIndex);
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if (currentTrackEntry == null)
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{
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Debug.LogWarning($"트랙 {trackIndex}에서 재생 중인 애니메이션이 없습니다.");
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return false;
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}
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return currentTrackEntry.IsComplete;
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}
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#endregion
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}
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} |