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Mecanim.unity.meta +++ b/spine-unity/Assets/Spine Examples/Other Examples/StateMachine SkeletonAnimation/Mecanim Logic SkeletonAnimation View.unity.meta @@ -1,6 +1,6 @@ fileFormatVersion: 2 -guid: afd3c9ec31200bc49b169c22f00b010b -timeCreated: 1531300871 +guid: 1fba3cdaf99163b4cb14533eb6bd9b2a +timeCreated: 1545228667 licenseType: Free DefaultImporter: userData: diff --git a/spine-unity/Assets/Spine Examples/Scripts/AnimationStateMecanimState.cs b/spine-unity/Assets/Spine Examples/Scripts/AnimationStateMecanimState.cs deleted file mode 100644 index 46afe77f5..000000000 --- a/spine-unity/Assets/Spine Examples/Scripts/AnimationStateMecanimState.cs +++ /dev/null @@ -1,62 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -using Spine; -using Spine.Unity; - -public class AnimationStateMecanimState : StateMachineBehaviour { - - #region Inspector - public AnimationReferenceAsset animation; - - [System.Serializable] - public struct AnimationTransition { - public AnimationReferenceAsset from; - public AnimationReferenceAsset transition; - } - - [UnityEngine.Serialization.FormerlySerializedAs("transitions")] - public List fromTransitions = new List(); - #endregion - - Spine.AnimationState state; - - public void Initialize (Animator animator) { - if (state == null) { - var animationStateComponent = (animator.GetComponent(typeof(IAnimationStateComponent))) as IAnimationStateComponent; - state = animationStateComponent.AnimationState; - } - } - - override public void OnStateEnter (Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { - if (state == null) { - Initialize(animator); - } - - float timeScale = stateInfo.speed; - var current = state.GetCurrent(layerIndex); - - bool transitionPlayed = false; - if (current != null && fromTransitions.Count > 0) { - foreach (var t in fromTransitions) { - if (t.from.Animation == current.Animation) { - var transitionEntry = state.SetAnimation(layerIndex, t.transition.Animation, false); - transitionEntry.TimeScale = timeScale; - transitionPlayed = true; - break; - } - } - } - - TrackEntry trackEntry; - if (transitionPlayed) { - trackEntry = state.AddAnimation(layerIndex, animation.Animation, stateInfo.loop, 0); - } else { - trackEntry = state.SetAnimation(layerIndex, animation.Animation, stateInfo.loop); - } - trackEntry.TimeScale = timeScale; - - } - -} diff --git a/spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic.meta b/spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic.meta new file mode 100644 index 000000000..82b55672d --- /dev/null +++ b/spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: deef60f3c6fd9ae45b2c4dfcac0706f1 +folderAsset: yes +timeCreated: 1545227769 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/Spine Examples/Scripts/AnimationStateWithMecanimExample.cs b/spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic/DummyMecanimControllerExample.cs similarity index 82% rename from spine-unity/Assets/Spine Examples/Scripts/AnimationStateWithMecanimExample.cs rename to spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic/DummyMecanimControllerExample.cs index 9121fdeb8..c37b14a51 100644 --- a/spine-unity/Assets/Spine Examples/Scripts/AnimationStateWithMecanimExample.cs +++ b/spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic/DummyMecanimControllerExample.cs @@ -2,14 +2,11 @@ using System.Collections.Generic; using UnityEngine; -using Spine; -using Spine.Unity; - namespace Spine.Unity.Examples { - public class AnimationStateWithMecanimExample : MonoBehaviour { + public class DummyMecanimControllerExample : MonoBehaviour { - SkeletonAnimation skeletonAnimation; - Animator logicAnimator; + public Animator logicAnimator; + public SkeletonAnimationHandleExample animationHandle; [Header("Controls")] public KeyCode walkButton = KeyCode.LeftShift; @@ -26,9 +23,6 @@ namespace Spine.Unity.Examples { public bool isGrounded; void Awake () { - skeletonAnimation = GetComponent(); - logicAnimator = GetComponent(); - isGrounded = true; } @@ -42,7 +36,7 @@ namespace Spine.Unity.Examples { // Flip skeleton. if (x != 0) { - skeletonAnimation.Skeleton.ScaleX = x > 0 ? 1f : -1f; + animationHandle.SetFlip(x); } if (Input.GetKeyDown(jumpButton)) { @@ -53,7 +47,6 @@ namespace Spine.Unity.Examples { logicAnimator.SetFloat(horizontalSpeedProperty, Mathf.Abs(speed.x)); logicAnimator.SetFloat(verticalSpeedProperty, speed.y); logicAnimator.SetBool(groundedProperty, isGrounded); - } IEnumerator FakeJump () { diff --git a/spine-unity/Assets/Spine Examples/Scripts/AnimationStateWithMecanimExample.cs.meta b/spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic/DummyMecanimControllerExample.cs.meta similarity index 100% rename from spine-unity/Assets/Spine Examples/Scripts/AnimationStateWithMecanimExample.cs.meta rename to spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic/DummyMecanimControllerExample.cs.meta diff --git a/spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic/MecanimToAnimationHandleExample.cs b/spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic/MecanimToAnimationHandleExample.cs new file mode 100644 index 000000000..4b16aea24 --- /dev/null +++ b/spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic/MecanimToAnimationHandleExample.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace Spine.Unity.Examples { + + // This StateMachineBehaviour handles sending the Mecanim state information to the component that handles playing the Spine animations. + public class MecanimToAnimationHandleExample : StateMachineBehaviour { + SkeletonAnimationHandleExample animationHandle; + bool initialized; + + override public void OnStateEnter (Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { + if (!initialized) { + animationHandle = animator.GetComponent(); + initialized = true; + } + + animationHandle.PlayAnimationForState(stateInfo.shortNameHash, layerIndex); + } + } + +} diff --git a/spine-unity/Assets/Spine Examples/Scripts/AnimationStateMecanimState.cs.meta b/spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic/MecanimToAnimationHandleExample.cs.meta similarity index 76% rename from spine-unity/Assets/Spine Examples/Scripts/AnimationStateMecanimState.cs.meta rename to spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic/MecanimToAnimationHandleExample.cs.meta index b205d8341..04cfac187 100644 --- a/spine-unity/Assets/Spine Examples/Scripts/AnimationStateMecanimState.cs.meta +++ b/spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic/MecanimToAnimationHandleExample.cs.meta @@ -1,6 +1,6 @@ fileFormatVersion: 2 -guid: 536bdde8dc7bbb641b17da9221d6562f -timeCreated: 1531293563 +guid: 16f3a0143bc0dbc4793717b6d2ff94a2 +timeCreated: 1545230670 licenseType: Free MonoImporter: serializedVersion: 2 diff --git a/spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic/SkeletonAnimationHandleExample.cs b/spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic/SkeletonAnimationHandleExample.cs new file mode 100644 index 000000000..a77c19a76 --- /dev/null +++ b/spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic/SkeletonAnimationHandleExample.cs @@ -0,0 +1,77 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + + +namespace Spine.Unity.Examples { + public class SkeletonAnimationHandleExample : MonoBehaviour { + + public SkeletonAnimation skeletonAnimation; + public List statesAndAnimations = new List(); + public List transitions = new List(); + + [System.Serializable] + public class StateNameToAnimationReference { + public string stateName; + public AnimationReferenceAsset animation; + } + + [System.Serializable] + public struct AnimationTransition { + public AnimationReferenceAsset from; + public AnimationReferenceAsset to; + public AnimationReferenceAsset transition; + } + + readonly Dictionary transitionDictionary = new Dictionary(Spine.AnimationStateData.AnimationPairComparer.Instance); + + void Awake () { + foreach (var entry in transitions) { + // If uninitialized + entry.from.Initialize(); + entry.to.Initialize(); + entry.transition.Initialize(); + + transitionDictionary.Add(new AnimationStateData.AnimationPair(entry.from.Animation, entry.to.Animation), entry.transition.Animation); + } + } + + public void SetFlip (float horizontal) { + if (horizontal != 0) { + skeletonAnimation.Skeleton.ScaleX = horizontal > 0 ? 1f : -1f; + } + } + + public void PlayAnimationForState (int shortNameHash, int layerIndex) { + var foundAnimation = GetAnimationForState(shortNameHash); + if (foundAnimation == null) + return; + + PlayNewAnimation(foundAnimation, layerIndex); + } + + public Spine.Animation GetAnimationForState (int shortNameHash) { + var foundState = statesAndAnimations.Find(entry => Animator.StringToHash(entry.stateName) == shortNameHash); + return (foundState == null) ? null : foundState.animation; + } + + void PlayNewAnimation (Spine.Animation target, int layerIndex) { + Spine.Animation transition = null; + Spine.Animation current = null; + + var currentTrackEntry = skeletonAnimation.AnimationState.GetCurrent(layerIndex); + if (currentTrackEntry != null) { + current = currentTrackEntry.Animation; + if (current != null) + transitionDictionary.TryGetValue(new AnimationStateData.AnimationPair(current, target), out transition); + } + + if (transition != null) { + skeletonAnimation.AnimationState.SetAnimation(layerIndex, transition, false); + skeletonAnimation.AnimationState.AddAnimation(layerIndex, target, true, 0f); + } else { + skeletonAnimation.AnimationState.SetAnimation(layerIndex, target, true); + } + } + } +} \ No newline at end of file diff --git a/spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic/SkeletonAnimationHandleExample.cs.meta b/spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic/SkeletonAnimationHandleExample.cs.meta new file mode 100644 index 000000000..4b2abe88d --- /dev/null +++ b/spine-unity/Assets/Spine Examples/Scripts/Mecanim as Logic/SkeletonAnimationHandleExample.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: dd8d49de34fd0724ca8c1ae3c44afe59 +timeCreated: 1545230473 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/Spine Examples/Scripts/Sample Components/SkeletonAnimationFixedTimestep.cs b/spine-unity/Assets/Spine Examples/Scripts/Sample Components/SkeletonAnimationFixedTimestep.cs index 65d8b4b3a..44113b848 100644 --- a/spine-unity/Assets/Spine Examples/Scripts/Sample Components/SkeletonAnimationFixedTimestep.cs +++ b/spine-unity/Assets/Spine Examples/Scripts/Sample Components/SkeletonAnimationFixedTimestep.cs @@ -1,4 +1,4 @@ -/****************************************************************************** +/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software diff --git a/spine-unity/Assets/Spine Examples/Scripts/SpineboyFootplanter.cs b/spine-unity/Assets/Spine Examples/Scripts/SpineboyFootplanter.cs index 5df40d8b8..4220c831f 100644 --- a/spine-unity/Assets/Spine Examples/Scripts/SpineboyFootplanter.cs +++ b/spine-unity/Assets/Spine Examples/Scripts/SpineboyFootplanter.cs @@ -1,4 +1,4 @@ -using System.Collections; +using System.Collections; using System.Collections.Generic; using UnityEngine; diff --git a/spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-pro/spineboy-pro_Material.mat b/spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-pro/spineboy-pro_Material.mat index 0a9ccec76..8fd6e63ef 100644 --- a/spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-pro/spineboy-pro_Material.mat +++ b/spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-pro/spineboy-pro_Material.mat @@ -7,7 +7,7 @@ Material: m_PrefabParentObject: {fileID: 0} m_PrefabInternal: {fileID: 0} m_Name: spineboy-pro_Material - m_Shader: {fileID: 4800000, guid: 1e8a610c9e01c3648bac42585e5fc676, type: 3} + m_Shader: {fileID: 4800000, guid: 45495790b394f894a967dbf44489b57b, type: 3} m_ShaderKeywords: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 @@ -24,5 +24,9 @@ Material: m_Offset: {x: 0, y: 0} m_Floats: - _Cutoff: 0.1 + - _FillPhase: 0 - _StraightAlphaInput: 0 - m_Colors: [] + m_Colors: + - _Black: {r: 0, g: 0, b: 0, a: 0} + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _FillColor: {r: 1, g: 1, b: 1, a: 1}