mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
Merge branch '3.8' into 4.0-beta
This commit is contained in:
commit
01902e2393
@ -391,6 +391,7 @@
|
||||
* Added **native support for slot blend modes** `Additive`, `Multiply` and `Screen` with automatic assignment at newly imported skeleton assets. `BlendModeMaterialAssets` are now obsolete and replaced by the native properties at `SkeletonDataAsset`. The `SkeletonDataAsset` Inspector provides a new `Blend Modes - Upgrade` button to upgrade an obsolete `BlendModeMaterialAsset` to the native blend modes properties. This upgrade will be performed automatically on imported and re-imported assets in Unity 2020.1 and newer to prevent reported `BlendModeMaterialAsset` issues in these Unity versions. spine-unity 4.0 and newer will automatically perform this upgrade regardless of the Unity version.
|
||||
* `BoneFollower` and `BoneFollowerGraphic` components now provide better support for following bones when the skeleton's Transform is not the parent of the follower's Transform. Previously e.g. rotating a common parent Transform did not lead to the desired result, as well as negatively scaling a skeleton's Transform when it is not a parent of the follower's Transform.
|
||||
* URP and LWRP `Sprite` and `SkeletonLit` shaders no longer require `Advanced - Add Normals` enabled to properly cast and receive shadows. It is recommended to disable `Add Normals` if normals are otherwise not needed.
|
||||
* Added an example component `RootMotionDeltaCompensation` located in `Spine Examples/Scripts/Sample Components` which can be used for applying simple delta compensation. You can enable and disable the component to toggle delta compensation of the currently playing animation on and off.
|
||||
|
||||
* **Changes of default values**
|
||||
* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.
|
||||
|
||||
@ -993,7 +993,7 @@ var spine;
|
||||
color.b += (b - color.b) * alpha;
|
||||
}
|
||||
};
|
||||
RGBTimeline.ENTRIES = 5;
|
||||
RGBTimeline.ENTRIES = 4;
|
||||
RGBTimeline.R = 1;
|
||||
RGBTimeline.G = 2;
|
||||
RGBTimeline.B = 3;
|
||||
@ -1128,7 +1128,7 @@ var spine;
|
||||
}
|
||||
var light = slot.color, dark = slot.darkColor;
|
||||
if (alpha == 1) {
|
||||
slot.color.set(r, g, b, a);
|
||||
light.set(r, g, b, a);
|
||||
dark.r = r2;
|
||||
dark.g = g2;
|
||||
dark.b = b2;
|
||||
@ -5571,7 +5571,7 @@ var spine;
|
||||
case SkeletonBinary.PATH_MIX:
|
||||
var timeline = new spine.PathConstraintMixTimeline(input.readInt(true), input.readInt(true), index);
|
||||
var time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat();
|
||||
for (var frame = 0, bezier = 0, frameLast = nn - 1;; frame++) {
|
||||
for (var frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1;; frame++) {
|
||||
timeline.setFrame(frame, time, mixRotate, mixX, mixY);
|
||||
if (frame == frameLast)
|
||||
break;
|
||||
@ -13679,10 +13679,15 @@ var spine;
|
||||
this.animationState.apply(this.skeleton);
|
||||
this.skeleton.updateWorldTransform();
|
||||
this.skeleton.getBounds(offset, size);
|
||||
minX = Math.min(offset.x, minX);
|
||||
maxX = Math.max(offset.x + size.x, maxX);
|
||||
minY = Math.min(offset.y, minY);
|
||||
maxY = Math.max(offset.y + size.y, maxY);
|
||||
if (!isNaN(offset.x) && !isNaN(offset.y) && !isNaN(size.x) && !isNaN(size.y)) {
|
||||
minX = Math.min(offset.x, minX);
|
||||
maxX = Math.max(offset.x + size.x, maxX);
|
||||
minY = Math.min(offset.y, minY);
|
||||
maxY = Math.max(offset.y + size.y, maxY);
|
||||
}
|
||||
else {
|
||||
console.log("Bounds of animation " + animationName + " are NaN");
|
||||
}
|
||||
}
|
||||
offset.x = minX;
|
||||
offset.y = minY;
|
||||
|
||||
File diff suppressed because one or more lines are too long
@ -993,7 +993,7 @@ var spine;
|
||||
color.b += (b - color.b) * alpha;
|
||||
}
|
||||
};
|
||||
RGBTimeline.ENTRIES = 5;
|
||||
RGBTimeline.ENTRIES = 4;
|
||||
RGBTimeline.R = 1;
|
||||
RGBTimeline.G = 2;
|
||||
RGBTimeline.B = 3;
|
||||
@ -1128,7 +1128,7 @@ var spine;
|
||||
}
|
||||
var light = slot.color, dark = slot.darkColor;
|
||||
if (alpha == 1) {
|
||||
slot.color.set(r, g, b, a);
|
||||
light.set(r, g, b, a);
|
||||
dark.r = r2;
|
||||
dark.g = g2;
|
||||
dark.b = b2;
|
||||
@ -5571,7 +5571,7 @@ var spine;
|
||||
case SkeletonBinary.PATH_MIX:
|
||||
var timeline = new spine.PathConstraintMixTimeline(input.readInt(true), input.readInt(true), index);
|
||||
var time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat();
|
||||
for (var frame = 0, bezier = 0, frameLast = nn - 1;; frame++) {
|
||||
for (var frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1;; frame++) {
|
||||
timeline.setFrame(frame, time, mixRotate, mixX, mixY);
|
||||
if (frame == frameLast)
|
||||
break;
|
||||
|
||||
File diff suppressed because one or more lines are too long
@ -993,7 +993,7 @@ var spine;
|
||||
color.b += (b - color.b) * alpha;
|
||||
}
|
||||
};
|
||||
RGBTimeline.ENTRIES = 5;
|
||||
RGBTimeline.ENTRIES = 4;
|
||||
RGBTimeline.R = 1;
|
||||
RGBTimeline.G = 2;
|
||||
RGBTimeline.B = 3;
|
||||
@ -1128,7 +1128,7 @@ var spine;
|
||||
}
|
||||
var light = slot.color, dark = slot.darkColor;
|
||||
if (alpha == 1) {
|
||||
slot.color.set(r, g, b, a);
|
||||
light.set(r, g, b, a);
|
||||
dark.r = r2;
|
||||
dark.g = g2;
|
||||
dark.b = b2;
|
||||
@ -5571,7 +5571,7 @@ var spine;
|
||||
case SkeletonBinary.PATH_MIX:
|
||||
var timeline = new spine.PathConstraintMixTimeline(input.readInt(true), input.readInt(true), index);
|
||||
var time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat();
|
||||
for (var frame = 0, bezier = 0, frameLast = nn - 1;; frame++) {
|
||||
for (var frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1;; frame++) {
|
||||
timeline.setFrame(frame, time, mixRotate, mixX, mixY);
|
||||
if (frame == frameLast)
|
||||
break;
|
||||
|
||||
File diff suppressed because one or more lines are too long
@ -993,7 +993,7 @@ var spine;
|
||||
color.b += (b - color.b) * alpha;
|
||||
}
|
||||
};
|
||||
RGBTimeline.ENTRIES = 5;
|
||||
RGBTimeline.ENTRIES = 4;
|
||||
RGBTimeline.R = 1;
|
||||
RGBTimeline.G = 2;
|
||||
RGBTimeline.B = 3;
|
||||
@ -1128,7 +1128,7 @@ var spine;
|
||||
}
|
||||
var light = slot.color, dark = slot.darkColor;
|
||||
if (alpha == 1) {
|
||||
slot.color.set(r, g, b, a);
|
||||
light.set(r, g, b, a);
|
||||
dark.r = r2;
|
||||
dark.g = g2;
|
||||
dark.b = b2;
|
||||
@ -5571,7 +5571,7 @@ var spine;
|
||||
case SkeletonBinary.PATH_MIX:
|
||||
var timeline = new spine.PathConstraintMixTimeline(input.readInt(true), input.readInt(true), index);
|
||||
var time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat();
|
||||
for (var frame = 0, bezier = 0, frameLast = nn - 1;; frame++) {
|
||||
for (var frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1;; frame++) {
|
||||
timeline.setFrame(frame, time, mixRotate, mixX, mixY);
|
||||
if (frame == frameLast)
|
||||
break;
|
||||
@ -12990,10 +12990,15 @@ var spine;
|
||||
this.animationState.apply(this.skeleton);
|
||||
this.skeleton.updateWorldTransform();
|
||||
this.skeleton.getBounds(offset, size);
|
||||
minX = Math.min(offset.x, minX);
|
||||
maxX = Math.max(offset.x + size.x, maxX);
|
||||
minY = Math.min(offset.y, minY);
|
||||
maxY = Math.max(offset.y + size.y, maxY);
|
||||
if (!isNaN(offset.x) && !isNaN(offset.y) && !isNaN(size.x) && !isNaN(size.y)) {
|
||||
minX = Math.min(offset.x, minX);
|
||||
maxX = Math.max(offset.x + size.x, maxX);
|
||||
minY = Math.min(offset.y, minY);
|
||||
maxY = Math.max(offset.y + size.y, maxY);
|
||||
}
|
||||
else {
|
||||
console.log("Bounds of animation " + animationName + " are NaN");
|
||||
}
|
||||
}
|
||||
offset.x = minX;
|
||||
offset.y = minY;
|
||||
|
||||
File diff suppressed because one or more lines are too long
@ -993,7 +993,7 @@ var spine;
|
||||
color.b += (b - color.b) * alpha;
|
||||
}
|
||||
};
|
||||
RGBTimeline.ENTRIES = 5;
|
||||
RGBTimeline.ENTRIES = 4;
|
||||
RGBTimeline.R = 1;
|
||||
RGBTimeline.G = 2;
|
||||
RGBTimeline.B = 3;
|
||||
@ -1128,7 +1128,7 @@ var spine;
|
||||
}
|
||||
var light = slot.color, dark = slot.darkColor;
|
||||
if (alpha == 1) {
|
||||
slot.color.set(r, g, b, a);
|
||||
light.set(r, g, b, a);
|
||||
dark.r = r2;
|
||||
dark.g = g2;
|
||||
dark.b = b2;
|
||||
@ -5571,7 +5571,7 @@ var spine;
|
||||
case SkeletonBinary.PATH_MIX:
|
||||
var timeline = new spine.PathConstraintMixTimeline(input.readInt(true), input.readInt(true), index);
|
||||
var time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat();
|
||||
for (var frame = 0, bezier = 0, frameLast = nn - 1;; frame++) {
|
||||
for (var frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1;; frame++) {
|
||||
timeline.setFrame(frame, time, mixRotate, mixX, mixY);
|
||||
if (frame == frameLast)
|
||||
break;
|
||||
|
||||
File diff suppressed because one or more lines are too long
@ -993,7 +993,7 @@ var spine;
|
||||
color.b += (b - color.b) * alpha;
|
||||
}
|
||||
};
|
||||
RGBTimeline.ENTRIES = 5;
|
||||
RGBTimeline.ENTRIES = 4;
|
||||
RGBTimeline.R = 1;
|
||||
RGBTimeline.G = 2;
|
||||
RGBTimeline.B = 3;
|
||||
@ -1128,7 +1128,7 @@ var spine;
|
||||
}
|
||||
var light = slot.color, dark = slot.darkColor;
|
||||
if (alpha == 1) {
|
||||
slot.color.set(r, g, b, a);
|
||||
light.set(r, g, b, a);
|
||||
dark.r = r2;
|
||||
dark.g = g2;
|
||||
dark.b = b2;
|
||||
@ -5571,7 +5571,7 @@ var spine;
|
||||
case SkeletonBinary.PATH_MIX:
|
||||
var timeline = new spine.PathConstraintMixTimeline(input.readInt(true), input.readInt(true), index);
|
||||
var time = input.readFloat(), mixRotate = input.readFloat(), mixX = input.readFloat(), mixY = input.readFloat();
|
||||
for (var frame = 0, bezier = 0, frameLast = nn - 1;; frame++) {
|
||||
for (var frame = 0, bezier = 0, frameLast = timeline.getFrameCount() - 1;; frame++) {
|
||||
timeline.setFrame(frame, time, mixRotate, mixX, mixY);
|
||||
if (frame == frameLast)
|
||||
break;
|
||||
|
||||
File diff suppressed because one or more lines are too long
@ -1216,10 +1216,14 @@ module spine {
|
||||
this.skeleton.updateWorldTransform();
|
||||
this.skeleton.getBounds(offset, size);
|
||||
|
||||
minX = Math.min(offset.x, minX);
|
||||
maxX = Math.max(offset.x + size.x, maxX);
|
||||
minY = Math.min(offset.y, minY);
|
||||
maxY = Math.max(offset.y + size.y, maxY);
|
||||
if (!isNaN(offset.x) && !isNaN(offset.y) && !isNaN(size.x) && !isNaN(size.y)) {
|
||||
minX = Math.min(offset.x, minX);
|
||||
maxX = Math.max(offset.x + size.x, maxX);
|
||||
minY = Math.min(offset.y, minY);
|
||||
maxY = Math.max(offset.y + size.y, maxY);
|
||||
} else {
|
||||
console.log("Bounds of animation " + animationName + " are NaN");
|
||||
}
|
||||
}
|
||||
|
||||
offset.x = minX;
|
||||
|
||||
@ -0,0 +1,29 @@
|
||||
using UnityEngine;
|
||||
using Spine.Unity;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
public class RootMotionDeltaCompensation : MonoBehaviour {
|
||||
|
||||
protected SkeletonRootMotionBase rootMotion;
|
||||
public Transform targetPosition;
|
||||
public int trackIndex = 0;
|
||||
|
||||
void Start () {
|
||||
rootMotion = this.GetComponent<SkeletonRootMotionBase>();
|
||||
}
|
||||
|
||||
void Update () {
|
||||
AdjustDelta();
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
rootMotion.rootMotionScaleX = rootMotion.rootMotionScaleY = 1;
|
||||
}
|
||||
|
||||
void AdjustDelta() {
|
||||
Vector3 toTarget = targetPosition.position - this.transform.position;
|
||||
rootMotion.AdjustRootMotionToDistance(toTarget, trackIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e47cc991328826946a8c4efdd1885bf2
|
||||
timeCreated: 1599066046
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -228,16 +228,121 @@ namespace Spine.Unity.AttachmentTools {
|
||||
}
|
||||
|
||||
#region Runtime Repacking
|
||||
static readonly Dictionary<AtlasRegion, int> existingRegions = new Dictionary<AtlasRegion, int>();
|
||||
static readonly List<int> regionIndices = new List<int>();
|
||||
static readonly List<Texture2D> texturesToPack = new List<Texture2D>();
|
||||
static readonly List<AtlasRegion> originalRegions = new List<AtlasRegion>();
|
||||
static readonly List<AtlasRegion> repackedRegions = new List<AtlasRegion>();
|
||||
static readonly List<Attachment> repackedAttachments = new List<Attachment>();
|
||||
static List<Texture2D>[] texturesToPackAtParam = new List<Texture2D>[1];
|
||||
|
||||
/// <summary>
|
||||
/// Fills the outputAttachments list with new attachment objects based on the attachments in sourceAttachments,
|
||||
/// but mapped to a new single texture using the same material.</summary>
|
||||
/// <remarks>Returned <c>Material</c> and <c>Texture</c> behave like <c>new Texture2D()</c>, thus you need to call <c>Destroy()</c>
|
||||
/// to free resources.</remarks>
|
||||
/// <param name="sourceAttachments">The list of attachments to be repacked.</param>
|
||||
<<<<<<< HEAD
|
||||
/// <param name = "outputAttachments">The List(Attachment) to populate with the newly created Attachment objects.
|
||||
/// May be equal to <c>sourceAttachments</c> for in-place operation.</param>
|
||||
/// <param name="materialPropertySource">May be null. If no Material property source is provided, a material with
|
||||
/// default parameters using the provided <c>shader</c> will be created.</param>
|
||||
=======
|
||||
/// <param name = "outputAttachments">The List(Attachment) to populate with the newly created Attachment objects.</param>
|
||||
///
|
||||
/// <param name="materialPropertySource">May be null. If no Material property source is provided, no special </param>
|
||||
public static void GetRepackedAttachments (List<Attachment> sourceAttachments, List<Attachment> outputAttachments, Material materialPropertySource, out Material outputMaterial, out Texture2D outputTexture, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, string newAssetName = "Repacked Attachments", bool clearCache = false, bool useOriginalNonrenderables = true) {
|
||||
if (sourceAttachments == null) throw new System.ArgumentNullException("sourceAttachments");
|
||||
if (outputAttachments == null) throw new System.ArgumentNullException("outputAttachments");
|
||||
|
||||
// Use shared lists to detect and use shared regions.
|
||||
existingRegions.Clear();
|
||||
regionIndices.Clear();
|
||||
texturesToPack.Clear();
|
||||
originalRegions.Clear();
|
||||
|
||||
outputAttachments.Clear();
|
||||
outputAttachments.AddRange(sourceAttachments);
|
||||
|
||||
int newRegionIndex = 0;
|
||||
for (int i = 0, n = sourceAttachments.Count; i < n; i++) {
|
||||
var originalAttachment = sourceAttachments[i];
|
||||
|
||||
if (IsRenderable(originalAttachment)) {
|
||||
var newAttachment = originalAttachment.GetCopy(true);
|
||||
var region = newAttachment.GetRegion();
|
||||
int existingIndex;
|
||||
if (existingRegions.TryGetValue(region, out existingIndex)) {
|
||||
regionIndices.Add(existingIndex); // Store the region index for the eventual new attachment.
|
||||
} else {
|
||||
originalRegions.Add(region);
|
||||
texturesToPack.Add(region.ToTexture(textureFormat, mipmaps)); // Add the texture to the PackTextures argument
|
||||
existingRegions.Add(region, newRegionIndex); // Add the region to the dictionary of known regions
|
||||
regionIndices.Add(newRegionIndex); // Store the region index for the eventual new attachment.
|
||||
newRegionIndex++;
|
||||
}
|
||||
|
||||
outputAttachments[i] = newAttachment;
|
||||
} else {
|
||||
outputAttachments[i] = useOriginalNonrenderables ? originalAttachment : originalAttachment.GetCopy(true);
|
||||
regionIndices.Add(NonrenderingRegion); // Output attachments pairs with regionIndexes list 1:1. Pad with a sentinel if the attachment doesn't have a region.
|
||||
}
|
||||
}
|
||||
|
||||
// Fill a new texture with the collected attachment textures.
|
||||
var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize, textureFormat, mipmaps);
|
||||
newTexture.mipMapBias = AtlasUtilities.DefaultMipmapBias;
|
||||
newTexture.name = newAssetName;
|
||||
// Copy settings
|
||||
if (texturesToPack.Count > 0) {
|
||||
var sourceTexture = texturesToPack[0];
|
||||
newTexture.CopyTextureAttributesFrom(sourceTexture);
|
||||
}
|
||||
var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
|
||||
|
||||
// Rehydrate the repacked textures as a Material, Spine atlas and Spine.AtlasAttachments
|
||||
Shader shader = materialPropertySource == null ? Shader.Find("Spine/Skeleton") : materialPropertySource.shader;
|
||||
var newMaterial = new Material(shader);
|
||||
if (materialPropertySource != null) {
|
||||
newMaterial.CopyPropertiesFromMaterial(materialPropertySource);
|
||||
newMaterial.shaderKeywords = materialPropertySource.shaderKeywords;
|
||||
}
|
||||
|
||||
newMaterial.name = newAssetName;
|
||||
newMaterial.mainTexture = newTexture;
|
||||
var page = newMaterial.ToSpineAtlasPage();
|
||||
page.name = newAssetName;
|
||||
|
||||
repackedRegions.Clear();
|
||||
for (int i = 0, n = originalRegions.Count; i < n; i++) {
|
||||
var oldRegion = originalRegions[i];
|
||||
var newRegion = UVRectToAtlasRegion(rects[i], oldRegion, page);
|
||||
repackedRegions.Add(newRegion);
|
||||
}
|
||||
|
||||
// Map the cloned attachments to the repacked atlas.
|
||||
for (int i = 0, n = outputAttachments.Count; i < n; i++) {
|
||||
var a = outputAttachments[i];
|
||||
if (IsRenderable(a))
|
||||
a.SetRegion(repackedRegions[regionIndices[i]]);
|
||||
}
|
||||
|
||||
// Clean up.
|
||||
if (clearCache)
|
||||
AtlasUtilities.ClearCache();
|
||||
|
||||
outputTexture = newTexture;
|
||||
outputMaterial = newMaterial;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas
|
||||
/// comprised of all the regions from the original skin.</summary>
|
||||
/// <remarks>GetRepackedSkin is an expensive operation, preferably call it at level load time.
|
||||
/// No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.
|
||||
/// Returned <c>Material</c> and <c>Texture</c> behave like <c>new Texture2D()</c>, thus you need to call <c>Destroy()</c>
|
||||
/// to free resources.</remarks>
|
||||
>>>>>>> 3.8
|
||||
/// <param name="additionalTexturePropertyIDsToCopy">Optional additional textures (such as normal maps) to copy while repacking.
|
||||
/// To copy e.g. the main texture and normal maps, pass 'new int[] { Shader.PropertyToID("_BumpMap") }' at this parameter.</param>
|
||||
/// <param name="additionalOutputTextures">When <c>additionalTexturePropertyIDsToCopy</c> is non-null,
|
||||
@ -312,17 +417,31 @@ namespace Spine.Unity.AttachmentTools {
|
||||
}
|
||||
|
||||
// Use these to detect and use shared regions.
|
||||
var existingRegions = new Dictionary<AtlasRegion, int>();
|
||||
var regionIndexes = new List<int>();
|
||||
existingRegions.Clear();
|
||||
regionIndices.Clear();
|
||||
|
||||
<<<<<<< HEAD
|
||||
// Collect all textures from original attachments.
|
||||
=======
|
||||
// Collect all textures from the attachments of the original skin.
|
||||
repackedAttachments.Clear();
|
||||
>>>>>>> 3.8
|
||||
int numTextureParamsToRepack = 1 + (additionalTexturePropertyIDsToCopy == null ? 0 : additionalTexturePropertyIDsToCopy.Length);
|
||||
additionalOutputTextures = (additionalTexturePropertyIDsToCopy == null ? null : new Texture2D[additionalTexturePropertyIDsToCopy.Length]);
|
||||
List<Texture2D>[] texturesToPackAtParam = new List<Texture2D>[numTextureParamsToRepack];
|
||||
if (texturesToPackAtParam.Length < numTextureParamsToRepack)
|
||||
Array.Resize(ref texturesToPackAtParam, numTextureParamsToRepack);
|
||||
for (int i = 0; i < numTextureParamsToRepack; ++i) {
|
||||
texturesToPackAtParam[i] = new List<Texture2D>();
|
||||
if (texturesToPackAtParam[i] != null)
|
||||
texturesToPackAtParam[i].Clear();
|
||||
else
|
||||
texturesToPackAtParam[i] = new List<Texture2D>();
|
||||
}
|
||||
<<<<<<< HEAD
|
||||
var originalRegions = new List<AtlasRegion>();
|
||||
=======
|
||||
originalRegions.Clear();
|
||||
int newRegionIndex = 0;
|
||||
>>>>>>> 3.8
|
||||
|
||||
if (!object.ReferenceEquals(sourceAttachments, outputAttachments)) {
|
||||
outputAttachments.Clear();
|
||||
@ -339,9 +458,14 @@ namespace Spine.Unity.AttachmentTools {
|
||||
var region = ((IHasRendererObject)newAttachment).RendererObject as AtlasRegion;
|
||||
int existingIndex;
|
||||
if (existingRegions.TryGetValue(region, out existingIndex)) {
|
||||
<<<<<<< HEAD
|
||||
regionIndexes.Add(existingIndex);
|
||||
}
|
||||
else {
|
||||
=======
|
||||
regionIndices.Add(existingIndex); // Store the region index for the eventual new attachment.
|
||||
} else {
|
||||
>>>>>>> 3.8
|
||||
originalRegions.Add(region);
|
||||
for (int i = 0; i < numTextureParamsToRepack; ++i) {
|
||||
Texture2D regionTexture = (i == 0 ?
|
||||
@ -351,9 +475,14 @@ namespace Spine.Unity.AttachmentTools {
|
||||
mipmaps, additionalTexturePropertyIDsToCopy[i - 1], additionalTextureIsLinear[i - 1]));
|
||||
texturesToPackAtParam[i].Add(regionTexture);
|
||||
}
|
||||
<<<<<<< HEAD
|
||||
|
||||
existingRegions.Add(region, newRegionIndex);
|
||||
regionIndexes.Add(newRegionIndex);
|
||||
=======
|
||||
existingRegions.Add(region, newRegionIndex); // Add the region to the dictionary of known regions
|
||||
regionIndices.Add(newRegionIndex); // Store the region index for the eventual new attachment.
|
||||
>>>>>>> 3.8
|
||||
newRegionIndex++;
|
||||
}
|
||||
|
||||
@ -404,7 +533,7 @@ namespace Spine.Unity.AttachmentTools {
|
||||
var page = newMaterial.ToSpineAtlasPage();
|
||||
page.name = newAssetName;
|
||||
|
||||
var repackedRegions = new List<AtlasRegion>();
|
||||
repackedRegions.Clear();
|
||||
for (int i = 0, n = originalRegions.Count; i < n; i++) {
|
||||
var oldRegion = originalRegions[i];
|
||||
var newRegion = UVRectToAtlasRegion(rects[i], oldRegion, page);
|
||||
@ -412,10 +541,17 @@ namespace Spine.Unity.AttachmentTools {
|
||||
}
|
||||
|
||||
// Map the cloned attachments to the repacked atlas.
|
||||
<<<<<<< HEAD
|
||||
for (int i = 0, n = outputAttachments.Count; i < n; i++) {
|
||||
var a = outputAttachments[i];
|
||||
if (a is IHasRendererObject)
|
||||
a.SetRegion(repackedRegions[regionIndexes[i]]);
|
||||
=======
|
||||
for (int i = 0, n = repackedAttachments.Count; i < n; i++) {
|
||||
var a = repackedAttachments[i];
|
||||
if (IsRenderable(a))
|
||||
a.SetRegion(repackedRegions[regionIndices[i]]);
|
||||
>>>>>>> 3.8
|
||||
}
|
||||
|
||||
// Clean up.
|
||||
@ -536,6 +672,15 @@ namespace Spine.Unity.AttachmentTools {
|
||||
if (output == null) {
|
||||
Texture2D sourceTexture = texturePropertyId == 0 ? ar.GetMainTexture() : ar.GetTexture(texturePropertyId);
|
||||
Rect r = ar.GetUnityRect();
|
||||
// Compensate any image resizing due to Texture 'Max Size' import settings.
|
||||
// sourceTexture.width returns the resized image dimensions, at least in newer Unity versions.
|
||||
if (sourceTexture.width < ar.page.width) {
|
||||
float scaleX = (float)(sourceTexture.width) / (float)(ar.page.width);
|
||||
float scaleY = (float)(sourceTexture.height) / (float)(ar.page.height);
|
||||
var scale = new Vector2(scaleX, scaleY);
|
||||
r = new Rect(Vector2.Scale(r.position, scale), Vector2.Scale(r.size, scale));
|
||||
}
|
||||
|
||||
int width = (int)r.width;
|
||||
int height = (int)r.height;
|
||||
output = new Texture2D(width, height, textureFormat, mipmaps, linear) { name = ar.name };
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user