Merge remote-tracking branch 'origin/master'

This commit is contained in:
NathanSweet 2016-07-13 14:26:14 +02:00
commit 05c7cde3c0
11 changed files with 136 additions and 91 deletions

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@ -12,7 +12,7 @@ The Spine Runtimes are developed with the intent to be used with data exported f
## Spine version
spine-c works with data exported from Spine version 3.3.07.
spine-c works with data exported from the latest version of Spine.
spine-c supports all Spine features.

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@ -10,7 +10,7 @@ The Spine Runtimes are developed with the intent to be used with data exported f
## Spine version
spine-cocos2d-objc works with data exported from Spine version 3.3.07.
spine-cocos2d-objc works with data exported from from the latest version of Spine.
spine-cocos2d-objc supports all Spine features.

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@ -10,7 +10,7 @@ The Spine Runtimes are developed with the intent to be used with data exported f
## Spine version
spine-cocos2dx works with data exported from Spine version 3.3.07.
spine-cocos2dx works with data exported from from the latest version of Spine.
spine-cocos2dx supports all Spine features.

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@ -10,7 +10,7 @@ The Spine Runtimes are developed with the intent to be used with data exported f
## Spine version
spine-csharp works with data exported from Spine 3.3.07.
spine-csharp works with data exported from the latest version of Spine.
spine-csharp supports all Spine features.

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@ -10,7 +10,7 @@ The Spine Runtimes are developed with the intent to be used with data exported f
## Spine version
spine-monogame works with data exported from Spine 3.3.07.
spine-monogame works with data exported from from the latest version of Spine.
spine-monogame supports all Spine features.

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@ -10,7 +10,7 @@ The Spine Runtimes are developed with the intent to be used with data exported f
## Spine version
spine-sfml works with data exported from Spine version 3.3.07.
spine-sfml works with data exported from the latest version of Spine.
spine-sfml supports all Spine features.

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@ -32,28 +32,30 @@ using UnityEngine;
using System.Collections.Generic;
namespace Spine.Unity {
[ExecuteInEditMode]
public class BoundingBoxFollower : MonoBehaviour {
#region Inspector
public SkeletonRenderer skeletonRenderer;
[SpineSlot(dataField: "skeletonRenderer", containsBoundingBoxes: true)]
public string slotName;
#endregion
Slot slot;
BoundingBoxAttachment currentAttachment;
PolygonCollider2D currentCollider;
string currentAttachmentName;
PolygonCollider2D currentCollider;
bool valid = false;
bool hasReset;
public Dictionary<BoundingBoxAttachment, PolygonCollider2D> colliderTable = new Dictionary<BoundingBoxAttachment, PolygonCollider2D>();
public Dictionary<BoundingBoxAttachment, string> attachmentNameTable = new Dictionary<BoundingBoxAttachment, string>();
public readonly Dictionary<BoundingBoxAttachment, PolygonCollider2D> colliderTable = new Dictionary<BoundingBoxAttachment, PolygonCollider2D>();
public readonly Dictionary<BoundingBoxAttachment, string> attachmentNameTable = new Dictionary<BoundingBoxAttachment, string>();
public string CurrentAttachmentName { get { return currentAttachmentName; } }
public BoundingBoxAttachment CurrentAttachment { get { return currentAttachment; } }
public PolygonCollider2D CurrentCollider { get { return currentCollider; } }
public Slot Slot { get { return slot; } }
public BoundingBoxAttachment CurrentAttachment { get { return currentAttachment; } }
public string CurrentAttachmentName { get { return currentAttachmentName; } }
public PolygonCollider2D CurrentCollider { get { return currentCollider; } }
void OnEnable () {
ClearColliders();
@ -62,74 +64,96 @@ namespace Spine.Unity {
skeletonRenderer = GetComponentInParent<SkeletonRenderer>();
if (skeletonRenderer != null) {
skeletonRenderer.OnRebuild -= HandleReset;
skeletonRenderer.OnRebuild += HandleReset;
skeletonRenderer.OnRebuild -= HandleRebuild;
skeletonRenderer.OnRebuild += HandleRebuild;
if (hasReset)
HandleReset(skeletonRenderer);
HandleRebuild(skeletonRenderer);
}
}
void OnDisable () {
skeletonRenderer.OnRebuild -= HandleReset;
skeletonRenderer.OnRebuild -= HandleRebuild;
}
void Start () {
if (!hasReset && skeletonRenderer != null)
HandleReset(skeletonRenderer);
HandleRebuild(skeletonRenderer);
}
public void HandleReset (SkeletonRenderer renderer) {
public void HandleRebuild (SkeletonRenderer renderer) {
if (string.IsNullOrEmpty(slotName))
return;
hasReset = true;
ClearColliders();
colliderTable.Clear();
if (skeletonRenderer.skeleton == null) {
skeletonRenderer.OnRebuild -= HandleReset;
skeletonRenderer.OnRebuild -= HandleRebuild;
skeletonRenderer.Initialize(false);
skeletonRenderer.OnRebuild += HandleReset;
skeletonRenderer.OnRebuild += HandleRebuild;
}
var skeleton = skeletonRenderer.skeleton;
slot = skeleton.FindSlot(slotName);
int slotIndex = skeleton.FindSlotIndex(slotName);
foreach (var skin in skeleton.Data.Skins) {
var attachmentNames = new List<string>();
skin.FindNamesForSlot(slotIndex, attachmentNames);
if (this.gameObject.activeInHierarchy) {
foreach (var skin in skeleton.Data.Skins) {
var attachmentNames = new List<string>();
skin.FindNamesForSlot(slotIndex, attachmentNames);
foreach (var attachmentName in attachmentNames) {
var attachment = skin.GetAttachment(slotIndex, attachmentName);
var boundingBoxAttachment = attachment as BoundingBoxAttachment;
if (boundingBoxAttachment != null) {
var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(boundingBoxAttachment, gameObject, true);
bbCollider.enabled = false;
bbCollider.hideFlags = HideFlags.HideInInspector;
colliderTable.Add(boundingBoxAttachment, bbCollider);
attachmentNameTable.Add(boundingBoxAttachment, attachmentName);
foreach (var attachmentName in attachmentNames) {
var attachment = skin.GetAttachment(slotIndex, attachmentName);
var boundingBoxAttachment = attachment as BoundingBoxAttachment;
#if UNITY_EDITOR
if (attachment != null && boundingBoxAttachment == null)
Debug.Log("BoundingBoxFollower tried to follow a slot that contains non-boundingbox attachments.");
#endif
if (boundingBoxAttachment != null) {
var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(boundingBoxAttachment, gameObject, true);
bbCollider.enabled = false;
bbCollider.hideFlags = HideFlags.NotEditable;
colliderTable.Add(boundingBoxAttachment, bbCollider);
attachmentNameTable.Add(boundingBoxAttachment, attachmentName);
}
}
}
}
#if UNITY_EDITOR
valid = colliderTable.Count != 0;
if (!valid)
Debug.LogWarning("Bounding Box Follower not valid! Slot [" + slotName + "] does not contain any Bounding Box Attachments!");
if (!valid) {
if (this.gameObject.activeInHierarchy)
Debug.LogWarning("Bounding Box Follower not valid! Slot [" + slotName + "] does not contain any Bounding Box Attachments!");
else
Debug.LogWarning("Bounding Box Follower tried to rebuild as a prefab.");
}
#endif
}
void ClearColliders () {
var colliders = GetComponents<PolygonCollider2D>();
if (colliders.Length == 0) return;
#if UNITY_EDITOR
if (Application.isPlaying) {
foreach (var c in colliders)
Destroy(c);
foreach (var c in colliders) {
if (c != null)
Destroy(c);
}
} else {
foreach (var c in colliders)
DestroyImmediate(c);
}
#else
foreach (var c in colliders)
if (c != null)
Destroy(c);
#endif
colliderTable.Clear();
attachmentNameTable.Clear();
@ -139,25 +163,32 @@ namespace Spine.Unity {
if (!skeletonRenderer.valid)
return;
if (slot != null) {
if (slot.Attachment != currentAttachment)
SetCurrent((BoundingBoxAttachment)slot.Attachment);
}
if (slot != null && slot.Attachment != currentAttachment)
MatchAttachment(slot.Attachment);
}
void SetCurrent (BoundingBoxAttachment attachment) {
if (currentCollider)
/// <summary>Sets the current collider to match attachment.</summary>
/// <param name="attachment">If the attachment is not a bounding box, it will be treated as null.</param>
void MatchAttachment (Attachment attachment) {
var bbAttachment = attachment as BoundingBoxAttachment;
#if UNITY_EDITOR
if (attachment != null && bbAttachment == null)
Debug.LogWarning("BoundingBoxFollower tried to match a non-boundingbox attachment. It will treat it as null.");
#endif
if (currentCollider != null)
currentCollider.enabled = false;
if (attachment != null) {
currentCollider = colliderTable[attachment];
currentCollider.enabled = true;
} else {
if (bbAttachment == null) {
currentCollider = null;
} else {
currentCollider = colliderTable[bbAttachment];
currentCollider.enabled = true;
}
currentAttachment = attachment;
currentAttachmentName = currentAttachment == null ? null : attachmentNameTable[attachment];
currentAttachment = bbAttachment;
currentAttachmentName = currentAttachment == null ? null : attachmentNameTable[bbAttachment];
}
}

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@ -31,7 +31,6 @@
using UnityEngine;
using UnityEditor;
using System.Collections;
namespace Spine.Unity.Editor {
@ -39,7 +38,8 @@ namespace Spine.Unity.Editor {
public class BoundingBoxFollowerInspector : UnityEditor.Editor {
SerializedProperty skeletonRenderer, slotName;
BoundingBoxFollower follower;
bool needToReset = false;
bool rebuildRequired = false;
bool addBoneFollower = false;
void OnEnable () {
skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
@ -48,41 +48,63 @@ namespace Spine.Unity.Editor {
}
public override void OnInspectorGUI () {
if (needToReset) {
follower.HandleReset(null);
needToReset = false;
bool isInspectingPrefab = (PrefabUtility.GetPrefabType(target) == PrefabType.Prefab);
bool repaintEvent = UnityEngine.Event.current.type == EventType.Repaint;
if (rebuildRequired) {
follower.HandleRebuild(null);
rebuildRequired = false;
}
EditorGUI.BeginChangeCheck();
EditorGUILayout.PropertyField(skeletonRenderer);
EditorGUILayout.PropertyField(slotName, new GUIContent("Slot"));
if (EditorGUI.EndChangeCheck()){
if (EditorGUI.EndChangeCheck()) {
serializedObject.ApplyModifiedProperties();
needToReset = true;
if (!isInspectingPrefab)
rebuildRequired = true;
}
bool hasBone = follower.GetComponent<BoneFollower>() != null;
EditorGUI.BeginDisabledGroup(hasBone || follower.Slot == null);
{
bool hasBoneFollower = follower.GetComponent<BoneFollower>() != null;
using (new EditorGUI.DisabledGroupScope(hasBoneFollower || follower.Slot == null)) {
if (GUILayout.Button(new GUIContent("Add Bone Follower", SpineEditorUtilities.Icons.bone))) {
var boneFollower = follower.gameObject.AddComponent<BoneFollower>();
boneFollower.boneName = follower.Slot.Data.BoneData.Name;
addBoneFollower = true;
}
}
EditorGUI.EndDisabledGroup();
if (isInspectingPrefab) {
follower.colliderTable.Clear();
follower.attachmentNameTable.Clear();
EditorGUILayout.HelpBox("BoundingBoxAttachments cannot be previewed in prefabs.", MessageType.Info);
// How do you prevent components from being saved into the prefab? No such HideFlag. DontSaveInEditor | DontSaveInBuild does not work. DestroyImmediate does not work.
var collider = follower.GetComponent<PolygonCollider2D>();
if (collider != null) Debug.LogWarning("Found BoundingBoxFollower collider components in prefab. These are disposed and regenerated at runtime.");
//GUILayout.Space(20);
GUILayout.Label("Attachment Names", EditorStyles.boldLabel);
foreach (var kp in follower.attachmentNameTable) {
string name = kp.Value;
var collider = follower.colliderTable[kp.Key];
bool isPlaceholder = name != kp.Key.Name;
collider.enabled = EditorGUILayout.ToggleLeft(new GUIContent(!isPlaceholder ? name : name + " [" + kp.Key.Name + "]", isPlaceholder ? SpineEditorUtilities.Icons.skinPlaceholder : SpineEditorUtilities.Icons.boundingBox), collider.enabled);
} else {
EditorGUILayout.LabelField(string.Format("Attachment Names ({0} PolygonCollider2D)", follower.colliderTable.Count), EditorStyles.boldLabel);
EditorGUI.BeginChangeCheck();
foreach (var kp in follower.attachmentNameTable) {
string attachmentName = kp.Value;
var collider = follower.colliderTable[kp.Key];
bool isPlaceholder = attachmentName != kp.Key.Name;
collider.enabled = EditorGUILayout.ToggleLeft(new GUIContent(!isPlaceholder ? attachmentName : attachmentName + " [" + kp.Key.Name + "]", isPlaceholder ? SpineEditorUtilities.Icons.skinPlaceholder : SpineEditorUtilities.Icons.boundingBox), collider.enabled);
}
if (EditorGUI.EndChangeCheck()) {
SceneView.RepaintAll();
}
if (!Application.isPlaying)
EditorGUILayout.HelpBox("\nAt runtime, BoundingBoxFollower enables and disables PolygonCollider2Ds based on the currently active attachment in the slot.\n\nCheckboxes in Edit Mode are only for preview. Checkbox states are not saved.\n", MessageType.Info);
}
if (addBoneFollower && repaintEvent) {
var boneFollower = follower.gameObject.AddComponent<BoneFollower>();
boneFollower.boneName = follower.Slot.Data.BoneData.Name;
addBoneFollower = false;
}
}
}
}

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@ -235,7 +235,6 @@ namespace Spine.Unity {
ExposedList<Slot> drawOrder = skeleton.drawOrder;
var drawOrderItems = drawOrder.Items;
int drawOrderCount = drawOrder.Count;
int separatorSlotCount = separatorSlots.Count;
bool renderMeshes = this.renderMeshes;
// Clear last state of attachments and submeshes
@ -298,9 +297,7 @@ namespace Spine.Unity {
}
#if !SPINE_TK2D
// Material material = (Material)((AtlasRegion)rendererObject).page.rendererObject; // For no customSlotMaterials
Material material;
Material material; //= (Material)((AtlasRegion)rendererObject).page.rendererObject; // For no customSlotMaterials
if (isCustomSlotMaterialsPopulated) {
if (!customSlotMaterials.TryGetValue(slot, out material)) {
material = (Material)((AtlasRegion)rendererObject).page.rendererObject;
@ -313,8 +310,8 @@ namespace Spine.Unity {
#endif
// Create a new SubmeshInstruction when material changes. (or when forced to separate by a submeshSeparator)
bool forceSeparate = (separatorSlotCount > 0 && separatorSlots.Contains(slot));
if ((vertexCount > 0 && lastMaterial.GetInstanceID() != material.GetInstanceID()) || forceSeparate) {
bool forceSeparate = (separatorSlots.Count > 0 && separatorSlots.Contains(slot));
if (vertexCount > 0 && (lastMaterial.GetInstanceID() != material.GetInstanceID() || forceSeparate)) {
workingSubmeshInstructions.Add(
new Spine.Unity.MeshGeneration.SubmeshInstruction {
skeleton = this.skeleton,
@ -327,14 +324,13 @@ namespace Spine.Unity {
forceSeparate = forceSeparate
}
);
submeshTriangleCount = 0;
submeshVertexCount = 0;
submeshFirstVertex = vertexCount;
submeshStartSlotIndex = i;
}
// Update state for the next iteration.
lastMaterial = material;
submeshTriangleCount += attachmentTriangleCount;
vertexCount += attachmentVertexCount;
submeshVertexCount += attachmentVertexCount;
@ -382,10 +378,7 @@ namespace Spine.Unity {
#if SPINE_OPTIONAL_RENDEROVERRIDE
if (this.generateMeshOverride != null) {
this.generateMeshOverride(workingInstruction);
if (disableRenderingOnOverride) {
return;
}
if (disableRenderingOnOverride) return;
}
#endif
@ -876,9 +869,8 @@ namespace Spine.Unity {
}
}
#else
for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++) {
triangles[triangleIndex] = firstVertex + attachmentTriangles[ii];
}
for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++)
triangles[triangleIndex] = firstVertex + attachmentTriangles[ii];
#endif
firstVertex += attachmentVertexCount;

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@ -14,7 +14,7 @@ The Spine Runtimes are developed with the intent to be used with data exported f
## Spine version
spine-unity works with data exported from Spine 3.3.07.
spine-unity works with data exported from the latest version of Spine.
spine-unity supports all Spine features.

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@ -10,7 +10,7 @@ The Spine Runtimes are developed with the intent to be used with data exported f
## Spine version
spine-xna works with data exported from Spine 3.7.07.
spine-xna works with data exported from the latest version of Spine.
spine-xna supports all Spine features.