mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
Meshes, FFD and skinning for spine-unity.
This commit is contained in:
parent
15b3f0979b
commit
09fac79d03
@ -33,6 +33,7 @@ using System.IO;
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using UnityEngine;
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using UnityEngine;
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using Spine;
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using Spine;
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/// <summary>Loads and stores a Spine atlas and list of materials.</summary>
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public class AtlasAsset : ScriptableObject {
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public class AtlasAsset : ScriptableObject {
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public TextAsset atlasFile;
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public TextAsset atlasFile;
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public Material[] materials;
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public Material[] materials;
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@ -45,13 +46,13 @@ public class AtlasAsset : ScriptableObject {
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/// <returns>The atlas or null if it could not be loaded.</returns>
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/// <returns>The atlas or null if it could not be loaded.</returns>
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public Atlas GetAtlas () {
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public Atlas GetAtlas () {
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if (atlasFile == null) {
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if (atlasFile == null) {
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Debug.LogWarning("Atlas file not set for atlas asset: " + name, this);
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Debug.LogError("Atlas file not set for atlas asset: " + name, this);
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Clear();
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Clear();
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return null;
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return null;
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}
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}
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if (materials == null || materials.Length == 0) {
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if (materials == null || materials.Length == 0) {
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Debug.LogWarning("Materials not set for atlas asset: " + name, this);
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Debug.LogError("Materials not set for atlas asset: " + name, this);
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Clear();
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Clear();
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return null;
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return null;
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}
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}
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@ -63,7 +64,7 @@ public class AtlasAsset : ScriptableObject {
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atlas = new Atlas(new StringReader(atlasFile.text), "", new MaterialsTextureLoader(this));
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atlas = new Atlas(new StringReader(atlasFile.text), "", new MaterialsTextureLoader(this));
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return atlas;
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return atlas;
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} catch (Exception ex) {
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} catch (Exception ex) {
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Debug.Log("Error reading atlas file for atlas asset: " + name + "\n" + ex.Message + "\n" + ex.StackTrace, this);
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Debug.LogError("Error reading atlas file for atlas asset: " + name + "\n" + ex.Message + "\n" + ex.StackTrace, this);
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return null;
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return null;
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}
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}
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}
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}
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@ -81,7 +82,7 @@ public class MaterialsTextureLoader : TextureLoader {
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Material material = null;
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Material material = null;
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foreach (Material other in atlasAsset.materials) {
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foreach (Material other in atlasAsset.materials) {
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if (other.mainTexture == null) {
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if (other.mainTexture == null) {
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Debug.LogWarning("Material is missing texture: " + other.name, other);
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Debug.LogError("Material is missing texture: " + other.name, other);
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return;
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return;
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}
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}
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if (other.mainTexture.name == name) {
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if (other.mainTexture.name == name) {
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@ -90,7 +91,7 @@ public class MaterialsTextureLoader : TextureLoader {
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}
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}
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}
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}
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if (material == null) {
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if (material == null) {
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Debug.LogWarning("Material with texture name \"" + name + "\" not found for atlas asset: " + atlasAsset.name, atlasAsset);
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Debug.LogError("Material with texture name \"" + name + "\" not found for atlas asset: " + atlasAsset.name, atlasAsset);
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return;
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return;
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}
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}
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page.rendererObject = material;
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page.rendererObject = material;
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@ -38,44 +38,52 @@ using Spine;
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[ExecuteInEditMode]
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[ExecuteInEditMode]
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[AddComponentMenu("Spine/BoneComponent")]
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[AddComponentMenu("Spine/BoneComponent")]
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public class BoneComponent : MonoBehaviour {
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public class BoneComponent : MonoBehaviour {
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public SkeletonComponent skeletonComponent;
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public bool valid;
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public SkeletonRenderer skeletonRenderer;
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public Bone bone;
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public Bone bone;
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/// <summary>If a bone isn't set, boneName is used to find the bone.</summary>
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/// <summary>If a bone isn't set, boneName is used to find the bone.</summary>
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public String boneName;
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public String boneName;
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protected Transform cachedTransform;
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protected Transform cachedTransform;
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protected Transform skeletonComponentTransform;
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protected Transform skeletonTransform;
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void Awake () {
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public void Reset () {
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bone = null;
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cachedTransform = transform;
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cachedTransform = transform;
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valid = skeletonRenderer != null && skeletonRenderer.valid;
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if (!valid) return;
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skeletonTransform = skeletonRenderer.transform;
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}
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if(skeletonComponent == null) return;
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public void Awake () {
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skeletonComponentTransform = skeletonComponent.transform;
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Reset();
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}
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}
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public void LateUpdate () {
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public void LateUpdate () {
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if (skeletonComponent == null || skeletonComponent.skeleton == null) return;
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if (!valid) {
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Reset();
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return;
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}
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if (bone == null) {
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if (bone == null) {
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if (boneName == null) return;
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if (boneName == null || boneName.Length == 0) return;
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bone = skeletonComponent.skeleton.FindBone(boneName);
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bone = skeletonRenderer.skeleton.FindBone(boneName);
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if (bone == null) {
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if (bone == null) {
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Debug.Log("Bone not found: " + boneName, this);
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Debug.LogError("Bone not found: " + boneName, this);
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return;
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return;
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}
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}
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}
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}
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if (cachedTransform.parent == skeletonComponentTransform) {
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if (cachedTransform.parent == skeletonTransform) {
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cachedTransform.localPosition = new Vector3(bone.worldX, bone.worldY, cachedTransform.localPosition.z);
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cachedTransform.localPosition = new Vector3(bone.worldX, bone.worldY, cachedTransform.localPosition.z);
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Vector3 rotation = cachedTransform.localRotation.eulerAngles;
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Vector3 rotation = cachedTransform.localRotation.eulerAngles;
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cachedTransform.localRotation = Quaternion.Euler(rotation.x, rotation.y, bone.worldRotation);
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cachedTransform.localRotation = Quaternion.Euler(rotation.x, rotation.y, bone.worldRotation);
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} else {
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} else {
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cachedTransform.position = skeletonComponentTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, cachedTransform.position.z));
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cachedTransform.position = skeletonTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, cachedTransform.position.z));
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Vector3 rotation = skeletonComponentTransform.rotation.eulerAngles;
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Vector3 rotation = skeletonTransform.rotation.eulerAngles;
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cachedTransform.rotation = Quaternion.Euler(rotation.x, rotation.y,
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cachedTransform.rotation = Quaternion.Euler(rotation.x, rotation.y,
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skeletonComponentTransform.rotation.eulerAngles.z + bone.worldRotation);
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skeletonTransform.rotation.eulerAngles.z + bone.worldRotation);
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}
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}
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}
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}
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}
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}
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@ -34,10 +34,10 @@ using UnityEngine;
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[CustomEditor(typeof(BoneComponent))]
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[CustomEditor(typeof(BoneComponent))]
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public class BoneComponentInspector : Editor {
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public class BoneComponentInspector : Editor {
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private SerializedProperty boneName, skeletonComponent;
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private SerializedProperty boneName, skeletonRenderer;
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void OnEnable () {
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void OnEnable () {
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skeletonComponent = serializedObject.FindProperty("skeletonComponent");
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skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
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boneName = serializedObject.FindProperty("boneName");
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boneName = serializedObject.FindProperty("boneName");
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}
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}
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@ -45,13 +45,13 @@ public class BoneComponentInspector : Editor {
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serializedObject.Update();
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serializedObject.Update();
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BoneComponent component = (BoneComponent)target;
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BoneComponent component = (BoneComponent)target;
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EditorGUILayout.PropertyField(skeletonComponent);
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EditorGUILayout.PropertyField(skeletonRenderer);
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if (component.skeletonComponent != null) {
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if (component.valid) {
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String[] bones = new String[component.skeletonComponent.skeleton.Data.Bones.Count + 1];
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String[] bones = new String[component.skeletonRenderer.skeleton.Data.Bones.Count + 1];
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bones[0] = "<None>";
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bones[0] = "<None>";
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for (int i = 0; i < bones.Length - 1; i++)
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for (int i = 0; i < bones.Length - 1; i++)
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bones[i + 1] = component.skeletonComponent.skeleton.Data.Bones[i].Name;
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bones[i + 1] = component.skeletonRenderer.skeleton.Data.Bones[i].Name;
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Array.Sort<String>(bones);
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Array.Sort<String>(bones);
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int boneIndex = Math.Max(0, Array.IndexOf(bones, boneName.stringValue));
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int boneIndex = Math.Max(0, Array.IndexOf(bones, boneName.stringValue));
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@ -61,14 +61,13 @@ public class BoneComponentInspector : Editor {
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boneIndex = EditorGUILayout.Popup(boneIndex, bones);
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boneIndex = EditorGUILayout.Popup(boneIndex, bones);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndHorizontal();
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boneName.stringValue = bones[boneIndex];;
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boneName.stringValue = boneIndex == 0 ? null : bones[boneIndex];
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}
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}
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if (serializedObject.ApplyModifiedProperties() ||
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if (serializedObject.ApplyModifiedProperties() ||
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(Event.current.type == EventType.ValidateCommand && Event.current.commandName == "UndoRedoPerformed")
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(Event.current.type == EventType.ValidateCommand && Event.current.commandName == "UndoRedoPerformed")
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) {
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) {
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component.bone = null;
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component.Reset();
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component.LateUpdate();
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}
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}
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}
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}
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}
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}
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@ -59,9 +59,9 @@ public class SpineEditor {
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Selection.activeObject = asset;
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Selection.activeObject = asset;
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}
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}
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[MenuItem("GameObject/Create Other/Spine SkeletonComponent")]
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[MenuItem("GameObject/Create Other/Spine SkeletonRenderer")]
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static public void CreateSkeletonComponentGameObject () {
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static public void CreateSkeletonRendererGameObject () {
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GameObject gameObject = new GameObject("New SkeletonComponent", typeof(SkeletonComponent));
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GameObject gameObject = new GameObject("New SkeletonRenderer", typeof(SkeletonRenderer));
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EditorUtility.FocusProjectWindow();
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EditorUtility.FocusProjectWindow();
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Selection.activeObject = gameObject;
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Selection.activeObject = gameObject;
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}
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}
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@ -89,10 +89,8 @@ public class SkeletonAnimationInspector : Editor {
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animationIndex = EditorGUILayout.Popup(animationIndex, animations);
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animationIndex = EditorGUILayout.Popup(animationIndex, animations);
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.EndHorizontal();
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if (animationIndex == 0)
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component.animationName = animationIndex == 0 ? null : animations[animationIndex];
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component.animationName = null;
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animationName.stringValue = component.animationName;
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else
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component.animationName = animations[animationIndex];
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}
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}
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// Animation loop.
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// Animation loop.
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@ -109,8 +107,7 @@ public class SkeletonAnimationInspector : Editor {
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(Event.current.type == EventType.ValidateCommand && Event.current.commandName == "UndoRedoPerformed")
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(Event.current.type == EventType.ValidateCommand && Event.current.commandName == "UndoRedoPerformed")
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) {
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) {
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if (!Application.isPlaying) {
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if (!Application.isPlaying) {
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component.Clear();
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component.Reset();
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component.Update();
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}
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}
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}
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}
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}
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}
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@ -32,8 +32,8 @@ using System;
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using UnityEditor;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine;
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[CustomEditor(typeof(SkeletonComponent))]
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[CustomEditor(typeof(SkeletonRenderer))]
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public class SkeletonComponentInspector : Editor {
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public class SkeletonRendererInspector : Editor {
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private SerializedProperty skeletonDataAsset, initialSkinName, timeScale, normals, tangents;
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private SerializedProperty skeletonDataAsset, initialSkinName, timeScale, normals, tangents;
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void OnEnable () {
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void OnEnable () {
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@ -46,7 +46,7 @@ public class SkeletonComponentInspector : Editor {
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override public void OnInspectorGUI () {
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override public void OnInspectorGUI () {
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serializedObject.Update();
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serializedObject.Update();
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SkeletonComponent component = (SkeletonComponent)target;
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SkeletonRenderer component = (SkeletonRenderer)target;
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EditorGUILayout.PropertyField(skeletonDataAsset);
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EditorGUILayout.PropertyField(skeletonDataAsset);
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@ -78,8 +78,7 @@ public class SkeletonComponentInspector : Editor {
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(Event.current.type == EventType.ValidateCommand && Event.current.commandName == "UndoRedoPerformed")
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(Event.current.type == EventType.ValidateCommand && Event.current.commandName == "UndoRedoPerformed")
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) {
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) {
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if (!Application.isPlaying) {
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if (!Application.isPlaying) {
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component.Clear();
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component.Reset();
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component.Update();
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}
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}
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}
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}
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}
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}
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: 75f45221af7dd564081b96d877373967
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guid: d0fc5db9788bce4418ad3252d43faa8a
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MonoImporter:
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MonoImporter:
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serializedVersion: 2
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serializedVersion: 2
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defaultReferences: []
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defaultReferences: []
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@ -34,10 +34,10 @@ using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using Spine;
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using Spine;
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/** Extends SkeletonComponent to apply an animation. */
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[ExecuteInEditMode]
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[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
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[AddComponentMenu("Spine/SkeletonAnimation")]
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[AddComponentMenu("Spine/SkeletonAnimation")]
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public class SkeletonAnimation : SkeletonComponent {
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public class SkeletonAnimation : SkeletonRenderer {
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public float timeScale = 1;
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public bool loop;
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public bool loop;
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public Spine.AnimationState state;
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public Spine.AnimationState state;
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@ -60,23 +60,29 @@ public class SkeletonAnimation : SkeletonComponent {
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}
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}
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}
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}
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override public void Initialize () {
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public override void Reset () {
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if (Initialized) return;
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base.Reset();
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if (!valid) return;
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base.Initialize();
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state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
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state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
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if (_animationName != null && _animationName.Length > 0) state.SetAnimation(0, _animationName, loop);
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if (_animationName != null && _animationName.Length > 0) {
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state.SetAnimation(0, _animationName, loop);
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Update(0);
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}
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}
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}
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override public void UpdateSkeleton (float deltaTime) {
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public virtual void Update () {
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// Apply the animation.
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Update(Time.deltaTime);
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}
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public virtual void Update (float deltaTime) {
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if (!valid) return;
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deltaTime *= timeScale;
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skeleton.Update(deltaTime);
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state.Update(deltaTime * timeScale);
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state.Update(deltaTime * timeScale);
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state.Apply(skeleton);
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state.Apply(skeleton);
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if (UpdateBones != null) UpdateBones(this);
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if (UpdateBones != null) UpdateBones(this);
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skeleton.UpdateWorldTransform();
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// Call overridden method to call skeleton Update and UpdateWorldTransform.
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base.UpdateSkeleton(deltaTime);
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}
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}
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}
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}
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@ -1,5 +1,5 @@
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: d247ba06193faa74d9335f5481b2b56c
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guid: 77556b6aeacded74798bf9b33de3ae5a
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MonoImporter:
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MonoImporter:
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serializedVersion: 2
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serializedVersion: 2
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defaultReferences: []
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defaultReferences: []
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@ -1,334 +0,0 @@
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/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, Esoteric Software
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|
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* All rights reserved.
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*
|
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* You are granted a perpetual, non-exclusive, non-sublicensable and
|
|
||||||
* non-transferable license to install, execute and perform the Spine Runtimes
|
|
||||||
* Software (the "Software") solely for internal use. Without the written
|
|
||||||
* permission of Esoteric Software (typically granted by licensing Spine), you
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|
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* may not (a) modify, translate, adapt or otherwise create derivative works,
|
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||||||
* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
|
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* trademark, patent or other intellectual property or proprietary rights
|
|
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* notices on or in the Software, including any copy thereof. Redistributions
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|
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* in binary or source form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
|
||||||
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
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||||||
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
|
||||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
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||||||
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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|
||||||
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.IO;
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using System.Collections.Generic;
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using UnityEngine;
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using Spine;
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/** Renders a skeleton. Extend to apply animations, get bones and manipulate them, etc. */
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[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
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||||||
[AddComponentMenu("Spine/SkeletonComponent")]
|
|
||||||
public class SkeletonComponent : MonoBehaviour {
|
|
||||||
public SkeletonDataAsset skeletonDataAsset;
|
|
||||||
public Skeleton skeleton;
|
|
||||||
public String initialSkinName;
|
|
||||||
public float timeScale = 1;
|
|
||||||
public bool calculateNormals;
|
|
||||||
public bool calculateTangents;
|
|
||||||
public float zSpacing;
|
|
||||||
private MeshFilter meshFilter;
|
|
||||||
private Mesh mesh, mesh1, mesh2;
|
|
||||||
private bool useMesh1;
|
|
||||||
private float[] vertexPositions = new float[8];
|
|
||||||
private int lastVertexCount;
|
|
||||||
private Vector3[] vertices;
|
|
||||||
private Color32[] colors;
|
|
||||||
private Vector2[] uvs;
|
|
||||||
private Material[] sharedMaterials = new Material[0];
|
|
||||||
private List<Material> submeshMaterials = new List<Material>();
|
|
||||||
private List<Submesh> submeshes = new List<Submesh>();
|
|
||||||
|
|
||||||
/// <summary>False if Initialize needs to be called.</summary>
|
|
||||||
public bool Initialized {
|
|
||||||
get {
|
|
||||||
if (skeletonDataAsset == null) return true;
|
|
||||||
SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(false);
|
|
||||||
if (skeletonData == null) return true;
|
|
||||||
return skeleton != null && skeleton.Data == skeletonData;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public virtual void Clear () {
|
|
||||||
if (meshFilter != null) meshFilter.sharedMesh = null;
|
|
||||||
if (mesh != null) DestroyImmediate(mesh);
|
|
||||||
if (renderer != null) renderer.sharedMaterial = null;
|
|
||||||
mesh = null;
|
|
||||||
mesh1 = null;
|
|
||||||
mesh2 = null;
|
|
||||||
lastVertexCount = 0;
|
|
||||||
vertices = null;
|
|
||||||
colors = null;
|
|
||||||
uvs = null;
|
|
||||||
sharedMaterials = new Material[0];
|
|
||||||
submeshMaterials.Clear();
|
|
||||||
submeshes.Clear();
|
|
||||||
skeleton = null;
|
|
||||||
}
|
|
||||||
|
|
||||||
public virtual void Initialize () {
|
|
||||||
if (Initialized) return;
|
|
||||||
|
|
||||||
meshFilter = GetComponent<MeshFilter>();
|
|
||||||
mesh1 = newMesh();
|
|
||||||
mesh2 = newMesh();
|
|
||||||
|
|
||||||
vertices = new Vector3[0];
|
|
||||||
|
|
||||||
skeleton = new Skeleton(skeletonDataAsset.GetSkeletonData(false));
|
|
||||||
|
|
||||||
if (initialSkinName != null && initialSkinName.Length > 0 && initialSkinName != "default") {
|
|
||||||
skeleton.SetSkin(initialSkinName);
|
|
||||||
skeleton.SetSlotsToSetupPose();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private Mesh newMesh () {
|
|
||||||
Mesh mesh = new Mesh();
|
|
||||||
mesh.name = "Skeleton Mesh";
|
|
||||||
mesh.hideFlags = HideFlags.HideAndDontSave;
|
|
||||||
mesh.MarkDynamic();
|
|
||||||
return mesh;
|
|
||||||
}
|
|
||||||
|
|
||||||
public virtual void UpdateSkeleton (float deltaTime) {
|
|
||||||
skeleton.Update(deltaTime * timeScale);
|
|
||||||
skeleton.UpdateWorldTransform();
|
|
||||||
}
|
|
||||||
|
|
||||||
public virtual void Update () {
|
|
||||||
if (skeletonDataAsset == null) {
|
|
||||||
Clear();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(false);
|
|
||||||
|
|
||||||
if (skeletonData == null) {
|
|
||||||
Clear();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Initialize fields.
|
|
||||||
if (skeleton == null || skeleton.Data != skeletonData)
|
|
||||||
Initialize();
|
|
||||||
|
|
||||||
UpdateSkeleton(Time.deltaTime);
|
|
||||||
|
|
||||||
// Count quads and submeshes.
|
|
||||||
int quadCount = 0, submeshQuadCount = 0;
|
|
||||||
Material lastMaterial = null;
|
|
||||||
submeshMaterials.Clear();
|
|
||||||
List<Slot> drawOrder = skeleton.DrawOrder;
|
|
||||||
for (int i = 0, n = drawOrder.Count; i < n; i++) {
|
|
||||||
RegionAttachment regionAttachment = drawOrder[i].Attachment as RegionAttachment;
|
|
||||||
if (regionAttachment == null)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
// Add submesh when material changes.
|
|
||||||
Material material = (Material)((AtlasRegion)regionAttachment.RendererObject).page.rendererObject;
|
|
||||||
if (lastMaterial != material && lastMaterial != null) {
|
|
||||||
addSubmesh(lastMaterial, quadCount, submeshQuadCount, false);
|
|
||||||
submeshQuadCount = 0;
|
|
||||||
}
|
|
||||||
lastMaterial = material;
|
|
||||||
|
|
||||||
quadCount++;
|
|
||||||
submeshQuadCount++;
|
|
||||||
}
|
|
||||||
addSubmesh(lastMaterial, quadCount, submeshQuadCount, true);
|
|
||||||
|
|
||||||
// Set materials.
|
|
||||||
if (submeshMaterials.Count == sharedMaterials.Length)
|
|
||||||
submeshMaterials.CopyTo(sharedMaterials);
|
|
||||||
else
|
|
||||||
sharedMaterials = submeshMaterials.ToArray();
|
|
||||||
renderer.sharedMaterials = sharedMaterials;
|
|
||||||
|
|
||||||
// Double buffer mesh.
|
|
||||||
Mesh mesh = useMesh1 ? mesh1 : mesh2;
|
|
||||||
meshFilter.sharedMesh = mesh;
|
|
||||||
|
|
||||||
// Ensure mesh data is the right size.
|
|
||||||
Vector3[] vertices = this.vertices;
|
|
||||||
int vertexCount = quadCount * 4;
|
|
||||||
bool newTriangles = vertexCount > vertices.Length;
|
|
||||||
if (newTriangles) {
|
|
||||||
// Not enough vertices, increase size.
|
|
||||||
this.vertices = vertices = new Vector3[vertexCount];
|
|
||||||
this.colors = new Color32[vertexCount];
|
|
||||||
this.uvs = new Vector2[vertexCount];
|
|
||||||
mesh1.Clear();
|
|
||||||
mesh2.Clear();
|
|
||||||
} else {
|
|
||||||
// Too many vertices, zero the extra.
|
|
||||||
Vector3 zero = Vector3.zero;
|
|
||||||
for (int i = vertexCount, n = lastVertexCount; i < n; i++)
|
|
||||||
vertices[i] = zero;
|
|
||||||
}
|
|
||||||
lastVertexCount = vertexCount;
|
|
||||||
|
|
||||||
// Setup mesh.
|
|
||||||
float[] vertexPositions = this.vertexPositions;
|
|
||||||
Vector2[] uvs = this.uvs;
|
|
||||||
Color32[] colors = this.colors;
|
|
||||||
int vertexIndex = 0;
|
|
||||||
Color32 color = new Color32();
|
|
||||||
float a = skeleton.A * 255, r = skeleton.R, g = skeleton.G, b = skeleton.B, zSpacing = this.zSpacing;
|
|
||||||
for (int i = 0, n = drawOrder.Count; i < n; i++) {
|
|
||||||
Slot slot = drawOrder[i];
|
|
||||||
RegionAttachment regionAttachment = slot.Attachment as RegionAttachment;
|
|
||||||
if (regionAttachment == null)
|
|
||||||
continue;
|
|
||||||
|
|
||||||
regionAttachment.ComputeWorldVertices(skeleton.X, skeleton.Y, slot.Bone, vertexPositions);
|
|
||||||
|
|
||||||
float z = i * zSpacing;
|
|
||||||
vertices[vertexIndex] = new Vector3(vertexPositions[RegionAttachment.X1], vertexPositions[RegionAttachment.Y1], z);
|
|
||||||
vertices[vertexIndex + 1] = new Vector3(vertexPositions[RegionAttachment.X4], vertexPositions[RegionAttachment.Y4], z);
|
|
||||||
vertices[vertexIndex + 2] = new Vector3(vertexPositions[RegionAttachment.X2], vertexPositions[RegionAttachment.Y2], z);
|
|
||||||
vertices[vertexIndex + 3] = new Vector3(vertexPositions[RegionAttachment.X3], vertexPositions[RegionAttachment.Y3], z);
|
|
||||||
|
|
||||||
color.a = (byte)(a * slot.A);
|
|
||||||
color.r = (byte)(r * slot.R * color.a);
|
|
||||||
color.g = (byte)(g * slot.G * color.a);
|
|
||||||
color.b = (byte)(b * slot.B * color.a);
|
|
||||||
if (slot.Data.AdditiveBlending) color.a = 0;
|
|
||||||
colors[vertexIndex] = color;
|
|
||||||
colors[vertexIndex + 1] = color;
|
|
||||||
colors[vertexIndex + 2] = color;
|
|
||||||
colors[vertexIndex + 3] = color;
|
|
||||||
|
|
||||||
float[] regionUVs = regionAttachment.UVs;
|
|
||||||
uvs[vertexIndex] = new Vector2(regionUVs[RegionAttachment.X1], 1 - regionUVs[RegionAttachment.Y1]);
|
|
||||||
uvs[vertexIndex + 1] = new Vector2(regionUVs[RegionAttachment.X4], 1 - regionUVs[RegionAttachment.Y4]);
|
|
||||||
uvs[vertexIndex + 2] = new Vector2(regionUVs[RegionAttachment.X2], 1 - regionUVs[RegionAttachment.Y2]);
|
|
||||||
uvs[vertexIndex + 3] = new Vector2(regionUVs[RegionAttachment.X3], 1 - regionUVs[RegionAttachment.Y3]);
|
|
||||||
|
|
||||||
vertexIndex += 4;
|
|
||||||
}
|
|
||||||
|
|
||||||
mesh.vertices = vertices;
|
|
||||||
mesh.colors32 = colors;
|
|
||||||
mesh.uv = uvs;
|
|
||||||
|
|
||||||
int submeshCount = submeshMaterials.Count;
|
|
||||||
mesh.subMeshCount = submeshCount;
|
|
||||||
for (int i = 0; i < submeshCount; ++i)
|
|
||||||
mesh.SetTriangles(submeshes[i].indexes, i);
|
|
||||||
mesh.RecalculateBounds();
|
|
||||||
|
|
||||||
if (newTriangles && calculateNormals) {
|
|
||||||
Vector3[] normals = new Vector3[vertexCount];
|
|
||||||
Vector3 normal = new Vector3(0, 0, -1);
|
|
||||||
for (int i = 0; i < vertexCount; i++)
|
|
||||||
normals[i] = normal;
|
|
||||||
(useMesh1 ? mesh2 : mesh1).vertices = vertices; // Set other mesh vertices.
|
|
||||||
mesh1.normals = normals;
|
|
||||||
mesh2.normals = normals;
|
|
||||||
|
|
||||||
if (calculateTangents) {
|
|
||||||
Vector4[] tangents = new Vector4[vertexCount];
|
|
||||||
Vector3 tangent = new Vector3(0, 0, 1);
|
|
||||||
for (int i = 0; i < vertexCount; i++)
|
|
||||||
tangents[i] = tangent;
|
|
||||||
mesh1.tangents = tangents;
|
|
||||||
mesh2.tangents = tangents;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
useMesh1 = !useMesh1;
|
|
||||||
}
|
|
||||||
|
|
||||||
/** Adds a material. Adds submesh indexes if existing indexes aren't sufficient. */
|
|
||||||
private void addSubmesh (Material material, int endQuadCount, int submeshQuadCount, bool lastSubmesh) {
|
|
||||||
int submeshIndex = submeshMaterials.Count;
|
|
||||||
submeshMaterials.Add(material);
|
|
||||||
|
|
||||||
int indexCount = submeshQuadCount * 6;
|
|
||||||
int vertexIndex = (endQuadCount - submeshQuadCount) * 4;
|
|
||||||
|
|
||||||
if (submeshes.Count <= submeshIndex) submeshes.Add(new Submesh());
|
|
||||||
Submesh submesh = submeshes[submeshIndex];
|
|
||||||
|
|
||||||
int[] indexes = submesh.indexes;
|
|
||||||
if (lastSubmesh && submesh.indexCount > indexCount) {
|
|
||||||
// Last submesh may have more indices than required, so zero indexes to the end.
|
|
||||||
submesh.indexCount = indexCount;
|
|
||||||
for (int i = indexCount, n = indexes.Length; i < n; i++)
|
|
||||||
indexes[i] = 0;
|
|
||||||
} else if (indexes.Length != indexCount) {
|
|
||||||
// Reallocate indexes if not the right size.
|
|
||||||
submesh.indexes = indexes = new int[indexCount];
|
|
||||||
submesh.indexCount = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Set indexes if not already set.
|
|
||||||
if (submesh.firstVertex != vertexIndex || submesh.indexCount < indexCount) {
|
|
||||||
submesh.indexCount = indexCount;
|
|
||||||
submesh.firstVertex = vertexIndex;
|
|
||||||
for (int i = 0; i < indexCount; i += 6, vertexIndex += 4) {
|
|
||||||
indexes[i] = vertexIndex;
|
|
||||||
indexes[i + 1] = vertexIndex + 2;
|
|
||||||
indexes[i + 2] = vertexIndex + 1;
|
|
||||||
indexes[i + 3] = vertexIndex + 2;
|
|
||||||
indexes[i + 4] = vertexIndex + 3;
|
|
||||||
indexes[i + 5] = vertexIndex + 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public virtual void OnEnable () {
|
|
||||||
Initialize();
|
|
||||||
}
|
|
||||||
|
|
||||||
public virtual void Reset () {
|
|
||||||
Initialize();
|
|
||||||
}
|
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
|
||||||
void OnDrawGizmos() {
|
|
||||||
// Make selection easier by drawing a clear gizmo over the skeleton.
|
|
||||||
if (vertices == null) return;
|
|
||||||
Vector3 gizmosCenter = new Vector3();
|
|
||||||
Vector3 gizmosSize = new Vector3();
|
|
||||||
Vector3 min = new Vector3(float.MaxValue, float.MaxValue, 0f);
|
|
||||||
Vector3 max = new Vector3(float.MinValue, float.MinValue, 0f);
|
|
||||||
foreach (Vector3 vert in vertices) {
|
|
||||||
min = Vector3.Min (min, vert);
|
|
||||||
max = Vector3.Max (max, vert);
|
|
||||||
}
|
|
||||||
float width = max.x - min.x;
|
|
||||||
float height = max.y - min.y;
|
|
||||||
gizmosCenter = new Vector3(min.x + (width / 2f), min.y + (height / 2f), 0f);
|
|
||||||
gizmosSize = new Vector3(width, height, 1f);
|
|
||||||
Gizmos.color = Color.clear;
|
|
||||||
Gizmos.matrix = transform.localToWorldMatrix;
|
|
||||||
Gizmos.DrawCube(gizmosCenter, gizmosSize);
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
class Submesh {
|
|
||||||
public int[] indexes = new int[0];
|
|
||||||
public int firstVertex = -1;
|
|
||||||
public int indexCount;
|
|
||||||
}
|
|
||||||
@ -52,14 +52,14 @@ public class SkeletonDataAsset : ScriptableObject {
|
|||||||
public SkeletonData GetSkeletonData (bool quiet) {
|
public SkeletonData GetSkeletonData (bool quiet) {
|
||||||
if (atlasAsset == null) {
|
if (atlasAsset == null) {
|
||||||
if (!quiet)
|
if (!quiet)
|
||||||
Debug.LogWarning("Atlas not set for skeleton data asset: " + name, this);
|
Debug.LogError("Atlas not set for SkeletonData asset: " + name, this);
|
||||||
Clear();
|
Clear();
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (skeletonJSON == null) {
|
if (skeletonJSON == null) {
|
||||||
if (!quiet)
|
if (!quiet)
|
||||||
Debug.LogWarning("Skeleton JSON file not set for skeleton data asset: " + name, this);
|
Debug.LogError("Skeleton JSON file not set for SkeletonData asset: " + name, this);
|
||||||
Clear();
|
Clear();
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
@ -73,13 +73,14 @@ public class SkeletonDataAsset : ScriptableObject {
|
|||||||
if (skeletonData != null)
|
if (skeletonData != null)
|
||||||
return skeletonData;
|
return skeletonData;
|
||||||
|
|
||||||
|
atlas.FlipV();
|
||||||
SkeletonJson json = new SkeletonJson(atlas);
|
SkeletonJson json = new SkeletonJson(atlas);
|
||||||
json.Scale = scale;
|
json.Scale = scale;
|
||||||
try {
|
try {
|
||||||
skeletonData = json.ReadSkeletonData(new StringReader(skeletonJSON.text));
|
skeletonData = json.ReadSkeletonData(new StringReader(skeletonJSON.text));
|
||||||
} catch (Exception ex) {
|
} catch (Exception ex) {
|
||||||
if (!quiet)
|
if (!quiet)
|
||||||
Debug.Log("Error reading skeleton JSON file for skeleton data asset: " + name + "\n" + ex.Message + "\n" + ex.StackTrace, this);
|
Debug.LogError("Error reading skeleton JSON file for SkeletonData asset: " + name + "\n" + ex.Message + "\n" + ex.StackTrace, this);
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
366
spine-unity/Assets/Spine/SkeletonRenderer.cs
Normal file
366
spine-unity/Assets/Spine/SkeletonRenderer.cs
Normal file
@ -0,0 +1,366 @@
|
|||||||
|
/******************************************************************************
|
||||||
|
* Spine Runtimes Software License
|
||||||
|
* Version 2.1
|
||||||
|
*
|
||||||
|
* Copyright (c) 2013, Esoteric Software
|
||||||
|
* All rights reserved.
|
||||||
|
*
|
||||||
|
* You are granted a perpetual, non-exclusive, non-sublicensable and
|
||||||
|
* non-transferable license to install, execute and perform the Spine Runtimes
|
||||||
|
* Software (the "Software") solely for internal use. Without the written
|
||||||
|
* permission of Esoteric Software (typically granted by licensing Spine), you
|
||||||
|
* may not (a) modify, translate, adapt or otherwise create derivative works,
|
||||||
|
* improvements of the Software or develop new applications using the Software
|
||||||
|
* or (b) remove, delete, alter or obscure any trademarks or any copyright,
|
||||||
|
* trademark, patent or other intellectual property or proprietary rights
|
||||||
|
* notices on or in the Software, including any copy thereof. Redistributions
|
||||||
|
* in binary or source form must include this license and terms.
|
||||||
|
*
|
||||||
|
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
||||||
|
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||||
|
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||||||
|
* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||||
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||||
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
|
||||||
|
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
|
||||||
|
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
|
||||||
|
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
|
||||||
|
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*****************************************************************************/
|
||||||
|
|
||||||
|
using System;
|
||||||
|
using System.IO;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using Spine;
|
||||||
|
|
||||||
|
/// <summary>Renders a skeleton.</summary>
|
||||||
|
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
||||||
|
public class SkeletonRenderer : MonoBehaviour {
|
||||||
|
public bool valid;
|
||||||
|
public Skeleton skeleton;
|
||||||
|
|
||||||
|
public SkeletonDataAsset skeletonDataAsset;
|
||||||
|
public String initialSkinName;
|
||||||
|
public bool calculateNormals;
|
||||||
|
public bool calculateTangents;
|
||||||
|
public float zSpacing;
|
||||||
|
|
||||||
|
private MeshFilter meshFilter;
|
||||||
|
private Mesh mesh, mesh1, mesh2;
|
||||||
|
private bool useMesh1;
|
||||||
|
private float[] tempVertices = new float[8];
|
||||||
|
private int lastVertexCount;
|
||||||
|
private Vector3[] vertices;
|
||||||
|
private Color32[] colors;
|
||||||
|
private Vector2[] uvs;
|
||||||
|
private Material[] sharedMaterials = new Material[0];
|
||||||
|
private readonly List<Material> submeshMaterials = new List<Material>();
|
||||||
|
private readonly List<Submesh> submeshes = new List<Submesh>();
|
||||||
|
private readonly int[] quadTriangles = {0, 2, 1, 2, 3, 1};
|
||||||
|
|
||||||
|
public virtual void Reset () {
|
||||||
|
if (meshFilter != null) meshFilter.sharedMesh = null;
|
||||||
|
if (mesh != null) DestroyImmediate(mesh);
|
||||||
|
if (renderer != null) renderer.sharedMaterial = null;
|
||||||
|
mesh = null;
|
||||||
|
mesh1 = null;
|
||||||
|
mesh2 = null;
|
||||||
|
lastVertexCount = 0;
|
||||||
|
vertices = null;
|
||||||
|
colors = null;
|
||||||
|
uvs = null;
|
||||||
|
sharedMaterials = new Material[0];
|
||||||
|
submeshMaterials.Clear();
|
||||||
|
submeshes.Clear();
|
||||||
|
skeleton = null;
|
||||||
|
|
||||||
|
if (!skeletonDataAsset) {
|
||||||
|
Debug.LogError("Missing SkeletonData asset.", this);
|
||||||
|
valid = false;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
valid = true;
|
||||||
|
|
||||||
|
meshFilter = GetComponent<MeshFilter>();
|
||||||
|
mesh1 = newMesh();
|
||||||
|
mesh2 = newMesh();
|
||||||
|
vertices = new Vector3[0];
|
||||||
|
|
||||||
|
skeleton = new Skeleton(skeletonDataAsset.GetSkeletonData(false));
|
||||||
|
if (initialSkinName != null && initialSkinName.Length > 0 && initialSkinName != "default")
|
||||||
|
skeleton.SetSkin(initialSkinName);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Awake () {
|
||||||
|
Reset();
|
||||||
|
}
|
||||||
|
|
||||||
|
private Mesh newMesh () {
|
||||||
|
Mesh mesh = new Mesh();
|
||||||
|
mesh.name = "Skeleton Mesh";
|
||||||
|
mesh.hideFlags = HideFlags.HideAndDontSave;
|
||||||
|
mesh.MarkDynamic();
|
||||||
|
return mesh;
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void OnWillRenderObject () {
|
||||||
|
if (!valid) return;
|
||||||
|
|
||||||
|
// Count vertices and submesh triangles.
|
||||||
|
int vertexCount = 0;
|
||||||
|
int submeshTriangleCount = 0, submeshFirstVertex = 0, submeshStartSlotIndex = 0;
|
||||||
|
Material lastMaterial = null;
|
||||||
|
submeshMaterials.Clear();
|
||||||
|
List<Slot> drawOrder = skeleton.DrawOrder;
|
||||||
|
int drawOrderCount = drawOrder.Count;
|
||||||
|
for (int i = 0; i < drawOrderCount; i++) {
|
||||||
|
Attachment attachment = drawOrder[i].attachment;
|
||||||
|
|
||||||
|
object rendererObject;
|
||||||
|
int attachmentVertexCount, attachmentTriangleCount;
|
||||||
|
|
||||||
|
if (attachment is RegionAttachment) {
|
||||||
|
rendererObject = ((RegionAttachment)attachment).RendererObject;
|
||||||
|
attachmentVertexCount = 4;
|
||||||
|
attachmentTriangleCount = 6;
|
||||||
|
} else if (attachment is MeshAttachment) {
|
||||||
|
MeshAttachment meshAttachment = (MeshAttachment)attachment;
|
||||||
|
rendererObject = meshAttachment.RendererObject;
|
||||||
|
attachmentVertexCount = meshAttachment.vertices.Length / 2;
|
||||||
|
attachmentTriangleCount = meshAttachment.triangles.Length;
|
||||||
|
} else if (attachment is SkinnedMeshAttachment) {
|
||||||
|
SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
|
||||||
|
rendererObject = meshAttachment.RendererObject;
|
||||||
|
attachmentVertexCount = meshAttachment.uvs.Length / 2;
|
||||||
|
attachmentTriangleCount = meshAttachment.triangles.Length;
|
||||||
|
} else
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// Populate submesh when material changes.
|
||||||
|
Material material = (Material)((AtlasRegion)rendererObject).page.rendererObject;
|
||||||
|
if (lastMaterial != material && lastMaterial != null) {
|
||||||
|
addSubmesh(lastMaterial, submeshStartSlotIndex, i, submeshTriangleCount, submeshFirstVertex, false);
|
||||||
|
submeshTriangleCount = 0;
|
||||||
|
submeshFirstVertex = vertexCount;
|
||||||
|
submeshStartSlotIndex = i;
|
||||||
|
}
|
||||||
|
lastMaterial = material;
|
||||||
|
|
||||||
|
submeshTriangleCount += attachmentTriangleCount;
|
||||||
|
vertexCount += attachmentVertexCount;
|
||||||
|
}
|
||||||
|
addSubmesh(lastMaterial, submeshStartSlotIndex, drawOrderCount, submeshTriangleCount, submeshFirstVertex, true);
|
||||||
|
|
||||||
|
// Set materials.
|
||||||
|
if (submeshMaterials.Count == sharedMaterials.Length)
|
||||||
|
submeshMaterials.CopyTo(sharedMaterials);
|
||||||
|
else
|
||||||
|
sharedMaterials = submeshMaterials.ToArray();
|
||||||
|
renderer.sharedMaterials = sharedMaterials;
|
||||||
|
|
||||||
|
// Ensure mesh data is the right size.
|
||||||
|
Vector3[] vertices = this.vertices;
|
||||||
|
bool newTriangles = vertexCount > vertices.Length;
|
||||||
|
if (newTriangles) {
|
||||||
|
// Not enough vertices, increase size.
|
||||||
|
this.vertices = vertices = new Vector3[vertexCount];
|
||||||
|
this.colors = new Color32[vertexCount];
|
||||||
|
this.uvs = new Vector2[vertexCount];
|
||||||
|
mesh1.Clear();
|
||||||
|
mesh2.Clear();
|
||||||
|
} else {
|
||||||
|
// Too many vertices, zero the extra.
|
||||||
|
Vector3 zero = Vector3.zero;
|
||||||
|
for (int i = vertexCount, n = lastVertexCount; i < n; i++)
|
||||||
|
vertices[i] = zero;
|
||||||
|
}
|
||||||
|
lastVertexCount = vertexCount;
|
||||||
|
|
||||||
|
// Setup mesh.
|
||||||
|
float[] tempVertices = this.tempVertices;
|
||||||
|
Vector2[] uvs = this.uvs;
|
||||||
|
Color32[] colors = this.colors;
|
||||||
|
int vertexIndex = 0;
|
||||||
|
Color32 color = new Color32();
|
||||||
|
float x = skeleton.x, y = skeleton.y, zSpacing = this.zSpacing;
|
||||||
|
float a = skeleton.a * 255, r = skeleton.r, g = skeleton.g, b = skeleton.b;
|
||||||
|
for (int i = 0; i < drawOrderCount; i++) {
|
||||||
|
Slot slot = drawOrder[i];
|
||||||
|
Attachment attachment = slot.attachment;
|
||||||
|
if (attachment is RegionAttachment) {
|
||||||
|
RegionAttachment regionAttachment = (RegionAttachment)attachment;
|
||||||
|
regionAttachment.ComputeWorldVertices(x, y, slot.bone, tempVertices);
|
||||||
|
|
||||||
|
float z = i * zSpacing;
|
||||||
|
vertices[vertexIndex] = new Vector3(tempVertices[RegionAttachment.X1], tempVertices[RegionAttachment.Y1], z);
|
||||||
|
vertices[vertexIndex + 1] = new Vector3(tempVertices[RegionAttachment.X4], tempVertices[RegionAttachment.Y4], z);
|
||||||
|
vertices[vertexIndex + 2] = new Vector3(tempVertices[RegionAttachment.X2], tempVertices[RegionAttachment.Y2], z);
|
||||||
|
vertices[vertexIndex + 3] = new Vector3(tempVertices[RegionAttachment.X3], tempVertices[RegionAttachment.Y3], z);
|
||||||
|
|
||||||
|
color.a = (byte)(a * slot.a * regionAttachment.a);
|
||||||
|
color.r = (byte)(r * slot.r * regionAttachment.r * color.a);
|
||||||
|
color.g = (byte)(g * slot.g * regionAttachment.g * color.a);
|
||||||
|
color.b = (byte)(b * slot.b * regionAttachment.b * color.a);
|
||||||
|
if (slot.data.additiveBlending) color.a = 0;
|
||||||
|
colors[vertexIndex] = color;
|
||||||
|
colors[vertexIndex + 1] = color;
|
||||||
|
colors[vertexIndex + 2] = color;
|
||||||
|
colors[vertexIndex + 3] = color;
|
||||||
|
|
||||||
|
float[] regionUVs = regionAttachment.uvs;
|
||||||
|
uvs[vertexIndex] = new Vector2(regionUVs[RegionAttachment.X1], regionUVs[RegionAttachment.Y1]);
|
||||||
|
uvs[vertexIndex + 1] = new Vector2(regionUVs[RegionAttachment.X4], regionUVs[RegionAttachment.Y4]);
|
||||||
|
uvs[vertexIndex + 2] = new Vector2(regionUVs[RegionAttachment.X2], regionUVs[RegionAttachment.Y2]);
|
||||||
|
uvs[vertexIndex + 3] = new Vector2(regionUVs[RegionAttachment.X3], regionUVs[RegionAttachment.Y3]);
|
||||||
|
|
||||||
|
vertexIndex += 4;
|
||||||
|
} else if (attachment is MeshAttachment) {
|
||||||
|
MeshAttachment meshAttachment = (MeshAttachment)attachment;
|
||||||
|
int meshVertexCount = meshAttachment.vertices.Length;
|
||||||
|
if (tempVertices.Length < meshVertexCount) tempVertices = new float[meshVertexCount];
|
||||||
|
meshAttachment.ComputeWorldVertices(x, y, slot, tempVertices);
|
||||||
|
|
||||||
|
color.a = (byte)(a * slot.a * meshAttachment.a);
|
||||||
|
color.r = (byte)(r * slot.r * meshAttachment.r * color.a);
|
||||||
|
color.g = (byte)(g * slot.g * meshAttachment.g * color.a);
|
||||||
|
color.b = (byte)(b * slot.b * meshAttachment.b * color.a);
|
||||||
|
if (slot.data.additiveBlending) color.a = 0;
|
||||||
|
|
||||||
|
float[] meshUVs = meshAttachment.uvs;
|
||||||
|
float z = i * zSpacing;
|
||||||
|
for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) {
|
||||||
|
vertices[vertexIndex] = new Vector3(tempVertices[ii], tempVertices[ii + 1], z);
|
||||||
|
colors[vertexIndex] = color;
|
||||||
|
uvs[vertexIndex] = new Vector2(meshUVs[ii], meshUVs[ii + 1]);
|
||||||
|
}
|
||||||
|
} else if (attachment is SkinnedMeshAttachment) {
|
||||||
|
SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
|
||||||
|
int meshVertexCount = meshAttachment.uvs.Length;
|
||||||
|
if (tempVertices.Length < meshVertexCount) tempVertices = new float[meshVertexCount];
|
||||||
|
meshAttachment.ComputeWorldVertices(x, y, slot, tempVertices);
|
||||||
|
|
||||||
|
color.a = (byte)(a * slot.a * meshAttachment.a);
|
||||||
|
color.r = (byte)(r * slot.r * meshAttachment.r * color.a);
|
||||||
|
color.g = (byte)(g * slot.g * meshAttachment.g * color.a);
|
||||||
|
color.b = (byte)(b * slot.b * meshAttachment.b * color.a);
|
||||||
|
if (slot.data.additiveBlending) color.a = 0;
|
||||||
|
|
||||||
|
float[] meshUVs = meshAttachment.uvs;
|
||||||
|
float z = i * zSpacing;
|
||||||
|
for (int ii = 0; ii < meshVertexCount; ii += 2, vertexIndex++) {
|
||||||
|
vertices[vertexIndex] = new Vector3(tempVertices[ii], tempVertices[ii + 1], z);
|
||||||
|
colors[vertexIndex] = color;
|
||||||
|
uvs[vertexIndex] = new Vector2(meshUVs[ii], meshUVs[ii + 1]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Double buffer mesh.
|
||||||
|
Mesh mesh = useMesh1 ? mesh1 : mesh2;
|
||||||
|
meshFilter.sharedMesh = mesh;
|
||||||
|
|
||||||
|
mesh.vertices = vertices;
|
||||||
|
mesh.colors32 = colors;
|
||||||
|
mesh.uv = uvs;
|
||||||
|
|
||||||
|
int submeshCount = submeshMaterials.Count;
|
||||||
|
mesh.subMeshCount = submeshCount;
|
||||||
|
for (int i = 0; i < submeshCount; ++i)
|
||||||
|
mesh.SetTriangles(submeshes[i].triangles, i);
|
||||||
|
mesh.RecalculateBounds();
|
||||||
|
|
||||||
|
if (newTriangles && calculateNormals) {
|
||||||
|
Vector3[] normals = new Vector3[vertexCount];
|
||||||
|
Vector3 normal = new Vector3(0, 0, -1);
|
||||||
|
for (int i = 0; i < vertexCount; i++)
|
||||||
|
normals[i] = normal;
|
||||||
|
(useMesh1 ? mesh2 : mesh1).vertices = vertices; // Set other mesh vertices.
|
||||||
|
mesh1.normals = normals;
|
||||||
|
mesh2.normals = normals;
|
||||||
|
|
||||||
|
if (calculateTangents) {
|
||||||
|
Vector4[] tangents = new Vector4[vertexCount];
|
||||||
|
Vector3 tangent = new Vector3(0, 0, 1);
|
||||||
|
for (int i = 0; i < vertexCount; i++)
|
||||||
|
tangents[i] = tangent;
|
||||||
|
mesh1.tangents = tangents;
|
||||||
|
mesh2.tangents = tangents;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
useMesh1 = !useMesh1;
|
||||||
|
}
|
||||||
|
|
||||||
|
/** Stores vertices and triangles for a single material. */
|
||||||
|
private void addSubmesh (Material material, int startSlot, int endSlot, int triangleCount, int firstVertex, bool lastSubmesh) {
|
||||||
|
int submeshIndex = submeshMaterials.Count;
|
||||||
|
submeshMaterials.Add(material);
|
||||||
|
|
||||||
|
if (submeshes.Count <= submeshIndex) submeshes.Add(new Submesh());
|
||||||
|
Submesh submesh = submeshes[submeshIndex];
|
||||||
|
|
||||||
|
int[] triangles = submesh.triangles;
|
||||||
|
int trianglesCapacity = triangles.Length;
|
||||||
|
if (lastSubmesh && trianglesCapacity > triangleCount) {
|
||||||
|
// Last submesh may have more triangles than required, so zero triangles to the end.
|
||||||
|
for (int i = triangleCount; i < trianglesCapacity; i++)
|
||||||
|
triangles[i] = 0;
|
||||||
|
submesh.triangleCount = triangleCount;
|
||||||
|
} else if (trianglesCapacity != triangleCount) {
|
||||||
|
// Reallocate triangles when not the exact size needed.
|
||||||
|
submesh.triangles = triangles = new int[triangleCount];
|
||||||
|
submesh.triangleCount = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
List<Slot> drawOrder = skeleton.DrawOrder;
|
||||||
|
for (int i = startSlot, triangleIndex = 0; i < endSlot; i++) {
|
||||||
|
Attachment attachment = drawOrder[i].attachment;
|
||||||
|
int[] attachmentTriangles;
|
||||||
|
int attachmentVertexCount;
|
||||||
|
if (attachment is RegionAttachment) {
|
||||||
|
attachmentVertexCount = 4;
|
||||||
|
attachmentTriangles = quadTriangles;
|
||||||
|
} else if (attachment is MeshAttachment) {
|
||||||
|
MeshAttachment meshAttachment = (MeshAttachment)attachment;
|
||||||
|
attachmentVertexCount = meshAttachment.vertices.Length / 2;
|
||||||
|
attachmentTriangles = meshAttachment.triangles;
|
||||||
|
} else if (attachment is SkinnedMeshAttachment) {
|
||||||
|
SkinnedMeshAttachment meshAttachment = (SkinnedMeshAttachment)attachment;
|
||||||
|
attachmentVertexCount = meshAttachment.uvs.Length / 2;
|
||||||
|
attachmentTriangles = meshAttachment.triangles;
|
||||||
|
} else
|
||||||
|
continue;
|
||||||
|
for (int ii = 0, nn = attachmentTriangles.Length; ii < nn; ii++, triangleIndex++)
|
||||||
|
triangles[triangleIndex] = firstVertex + attachmentTriangles[ii];
|
||||||
|
firstVertex += attachmentVertexCount;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
void OnDrawGizmos() {
|
||||||
|
// Make selection easier by drawing a clear gizmo over the skeleton.
|
||||||
|
if (vertices == null) return;
|
||||||
|
Vector3 gizmosCenter = new Vector3();
|
||||||
|
Vector3 gizmosSize = new Vector3();
|
||||||
|
Vector3 min = new Vector3(float.MaxValue, float.MaxValue, 0f);
|
||||||
|
Vector3 max = new Vector3(float.MinValue, float.MinValue, 0f);
|
||||||
|
foreach (Vector3 vert in vertices) {
|
||||||
|
min = Vector3.Min (min, vert);
|
||||||
|
max = Vector3.Max (max, vert);
|
||||||
|
}
|
||||||
|
float width = max.x - min.x;
|
||||||
|
float height = max.y - min.y;
|
||||||
|
gizmosCenter = new Vector3(min.x + (width / 2f), min.y + (height / 2f), 0f);
|
||||||
|
gizmosSize = new Vector3(width, height, 1f);
|
||||||
|
Gizmos.color = Color.clear;
|
||||||
|
Gizmos.matrix = transform.localToWorldMatrix;
|
||||||
|
Gizmos.DrawCube(gizmosCenter, gizmosSize);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
class Submesh {
|
||||||
|
public int[] triangles = new int[0];
|
||||||
|
public int triangleCount;
|
||||||
|
}
|
||||||
@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: a0d5e4e6acf3fd8489cb53ffe164e0b4
|
guid: e075b9a3e08e2f74fbd651c858ab16ed
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
defaultReferences: []
|
defaultReferences: []
|
||||||
Binary file not shown.
@ -44,8 +44,8 @@ public class Goblins : MonoBehaviour {
|
|||||||
}
|
}
|
||||||
|
|
||||||
// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
|
// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
|
||||||
public void UpdateBones (SkeletonComponent skeletonAnimation) {
|
public void UpdateBones (SkeletonAnimation skeletonAnimation) {
|
||||||
headBone.Rotation -= 15;
|
headBone.Rotation += 15;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnMouseDown () {
|
public void OnMouseDown () {
|
||||||
|
|||||||
Binary file not shown.
@ -41,8 +41,8 @@ public class Spineboy : MonoBehaviour {
|
|||||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||||
// Call our method any time an animation fires an event.
|
// Call our method any time an animation fires an event.
|
||||||
skeletonAnimation.state.Event += Event;
|
skeletonAnimation.state.Event += Event;
|
||||||
// Queue jump to be played on track 0 after the starting animation.
|
// Queue jump to be played on track 0 tree seconds after the starting animation.
|
||||||
skeletonAnimation.state.AddAnimation(0, "jump", false, 0);
|
skeletonAnimation.state.AddAnimation(0, "jump", false, 3);
|
||||||
// Queue walk to be looped on track 0 after the jump animation.
|
// Queue walk to be looped on track 0 after the jump animation.
|
||||||
skeletonAnimation.state.AddAnimation(0, "run", true, 0);
|
skeletonAnimation.state.AddAnimation(0, "run", true, 0);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1815,55 +1815,55 @@
|
|||||||
"slots": {
|
"slots": {
|
||||||
"front_fist": {
|
"front_fist": {
|
||||||
"attachment": [
|
"attachment": [
|
||||||
{ "time": 0, "name": "front_fist_closed" },
|
{ "time": 0.1333, "name": "front_fist_closed" },
|
||||||
{ "time": 0.2666, "name": "front_fist_open" }
|
{ "time": 0.4, "name": "front_fist_open" }
|
||||||
]
|
]
|
||||||
},
|
},
|
||||||
"mouth": {
|
"mouth": {
|
||||||
"attachment": [
|
"attachment": [
|
||||||
{ "time": 0, "name": "mouth_grind" }
|
{ "time": 0.1333, "name": "mouth_grind" }
|
||||||
]
|
]
|
||||||
},
|
},
|
||||||
"muzzle": {
|
"muzzle": {
|
||||||
"attachment": [
|
"attachment": [
|
||||||
{ "time": 0, "name": "muzzle" },
|
{ "time": 0.1333, "name": "muzzle" },
|
||||||
{ "time": 0.1333, "name": null }
|
{ "time": 0.2666, "name": null }
|
||||||
],
|
],
|
||||||
"color": [
|
"color": [
|
||||||
{
|
{
|
||||||
"time": 0,
|
"time": 0.1333,
|
||||||
"color": "ffffff00",
|
"color": "ffffff00",
|
||||||
"curve": [ 0.118, 0.99, 0.75, 1 ]
|
"curve": [ 0.118, 0.99, 0.75, 1 ]
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"time": 0.0333,
|
"time": 0.1666,
|
||||||
"color": "ffffffff",
|
"color": "ffffffff",
|
||||||
"curve": [ 0.821, 0, 0.909, 0.89 ]
|
"curve": [ 0.821, 0, 0.909, 0.89 ]
|
||||||
},
|
},
|
||||||
{ "time": 0.1333, "color": "ffffff00" }
|
{ "time": 0.2666, "color": "ffffff00" }
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"bones": {
|
"bones": {
|
||||||
"front_fist": {
|
"front_fist": {
|
||||||
"scale": [
|
"scale": [
|
||||||
{ "time": 0, "x": 1, "y": 1, "curve": "stepped" },
|
{ "time": 0.1333, "x": 1, "y": 1, "curve": "stepped" },
|
||||||
{ "time": 0.2666, "x": 1, "y": 1 }
|
{ "time": 0.4, "x": 1, "y": 1 }
|
||||||
]
|
]
|
||||||
},
|
},
|
||||||
"gunTip": {
|
"gunTip": {
|
||||||
"translate": [
|
"translate": [
|
||||||
{ "time": 0, "x": 0, "y": 0 },
|
{ "time": 0.1333, "x": 0, "y": 0 },
|
||||||
{ "time": 0.0666, "x": 20.93, "y": 1.57 }
|
{ "time": 0.2, "x": 20.93, "y": 1.57 }
|
||||||
],
|
],
|
||||||
"scale": [
|
"scale": [
|
||||||
{ "time": 0, "x": 1, "y": 1 },
|
{ "time": 0.1333, "x": 1, "y": 1 },
|
||||||
{ "time": 0.0666, "x": 1.247, "y": 1.516 }
|
{ "time": 0.2, "x": 1.247, "y": 1.516 }
|
||||||
]
|
]
|
||||||
},
|
},
|
||||||
"gun": {
|
"gun": {
|
||||||
"rotate": [
|
"rotate": [
|
||||||
{ "time": 0, "angle": 0 }
|
{ "time": 0, "angle": 1.9 }
|
||||||
],
|
],
|
||||||
"translate": [
|
"translate": [
|
||||||
{
|
{
|
||||||
@ -1872,13 +1872,13 @@
|
|||||||
"y": 5.84,
|
"y": 5.84,
|
||||||
"curve": [ 0, 0.3, 0.678, 1 ]
|
"curve": [ 0, 0.3, 0.678, 1 ]
|
||||||
},
|
},
|
||||||
{ "time": 0.1666, "x": -9.3, "y": -1.41 },
|
{ "time": 0.3, "x": -9.3, "y": -1.41 },
|
||||||
{ "time": 0.2666, "x": 0, "y": 0 }
|
{ "time": 0.4, "x": 0, "y": 0 }
|
||||||
]
|
]
|
||||||
},
|
},
|
||||||
"rear_bracer": {
|
"rear_bracer": {
|
||||||
"rotate": [
|
"rotate": [
|
||||||
{ "time": 0, "angle": 0 }
|
{ "time": 0, "angle": -30.47 }
|
||||||
],
|
],
|
||||||
"translate": [
|
"translate": [
|
||||||
{
|
{
|
||||||
@ -1887,13 +1887,13 @@
|
|||||||
"y": 0,
|
"y": 0,
|
||||||
"curve": [ 0, 0.3, 0.678, 1 ]
|
"curve": [ 0, 0.3, 0.678, 1 ]
|
||||||
},
|
},
|
||||||
{ "time": 0.1666, "x": -5.99, "y": -3.71 },
|
{ "time": 0.3, "x": -5.99, "y": -3.71 },
|
||||||
{ "time": 0.2666, "x": 0, "y": 0 }
|
{ "time": 0.4, "x": 0, "y": 0 }
|
||||||
]
|
]
|
||||||
},
|
},
|
||||||
"rear_upper_arm": {
|
"rear_upper_arm": {
|
||||||
"rotate": [
|
"rotate": [
|
||||||
{ "time": 0, "angle": 0 }
|
{ "time": 0, "angle": 62.3 }
|
||||||
],
|
],
|
||||||
"translate": [
|
"translate": [
|
||||||
{
|
{
|
||||||
@ -1902,8 +1902,8 @@
|
|||||||
"y": 0,
|
"y": 0,
|
||||||
"curve": [ 0, 0.3, 0.678, 1 ]
|
"curve": [ 0, 0.3, 0.678, 1 ]
|
||||||
},
|
},
|
||||||
{ "time": 0.1666, "x": 2.81, "y": 11.41 },
|
{ "time": 0.3, "x": 2.81, "y": 11.41 },
|
||||||
{ "time": 0.2666, "x": 0, "y": 0 }
|
{ "time": 0.4, "x": 0, "y": 0 }
|
||||||
]
|
]
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user