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https://github.com/EsotericSoftware/spine-runtimes.git
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Merge remote-tracking branch 'origin/master'
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commit
0b56367409
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@ -0,0 +1,20 @@
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using UnityEngine;
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using System.Collections;
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public class SpineBlinkPlayer : MonoBehaviour {
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const int BlinkTrack = 1;
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[SpineAnimation]
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public string blinkAnimation;
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public float minimumDelay = 0.15f;
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public float maximumDelay = 3f;
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IEnumerator Start () {
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var skeletonAnimation = GetComponent<SkeletonAnimation>(); if (skeletonAnimation == null) yield break;
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while (true) {
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skeletonAnimation.state.SetAnimation(SpineBlinkPlayer.BlinkTrack, blinkAnimation, false);
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yield return new WaitForSeconds(Random.Range(minimumDelay, maximumDelay));
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}
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}
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}
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@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: 5a5ef44bf3e0d864794c0da71c84363d
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timeCreated: 1455509353
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -29,10 +29,15 @@
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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*****************************************************************************/
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#if (UNITY_5_0 || UNITY_5_1 || UNITY_4)
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#define PREUNITY_5_2
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#endif
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using UnityEngine;
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using UnityEngine;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Collections;
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using System.Collections;
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#if !(PREUNITY_5_2)
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namespace Spine.Unity {
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namespace Spine.Unity {
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/// <summary>This is for testing and educational purposes only. This takes about 10 times longer to render than ArraySpineMeshGenerator.</summary>
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/// <summary>This is for testing and educational purposes only. This takes about 10 times longer to render than ArraySpineMeshGenerator.</summary>
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public class VertexHelperSpineMeshGenerator : ISimpleMeshGenerator {
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public class VertexHelperSpineMeshGenerator : ISimpleMeshGenerator {
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@ -94,7 +99,6 @@ namespace Spine.Unity {
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mesh.SetUVs(0, uvs);
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mesh.SetUVs(0, uvs);
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mesh.SetNormals(normals);
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mesh.SetNormals(normals);
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mesh.SetTriangles(indices, 0);
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mesh.SetTriangles(indices, 0);
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mesh.RecalculateBounds();
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mesh.RecalculateBounds();
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}
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}
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@ -233,3 +237,4 @@ namespace Spine.Unity {
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}
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}
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}
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}
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#endif
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@ -1,4 +1,8 @@
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using UnityEngine;
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#if (UNITY_5_0 || UNITY_5_1 || UNITY_4)
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#define PREUNITY_5_2
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#endif
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using UnityEngine;
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using System.Collections;
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using System.Collections;
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using UnityEditor;
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using UnityEditor;
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@ -9,6 +13,7 @@ public class SkeletonGraphicInspector : Editor {
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SerializedProperty material_, color_;
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SerializedProperty material_, color_;
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SerializedProperty skeletonDataAsset_, initialSkinName_;
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SerializedProperty skeletonDataAsset_, initialSkinName_;
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SerializedProperty startingAnimation_, startingLoop_, timeScale_, freeze_;
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SerializedProperty startingAnimation_, startingLoop_, timeScale_, freeze_;
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#if !PREUNITY_5_2
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SerializedProperty raycastTarget_;
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SerializedProperty raycastTarget_;
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SkeletonGraphic thisSkeletonGraphic;
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SkeletonGraphic thisSkeletonGraphic;
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@ -201,4 +206,5 @@ public class SkeletonGraphicInspector : Editor {
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return go;
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return go;
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}
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}
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#endregion
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#endregion
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#endif
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}
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}
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@ -29,6 +29,10 @@
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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*****************************************************************************/
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#if (UNITY_5_0 || UNITY_5_1 || UNITY_4)
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#define PREUNITY_5_2
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#endif
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using UnityEngine;
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using UnityEngine;
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using System.Collections;
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using System.Collections;
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using UnityEngine.UI;
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using UnityEngine.UI;
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@ -54,8 +58,7 @@ public class SkeletonGraphic : MaskableGraphic {
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protected override void OnValidate () {
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protected override void OnValidate () {
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// This handles Scene View preview.
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// This handles Scene View preview.
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base.OnValidate ();
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base.OnValidate ();
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this.raycastTarget = false;
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#if !PREUNITY_5_2
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if (this.IsValid) {
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if (this.IsValid) {
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if (skeletonDataAsset == null) {
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if (skeletonDataAsset == null) {
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Clear();
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Clear();
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@ -78,6 +81,9 @@ public class SkeletonGraphic : MaskableGraphic {
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if (skeletonDataAsset != null)
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if (skeletonDataAsset != null)
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Initialize(true);
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Initialize(true);
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}
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}
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#else
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Debug.LogWarning("SkeletonGraphic requres Unity 5.2 or higher.\nUnityEngine.UI 5.1 and below does not accept meshes and can't be used to render Spine skeletons. You may delete the SkeletonGraphic folder under `Modules` if you want to exclude it from your project." );
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#endif
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}
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}
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@ -90,6 +96,7 @@ public class SkeletonGraphic : MaskableGraphic {
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#endif
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#endif
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#endregion
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#endregion
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#if !PREUNITY_5_2
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#region Internals
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#region Internals
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// This is used by the UI system to determine what to put in the MaterialPropertyBlock.
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// This is used by the UI system to determine what to put in the MaterialPropertyBlock.
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public override Texture mainTexture {
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public override Texture mainTexture {
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@ -200,10 +207,11 @@ public class SkeletonGraphic : MaskableGraphic {
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skeleton.SetColor(this.color);
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skeleton.SetColor(this.color);
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if (canvas != null)
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if (canvas != null)
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spineMeshGenerator.Scale = canvas.referencePixelsPerUnit; // TODO: move this to a listener to of the canvas?
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spineMeshGenerator.Scale = canvas.referencePixelsPerUnit; // TODO: move this to a listener to of the canvas?
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canvasRenderer.SetMesh(spineMeshGenerator.GenerateMesh(skeleton));
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canvasRenderer.SetMesh(spineMeshGenerator.GenerateMesh(skeleton));
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this.UpdateMaterial();
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this.UpdateMaterial();
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}
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}
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}
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}
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#endregion
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#endregion
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#endif
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}
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}
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