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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-14 19:11:36 +08:00
[unity] Rename SkeletonAnimator to SkeletonMecanim.
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@ -33,9 +33,9 @@
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using UnityEditor;
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namespace Spine.Unity.Editor {
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[CustomEditor(typeof(SkeletonAnimator))]
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[CustomEditor(typeof(SkeletonMecanim))]
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[CanEditMultipleObjects]
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public class SkeletonAnimatorInspector : SkeletonRendererInspector {
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public class SkeletonMecanimInspector : SkeletonRendererInspector {
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protected SerializedProperty mecanimTranslator;
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protected override void OnEnable () {
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@ -32,7 +32,7 @@
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// Original contribution by: Mitch Thompson
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#define SPINE_SKELETONANIMATOR
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#define SPINE_SKELETONMECANIM
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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@ -406,13 +406,13 @@ namespace Spine.Unity.Editor {
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});
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}
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#if SPINE_SKELETONANIMATOR
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#if SPINE_SKELETONMECANIM
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menu.AddSeparator("");
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// SkeletonAnimator
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menu.AddItem(new GUIContent("SkeletonAnimator"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
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// SkeletonMecanim
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menu.AddItem(new GUIContent("SkeletonMecanim"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
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skeletonDataAsset = skeletonDataAsset,
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spawnPoint = spawnPoint,
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instantiateDelegate = (data) => InstantiateSkeletonAnimator(data)
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instantiateDelegate = (data) => InstantiateSkeletonMecanim(data)
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});
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#endif
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@ -773,7 +773,7 @@ namespace Spine.Unity.Editor {
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SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(true);
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string currentHash = skeletonData != null ? skeletonData.Hash : null;
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#if SPINE_SKELETONANIMATOR
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#if SPINE_SKELETONMECANIM
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if (currentHash == null || lastHash != currentHash)
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UpdateMecanimClips(skeletonDataAsset);
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#endif
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@ -1444,8 +1444,8 @@ namespace Spine.Unity.Editor {
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}
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#endregion
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#region SkeletonAnimator
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#if SPINE_SKELETONANIMATOR
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#region SkeletonMecanim
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#if SPINE_SKELETONMECANIM
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static void UpdateMecanimClips (SkeletonDataAsset skeletonDataAsset) {
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if (skeletonDataAsset.controller == null)
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return;
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@ -1453,13 +1453,13 @@ namespace Spine.Unity.Editor {
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SkeletonBaker.GenerateMecanimAnimationClips(skeletonDataAsset);
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}
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public static SkeletonAnimator InstantiateSkeletonAnimator (SkeletonDataAsset skeletonDataAsset, string skinName) {
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return InstantiateSkeletonAnimator(skeletonDataAsset, skeletonDataAsset.GetSkeletonData(true).FindSkin(skinName));
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public static SkeletonMecanim InstantiateSkeletonMecanim (SkeletonDataAsset skeletonDataAsset, string skinName) {
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return InstantiateSkeletonMecanim(skeletonDataAsset, skeletonDataAsset.GetSkeletonData(true).FindSkin(skinName));
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}
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public static SkeletonAnimator InstantiateSkeletonAnimator (SkeletonDataAsset skeletonDataAsset, Skin skin = null) {
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public static SkeletonMecanim InstantiateSkeletonMecanim (SkeletonDataAsset skeletonDataAsset, Skin skin = null) {
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string spineGameObjectName = string.Format("Spine Mecanim GameObject ({0})", skeletonDataAsset.name.Replace("_SkeletonData", ""));
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GameObject go = new GameObject(spineGameObjectName, typeof(MeshFilter), typeof(MeshRenderer), typeof(Animator), typeof(SkeletonAnimator));
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GameObject go = new GameObject(spineGameObjectName, typeof(MeshFilter), typeof(MeshRenderer), typeof(Animator), typeof(SkeletonMecanim));
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if (skeletonDataAsset.controller == null) {
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SkeletonBaker.GenerateMecanimAnimationClips(skeletonDataAsset);
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@ -1468,7 +1468,7 @@ namespace Spine.Unity.Editor {
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go.GetComponent<Animator>().runtimeAnimatorController = skeletonDataAsset.controller;
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SkeletonAnimator anim = go.GetComponent<SkeletonAnimator>();
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SkeletonMecanim anim = go.GetComponent<SkeletonMecanim>();
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anim.skeletonDataAsset = skeletonDataAsset;
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IngestAdvancedRenderSettings(anim);
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@ -33,7 +33,7 @@ using System.Collections.Generic;
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namespace Spine.Unity {
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[RequireComponent(typeof(Animator))]
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public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
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public class SkeletonMecanim : SkeletonRenderer, ISkeletonAnimation {
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[SerializeField] protected MecanimTranslator translator;
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public MecanimTranslator Translator { get { return translator; } }
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@ -152,9 +152,7 @@ namespace Spine.Unity {
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}
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if (skeletonAnimation == null) {
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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if (skeletonAnimation == null)
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skeletonAnimation = GetComponent<SkeletonAnimator>();
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skeletonAnimation = GetComponent(typeof(ISkeletonAnimation)) as ISkeletonAnimation;
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}
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skeletonRenderer.OnRebuild -= HandleRendererReset;
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