From 46df0cd9b942728c6c2c6b87cba44f442688be38 Mon Sep 17 00:00:00 2001 From: John Date: Wed, 20 Dec 2017 07:10:32 +0800 Subject: [PATCH 1/6] [unity] SpriteAttacher separate assembly --- .../Legacy/SpriteAttacher.cs | 23 +++++++++++-------- 1 file changed, 14 insertions(+), 9 deletions(-) diff --git a/spine-unity/Assets/Examples/Scripts/Sample Components/Legacy/SpriteAttacher.cs b/spine-unity/Assets/Examples/Scripts/Sample Components/Legacy/SpriteAttacher.cs index db8790fab..c61f654e1 100644 --- a/spine-unity/Assets/Examples/Scripts/Sample Components/Legacy/SpriteAttacher.cs +++ b/spine-unity/Assets/Examples/Scripts/Sample Components/Legacy/SpriteAttacher.cs @@ -142,27 +142,32 @@ namespace Spine.Unity.Modules { } } + public static class SpriteAttachmentExtensions { - public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true) { - return skeleton.AttachUnitySprite(slotName, sprite, Shader.Find(shaderName), applyPMA); + [System.Obsolete] + public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) { + return skeleton.AttachUnitySprite(slotName, sprite, Shader.Find(shaderName), applyPMA, rotation: rotation); } - public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true) { - return skeletonData.AddUnitySprite(slotName, sprite, skinName, Shader.Find(shaderName), applyPMA); + [System.Obsolete] + public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) { + return skeletonData.AddUnitySprite(slotName, sprite, skinName, Shader.Find(shaderName), applyPMA, rotation: rotation); } - public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, Shader shader, bool applyPMA) { - RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader) : sprite.ToRegionAttachment(new Material(shader)); + [System.Obsolete] + public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, Shader shader, bool applyPMA, float rotation = 0f) { + RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation: rotation); skeleton.FindSlot(slotName).Attachment = att; return att; } - public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA) { - RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader) : sprite.ToRegionAttachment(new Material(shader)); + [System.Obsolete] + public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA, float rotation = 0f) { + RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation); var slotIndex = skeletonData.FindSlotIndex(slotName); - Skin skin = skeletonData.defaultSkin; + Skin skin = skeletonData.DefaultSkin; if (skinName != "") skin = skeletonData.FindSkin(skinName); From bc6a2ea129fa4e32bf2fced4d4283e75c8db055e Mon Sep 17 00:00:00 2001 From: John Date: Wed, 20 Dec 2017 07:15:34 +0800 Subject: [PATCH 2/6] [unity] Slot GetColor GetColorTintBlack extensions --- spine-unity/Assets/spine-unity/SkeletonExtensions.cs | 2 ++ 1 file changed, 2 insertions(+) diff --git a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs index e81435733..a3d97551a 100644 --- a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs +++ b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs @@ -41,6 +41,8 @@ namespace Spine.Unity { public static Color GetColor (this Skeleton s) { return new Color(s.r, s.g, s.b, s.a); } public static Color GetColor (this RegionAttachment a) { return new Color(a.r, a.g, a.b, a.a); } public static Color GetColor (this MeshAttachment a) { return new Color(a.r, a.g, a.b, a.a); } + public static Color GetColor (this Slot s) { return new Color(s.r, s.g, s.b, s.a); } + public static Color GetColorTintBlack (this Slot s) { return new Color(s.r2, s.g2, s.b2, 1f); } public static void SetColor (this Skeleton skeleton, Color color) { skeleton.A = color.a; From 45c67ee4bc6dfffa1c616e07aa3a8b36b27dc4bd Mon Sep 17 00:00:00 2001 From: John Date: Wed, 20 Dec 2017 07:16:37 +0800 Subject: [PATCH 3/6] [unity] SlotTintBlackFollower sample separate assembly --- .../SlotTintBlackFollower.cs | 36 +++++++++++++++++-- 1 file changed, 33 insertions(+), 3 deletions(-) diff --git a/spine-unity/Assets/Examples/Scripts/Sample Components/SlotTintBlackFollower.cs b/spine-unity/Assets/Examples/Scripts/Sample Components/SlotTintBlackFollower.cs index 4dbe76095..3b2f95b50 100644 --- a/spine-unity/Assets/Examples/Scripts/Sample Components/SlotTintBlackFollower.cs +++ b/spine-unity/Assets/Examples/Scripts/Sample Components/SlotTintBlackFollower.cs @@ -1,4 +1,34 @@ -using UnityEngine; +/****************************************************************************** + * Spine Runtimes Software License v2.5 + * + * Copyright (c) 2013-2016, Esoteric Software + * All rights reserved. + * + * You are granted a perpetual, non-exclusive, non-sublicensable, and + * non-transferable license to use, install, execute, and perform the Spine + * Runtimes software and derivative works solely for personal or internal + * use. Without the written permission of Esoteric Software (see Section 2 of + * the Spine Software License Agreement), you may not (a) modify, translate, + * adapt, or develop new applications using the Spine Runtimes or otherwise + * create derivative works or improvements of the Spine Runtimes 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 SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF + * USE, DATA, OR PROFITS) 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 UnityEngine; using Spine.Unity; namespace Spine.Unity.Examples { @@ -45,8 +75,8 @@ namespace Spine.Unity.Examples { Slot s = slot; if (s == null) return; - mb.SetColor(colorPropertyId, new Color(s.r, s.g, s.b, s.a)); - mb.SetColor(blackPropertyId, new Color(s.r2, s.g2, s.b2, 1f)); + mb.SetColor(colorPropertyId, s.GetColor()); + mb.SetColor(blackPropertyId, s.GetColorTintBlack()); mr.SetPropertyBlock(mb); } From 613b098b53ce4d8e604fd40c46958a1c8796cfda Mon Sep 17 00:00:00 2001 From: John Date: Thu, 21 Dec 2017 07:11:24 +0800 Subject: [PATCH 4/6] [unity] Handle animation not found. --- spine-unity/Assets/spine-unity/SkeletonAnimation.cs | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/spine-unity/Assets/spine-unity/SkeletonAnimation.cs b/spine-unity/Assets/spine-unity/SkeletonAnimation.cs index 28463c371..71e363a18 100644 --- a/spine-unity/Assets/spine-unity/SkeletonAnimation.cs +++ b/spine-unity/Assets/spine-unity/SkeletonAnimation.cs @@ -161,8 +161,11 @@ namespace Spine.Unity { } #else if (!string.IsNullOrEmpty(_animationName)) { - state.SetAnimation(0, _animationName, loop); - Update(0); + var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName); + if (animationObject != null) { + state.SetAnimation(0, animationObject, loop); + Update(0); + } } #endif } From 5be75c9f6df3d9c10583a1a1fd740e30fadf9c2a Mon Sep 17 00:00:00 2001 From: John Date: Thu, 21 Dec 2017 07:40:22 +0800 Subject: [PATCH 5/6] [unity] Handle invalid SkeletonAnimation property behavior. --- .../Assets/spine-unity/SkeletonAnimation.cs | 44 +++++++++++-------- 1 file changed, 25 insertions(+), 19 deletions(-) diff --git a/spine-unity/Assets/spine-unity/SkeletonAnimation.cs b/spine-unity/Assets/spine-unity/SkeletonAnimation.cs index 71e363a18..7014eb727 100644 --- a/spine-unity/Assets/spine-unity/SkeletonAnimation.cs +++ b/spine-unity/Assets/spine-unity/SkeletonAnimation.cs @@ -76,33 +76,40 @@ namespace Spine.Unity { [SerializeField] [SpineAnimation] private string _animationName; + + /// + /// Setting this property sets the animation of the skeleton. If invalid, it will store the animation name for the next time the skeleton is properly initialized. + /// Getting this property gets the name of the currently playing animation. If invalid, it will return the last stored animation name set through this property. public string AnimationName { get { if (!valid) { - Debug.LogWarning("You tried access AnimationName but the SkeletonAnimation was not valid. Try checking your Skeleton Data for errors."); - return null; + return _animationName; + } else { + TrackEntry entry = state.GetCurrent(0); + return entry == null ? null : entry.Animation.Name; } - - TrackEntry entry = state.GetCurrent(0); - return entry == null ? null : entry.Animation.Name; } set { if (_animationName == value) return; _animationName = value; - if (!valid) { - Debug.LogWarning("You tried to change AnimationName but the SkeletonAnimation was not valid. Try checking your Skeleton Data for errors."); - return; - } - - if (string.IsNullOrEmpty(value)) + if (string.IsNullOrEmpty(value)) { state.ClearTrack(0); - else - state.SetAnimation(0, value, loop); + } else { + TrySetAnimation(value, loop); + } } } + TrackEntry TrySetAnimation (string animationName, bool animationLoop) { + var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(animationName); + if (animationObject != null) + return state.SetAnimation(0, animationObject, animationLoop); + + return null; + } + /// Whether or not should loop. This only applies to the initial animation specified in the inspector, or any subsequent Animations played through .AnimationName. Animations set through state.SetAnimation are unaffected. public bool loop; @@ -150,22 +157,21 @@ namespace Spine.Unity { #if UNITY_EDITOR if (!string.IsNullOrEmpty(_animationName)) { if (Application.isPlaying) { - state.SetAnimation(0, _animationName, loop); + TrackEntry startingTrack = TrySetAnimation(_animationName, loop); + if (startingTrack != null) + Update(0); } else { // Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above. var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName); if (animationObject != null) animationObject.PoseSkeleton(skeleton, 0f); } - Update(0); } #else if (!string.IsNullOrEmpty(_animationName)) { - var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName); - if (animationObject != null) { - state.SetAnimation(0, animationObject, loop); + TrackEntry startingTrack = TrySetAnimation(_animationName, loop); + if (startingTrack != null) Update(0); - } } #endif } From 9a6576181471d29dc1be78fdccbb3ee8de88e81b Mon Sep 17 00:00:00 2001 From: John Date: Fri, 22 Dec 2017 14:16:39 +0800 Subject: [PATCH 6/6] [unity] Fix auto-assigning BoneFollower bone. --- .../Editor/BoundingBoxFollowerInspector.cs | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/Editor/BoundingBoxFollowerInspector.cs b/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/Editor/BoundingBoxFollowerInspector.cs index 8d340d2f3..f1ecd2ea1 100644 --- a/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/Editor/BoundingBoxFollowerInspector.cs +++ b/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/Editor/BoundingBoxFollowerInspector.cs @@ -75,13 +75,13 @@ namespace Spine.Unity.Editor { serializedObject.ApplyModifiedProperties(); } - var sr = skeletonRenderer.objectReferenceValue as SkeletonRenderer; - if (sr != null && sr.gameObject == follower.gameObject) { + var skeletonRendererValue = skeletonRenderer.objectReferenceValue as SkeletonRenderer; + if (skeletonRendererValue != null && skeletonRendererValue.gameObject == follower.gameObject) { using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox)) { EditorGUILayout.HelpBox("It's ideal to add BoundingBoxFollower to a separate child GameObject of the Spine GameObject.", MessageType.Warning); if (GUILayout.Button(new GUIContent("Move BoundingBoxFollower to new GameObject", Icons.boundingBox), GUILayout.Height(50f))) { - AddBoundingBoxFollowerChild(sr, follower); + AddBoundingBoxFollowerChild(skeletonRendererValue, follower); DestroyImmediate(follower); return; } @@ -156,6 +156,7 @@ namespace Spine.Unity.Editor { if (Event.current.type == EventType.Repaint) { if (addBoneFollower) { var boneFollower = follower.gameObject.AddComponent(); + boneFollower.skeletonRenderer = skeletonRendererValue; boneFollower.SetBone(follower.Slot.Data.BoneData.Name); addBoneFollower = false; }