diff --git a/spine-unity/Assets/Spine Examples/Getting Started/1 The Spine GameObject.unity b/spine-unity/Assets/Spine Examples/Getting Started/1 The Spine GameObject.unity
index 8a17890ab..9f14bc7f1 100644
--- a/spine-unity/Assets/Spine Examples/Getting Started/1 The Spine GameObject.unity
+++ b/spine-unity/Assets/Spine Examples/Getting Started/1 The Spine GameObject.unity
@@ -220,7 +220,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 5a5ef44bf3e0d864794c0da71c84363d, type: 3}
m_Name:
m_EditorClassIdentifier:
- blinkAnimation: blink
+ blinkAnimation: {fileID: 11400000, guid: abea4790b61cd194eab5977fc16e095d, type: 2}
minimumDelay: 0.15
maximumDelay: 3
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diff --git a/spine-unity/Assets/Spine Examples/Getting Started/3 Controlling Animation Continued.unity b/spine-unity/Assets/Spine Examples/Getting Started/3 Controlling Animation Continued.unity
index 7605e6b31..7746902a0 100644
--- a/spine-unity/Assets/Spine Examples/Getting Started/3 Controlling Animation Continued.unity
+++ b/spine-unity/Assets/Spine Examples/Getting Started/3 Controlling Animation Continued.unity
@@ -178,6 +178,12 @@ TextMesh:
m_Text: 'The Raptor script shows how you can play animations simultaneously.
+ This also shows how to use AnimationReferenceAssets as
+
+ an alternative to using animation name strings.
+
+
+
Here, the "walk" animation is looping.
At the same time, and in its own timeframe,
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m_Script: {fileID: 11500000, guid: 8b0d38dc0b91fb443a41838d475ae49b, type: 3}
m_Name:
m_EditorClassIdentifier:
- walk: walk
- gungrab: gungrab
- gunkeep: gunkeep
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+ gungrab: {fileID: 11400000, guid: f8a357da5599fa342beda596bc86bc35, type: 2}
+ gunkeep: {fileID: 11400000, guid: d1426f136e8d57343a64e6be7454418b, type: 2}
--- !u!1 &1382792502
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m_ObjectHideFlags: 0
diff --git a/spine-unity/Assets/Spine Examples/Getting Started/4 Object Oriented Sample.unity b/spine-unity/Assets/Spine Examples/Getting Started/4 Object Oriented Sample.unity
index 2c2323695..3e4c95dfa 100644
--- a/spine-unity/Assets/Spine Examples/Getting Started/4 Object Oriented Sample.unity
+++ b/spine-unity/Assets/Spine Examples/Getting Started/4 Object Oriented Sample.unity
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@@ -515,11 +446,11 @@ MonoBehaviour:
m_EditorClassIdentifier:
model: {fileID: 299828574}
skeletonAnimation: {fileID: 816033310}
- run: run
- idle: idle
- shoot: shoot
- jump: jump
- footstepEventName: footstep
+ run: {fileID: 11400000, guid: 2d841d20c203ff24a859b8c73f9c3817, type: 2}
+ idle: {fileID: 11400000, guid: 8a71ad90c9e356d4fa476a420aeb259d, type: 2}
+ shoot: {fileID: 11400000, guid: 6d4c548ed1818024bb6ed2ee16dbfc40, type: 2}
+ jump: {fileID: 11400000, guid: 69a6ea3cadcdebb44a8c3b5fa43880e7, type: 2}
+ footstepEvent: {fileID: 11400000, guid: 2657d9f265aa59446b055dc0c1018419, type: 2}
footstepPitchOffset: 0.2
gunsoundPitchOffset: 0.13
footstepSource: {fileID: 1858851856}
@@ -1272,7 +1203,7 @@ ParticleSystem:
moveWithTransform: 1
moveWithCustomTransform: {fileID: 0}
scalingMode: 1
- randomSeed: 1048114582
+ randomSeed: 823379790
InitialModule:
serializedVersion: 3
enabled: 1
@@ -4292,3 +4223,73 @@ ParticleSystem:
m_PreInfinity: 2
m_PostInfinity: 2
m_RotationOrder: 4
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diff --git a/spine-unity/Assets/Spine Examples/Other Examples/Drunkboy.unity b/spine-unity/Assets/Spine Examples/Other Examples/Drunkboy.unity
index ebf18e481..237cbea6e 100644
--- a/spine-unity/Assets/Spine Examples/Other Examples/Drunkboy.unity
+++ b/spine-unity/Assets/Spine Examples/Other Examples/Drunkboy.unity
@@ -451,7 +451,6 @@ GameObject:
- component: {fileID: 219783490}
- component: {fileID: 219783489}
- component: {fileID: 219783488}
- - component: {fileID: 219783487}
m_Layer: 5
m_Name: Canvas
m_TagString: Untagged
@@ -459,22 +458,6 @@ GameObject:
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
---- !u!114 &219783487
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@@ -1058,6 +1041,7 @@ GameObject:
- component: {fileID: 811443165}
- component: {fileID: 811443166}
- component: {fileID: 811443164}
+ - component: {fileID: 811443168}
m_Layer: 0
m_Name: Drunkboy
m_TagString: Untagged
@@ -1135,6 +1119,18 @@ Transform:
m_Father: {fileID: 0}
m_RootOrder: 1
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!114 &811443168
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+ m_Name:
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--- !u!1 &841681496
GameObject:
m_ObjectHideFlags: 0
@@ -1713,7 +1709,7 @@ RectTransform:
m_GameObject: {fileID: 1701764089}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
- m_LocalScale: {x: 1, y: 1, z: 1}
+ m_LocalScale: {x: 0.8, y: 0.8, z: 0.8}
m_Children: []
m_Father: {fileID: 219783490}
m_RootOrder: 0
@@ -1736,7 +1732,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_Material: {fileID: 0}
m_Color: {r: 0.19607843, g: 0.19607843, b: 0.19607843, a: 1}
- m_RaycastTarget: 1
+ m_RaycastTarget: 0
m_OnCullStateChanged:
m_PersistentCalls:
m_Calls: []
@@ -1744,22 +1740,20 @@ MonoBehaviour:
Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
m_FontData:
m_Font: {fileID: 10102, guid: 0000000000000000e000000000000000, type: 0}
- m_FontSize: 32
+ m_FontSize: 35
m_FontStyle: 0
m_BestFit: 0
m_MinSize: 3
- m_MaxSize: 40
+ m_MaxSize: 56
m_Alignment: 0
m_AlignByGeometry: 0
m_RichText: 1
m_HorizontalOverflow: 0
m_VerticalOverflow: 0
m_LineSpacing: 1
- m_Text: 'Enter PLAY MODE.
+ m_Text: 'Click and Drag Spineboy Left and Right.
- Click and Drag Spineboy Left and Right
-
-'
+ Press R to reload scene.'
--- !u!222 &1701764092
CanvasRenderer:
m_ObjectHideFlags: 0
diff --git a/spine-unity/Assets/Spine Examples/Other Examples/Freezeboy.unity b/spine-unity/Assets/Spine Examples/Other Examples/Freezeboy.unity
index 81957c5d7..7664e0320 100644
--- a/spine-unity/Assets/Spine Examples/Other Examples/Freezeboy.unity
+++ b/spine-unity/Assets/Spine Examples/Other Examples/Freezeboy.unity
@@ -3549,8 +3549,8 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
skeletonAnimation: {fileID: 1126206820}
- freeze: frozen
- idle: idle
+ freeze: {fileID: 11400000, guid: 9db45f1cea1a1d74f86992ad2f34f114, type: 2}
+ idle: {fileID: 11400000, guid: 8a71ad90c9e356d4fa476a420aeb259d, type: 2}
freezeColor: {r: 0.71188366, g: 0.93390405, b: 0.97794116, a: 1}
freezeBlackColor: {r: 0.020274673, g: 0.6587631, b: 0.9191176, a: 0}
particles: {fileID: 772326264}
diff --git a/spine-unity/Assets/Spine Examples/Other Examples/SkeletonRenderSeparator.unity b/spine-unity/Assets/Spine Examples/Other Examples/SkeletonRenderSeparator.unity
index 143af398a..7a37165a4 100644
--- a/spine-unity/Assets/Spine Examples/Other Examples/SkeletonRenderSeparator.unity
+++ b/spine-unity/Assets/Spine Examples/Other Examples/SkeletonRenderSeparator.unity
@@ -282,7 +282,7 @@ MeshRenderer:
m_LightProbeUsage: 0
m_ReflectionProbeUsage: 1
m_Materials:
- - {fileID: 0}
+ - {fileID: 2100000, guid: 1455e88fdb81ccc45bdeaedd657bad4d, type: 2}
m_StaticBatchInfo:
firstSubMesh: 0
subMeshCount: 0
@@ -1012,7 +1012,7 @@ ParticleSystem:
boxY: 1
boxZ: 1
radius:
- value: 0.46
+ value: 0.16
mode: 0
spread: 0
speed:
@@ -1119,7 +1119,7 @@ ParticleSystem:
rateOverTime:
serializedVersion: 2
minMaxState: 0
- scalar: 50
+ scalar: 40
minScalar: 0
maxCurve:
serializedVersion: 2
@@ -3787,6 +3787,7 @@ SpriteRenderer:
m_Size: {x: 1, y: 1}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
+ m_WasSpriteAssigned: 1
--- !u!4 &774732877
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@@ -3869,6 +3870,7 @@ SpriteRenderer:
m_Size: {x: 1, y: 1}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
+ m_WasSpriteAssigned: 1
--- !u!1 &1406277772
GameObject:
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@@ -3938,6 +3940,7 @@ SpriteRenderer:
m_Size: {x: 1, y: 1}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
+ m_WasSpriteAssigned: 1
--- !u!1 &1498924765
GameObject:
m_ObjectHideFlags: 0
@@ -4461,7 +4464,7 @@ MeshRenderer:
m_LightProbeUsage: 0
m_ReflectionProbeUsage: 1
m_Materials:
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+ - {fileID: 2100000, guid: 1455e88fdb81ccc45bdeaedd657bad4d, type: 2}
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subMeshCount: 0
@@ -4515,8 +4518,8 @@ MonoBehaviour:
m_EditorClassIdentifier:
skeletonAnimation: {fileID: 1918225116}
separator: {fileID: 1918225115}
- run: run
- pole: pole
+ run: {fileID: 11400000, guid: 2d841d20c203ff24a859b8c73f9c3817, type: 2}
+ pole: {fileID: 11400000, guid: dff7c26e6e007e748b47240522cff0c8, type: 2}
startX: -11.5
endX: 2.8
--- !u!1 &2142418130
diff --git a/spine-unity/Assets/Spine Examples/Other Examples/SpineGauge.unity b/spine-unity/Assets/Spine Examples/Other Examples/SpineGauge.unity
index 87377851d..c7ce64f97 100644
--- a/spine-unity/Assets/Spine Examples/Other Examples/SpineGauge.unity
+++ b/spine-unity/Assets/Spine Examples/Other Examples/SpineGauge.unity
@@ -395,7 +395,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
fillPercent: 1
- fillAnimationName: Fill
+ fillAnimation: {fileID: 11400000, guid: 416feb17a0d192844abb17619bf81153, type: 2}
--- !u!114 &795271515
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -520,6 +520,10 @@ MonoBehaviour:
attackerSpineboy: {fileID: 282891644}
gauge: {fileID: 795271514}
healthText: {fileID: 1847717249}
+ shoot: {fileID: 11400000, guid: 6d4c548ed1818024bb6ed2ee16dbfc40, type: 2}
+ hit: {fileID: 11400000, guid: 83e1b716474ea9141983c4d570adf4f9, type: 2}
+ idle: {fileID: 11400000, guid: 8a71ad90c9e356d4fa476a420aeb259d, type: 2}
+ death: {fileID: 11400000, guid: 790b48b79d40d4e4c995da2991932ade, type: 2}
onAttack:
m_PersistentCalls:
m_Calls:
diff --git a/spine-unity/Assets/Spine Examples/Other Examples/VertexEffect.unity b/spine-unity/Assets/Spine Examples/Other Examples/VertexEffect.unity
index 6b7196950..0bb1e7c28 100644
--- a/spine-unity/Assets/Spine Examples/Other Examples/VertexEffect.unity
+++ b/spine-unity/Assets/Spine Examples/Other Examples/VertexEffect.unity
@@ -121,7 +121,7 @@ GameObject:
- component: {fileID: 485702172}
- component: {fileID: 485702171}
m_Layer: 0
- m_Name: Spine GameObject (raptor)
+ m_Name: Jitter Raptor
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@@ -215,7 +215,7 @@ Transform:
m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 485702170}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
- m_LocalPosition: {x: -1.1, y: -5.1, z: 0}
+ m_LocalPosition: {x: -7.28, y: -5.1, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
@@ -310,3 +310,117 @@ Transform:
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m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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diff --git a/spine-unity/Assets/Spine Examples/Scripts/AttackSpineboy.cs b/spine-unity/Assets/Spine Examples/Scripts/AttackSpineboy.cs
index b37c142a3..f69460514 100644
--- a/spine-unity/Assets/Spine Examples/Scripts/AttackSpineboy.cs
+++ b/spine-unity/Assets/Spine Examples/Scripts/AttackSpineboy.cs
@@ -42,6 +42,8 @@ namespace Spine.Unity.Examples {
int currentHealth = 100;
const int maxHealth = 100;
+ public AnimationReferenceAsset shoot, hit, idle, death;
+
public UnityEngine.Events.UnityEvent onAttack;
void Update () {
@@ -49,18 +51,18 @@ namespace Spine.Unity.Examples {
currentHealth -= 10;
healthText.text = currentHealth + "/" + maxHealth;
- attackerSpineboy.AnimationState.SetAnimation(1, "shoot", false);
+ attackerSpineboy.AnimationState.SetAnimation(1, shoot, false);
attackerSpineboy.AnimationState.AddEmptyAnimation(1, 0.5f, 2f);
if (currentHealth > 0) {
- spineboy.AnimationState.SetAnimation(0, "hit", false);
- spineboy.AnimationState.AddAnimation(0, "idle", true, 0);
+ spineboy.AnimationState.SetAnimation(0, hit, false);
+ spineboy.AnimationState.AddAnimation(0, idle, true, 0);
gauge.fillPercent = (float)currentHealth/(float)maxHealth;
onAttack.Invoke();
} else {
if (currentHealth >= 0) {
gauge.fillPercent = 0;
- spineboy.AnimationState.SetAnimation(0, "death", false).TrackEnd = float.PositiveInfinity;
+ spineboy.AnimationState.SetAnimation(0, death, false).TrackEnd = float.PositiveInfinity;
}
}
}
diff --git a/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/Raptor.cs b/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/Raptor.cs
index b7c7afea5..d9e995759 100644
--- a/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/Raptor.cs
+++ b/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/Raptor.cs
@@ -36,14 +36,9 @@ namespace Spine.Unity.Examples {
public class Raptor : MonoBehaviour {
#region Inspector
- [SpineAnimation]
- public string walk = "walk";
-
- [SpineAnimation]
- public string gungrab = "gungrab";
-
- [SpineAnimation]
- public string gunkeep = "gunkeep";
+ public AnimationReferenceAsset walk;
+ public AnimationReferenceAsset gungrab;
+ public AnimationReferenceAsset gunkeep;
#endregion
SkeletonAnimation skeletonAnimation;
diff --git a/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineBlinkPlayer.cs b/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineBlinkPlayer.cs
index 2364e9aac..12eb1cb46 100644
--- a/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineBlinkPlayer.cs
+++ b/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineBlinkPlayer.cs
@@ -36,8 +36,7 @@ namespace Spine.Unity.Examples {
public class SpineBlinkPlayer : MonoBehaviour {
const int BlinkTrack = 1;
- [SpineAnimation]
- public string blinkAnimation;
+ public AnimationReferenceAsset blinkAnimation;
public float minimumDelay = 0.15f;
public float maximumDelay = 3f;
diff --git a/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerView.cs b/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerView.cs
index 1a3b3d30a..041725cbc 100644
--- a/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerView.cs
+++ b/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerView.cs
@@ -40,8 +40,8 @@ namespace Spine.Unity.Examples {
public SpineboyBeginnerModel model;
public SkeletonAnimation skeletonAnimation;
- [SpineAnimation] public string run, idle, shoot, jump;
- [SpineEvent] public string footstepEventName;
+ public AnimationReferenceAsset run, idle, shoot, jump;
+ public EventDataReferenceAsset footstepEvent;
[Header("Audio")]
public float footstepPitchOffset = 0.2f;
@@ -61,7 +61,7 @@ namespace Spine.Unity.Examples {
}
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
- if (e.Data.Name == footstepEventName)
+ if (e.Data == footstepEvent.EventData)
PlayFootstepSound();
}
@@ -85,7 +85,7 @@ namespace Spine.Unity.Examples {
void PlayNewStableAnimation () {
var newModelState = model.state;
- string nextAnimation;
+ Animation nextAnimation;
// Add conditionals to not interrupt transient animations.
diff --git a/spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/EquipAssetExample.cs b/spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/EquipAssetExample.cs
index 187bd2860..1e017a5bc 100644
--- a/spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/EquipAssetExample.cs
+++ b/spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/EquipAssetExample.cs
@@ -3,12 +3,10 @@ using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
- [CreateAssetMenu]
public class EquipAssetExample : ScriptableObject {
public EquipSystemExample.EquipType equipType;
public Sprite sprite;
public string description;
public int yourStats;
}
-
}
diff --git a/spine-unity/Assets/Spine Examples/Scripts/ReloadSceneOnKeyDown.cs b/spine-unity/Assets/Spine Examples/Scripts/ReloadSceneOnKeyDown.cs
new file mode 100644
index 000000000..f580ec3a5
--- /dev/null
+++ b/spine-unity/Assets/Spine Examples/Scripts/ReloadSceneOnKeyDown.cs
@@ -0,0 +1,15 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using UnityEngine.SceneManagement;
+
+public class ReloadSceneOnKeyDown : MonoBehaviour {
+
+ public KeyCode reloadKey = KeyCode.R;
+
+ void Update () {
+ if (Input.GetKeyDown(reloadKey))
+ SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex, LoadSceneMode.Single);
+ }
+}
diff --git a/spine-unity/Assets/Spine Examples/Scripts/ReloadSceneOnKeyDown.cs.meta b/spine-unity/Assets/Spine Examples/Scripts/ReloadSceneOnKeyDown.cs.meta
new file mode 100644
index 000000000..7366d3147
--- /dev/null
+++ b/spine-unity/Assets/Spine Examples/Scripts/ReloadSceneOnKeyDown.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: d655607dd16c7f644a73bd10fc7370b1
+timeCreated: 1523294158
+licenseType: Free
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/spine-unity/Assets/Spine Examples/Scripts/Sample Components/Sample VertexEffects/TwoByTwoTransformEffectExample.cs b/spine-unity/Assets/Spine Examples/Scripts/Sample Components/Sample VertexEffects/TwoByTwoTransformEffectExample.cs
new file mode 100644
index 000000000..73c122199
--- /dev/null
+++ b/spine-unity/Assets/Spine Examples/Scripts/Sample Components/Sample VertexEffects/TwoByTwoTransformEffectExample.cs
@@ -0,0 +1,106 @@
+/******************************************************************************
+ * 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 System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Spine.Unity.Examples {
+
+ // This is a sample component for C# vertex effects for Spine rendering components.
+ // Using shaders and materials to control vertex properties is still more performant
+ // than using this API, but in cases where your vertex effect logic cannot be
+ // expressed as shader code, these vertex effects can be useful.
+ public class TwoByTwoTransformEffectExample : MonoBehaviour {
+
+ public Vector2 xAxis = new Vector2(1, 0);
+ public Vector2 yAxis = new Vector2(0, 1);
+
+ SkeletonRenderer skeletonRenderer;
+
+ void OnEnable () {
+ skeletonRenderer = GetComponent();
+ if (skeletonRenderer == null) return;
+
+ // Use the OnPostProcessVertices callback to modify the vertices at the correct time.
+ skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
+ skeletonRenderer.OnPostProcessVertices += ProcessVertices;
+
+ Debug.Log("2x2 Transform Effect Enabled.");
+ }
+
+ void ProcessVertices (MeshGeneratorBuffers buffers) {
+ if (!this.enabled)
+ return;
+
+ int vertexCount = buffers.vertexCount; // For efficiency, limit your effect to the actual mesh vertex count using vertexCount
+
+ // Modify vertex positions by accessing Vector3[] vertexBuffer
+ var vertices = buffers.vertexBuffer;
+ Vector3 transformedPos = default(Vector3);
+ for (int i = 0; i < vertexCount; i++) {
+ Vector3 originalPos = vertices[i];
+ transformedPos.x = (xAxis.x * originalPos.x) + (yAxis.x * originalPos.y);
+ transformedPos.y = (xAxis.y * originalPos.x) + (yAxis.y * originalPos.y);
+ vertices[i] = transformedPos;
+ }
+
+ }
+
+ void OnDisable () {
+ if (skeletonRenderer == null) return;
+ skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
+ Debug.Log("2x2 Transform Effect Disabled.");
+ }
+ }
+
+}
+
+#if UNITY_EDITOR
+[UnityEditor.CustomEditor(typeof(Spine.Unity.Examples.TwoByTwoTransformEffectExample))]
+public class TwoByTwoTransformEffectExampleEditor : UnityEditor.Editor {
+
+ Spine.Unity.Examples.TwoByTwoTransformEffectExample Target { get { return target as Spine.Unity.Examples.TwoByTwoTransformEffectExample; } }
+
+ void OnSceneGUI () {
+ var transform = Target.transform;
+ LocalVectorHandle(ref Target.xAxis, transform, Color.red);
+ LocalVectorHandle(ref Target.yAxis, transform, Color.green);
+ }
+
+ static void LocalVectorHandle (ref Vector2 v, Transform transform, Color color) {
+ Color originalColor = UnityEditor.Handles.color;
+ UnityEditor.Handles.color = color;
+ UnityEditor.Handles.DrawLine(transform.position, transform.TransformPoint(v));
+ v = transform.InverseTransformPoint(UnityEditor.Handles.FreeMoveHandle(transform.TransformPoint(v), Quaternion.identity, 0.3f, Vector3.zero, UnityEditor.Handles.CubeHandleCap));
+ UnityEditor.Handles.color = originalColor;
+ }
+}
+#endif
diff --git a/spine-unity/Assets/Spine Examples/Scripts/Sample Components/Sample VertexEffects/TwoByTwoTransformEffectExample.cs.meta b/spine-unity/Assets/Spine Examples/Scripts/Sample Components/Sample VertexEffects/TwoByTwoTransformEffectExample.cs.meta
new file mode 100644
index 000000000..5e1fac2f7
--- /dev/null
+++ b/spine-unity/Assets/Spine Examples/Scripts/Sample Components/Sample VertexEffects/TwoByTwoTransformEffectExample.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 8afb2340fbd3fe14f9f4e07cba073e17
+timeCreated: 1523229765
+licenseType: Free
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/spine-unity/Assets/Spine Examples/Scripts/SpineGauge.cs b/spine-unity/Assets/Spine Examples/Scripts/SpineGauge.cs
index d2c4948f3..081ce41a9 100644
--- a/spine-unity/Assets/Spine Examples/Scripts/SpineGauge.cs
+++ b/spine-unity/Assets/Spine Examples/Scripts/SpineGauge.cs
@@ -39,13 +39,10 @@ namespace Spine.Unity.Examples {
#region Inspector
[Range(0,1)]
public float fillPercent = 0;
-
- [SpineAnimation]
- public string fillAnimationName;
+ public AnimationReferenceAsset fillAnimation;
#endregion
SkeletonRenderer skeletonRenderer;
- Spine.Animation fillAnimation;
void Awake () {
skeletonRenderer = GetComponent();
@@ -59,13 +56,7 @@ namespace Spine.Unity.Examples {
if (skeletonRenderer == null) return;
var skeleton = skeletonRenderer.skeleton; if (skeleton == null) return;
- // Make super-sure that fillAnimation isn't null.
- if (fillAnimation == null) {
- fillAnimation = skeleton.Data.FindAnimation(fillAnimationName);
- if (fillAnimation == null) return;
- }
-
- fillAnimation.Apply(skeleton, 0, percent, false, null, 1f, MixPose.Setup, MixDirection.In);
+ fillAnimation.Animation.Apply(skeleton, 0, percent, false, null, 1f, MixPose.Setup, MixDirection.In);
skeleton.Update(Time.deltaTime);
skeleton.UpdateWorldTransform();
diff --git a/spine-unity/Assets/Spine Examples/Scripts/SpineboyFreeze.cs b/spine-unity/Assets/Spine Examples/Scripts/SpineboyFreeze.cs
index 28fb6233d..9cabef8c1 100644
--- a/spine-unity/Assets/Spine Examples/Scripts/SpineboyFreeze.cs
+++ b/spine-unity/Assets/Spine Examples/Scripts/SpineboyFreeze.cs
@@ -6,10 +6,8 @@ namespace Spine.Unity.Examples {
public class SpineboyFreeze : MonoBehaviour {
public SkeletonAnimation skeletonAnimation;
- [SpineAnimation]
- public string freeze;
- [SpineAnimation]
- public string idle;
+ public AnimationReferenceAsset freeze;
+ public AnimationReferenceAsset idle;
public Color freezeColor;
public Color freezeBlackColor;
diff --git a/spine-unity/Assets/Spine Examples/Scripts/SpineboyPole.cs b/spine-unity/Assets/Spine Examples/Scripts/SpineboyPole.cs
index 8355d45f2..60872bc23 100644
--- a/spine-unity/Assets/Spine Examples/Scripts/SpineboyPole.cs
+++ b/spine-unity/Assets/Spine Examples/Scripts/SpineboyPole.cs
@@ -40,10 +40,8 @@ namespace Spine.Unity.Examples {
public SkeletonRenderSeparator separator;
[Space(18)]
- [SpineAnimation]
- public string run;
- [SpineAnimation]
- public string pole;
+ public AnimationReferenceAsset run;
+ public AnimationReferenceAsset pole;
public float startX;
public float endX;
diff --git a/spine-unity/Assets/Spine Examples/Spine/Gauge/ReferenceAssets.meta b/spine-unity/Assets/Spine Examples/Spine/Gauge/ReferenceAssets.meta
new file mode 100644
index 000000000..a2b285ace
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+++ b/spine-unity/Assets/Spine Examples/Spine/Gauge/ReferenceAssets.meta
@@ -0,0 +1,9 @@
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diff --git a/spine-unity/Assets/Spine Examples/Spine/Gauge/ReferenceAssets/Fill.asset b/spine-unity/Assets/Spine Examples/Spine/Gauge/ReferenceAssets/Fill.asset
new file mode 100644
index 000000000..8439d177d
--- /dev/null
+++ b/spine-unity/Assets/Spine Examples/Spine/Gauge/ReferenceAssets/Fill.asset
@@ -0,0 +1,15 @@
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+ m_EditorClassIdentifier:
+ skeletonDataAsset: {fileID: 11400000, guid: 22b19a38b21c15a48854f0db86b0b7d3, type: 2}
+ animationName: Fill
diff --git a/spine-unity/Assets/Spine Examples/Spine/Gauge/ReferenceAssets/Fill.asset.meta b/spine-unity/Assets/Spine Examples/Spine/Gauge/ReferenceAssets/Fill.asset.meta
new file mode 100644
index 000000000..bc7cc399d
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+++ b/spine-unity/Assets/Spine Examples/Spine/Gauge/ReferenceAssets/Fill.asset.meta
@@ -0,0 +1,9 @@
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diff --git a/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets.meta b/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets.meta
new file mode 100644
index 000000000..c63fc10fd
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+++ b/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets.meta
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diff --git a/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/Jump.asset b/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/Jump.asset
new file mode 100644
index 000000000..38f584202
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+++ b/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/Jump.asset
@@ -0,0 +1,15 @@
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+ m_EditorClassIdentifier:
+ skeletonDataAsset: {fileID: 11400000, guid: 22c4b5e5a0fd9484d83b1aa705b9a54c, type: 2}
+ animationName: Jump
diff --git a/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/Jump.asset.meta b/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/Jump.asset.meta
new file mode 100644
index 000000000..a69e16798
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@@ -0,0 +1,9 @@
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diff --git a/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/gungrab.asset b/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/gungrab.asset
new file mode 100644
index 000000000..acb025f50
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+++ b/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/gungrab.asset
@@ -0,0 +1,15 @@
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diff --git a/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/gungrab.asset.meta b/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/gungrab.asset.meta
new file mode 100644
index 000000000..6dbb6c1e4
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diff --git a/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/gunkeep.asset b/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/gunkeep.asset
new file mode 100644
index 000000000..5a9b29be6
--- /dev/null
+++ b/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/gunkeep.asset
@@ -0,0 +1,15 @@
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diff --git a/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/gunkeep.asset.meta b/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/gunkeep.asset.meta
new file mode 100644
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diff --git a/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/walk.asset b/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/walk.asset
new file mode 100644
index 000000000..cddca4d40
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+++ b/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/walk.asset
@@ -0,0 +1,15 @@
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diff --git a/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/walk.asset.meta b/spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/walk.asset.meta
new file mode 100644
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diff --git a/spine-unity/Assets/Spine Examples/Spine/Raptor/raptor_Material.mat b/spine-unity/Assets/Spine Examples/Spine/Raptor/raptor_Material.mat
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