Merge branch '4.1' into 4.2-beta

This commit is contained in:
Mario Zechner 2023-04-12 15:13:52 +02:00
commit 260c269a1a
21 changed files with 661 additions and 381 deletions

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@ -1,18 +1,19 @@
<!DOCTYPE html> <!DOCTYPE html>
<html lang="en"> <html lang="en">
<head> <head>
<meta charset="UTF-8"> <meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script> <script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
<script src="../dist/iife/spine-phaser.js"></script>
<title>Spine Phaser Example</title> <title>Spine Phaser Example</title>
</head> </head>
<body> <body>
<h1>Arcade Physics example</h1> <h1>Arcade Physics example</h1>
</body> </body>
<script> <script>
var config = { var config = {
type: Phaser.AUTO, type: Phaser.AUTO,
width: 800, width: 800,
height: 600, height: 600,
@ -27,22 +28,22 @@ var config = {
scene: { scene: {
preload: preload, preload: preload,
create: create, create: create,
}, pack: {
plugins: { files: [
scene: [ { type: "scenePlugin", key: "spine.SpinePlugin", url: "../dist/iife/spine-phaser.js", sceneKey: "spine" }
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
] ]
} }
}; }
};
let game = new Phaser.Game(config); let game = new Phaser.Game(config);
function preload () { function preload() {
this.load.spineBinary("coin-data", "assets/coin-pro.skel"); this.load.spineBinary("coin-data", "assets/coin-pro.skel");
this.load.spineAtlas("coin-atlas", "assets/coin-pma.atlas"); this.load.spineAtlas("coin-atlas", "assets/coin-pma.atlas");
} }
function create () { function create() {
let coin = this.add.spine(400, 200, 'coin-data', "coin-atlas"); let coin = this.add.spine(400, 200, 'coin-data', "coin-atlas");
coin.animationState.setAnimation(0, "animation", true); coin.animationState.setAnimation(0, "animation", true);
coin.setScale(0.3); coin.setScale(0.3);
@ -54,6 +55,7 @@ function create () {
coin.body.setVelocity(100, 200); coin.body.setVelocity(100, 200);
coin.body.setBounce(1, 1); coin.body.setBounce(1, 1);
coin.body.setCollideWorldBounds(true); coin.body.setCollideWorldBounds(true);
} }
</script> </script>
</html> </html>

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@ -1,18 +1,19 @@
<!DOCTYPE html> <!DOCTYPE html>
<html lang="en"> <html lang="en">
<head> <head>
<meta charset="UTF-8"> <meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script> <script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
<script src="../dist/iife/spine-phaser.js"></script>
<title>Spine Phaser Example</title> <title>Spine Phaser Example</title>
</head> </head>
<body> <body>
<h1>Basic example</h1> <h1>Basic example</h1>
</body> </body>
<script> <script>
var config = { var config = {
type: Phaser.AUTO, type: Phaser.AUTO,
width: 800, width: 800,
height: 600, height: 600,
@ -20,25 +21,26 @@ var config = {
scene: { scene: {
preload: preload, preload: preload,
create: create, create: create,
}, pack: {
plugins: { files: [
scene: [ { type: "scenePlugin", key: "spine.SpinePlugin", url: "../dist/iife/spine-phaser.js", sceneKey: "spine" }
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
] ]
} }
}; }
};
let game = new Phaser.Game(config); let game = new Phaser.Game(config);
function preload () { function preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel"); this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas"); this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
} }
function create () { function create() {
let spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas"); let spineboy = this.add.spine(400, 500, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5; spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true); spineboy.animationState.setAnimation(0, "walk", true);
} }
</script> </script>
</html> </html>

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@ -1,18 +1,19 @@
<!DOCTYPE html> <!DOCTYPE html>
<html lang="en"> <html lang="en">
<head> <head>
<meta charset="UTF-8"> <meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script> <script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
<script src="../dist/iife/spine-phaser.js"></script>
<title>Spine Phaser Example</title> <title>Spine Phaser Example</title>
</head> </head>
<body> <body>
<h1>Batching test</h1> <h1>Batching test</h1>
</body> </body>
<script> <script>
var config = { var config = {
type: Phaser.AUTO, type: Phaser.AUTO,
width: 800, width: 800,
height: 600, height: 600,
@ -21,29 +22,29 @@ var config = {
preload: preload, preload: preload,
create: create, create: create,
update: update, update: update,
}, pack: {
plugins: { files: [
scene: [ { type: "scenePlugin", key: "spine.SpinePlugin", url: "../dist/iife/spine-phaser.js", sceneKey: "spine" }
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
] ]
} }
}; }
};
let game = new Phaser.Game(config); let game = new Phaser.Game(config);
let debug; let debug;
function preload () { function preload() {
this.load.spineJson("raptor-data", "assets/raptor-pro.json"); this.load.spineJson("raptor-data", "assets/raptor-pro.json");
this.load.spineAtlas("raptor-atlas", "assets/raptor-pma.atlas"); this.load.spineAtlas("raptor-atlas", "assets/raptor-pma.atlas");
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel"); this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas"); this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
} }
function create () { function create() {
let plugin = this.spine; let plugin = this.spine;
let x = 25; let x = 25;
let y = 60; let y = 60;
for (let j = 0; j < 10; j++, y+= 600 / 10) { for (let j = 0; j < 10; j++, y += 600 / 10) {
for (let i = 0; i < 20; i++, x += 800 / 20) { for (let i = 0; i < 20; i++, x += 800 / 20) {
let obj = Math.random() > 0.5 let obj = Math.random() > 0.5
? this.add.spine(x, y, 'spineboy-data', "spineboy-atlas") ? this.add.spine(x, y, 'spineboy-data', "spineboy-atlas")
@ -54,10 +55,11 @@ function create () {
x = 25; x = 25;
} }
debug = this.add.text(0, 600 - 40, "FPS: "); debug = this.add.text(0, 600 - 40, "FPS: ");
} }
function update () { function update() {
debug.setText("draw calls: " + spine.PolygonBatcher.getAndResetGlobalDrawCalls() + "\ndelta: " + game.loop.delta); debug.setText("draw calls: " + spine.PolygonBatcher.getAndResetGlobalDrawCalls() + "\ndelta: " + game.loop.delta);
} }
</script> </script>
</html> </html>

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@ -1,18 +1,19 @@
<!DOCTYPE html> <!DOCTYPE html>
<html lang="en"> <html lang="en">
<head> <head>
<meta charset="UTF-8"> <meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script> <script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
<script src="../dist/iife/spine-phaser.js"></script>
<title>Spine Phaser Example</title> <title>Spine Phaser Example</title>
</head> </head>
<body> <body>
<h1>Blend test</h1> <h1>Blend test</h1>
</body> </body>
<script> <script>
var config = { var config = {
type: Phaser.AUTO, type: Phaser.AUTO,
width: 800, width: 800,
height: 600, height: 600,
@ -21,24 +22,24 @@ var config = {
scene: { scene: {
preload: preload, preload: preload,
create: create, create: create,
update: update update: update,
}, pack: {
plugins: { files: [
scene: [ { type: "scenePlugin", key: "spine.SpinePlugin", url: "../dist/iife/spine-phaser.js", sceneKey: "spine" }
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
] ]
} }
}; }
};
let controls; let controls;
let game = new Phaser.Game(config); let game = new Phaser.Game(config);
function preload () { function preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel"); this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas"); this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
} }
function create () { function create() {
for (var i = 0; i < 4; i++) { for (var i = 0; i < 4; i++) {
let obj = this.add.spine(i * 200, 600, 'spineboy-data', 'spineboy-atlas').setScale(0.25); let obj = this.add.spine(i * 200, 600, 'spineboy-data', 'spineboy-atlas').setScale(0.25);
obj.setScale(0.25); obj.setScale(0.25);
@ -61,10 +62,11 @@ function create () {
}; };
controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig); controls = new Phaser.Cameras.Controls.SmoothedKeyControl(controlConfig);
} }
function update (time, delta) { function update(time, delta) {
controls.update(delta); controls.update(delta);
} }
</script> </script>
</html> </html>

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@ -1,18 +1,19 @@
<!DOCTYPE html> <!DOCTYPE html>
<html lang="en"> <html lang="en">
<head> <head>
<meta charset="UTF-8"> <meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script> <script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
<script src="../dist/iife/spine-phaser.js"></script>
<title>Spine Phaser Example</title> <title>Spine Phaser Example</title>
</head> </head>
<body> <body>
<h1>Bounds test</h1> <h1>Bounds test</h1>
</body> </body>
<script> <script>
var config = { var config = {
type: Phaser.AUTO, type: Phaser.AUTO,
width: 800, width: 800,
height: 600, height: 600,
@ -21,36 +22,37 @@ var config = {
preload: preload, preload: preload,
create: create, create: create,
update: update, update: update,
}, pack: {
plugins: { files: [
scene: [ { type: "scenePlugin", key: "spine.SpinePlugin", url: "../dist/iife/spine-phaser.js", sceneKey: "spine" }
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
] ]
} }
}; }
};
let game = new Phaser.Game(config); let game = new Phaser.Game(config);
let spineboy; let spineboy;
function preload () { function preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel"); this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas"); this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
} }
function create () { function create() {
spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas", new spine.SkinsAndAnimationBoundsProvider("run")); spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas", new spine.SkinsAndAnimationBoundsProvider("run"));
spineboy.scale = 0.4 spineboy.scale = 0.4
spineboy.setInteractive(); spineboy.setInteractive();
this.input.enableDebug(spineboy, 0xff00ff); this.input.enableDebug(spineboy, 0xff00ff);
spineboy.on("pointerdown", () => spineboy.animationState.setAnimation(0, "run", true)); spineboy.on("pointerdown", () => spineboy.animationState.setAnimation(0, "run", true));
} }
let time = 0; let time = 0;
function update (t, delta) { function update(t, delta) {
time += delta / 1000; time += delta / 1000;
let scale = 0.4 + Math.cos(time) * 0.2; let scale = 0.4 + Math.cos(time) * 0.2;
spineboy.scale = scale; spineboy.scale = scale;
spineboy.angle++; spineboy.angle++;
} }
</script> </script>
</html> </html>

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@ -6,7 +6,6 @@
<meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script> <script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
<script src="../dist/iife/spine-phaser.js"></script>
<title>Spine Phaser Example</title> <title>Spine Phaser Example</title>
</head> </head>
@ -22,12 +21,12 @@
scene: { scene: {
preload: preload, preload: preload,
create: create, create: create,
}, pack: {
plugins: { files: [
scene: [ { type: "scenePlugin", key: "spine.SpinePlugin", url: "../dist/iife/spine-phaser.js", sceneKey: "spine" }
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
] ]
} }
}
}; };
const fragShader = ` const fragShader = `

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@ -0,0 +1,46 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
<title>Spine Phaser Example</title>
</head>
<body>
<h1>Canvas test</h1>
</body>
<script>
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.CANVAS,
scene: {
preload: preload,
create: create,
pack: {
files: [
{ type: "scenePlugin", key: "spine.SpinePlugin", url: "../dist/iife/spine-phaser.js", sceneKey: "spine" }
]
}
}
};
let game = new Phaser.Game(config);
function preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
}
function create() {
let spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true);
}
</script>
</html>

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@ -1,17 +1,18 @@
<!DOCTYPE html> <!DOCTYPE html>
<html lang="en"> <html lang="en">
<head> <head>
<meta charset="UTF-8"> <meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script> <script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
<script src="../dist/iife/spine-phaser.js"></script>
<title>Spine Phaser Example</title> <title>Spine Phaser Example</title>
</head> </head>
<body> <body>
<h1>Control bones</h1> <h1>Control bones</h1>
<script> <script>
var config = { var config = {
type: Phaser.AUTO, type: Phaser.AUTO,
width: 800, width: 800,
height: 600, height: 600,
@ -19,31 +20,30 @@ var config = {
scene: { scene: {
preload: preload, preload: preload,
create: create, create: create,
}, pack: {
plugins: { files: [
scene: [ { type: "scenePlugin", key: "spine.SpinePlugin", url: "../dist/iife/spine-phaser.js", sceneKey: "spine" }
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
] ]
} }
}; }
};
let game = new Phaser.Game(config); let game = new Phaser.Game(config);
function preload () { function preload() {
this.load.spineBinary("stretchyman-data", "assets/stretchyman-pro.skel"); this.load.spineBinary("stretchyman-data", "assets/stretchyman-pro.skel");
this.load.spineAtlas("stretchyman-atlas", "assets/stretchyman-pma.atlas"); this.load.spineAtlas("stretchyman-atlas", "assets/stretchyman-pma.atlas");
} }
function create () { function create() {
let stretchyman = this.add.spine(400, 550, 'stretchyman-data', "stretchyman-atlas"); let stretchyman = this.add.spine(400, 550, 'stretchyman-data', "stretchyman-atlas");
stretchyman.scale = 0.8; stretchyman.scale = 0.8;
stretchyman.skeleton.updateWorldTransform(); stretchyman.skeleton.updateWorldTransform();
var controlBones = ["back-arm-ik-target", "back-leg-ik-target", "front-arm-ik-target", "front-leg-ik-target"]; var controlBones = ["back-arm-ik-target", "back-leg-ik-target", "front-arm-ik-target", "front-leg-ik-target"];
for (var i = 0; i < controlBones.length; i++) for (var i = 0; i < controlBones.length; i++) {
{
var bone = stretchyman.skeleton.findBone(controlBones[i]); var bone = stretchyman.skeleton.findBone(controlBones[i]);
let point = {x: bone.worldX, y: bone.worldY}; let point = { x: bone.worldX, y: bone.worldY };
stretchyman.skeletonToPhaserWorldCoordinates(point); stretchyman.skeletonToPhaserWorldCoordinates(point);
var control = this.add.circle(point.x, point.y, 4, 0xff00ff).setData('bone', bone); var control = this.add.circle(point.x, point.y, 4, 0xff00ff).setData('bone', bone);
@ -65,7 +65,8 @@ function create () {
}, this); }, this);
} }
} }
</script> </script>
</body> </body>
</html> </html>

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@ -0,0 +1,50 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
<title>Spine Phaser Example</title>
</head>
<body>
<h1>Depth test</h1>
</body>
<script>
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.WEBGL,
scene: {
preload: preload,
create: create,
pack: {
files: [
{ type: "scenePlugin", key: "spine.SpinePlugin", url: "../dist/iife/spine-phaser.js", sceneKey: "spine" }
]
}
}
};
let game = new Phaser.Game(config);
function preload() {
this.load.image('logo', 'assets/phaser.png');
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
}
function create() {
this.add.image(400, 350, 'logo').setName('logo1').setDepth(2);
let spineboy = this.add.spine(400, 600, 'spineboy-data', "spineboy-atlas");
spineboy.animationState.setAnimation(0, "walk", true)
spineboy.setScale(0.5)
spineboy.setDepth(1);
this.add.text(400, 300, 'Set Depth Test', { font: '16px Courier', fill: '#00ff00' }).setName('text').setOrigin(0.5);
}
</script>
</html>

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@ -0,0 +1,103 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
<script src="../dist/iife/spine-phaser.js"></script>
<title>Spine Phaser Example</title>
</head>
<body>
<h1>Extended class</h1>
</body>
<script>
function preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
}
function create() {
let spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true);
}
class CustomSpineObject1 {
constructor(scene, x, y, data, atlas, animation, loop) {
this.scene = scene;
this.spine = scene.add.spine(x, y, data, atlas);
this.spine.animationState.setAnimation(0, animation, loop);
}
}
class CustomSpineObject2 {
constructor(scene, x, y, dataKey, atlasKey, animation, loop) {
this.scene = scene;
this.spine = scene.make.spine({ scene, x, y, dataKey, atlasKey });
this.spine.animationState.setAnimation(0, animation, loop);
scene.sys.displayList.add(this.spine);
scene.sys.updateList.add(this.spine);
}
}
class CustomSpineObject3 {
constructor(scene, x, y, dataKey, atlasKey, animation, loop) {
this.scene = scene;
this.parent = scene.add.container(0, 0);
this.spine = scene.make.spine({ scene, x, y, dataKey, atlasKey });
this.spine.animationState.setAnimation(0, animation, loop);
this.parent.add(this.spine);
}
}
class Example extends Phaser.Scene {
constructor() {
super();
}
preload() {
this.load.image('logo', 'assets/phaser.png');
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
}
create() {
this.add.image(0, 0, 'logo').setOrigin(0);
let custom1 = new CustomSpineObject1(this, 100, 550, 'spineboy-data', 'spineboy-atlas', 'idle', true);
custom1.spine.setScale(0.5);
let custom2 = new CustomSpineObject2(this, 350, 550, 'spineboy-data', 'spineboy-atlas', 'walk', true);
custom2.spine.setScale(0.5);
let custom3 = new CustomSpineObject3(this, 600, 550, 'spineboy-data', 'spineboy-atlas', 'run', true);
custom3.spine.setScale(0.5);
this.add.image(400, 0, 'logo').setOrigin(0);
}
}
const config = {
type: Phaser.WEBGL,
parent: 'phaser-example',
width: 800,
height: 600,
backgroundColor: '#2d2d2d',
scene: Example,
plugins: {
scene: [
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
]
}
};
const game = new Phaser.Game(config);
</script>
</html>

View File

@ -1,5 +1,6 @@
<!DOCTYPE html> <!DOCTYPE html>
<html lang="en"> <html lang="en">
<head> <head>
<meta charset="UTF-8"> <meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta http-equiv="X-UA-Compatible" content="IE=edge">
@ -7,6 +8,7 @@
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script> <script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
<title>Spine Phaser Example</title> <title>Spine Phaser Example</title>
</head> </head>
<body> <body>
<h1>Spine Phaser</h1> <h1>Spine Phaser</h1>
<ul> <ul>
@ -19,6 +21,11 @@
<li><a href="./blend-test.html">Blend test</a></li> <li><a href="./blend-test.html">Blend test</a></li>
<li><a href="./camera-pipeline-test.html">Camera pipeline test</a></li> <li><a href="./camera-pipeline-test.html">Camera pipeline test</a></li>
<li><a href="./control-bones-test.html">Control bones</a></li> <li><a href="./control-bones-test.html">Control bones</a></li>
<li><a href="./extended-class-test.html">Extended class</a></li>
<li><a href="./canvas-test.html">Canvas test</a></li>
<li><a href="./depth-test.html">Depth test</a></li>
<li><a href="./render-to-texture-test.html">Render to texture test</a></li>
</ul> </ul>
</body> </body>
</html> </html>

View File

@ -1,5 +1,6 @@
<!DOCTYPE html> <!DOCTYPE html>
<html lang="en"> <html lang="en">
<head> <head>
<meta charset="UTF-8"> <meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta http-equiv="X-UA-Compatible" content="IE=edge">
@ -8,13 +9,14 @@
<script src="../dist/iife/spine-phaser.js"></script> <script src="../dist/iife/spine-phaser.js"></script>
<title>Spine Phaser Example</title> <title>Spine Phaser Example</title>
</head> </head>
<body> <body>
<h1>Multi-scene test</h1> <h1>Multi-scene test</h1>
</body> </body>
<script> <script>
class Scene1 extends Phaser.Scene { class Scene1 extends Phaser.Scene {
constructor () { constructor() {
super({key: "Scene1"}) super({ key: "Scene1" })
} }
preload() { preload() {
@ -28,11 +30,11 @@ class Scene1 extends Phaser.Scene {
spineboy.animationState.setAnimation(0, "walk", true); spineboy.animationState.setAnimation(0, "walk", true);
this.input.once('pointerdown', () => this.scene.start('Scene2')); this.input.once('pointerdown', () => this.scene.start('Scene2'));
} }
} }
class Scene2 extends Phaser.Scene { class Scene2 extends Phaser.Scene {
constructor () { constructor() {
super({key: "Scene2"}) super({ key: "Scene2" })
} }
preload() { preload() {
@ -46,20 +48,21 @@ class Scene2 extends Phaser.Scene {
raptor.animationState.setAnimation(0, "walk", true); raptor.animationState.setAnimation(0, "walk", true);
this.input.once('pointerdown', () => this.scene.start('Scene1')); this.input.once('pointerdown', () => this.scene.start('Scene1'));
} }
} }
var config = { var config = {
type: Phaser.AUTO, type: Phaser.AUTO,
width: 800, width: 800,
height: 600, height: 600,
type: Phaser.WEBGL, type: Phaser.WEBGL,
scene: [ Scene1, Scene2 ], scene: [Scene1, Scene2],
plugins: { plugins: {
scene: [ scene: [
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" } { key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
] ]
} }
}; };
let game = new Phaser.Game(config); let game = new Phaser.Game(config);
</script> </script>
</html> </html>

View File

@ -0,0 +1,57 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.2/dist/phaser.js"></script>
<title>Spine Phaser Example</title>
</head>
<body>
<h1>Render to texture</h1>
</body>
<script>
var config = {
type: Phaser.AUTO,
width: 800,
height: 600,
type: Phaser.WEBGL,
scene: {
preload: preload,
create: create,
pack: {
files: [
{ type: "scenePlugin", key: "spine.SpinePlugin", url: "../dist/iife/spine-phaser.js", sceneKey: "spine" }
]
}
}
};
let game = new Phaser.Game(config);
function preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
}
function create() {
let renderTexture = this.add.renderTexture(0, 0, 800, 600);
let spineboy = this.add.spine(400, 300, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true);
this.add.text(200, 8, 'Click to stamp SpineBoy');
this.input.on('pointermove', function (pointer) {
spineboy.setPosition(pointer.x, pointer.y);
}, this);
this.input.on('pointerdown', function (pointer) {
renderTexture.draw(spineboy);
spineboy.angle += 10;
}, this);
}
</script>
</html>

View File

@ -1,5 +1,6 @@
<!DOCTYPE html> <!DOCTYPE html>
<html lang="en"> <html lang="en">
<head> <head>
<meta charset="UTF-8"> <meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge"> <meta http-equiv="X-UA-Compatible" content="IE=edge">
@ -8,11 +9,12 @@
<script src="../dist/iife/spine-phaser.js"></script> <script src="../dist/iife/spine-phaser.js"></script>
<title>Spine Phaser Example</title> <title>Spine Phaser Example</title>
</head> </head>
<body> <body>
<h1>Basic example</h1> <h1>Basic example</h1>
</body> </body>
<script> <script>
var config = { var config = {
type: Phaser.AUTO, type: Phaser.AUTO,
width: 800, width: 800,
height: 600, height: 600,
@ -20,22 +22,22 @@ var config = {
scene: { scene: {
preload: preload, preload: preload,
create: create, create: create,
}, pack: {
plugins: { files: [
scene: [ { type: "scenePlugin", key: "spine.SpinePlugin", url: "../dist/iife/spine-phaser.js", sceneKey: "spine" }
{ key: "spine.SpinePlugin", plugin: spine.SpinePlugin, mapping: "spine" }
] ]
} }
}; }
};
let game = new Phaser.Game(config); let game = new Phaser.Game(config);
function preload () { function preload() {
this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel"); this.load.spineBinary("spineboy-data", "assets/spineboy-pro.skel");
this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas"); this.load.spineAtlas("spineboy-atlas", "assets/spineboy-pma.atlas");
} }
function create () { function create() {
let spineboy = this.add.spine(250, 500, 'spineboy-data', "spineboy-atlas"); let spineboy = this.add.spine(250, 500, 'spineboy-data', "spineboy-atlas");
spineboy.scale = 0.5; spineboy.scale = 0.5;
spineboy.animationState.setAnimation(0, "walk", true); spineboy.animationState.setAnimation(0, "walk", true);
@ -45,6 +47,7 @@ function create () {
spineboy2.animationState.setAnimation(0, "run", true); spineboy2.animationState.setAnimation(0, "run", true);
this.input.on('pointerdown', () => spineboy2.visible = !spineboy2.visible); this.input.on('pointerdown', () => spineboy2.visible = !spineboy2.visible);
} }
</script> </script>
</html> </html>

View File

@ -1,8 +1,7 @@
import { SPINE_GAME_OBJECT_TYPE } from "./keys"; import { SPINE_GAME_OBJECT_TYPE } from "./keys";
import { SpinePlugin } from "./SpinePlugin"; import { SpinePlugin } from "./SpinePlugin";
import { ComputedSizeMixin, DepthMixin, FlipMixin, ScrollFactorMixin, TransformMixin, VisibleMixin } from "./mixins"; import { ComputedSizeMixin, DepthMixin, FlipMixin, ScrollFactorMixin, TransformMixin, VisibleMixin, AlphaMixin } from "./mixins";
import { AnimationState, AnimationStateData, Bone, MathUtils, Skeleton, Skin, Vector2 } from "@esotericsoftware/spine-core"; import { AnimationState, AnimationStateData, Bone, MathUtils, Skeleton, Skin, Vector2 } from "@esotericsoftware/spine-core";
import { Vector3 } from "@esotericsoftware/spine-webgl";
class BaseSpineGameObject extends Phaser.GameObjects.GameObject { class BaseSpineGameObject extends Phaser.GameObjects.GameObject {
constructor (scene: Phaser.Scene, type: string) { constructor (scene: Phaser.Scene, type: string) {
@ -76,7 +75,7 @@ export class SkinsAndAnimationBoundsProvider implements SpineGameObjectBoundsPro
} }
} }
export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(ScrollFactorMixin(TransformMixin(VisibleMixin(BaseSpineGameObject)))))) { export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(ScrollFactorMixin(TransformMixin(VisibleMixin(AlphaMixin(BaseSpineGameObject))))))) {
blendMode = -1; blendMode = -1;
skeleton: Skeleton | null = null; skeleton: Skeleton | null = null;
animationStateData: AnimationStateData | null = null; animationStateData: AnimationStateData | null = null;
@ -89,7 +88,7 @@ export class SpineGameObject extends ComputedSizeMixin(DepthMixin(FlipMixin(Scro
constructor (scene: Phaser.Scene, private plugin: SpinePlugin, x: number, y: number, dataKey: string, atlasKey: string, public boundsProvider: SpineGameObjectBoundsProvider = new SetupPoseBoundsProvider()) { constructor (scene: Phaser.Scene, private plugin: SpinePlugin, x: number, y: number, dataKey: string, atlasKey: string, public boundsProvider: SpineGameObjectBoundsProvider = new SetupPoseBoundsProvider()) {
super(scene, SPINE_GAME_OBJECT_TYPE); super(scene, SPINE_GAME_OBJECT_TYPE);
this.setPosition(x, y); x this.setPosition(x, y);
this.setSkeleton(dataKey, atlasKey); this.setSkeleton(dataKey, atlasKey);
} }

View File

@ -106,13 +106,16 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
}; };
let makeSpineGameObject = function (this: Phaser.GameObjects.GameObjectFactory, config: any, addToScene: boolean) { let makeSpineGameObject = function (this: Phaser.GameObjects.GameObjectFactory, config: any, addToScene: boolean) {
let x = config.x ? config.x : 0;
let y = config.y ? config.y : 0;
let dataKey = config.dataKey ? config.dataKey : null; let dataKey = config.dataKey ? config.dataKey : null;
let atlasKey = config.atlasKey ? config.atlasKey : null; let atlasKey = config.atlasKey ? config.atlasKey : null;
let gameObject = new SpineGameObject(this.scene, self, 0, 0, dataKey, atlasKey); let boundsProvider = config.boundsProvider ? config.boundsProvider : undefined;
let gameObject = new SpineGameObject(this.scene, self, x, y, dataKey, atlasKey, boundsProvider);
if (addToScene !== undefined) { if (addToScene !== undefined) {
config.add = addToScene; config.add = addToScene;
} }
Phaser.GameObjects.BuildGameObject(this.scene, gameObject, config); return Phaser.GameObjects.BuildGameObject(this.scene, gameObject, config);
} }
pluginManager.registerGameObject(SPINE_GAME_OBJECT_TYPE, addSpineGameObject, makeSpineGameObject); pluginManager.registerGameObject(SPINE_GAME_OBJECT_TYPE, addSpineGameObject, makeSpineGameObject);
} }
@ -123,6 +126,7 @@ export class SpinePlugin extends Phaser.Plugins.ScenePlugin {
if (!this.webGLRenderer) { if (!this.webGLRenderer) {
this.webGLRenderer = new SceneRenderer((this.phaserRenderer! as Phaser.Renderer.WebGL.WebGLRenderer).canvas, this.gl!, true); this.webGLRenderer = new SceneRenderer((this.phaserRenderer! as Phaser.Renderer.WebGL.WebGLRenderer).canvas, this.gl!, true);
} }
this.onResize();
this.game.scale.on(Phaser.Scale.Events.RESIZE, this.onResize, this); this.game.scale.on(Phaser.Scale.Events.RESIZE, this.onResize, this);
} else { } else {
if (!this.canvasRenderer) { if (!this.canvasRenderer) {

View File

@ -6,3 +6,4 @@ export * from "@esotericsoftware/spine-core";
export * from "@esotericsoftware/spine-webgl"; export * from "@esotericsoftware/spine-webgl";
import { SpinePlugin } from "./SpinePlugin"; import { SpinePlugin } from "./SpinePlugin";
(window as any).spine = { SpinePlugin: SpinePlugin }; (window as any).spine = { SpinePlugin: SpinePlugin };
(window as any)["spine.SpinePlugin"] = SpinePlugin;

View File

@ -31,6 +31,7 @@ export const Flip = components.Flip;
export const ScrollFactor = components.ScrollFactor; export const ScrollFactor = components.ScrollFactor;
export const Transform = components.Transform; export const Transform = components.Transform;
export const Visible = components.Visible; export const Visible = components.Visible;
export const Alpha = components.Alpha;
export interface Type< export interface Type<
T, T,
@ -75,3 +76,5 @@ export const TransformMixin: TransformMixin = createMixin<Phaser.GameObjects.Com
type VisibleMixin = Mixin<Phaser.GameObjects.Components.Visible, Phaser.GameObjects.GameObject>; type VisibleMixin = Mixin<Phaser.GameObjects.Components.Visible, Phaser.GameObjects.GameObject>;
export const VisibleMixin: VisibleMixin = createMixin<Phaser.GameObjects.Components.Visible>(Visible); export const VisibleMixin: VisibleMixin = createMixin<Phaser.GameObjects.Components.Visible>(Visible);
type AlphaMixin = Mixin<Phaser.GameObjects.Components.Alpha, Phaser.GameObjects.GameObject>;
export const AlphaMixin: AlphaMixin = createMixin<Phaser.GameObjects.Components.Alpha>(Alpha);

View File

@ -176,7 +176,7 @@ export class SkeletonRenderer {
clipper.clipTriangles(renderable.vertices, renderable.numFloats, triangles, triangles.length, uvs, finalColor, darkColor, twoColorTint); clipper.clipTriangles(renderable.vertices, renderable.numFloats, triangles, triangles.length, uvs, finalColor, darkColor, twoColorTint);
let clippedVertices = new Float32Array(clipper.clippedVertices); let clippedVertices = new Float32Array(clipper.clippedVertices);
let clippedTriangles = clipper.clippedTriangles; let clippedTriangles = clipper.clippedTriangles;
if (transformer) transformer(renderable.vertices, renderable.numFloats, vertexSize); if (transformer) transformer(clippedVertices, clippedVertices.length, vertexSize);
batcher.draw(texture, clippedVertices, clippedTriangles); batcher.draw(texture, clippedVertices, clippedTriangles);
} else { } else {
let verts = renderable.vertices; let verts = renderable.vertices;

View File

@ -848,7 +848,7 @@ namespace Spine.Unity.Editor {
keys.Add(new Keyframe(0, rotation, 0, 0)); keys.Add(new Keyframe(0, rotation, 0, 0));
int listIndex = 1; int listIndex = 0;
float r = rotation; float r = rotation;
@ -865,7 +865,7 @@ namespace Spine.Unity.Editor {
animation.Apply(skeleton, 0, currentTime, true, null, 1f, MixBlend.Setup, MixDirection.In); animation.Apply(skeleton, 0, currentTime, true, null, 1f, MixBlend.Setup, MixDirection.In);
skeleton.UpdateWorldTransform(); skeleton.UpdateWorldTransform();
int pIndex = listIndex - 1; int pIndex = listIndex;
Keyframe pk = keys[pIndex]; Keyframe pk = keys[pIndex];
@ -919,16 +919,16 @@ namespace Spine.Unity.Editor {
xKeys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[1] + boneData.X, 0, 0)); xKeys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[1] + boneData.X, 0, 0));
yKeys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[2] + boneData.Y, 0, 0)); yKeys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[2] + boneData.Y, 0, 0));
int listIndex = 1; int listIndex = 0;
int frameIndex = 1; int frameIndex = 0;
int f = TranslateTimeline.ENTRIES; int f = TranslateTimeline.ENTRIES;
float[] frames = timeline.Frames; float[] frames = timeline.Frames;
skeleton.SetToSetupPose(); skeleton.SetToSetupPose();
float lastTime = 0; float lastTime = 0;
while (currentTime < endTime) { while (currentTime < endTime) {
int pIndex = listIndex - 1; int pIndex = listIndex;
float curveType = timeline.GetCurveType(frameIndex - 1); float curveType = timeline.GetCurveType(frameIndex);
if (curveType == 0) { if (curveType == 0) {
//linear //linear
Keyframe px = xKeys[pIndex]; Keyframe px = xKeys[pIndex];
@ -999,8 +999,8 @@ namespace Spine.Unity.Editor {
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In); timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In);
px = xKeys[listIndex - 1]; px = xKeys[listIndex];
py = yKeys[listIndex - 1]; py = yKeys[listIndex];
float xOut = (bone.X - px.value) / (currentTime - px.time); float xOut = (bone.X - px.value) / (currentTime - px.time);
float yOut = (bone.Y - py.value) / (currentTime - py.time); float yOut = (bone.Y - py.value) / (currentTime - py.time);
@ -1011,8 +1011,8 @@ namespace Spine.Unity.Editor {
xKeys.Add(new Keyframe(currentTime, bone.X, xOut, 0)); xKeys.Add(new Keyframe(currentTime, bone.X, xOut, 0));
yKeys.Add(new Keyframe(currentTime, bone.Y, yOut, 0)); yKeys.Add(new Keyframe(currentTime, bone.Y, yOut, 0));
xKeys[listIndex - 1] = px; xKeys[listIndex] = px;
yKeys[listIndex - 1] = py; yKeys[listIndex] = py;
listIndex++; listIndex++;
lastTime = currentTime; lastTime = currentTime;
@ -1055,16 +1055,16 @@ namespace Spine.Unity.Editor {
List<Keyframe> keys = new List<Keyframe>(); List<Keyframe> keys = new List<Keyframe>();
keys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[1] + boneDataOffset, 0, 0)); keys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[1] + boneDataOffset, 0, 0));
int listIndex = 1; int listIndex = 0;
int frameIndex = 1; int frameIndex = 0;
int f = TranslateXTimeline.ENTRIES; int f = TranslateXTimeline.ENTRIES;
float[] frames = timeline.Frames; float[] frames = timeline.Frames;
skeleton.SetToSetupPose(); skeleton.SetToSetupPose();
float lastTime = 0; float lastTime = 0;
while (currentTime < endTime) { while (currentTime < endTime) {
int pIndex = listIndex - 1; int pIndex = listIndex;
float curveType = timeline.GetCurveType(frameIndex - 1); float curveType = timeline.GetCurveType(frameIndex);
if (curveType == 0) { if (curveType == 0) {
//linear //linear
Keyframe p = keys[pIndex]; Keyframe p = keys[pIndex];
@ -1112,13 +1112,13 @@ namespace Spine.Unity.Editor {
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In); timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In);
p = keys[listIndex - 1]; p = keys[listIndex];
float boneOffset = isXTimeline ? bone.X : bone.Y; float boneOffset = isXTimeline ? bone.X : bone.Y;
float valueOut = (boneOffset - p.value) / (currentTime - p.time); float valueOut = (boneOffset - p.value) / (currentTime - p.time);
p.outTangent = valueOut; p.outTangent = valueOut;
keys.Add(new Keyframe(currentTime, boneOffset, valueOut, 0)); keys.Add(new Keyframe(currentTime, boneOffset, valueOut, 0));
keys[listIndex - 1] = p; keys[listIndex] = p;
listIndex++; listIndex++;
lastTime = currentTime; lastTime = currentTime;
@ -1155,15 +1155,15 @@ namespace Spine.Unity.Editor {
xKeys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[1] * boneData.ScaleX, 0, 0)); xKeys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[1] * boneData.ScaleX, 0, 0));
yKeys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[2] * boneData.ScaleY, 0, 0)); yKeys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[2] * boneData.ScaleY, 0, 0));
int listIndex = 1; int listIndex = 0;
int frameIndex = 1; int frameIndex = 0;
int f = ScaleTimeline.ENTRIES; int f = ScaleTimeline.ENTRIES;
float[] frames = timeline.Frames; float[] frames = timeline.Frames;
skeleton.SetToSetupPose(); skeleton.SetToSetupPose();
float lastTime = 0; float lastTime = 0;
while (currentTime < endTime) { while (currentTime < endTime) {
int pIndex = listIndex - 1; int pIndex = listIndex;
float curveType = timeline.GetCurveType(frameIndex - 1); float curveType = timeline.GetCurveType(frameIndex);
if (curveType == 0) { if (curveType == 0) {
//linear //linear
Keyframe px = xKeys[pIndex]; Keyframe px = xKeys[pIndex];
@ -1234,8 +1234,8 @@ namespace Spine.Unity.Editor {
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In); timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In);
px = xKeys[listIndex - 1]; px = xKeys[listIndex];
py = yKeys[listIndex - 1]; py = yKeys[listIndex];
float xOut = (bone.ScaleX - px.value) / (currentTime - px.time); float xOut = (bone.ScaleX - px.value) / (currentTime - px.time);
float yOut = (bone.ScaleY - py.value) / (currentTime - py.time); float yOut = (bone.ScaleY - py.value) / (currentTime - py.time);
@ -1246,8 +1246,8 @@ namespace Spine.Unity.Editor {
xKeys.Add(new Keyframe(currentTime, bone.ScaleX, xOut, 0)); xKeys.Add(new Keyframe(currentTime, bone.ScaleX, xOut, 0));
yKeys.Add(new Keyframe(currentTime, bone.ScaleY, yOut, 0)); yKeys.Add(new Keyframe(currentTime, bone.ScaleY, yOut, 0));
xKeys[listIndex - 1] = px; xKeys[listIndex] = px;
yKeys[listIndex - 1] = py; yKeys[listIndex] = py;
listIndex++; listIndex++;
lastTime = currentTime; lastTime = currentTime;
@ -1286,15 +1286,15 @@ namespace Spine.Unity.Editor {
List<Keyframe> keys = new List<Keyframe>(); List<Keyframe> keys = new List<Keyframe>();
keys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[1] * boneDataOffset, 0, 0)); keys.Add(new Keyframe(timeline.Frames[0], timeline.Frames[1] * boneDataOffset, 0, 0));
int listIndex = 1; int listIndex = 0;
int frameIndex = 1; int frameIndex = 0;
int f = ScaleXTimeline.ENTRIES; int f = ScaleXTimeline.ENTRIES;
float[] frames = timeline.Frames; float[] frames = timeline.Frames;
skeleton.SetToSetupPose(); skeleton.SetToSetupPose();
float lastTime = 0; float lastTime = 0;
while (currentTime < endTime) { while (currentTime < endTime) {
int pIndex = listIndex - 1; int pIndex = listIndex;
float curveType = timeline.GetCurveType(frameIndex - 1); float curveType = timeline.GetCurveType(frameIndex);
if (curveType == 0) { if (curveType == 0) {
//linear //linear
Keyframe p = keys[pIndex]; Keyframe p = keys[pIndex];
@ -1340,14 +1340,14 @@ namespace Spine.Unity.Editor {
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In); timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In);
p = keys[listIndex - 1]; p = keys[listIndex];
float boneScale = isXTimeline ? bone.ScaleX : bone.ScaleY; float boneScale = isXTimeline ? bone.ScaleX : bone.ScaleY;
float valueOut = (boneScale - p.value) / (currentTime - p.time); float valueOut = (boneScale - p.value) / (currentTime - p.time);
p.outTangent = valueOut; p.outTangent = valueOut;
keys.Add(new Keyframe(currentTime, boneScale, valueOut, 0)); keys.Add(new Keyframe(currentTime, boneScale, valueOut, 0));
keys[listIndex - 1] = p; keys[listIndex] = p;
listIndex++; listIndex++;
lastTime = currentTime; lastTime = currentTime;
@ -1382,16 +1382,16 @@ namespace Spine.Unity.Editor {
keys.Add(new Keyframe(timeline.Frames[0], rotation, 0, 0)); keys.Add(new Keyframe(timeline.Frames[0], rotation, 0, 0));
int listIndex = 1; int listIndex = 0;
int frameIndex = 1; int frameIndex = 0;
int f = 2; int f = 2;
float[] frames = timeline.Frames; float[] frames = timeline.Frames;
skeleton.SetToSetupPose(); skeleton.SetToSetupPose();
float lastTime = 0; float lastTime = 0;
float angle = rotation; float angle = rotation;
while (currentTime < endTime) { while (currentTime < endTime) {
int pIndex = listIndex - 1; int pIndex = listIndex;
float curveType = timeline.GetCurveType(frameIndex - 1); float curveType = timeline.GetCurveType(frameIndex);
if (curveType == 0) { if (curveType == 0) {
//linear //linear
@ -1464,7 +1464,7 @@ namespace Spine.Unity.Editor {
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In); timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In);
skeleton.UpdateWorldTransform(); skeleton.UpdateWorldTransform();
pk = keys[listIndex - 1]; pk = keys[listIndex];
rotation = bone.Rotation; rotation = bone.Rotation;
angle += Mathf.DeltaAngle(angle, rotation); angle += Mathf.DeltaAngle(angle, rotation);
@ -1476,7 +1476,7 @@ namespace Spine.Unity.Editor {
keys.Add(new Keyframe(currentTime, r, rOut, 0)); keys.Add(new Keyframe(currentTime, r, rOut, 0));
keys[listIndex - 1] = pk; keys[listIndex] = pk;
listIndex++; listIndex++;
lastTime = currentTime; lastTime = currentTime;
@ -1582,10 +1582,7 @@ namespace Spine.Unity.Editor {
} }
} }
float currentTime = timeline.Frames[0]; for (int f = 0, frameCount = frames.Length; f < frameCount; ++f) {
float endTime = frames[frames.Length - 1];
int f = 0;
while (currentTime < endTime) {
float time = frames[f]; float time = frames[f];
int frameIndex = Search(frames, time); int frameIndex = Search(frames, time);
@ -1602,9 +1599,6 @@ namespace Spine.Unity.Editor {
} }
} }
} }
currentTime = time;
f += 1;
} }
foreach (KeyValuePair<string, AnimationCurve> pair in curveTable) { foreach (KeyValuePair<string, AnimationCurve> pair in curveTable) {