[unity] Update API use and compatibility notes to 3.7.

This commit is contained in:
pharan 2018-04-09 20:37:16 +08:00
parent bd9c33e046
commit 2fad707529
13 changed files with 103 additions and 80 deletions

View File

@ -201,12 +201,12 @@ namespace Spine.Unity {
// Always use Mix instead of Applying the first non-zero weighted clip.
for (int c = 0; c < clipInfoCount; c++) {
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, MixBlend.Replace, MixDirection.In);
}
if (hasNext) {
for (int c = 0; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, MixBlend.Replace, MixDirection.In);
}
}
} else { // case MixNext || SpineStyle
@ -214,13 +214,13 @@ namespace Spine.Unity {
int c = 0;
for (; c < clipInfoCount; c++) {
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, 1f, MixPose.Current, MixDirection.In);
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, 1f, MixBlend.Replace, MixDirection.In);
break;
}
// Mix the rest
for (; c < clipInfoCount; c++) {
var info = clipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(stateInfo.normalizedTime, info.clip.length, stateInfo.loop, stateInfo.speed < 0), stateInfo.loop, null, weight, MixBlend.Replace, MixDirection.In);
}
c = 0;
@ -229,14 +229,14 @@ namespace Spine.Unity {
if (mode == MixMode.SpineStyle) {
for (; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, 1f, MixPose.Current, MixDirection.In);
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, 1f, MixBlend.Replace, MixDirection.In);
break;
}
}
// Mix the rest
for (; c < nextClipInfoCount; c++) {
var info = nextClipInfo[c]; float weight = info.weight * layerWeight; if (weight == 0) continue;
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, MixPose.Current, MixDirection.In);
animationTable[NameHashCode(info.clip)].Apply(skeleton, 0, AnimationTime(nextStateInfo.normalizedTime , info.clip.length,nextStateInfo.speed < 0), nextStateInfo.loop, null, weight, MixBlend.Replace, MixDirection.In);
}
}
}

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@ -317,6 +317,7 @@ namespace Spine.Unity {
meshRenderer.sharedMaterials = rendererBuffers.GetUpdatedSharedMaterialsArray();
}
meshGenerator.FillLateVertexData(currentMesh);
// STEP 4. The UnityEngine.Mesh is ready. Set it as the MeshFilter's mesh. Store the instructions used for that mesh. ===========
meshFilter.sharedMesh = currentMesh;

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@ -1053,7 +1053,7 @@ namespace Spine.Unity.Editor {
currentTime = time;
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In);
lastTime = time;
listIndex++;
@ -1080,7 +1080,7 @@ namespace Spine.Unity.Editor {
currentTime = time;
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In);
lastTime = time;
listIndex++;
@ -1099,7 +1099,7 @@ namespace Spine.Unity.Editor {
if (i == steps)
currentTime = time;
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In);
px = xKeys[listIndex - 1];
py = yKeys[listIndex - 1];
@ -1196,7 +1196,7 @@ namespace Spine.Unity.Editor {
currentTime = time;
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In);
lastTime = time;
listIndex++;
@ -1223,7 +1223,7 @@ namespace Spine.Unity.Editor {
currentTime = time;
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In);
lastTime = time;
listIndex++;
@ -1241,7 +1241,7 @@ namespace Spine.Unity.Editor {
if (i == steps)
currentTime = time;
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In);
px = xKeys[listIndex - 1];
py = yKeys[listIndex - 1];
@ -1325,7 +1325,7 @@ namespace Spine.Unity.Editor {
currentTime = time;
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In);
lastTime = time;
listIndex++;
@ -1350,7 +1350,7 @@ namespace Spine.Unity.Editor {
currentTime = time;
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In);
lastTime = time;
listIndex++;
@ -1360,7 +1360,7 @@ namespace Spine.Unity.Editor {
float time = frames[f];
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In);
skeleton.UpdateWorldTransform();
rotation = frames[f + 1] + boneData.Rotation;
@ -1374,7 +1374,7 @@ namespace Spine.Unity.Editor {
if (i == steps)
currentTime = time;
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixPose.Setup, MixDirection.In);
timeline.Apply(skeleton, lastTime, currentTime, null, 1, MixBlend.Setup, MixDirection.In);
skeleton.UpdateWorldTransform();
pk = keys[listIndex - 1];

View File

@ -370,9 +370,9 @@ namespace Spine.Unity.Editor {
}
EditorGUILayout.LabelField("Name", " Duration");
bool nonessential = targetSkeletonData.ImagesPath != null; // Currently the only way to determine if skeleton data has nonessential data. (Spine 3.6)
float fps = targetSkeletonData.Fps;
if (nonessential && fps == 0) fps = 30;
//bool nonessential = targetSkeletonData.ImagesPath != null; // Currently the only way to determine if skeleton data has nonessential data. (Spine 3.6)
//float fps = targetSkeletonData.Fps;
//if (nonessential && fps == 0) fps = 30;
var activeTrack = preview.ActiveTrack;
foreach (Animation animation in targetSkeletonData.Animations) {
@ -387,8 +387,9 @@ namespace Spine.Unity.Editor {
} else {
GUILayout.Label("-", GUILayout.Width(24));
}
string frameCountString = (fps > 0) ? ("(" + (Mathf.RoundToInt(animation.Duration * fps)) + ")").PadLeft(12, ' ') : string.Empty;
EditorGUILayout.LabelField(new GUIContent(animation.Name, Icons.animation), SpineInspectorUtility.TempContent(animation.Duration.ToString("f3") + "s" + frameCountString));
//string frameCountString = (fps > 0) ? ("(" + (Mathf.RoundToInt(animation.Duration * fps)) + ")").PadLeft(12, ' ') : string.Empty;
//EditorGUILayout.LabelField(new GUIContent(animation.Name, Icons.animation), SpineInspectorUtility.TempContent(animation.Duration.ToString("f3") + "s" + frameCountString));
EditorGUILayout.LabelField(new GUIContent(animation.Name, Icons.animation), SpineInspectorUtility.TempContent(animation.Duration.ToString("f3") + "s"));
}
}
}

View File

@ -374,7 +374,7 @@ namespace Spine.Unity.Editor {
EditorGUI.BeginChangeCheck();
c.Mix = EditorGUILayout.Slider("Mix", c.Mix, MixMin, MixMax);
c.BendDirection = EditorGUILayout.Toggle("Bend Direction +", c.BendDirection > 0) ? 1 : -1;
c.BendDirection = EditorGUILayout.Toggle(SpineInspectorUtility.TempContent("Bend Clockwise", tooltip: "IkConstraint.BendDirection == 1 if clockwise; -1 if counterclockwise."), c.BendDirection > 0) ? 1 : -1;
if (EditorGUI.EndChangeCheck()) requireRepaint = true;
EditorGUILayout.Space();

View File

@ -1240,8 +1240,8 @@ namespace Spine.Unity.Editor {
#endregion
#region Checking Methods
static int[][] compatibleBinaryVersions = { new[] {3, 6, 0}, new[] {3, 5, 0} };
static int[][] compatibleJsonVersions = { new[] { 3, 6, 0 }, new[] { 3, 7, 0 }, new[] { 3, 5, 0 } };
static int[][] compatibleBinaryVersions = { new[] {3, 7, 0} };
static int[][] compatibleJsonVersions = { new[] { 3, 7, 0 }, new[] { 3, 6, 0 }, new[] { 3, 5, 0 } };
//static bool isFixVersionRequired = false;
static bool CheckForValidSkeletonData (string skeletonJSONPath) {

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@ -50,13 +50,13 @@ namespace Spine.Unity {
}
}
/// <summary>Instructions for how to generate a mesh or submesh out of a range of slots in a given skeleton.</summary>
/// <summary>Instructions for how to generate a mesh or submesh: "Render this skeleton's slots: start slot, up to but not including endSlot, using this material."</summary>
public struct SubmeshInstruction {
public Skeleton skeleton;
public int startSlot;
public int endSlot;
public Material material;
public bool forceSeparate;
public int preActiveClippingSlotSource;
@ -206,35 +206,35 @@ namespace Spine.Unity {
bool skeletonHasClipping = false;
var drawOrderItems = drawOrder.Items;
for (int i = 0; i < drawOrderCount; i++) {
Slot slot = drawOrderItems[i];
Attachment attachment = slot.attachment;
Slot slot = drawOrderItems[i];
Attachment attachment = slot.attachment;
workingAttachmentsItems[i] = attachment;
int attachmentTriangleCount;
int attachmentVertexCount;
workingAttachmentsItems[i] = attachment;
int attachmentTriangleCount;
int attachmentVertexCount;
var regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
attachmentVertexCount = 4;
attachmentTriangleCount = 6;
} else {
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
attachmentVertexCount = meshAttachment.worldVerticesLength >> 1;
attachmentTriangleCount = meshAttachment.triangles.Length;
} else {
var clippingAttachment = attachment as ClippingAttachment;
if (clippingAttachment != null) {
current.hasClipping = true;
skeletonHasClipping = true;
}
attachmentVertexCount = 0;
attachmentTriangleCount = 0;
}
}
current.rawTriangleCount += attachmentTriangleCount;
current.rawVertexCount += attachmentVertexCount;
totalRawVertexCount += attachmentVertexCount;
var regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
attachmentVertexCount = 4;
attachmentTriangleCount = 6;
} else {
var meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
attachmentVertexCount = meshAttachment.worldVerticesLength >> 1;
attachmentTriangleCount = meshAttachment.triangles.Length;
} else {
var clippingAttachment = attachment as ClippingAttachment;
if (clippingAttachment != null) {
current.hasClipping = true;
skeletonHasClipping = true;
}
attachmentVertexCount = 0;
attachmentTriangleCount = 0;
}
}
current.rawTriangleCount += attachmentTriangleCount;
current.rawVertexCount += attachmentVertexCount;
totalRawVertexCount += attachmentVertexCount;
}
@ -448,9 +448,9 @@ namespace Spine.Unity {
meshBoundsThickness = 0f;
}
submeshes.Count = 1;
submeshes.Items[0].Clear(false);
submeshIndex = 0;
submeshes.Count = 1;
//submeshes.Items[0].Clear(false);
}
public void AddSubmesh (SubmeshInstruction instruction, bool updateTriangles = true) {
@ -500,7 +500,7 @@ namespace Spine.Unity {
int attachmentIndexCount;
Color c = default(Color);
// Identify and prepare values.
var region = attachment as RegionAttachment;
if (region != null) {
@ -969,8 +969,6 @@ namespace Spine.Unity {
var vbi = vertexBuffer.Items;
var ubi = uvBuffer.Items;
var cbi = colorBuffer.Items;
var sbi = submeshes.Items;
int submeshCount = submeshes.Count;
// Zero the extra.
{
@ -1020,18 +1018,26 @@ namespace Spine.Unity {
if (settings.tintBlack) {
mesh.uv2 = this.uv2.Items;
mesh.uv3 = this.uv3.Items;
}
}
}
}
if (settings.calculateTangents) {
MeshGenerator.SolveTangents2DEnsureSize(ref this.tangents, ref this.tempTanBuffer, vertexCount);
for (int i = 0; i < submeshCount; i++) {
var submesh = sbi[i].Items;
int triangleCount = sbi[i].Count;
MeshGenerator.SolveTangents2DTriangles(this.tempTanBuffer, submesh, triangleCount, vbi, ubi, vertexCount);
}
MeshGenerator.SolveTangents2DBuffer(this.tangents, this.tempTanBuffer, vertexCount);
mesh.tangents = this.tangents;
public void FillLateVertexData (Mesh mesh) {
if (settings.calculateTangents) {
int vertexCount = this.vertexBuffer.Count;
var sbi = submeshes.Items;
int submeshCount = submeshes.Count;
var vbi = vertexBuffer.Items;
var ubi = uvBuffer.Items;
MeshGenerator.SolveTangents2DEnsureSize(ref this.tangents, ref this.tempTanBuffer, vertexCount);
for (int i = 0; i < submeshCount; i++) {
var submesh = sbi[i].Items;
int triangleCount = sbi[i].Count;
MeshGenerator.SolveTangents2DTriangles(this.tempTanBuffer, submesh, triangleCount, vbi, ubi, vertexCount);
}
MeshGenerator.SolveTangents2DBuffer(this.tangents, this.tempTanBuffer, vertexCount);
mesh.tangents = this.tangents;
}
}

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@ -792,16 +792,16 @@ namespace Spine.Unity.Modules.AttachmentTools {
/// <summary>Adds an attachment to the skin for the specified slot index and name. If the name already exists for the slot, the previous value is replaced.</summary>
public static void SetAttachment (this Skin skin, string slotName, string keyName, Attachment attachment, Skeleton skeleton) {
if (skeleton == null) throw new System.ArgumentNullException("skeleton", "skeleton cannot be null.");
int slotIndex = skeleton.FindSlotIndex(slotName);
if (skeleton == null) throw new System.ArgumentNullException("skeleton", "skeleton cannot be null.");
if (slotIndex == -1) throw new System.ArgumentException(string.Format("Slot '{0}' does not exist in skeleton.", slotName), "slotName");
skin.AddAttachment(slotIndex, keyName, attachment);
}
/// <summary>Gets an attachment from the skin for the specified slot index and name.</summary>
public static Attachment GetAttachment (this Skin skin, string slotName, string keyName, Skeleton skeleton) {
if (skeleton == null) throw new System.ArgumentNullException("skeleton", "skeleton cannot be null.");
int slotIndex = skeleton.FindSlotIndex(slotName);
if (skeleton == null) throw new System.ArgumentNullException("skeleton", "skeleton cannot be null.");
if (slotIndex == -1) throw new System.ArgumentException(string.Format("Slot '{0}' does not exist in skeleton.", slotName), "slotName");
return skin.GetAttachment(slotIndex, keyName);
}
@ -813,8 +813,8 @@ namespace Spine.Unity.Modules.AttachmentTools {
/// <summary>Removes the attachment. Returns true if the element is successfully found and removed; otherwise, false.</summary>
public static bool RemoveAttachment (this Skin skin, string slotName, string keyName, Skeleton skeleton) {
if (skeleton == null) throw new System.ArgumentNullException("skeleton", "skeleton cannot be null.");
int slotIndex = skeleton.FindSlotIndex(slotName);
if (skeleton == null) throw new System.ArgumentNullException("skeleton", "skeleton cannot be null.");
if (slotIndex == -1) throw new System.ArgumentException(string.Format("Slot '{0}' does not exist in skeleton.", slotName), "slotName");
return skin.RemoveAttachment(slotIndex, keyName);
}

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@ -287,6 +287,7 @@ namespace Spine.Unity {
var mesh = smartMesh.mesh;
meshGenerator.FillVertexData(mesh);
if (updateTriangles) meshGenerator.FillTrianglesSingle(mesh);
meshGenerator.FillLateVertexData(mesh);
canvasRenderer.SetMesh(mesh);
smartMesh.instructionUsed.Set(currentInstructions);

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@ -117,6 +117,7 @@ namespace Spine.Unity.Modules {
meshRenderer.sharedMaterials = buffers.GetUpdatedSharedMaterialsArray();
}
}
meshGenerator.FillLateVertexData(mesh);
meshFilter.sharedMesh = mesh;
smartMesh.instructionUsed.Set(currentInstructions);

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@ -41,6 +41,7 @@ namespace Spine.Unity.Modules {
public bool detachedShadow = false;
public Transform parent;
public bool hideShadow = true;
public PhysicsSystem physicsSystem = PhysicsSystem.Physics3D;
#endregion
GameObject shadowRoot;
@ -49,6 +50,11 @@ namespace Spine.Unity.Modules {
public Transform dest, src;
}
public enum PhysicsSystem {
Physics2D,
Physics3D
};
void Start () {
// Duplicate this gameObject as the "shadow" with a different parent.
shadowRoot = Instantiate<GameObject>(this.gameObject);
@ -84,9 +90,10 @@ namespace Spine.Unity.Modules {
foreach (var b in bones) {
if (b.gameObject == this.gameObject)
continue;
System.Type checkType = (physicsSystem == PhysicsSystem.Physics2D) ? typeof(Rigidbody2D) : typeof(Rigidbody);
foreach (var sb in shadowBones) {
if (sb.GetComponent<Rigidbody>() != null && sb.boneName == b.boneName) {
if (sb.GetComponent(checkType) != null && sb.boneName == b.boneName) {
shadowTable.Add(new TransformPair {
dest = b.transform,
src = sb.transform
@ -111,9 +118,15 @@ namespace Spine.Unity.Modules {
}
void FixedUpdate () {
var shadowRootRigidbody = shadowRoot.GetComponent<Rigidbody>();
shadowRootRigidbody.MovePosition(transform.position);
shadowRootRigidbody.MoveRotation(transform.rotation);
if (physicsSystem == PhysicsSystem.Physics2D) {
var shadowRootRigidbody = shadowRoot.GetComponent<Rigidbody2D>();
shadowRootRigidbody.MovePosition(transform.position);
shadowRootRigidbody.MoveRotation(transform.rotation.eulerAngles.z);
} else {
var shadowRootRigidbody = shadowRoot.GetComponent<Rigidbody>();
shadowRootRigidbody.MovePosition(transform.position);
shadowRootRigidbody.MoveRotation(transform.rotation);
}
for (int i = 0, n = shadowTable.Count; i < n; i++) {
var pair = shadowTable[i];

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@ -445,17 +445,17 @@ namespace Spine {
// Fail loud when skeleton.data is null.
Spine.Animation animation = skeleton.data.FindAnimation(animationName);
if (animation == null) return;
animation.Apply(skeleton, 0, time, loop, null, 1f, MixPose.Setup, MixDirection.In);
animation.Apply(skeleton, 0, time, loop, null, 1f, MixBlend.Setup, MixDirection.In);
}
/// <summary>Pose a skeleton according to a given time in an animation.</summary>
public static void PoseSkeleton (this Animation animation, Skeleton skeleton, float time, bool loop = false) {
animation.Apply(skeleton, 0, time, loop, null, 1f, MixPose.Setup, MixDirection.In);
animation.Apply(skeleton, 0, time, loop, null, 1f, MixBlend.Setup, MixDirection.In);
}
/// <summary>Resets Skeleton parts to Setup Pose according to a Spine.Animation's keyed items.</summary>
public static void SetKeyedItemsToSetupPose (this Animation animation, Skeleton skeleton) {
animation.Apply(skeleton, 0, 0, false, null, 0, MixPose.Setup, MixDirection.Out);
animation.Apply(skeleton, 0, 0, false, null, 0, MixBlend.Setup, MixDirection.Out);
}

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@ -1 +1 @@
This Spine-Unity runtime works with data exported from Spine Editor version: 3.6.xx
This Spine-Unity runtime works with data exported from Spine Editor version: 3.7.xx