Merge branch '3.8' into 4.0-beta

# Conflicts:
#	spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/AnimationState.java
This commit is contained in:
Nathan Sweet 2020-08-12 22:24:43 +02:00
commit 31d040ee05
2 changed files with 24 additions and 16 deletions

View File

@ -60,12 +60,18 @@ public class AnimationState {
* 2) The next track entry applied after this one does not have a timeline to set this property.<br> * 2) The next track entry applied after this one does not have a timeline to set this property.<br>
* Result: Mix from the setup pose to the timeline pose. */ * Result: Mix from the setup pose to the timeline pose. */
static private final int FIRST = 1; static private final int FIRST = 1;
/** 1) A previously applied timeline has set this property.<br>
* 2) The next track entry to be applied does have a timeline to set this property.<br>
* 3) The next track entry after that one does not have a timeline to set this property.<br>
* Result: Mix from the current pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading
* animations that key the same property. A subsequent timeline will set this property using a mix. */
static private final int HOLD_SUBSEQUENT = 2;
/** 1) This is the first timeline to set this property.<br> /** 1) This is the first timeline to set this property.<br>
* 2) The next track entry to be applied does have a timeline to set this property.<br> * 2) The next track entry to be applied does have a timeline to set this property.<br>
* 3) The next track entry after that one does not have a timeline to set this property.<br> * 3) The next track entry after that one does not have a timeline to set this property.<br>
* Result: Mix from the setup pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading animations * Result: Mix from the setup pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading animations
* that key the same property. A subsequent timeline will set this property using a mix. */ * that key the same property. A subsequent timeline will set this property using a mix. */
static private final int HOLD = 2; static private final int HOLD_FIRST = 3;
/** 1) This is the first timeline to set this property.<br> /** 1) This is the first timeline to set this property.<br>
* 2) The next track entry to be applied does have a timeline to set this property.<br> * 2) The next track entry to be applied does have a timeline to set this property.<br>
* 3) The next track entry after that one does have a timeline to set this property.<br> * 3) The next track entry after that one does have a timeline to set this property.<br>
@ -74,9 +80,9 @@ public class AnimationState {
* 2 track entries in a row have a timeline that sets the same property.<br> * 2 track entries in a row have a timeline that sets the same property.<br>
* Eg, A -> B -> C -> D where A, B, and C have a timeline setting same property, but D does not. When A is applied, to avoid * Eg, A -> B -> C -> D where A, B, and C have a timeline setting same property, but D does not. When A is applied, to avoid
* "dipping" A is not mixed out, however D (the first entry that doesn't set the property) mixing in is used to mix out A * "dipping" A is not mixed out, however D (the first entry that doesn't set the property) mixing in is used to mix out A
* (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap into * (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap to the mixed
* place. */ * out position. */
static private final int HOLD_MIX = 3; static private final int HOLD_MIX = 4;
static private final int SETUP = 1, CURRENT = 2; static private final int SETUP = 1, CURRENT = 2;
@ -329,7 +335,11 @@ public class AnimationState {
timelineBlend = MixBlend.setup; timelineBlend = MixBlend.setup;
alpha = alphaMix; alpha = alphaMix;
break; break;
case HOLD: case HOLD_SUBSEQUENT:
timelineBlend = blend;
alpha = alphaHold;
break;
case HOLD_FIRST:
timelineBlend = MixBlend.setup; timelineBlend = MixBlend.setup;
alpha = alphaHold; alpha = alphaHold;
break; break;
@ -758,10 +768,8 @@ public class AnimationState {
ObjectSet<String> propertyIds = this.propertyIds; ObjectSet<String> propertyIds = this.propertyIds;
if (to != null && to.holdPrevious) { if (to != null && to.holdPrevious) {
for (int i = 0; i < timelinesCount; i++) { for (int i = 0; i < timelinesCount; i++)
propertyIds.addAll(((Timeline)timelines[i]).getPropertyIds()); timelineMode[i] = propertyIds.addAll(((Timeline)timelines[i]).getPropertyIds()) ? HOLD_FIRST : HOLD_SUBSEQUENT;
timelineMode[i] = HOLD;
}
return; return;
} }
@ -784,7 +792,7 @@ public class AnimationState {
} }
break; break;
} }
timelineMode[i] = HOLD; timelineMode[i] = HOLD_FIRST;
} }
} }
} }

View File

@ -157,7 +157,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
new GUIContent("Multiply"), new GUIContent("Multiply"),
new GUIContent("Multiply x2") new GUIContent("Multiply x2")
}; };
static GUIContent _rendererQueueText = new GUIContent("Renderer Queue"); static GUIContent _rendererQueueText = new GUIContent("Render Queue Offset");
static GUIContent _cullingModeText = new GUIContent("Culling Mode"); static GUIContent _cullingModeText = new GUIContent("Culling Mode");
static GUIContent[] _cullingModeOptions = { new GUIContent("Off"), new GUIContent("Front"), new GUIContent("Back") }; static GUIContent[] _cullingModeOptions = { new GUIContent("Off"), new GUIContent("Front"), new GUIContent("Back") };
static GUIContent _pixelSnapText = new GUIContent("Pixel Snap"); static GUIContent _pixelSnapText = new GUIContent("Pixel Snap");
@ -169,7 +169,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
static GUIContent _rimPowerText = new GUIContent("Rim Power"); static GUIContent _rimPowerText = new GUIContent("Rim Power");
static GUIContent _specularToggleText = new GUIContent("Specular", "Enable Specular."); static GUIContent _specularToggleText = new GUIContent("Specular", "Enable Specular.");
static GUIContent _colorAdjustmentToggleText = new GUIContent("Color Adjustment", "Enable material color adjustment."); static GUIContent _colorAdjustmentToggleText = new GUIContent("Color Adjustment", "Enable material color adjustment.");
static GUIContent _colorAdjustmentColorText = new GUIContent("Overlay Color & Alpha"); static GUIContent _colorAdjustmentColorText = new GUIContent("Overlay Color");
static GUIContent _colorAdjustmentHueText = new GUIContent("Hue"); static GUIContent _colorAdjustmentHueText = new GUIContent("Hue");
static GUIContent _colorAdjustmentSaturationText = new GUIContent("Saturation"); static GUIContent _colorAdjustmentSaturationText = new GUIContent("Saturation");
static GUIContent _colorAdjustmentBrightnessText = new GUIContent("Brightness"); static GUIContent _colorAdjustmentBrightnessText = new GUIContent("Brightness");
@ -404,13 +404,13 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
} }
} }
// GUILayout.Label(Styles.advancedText, EditorStyles.boldLabel); EditorGUI.BeginDisabledGroup(true);
// m_MaterialEditor.RenderQueueField(); _materialEditor.RenderQueueField();
// m_MaterialEditor.EnableInstancingField(); EditorGUI.EndDisabledGroup();
EditorGUI.BeginChangeCheck(); EditorGUI.BeginChangeCheck();
EditorGUI.showMixedValue = _renderQueue.hasMixedValue; EditorGUI.showMixedValue = _renderQueue.hasMixedValue;
int renderQueue = EditorGUILayout.IntSlider(_rendererQueueText, (int)_renderQueue.floatValue, 0, 49); int renderQueue = EditorGUILayout.IntField(_rendererQueueText, (int)_renderQueue.floatValue);
if (EditorGUI.EndChangeCheck()) { if (EditorGUI.EndChangeCheck()) {
SetInt("_RenderQueue", renderQueue); SetInt("_RenderQueue", renderQueue);
dataChanged = true; dataChanged = true;