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>
* Result: Mix from the setup pose to the timeline pose. */
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>
* 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 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. */
static private final int HOLD = 2;
static private final int HOLD_FIRST = 3;
/** 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>
* 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>
* 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
* (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap into
* place. */
static private final int HOLD_MIX = 3;
* (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap to the mixed
* out position. */
static private final int HOLD_MIX = 4;
static private final int SETUP = 1, CURRENT = 2;
@ -329,7 +335,11 @@ public class AnimationState {
timelineBlend = MixBlend.setup;
alpha = alphaMix;
break;
case HOLD:
case HOLD_SUBSEQUENT:
timelineBlend = blend;
alpha = alphaHold;
break;
case HOLD_FIRST:
timelineBlend = MixBlend.setup;
alpha = alphaHold;
break;
@ -758,10 +768,8 @@ public class AnimationState {
ObjectSet<String> propertyIds = this.propertyIds;
if (to != null && to.holdPrevious) {
for (int i = 0; i < timelinesCount; i++) {
propertyIds.addAll(((Timeline)timelines[i]).getPropertyIds());
timelineMode[i] = HOLD;
}
for (int i = 0; i < timelinesCount; i++)
timelineMode[i] = propertyIds.addAll(((Timeline)timelines[i]).getPropertyIds()) ? HOLD_FIRST : HOLD_SUBSEQUENT;
return;
}
@ -784,7 +792,7 @@ public class AnimationState {
}
break;
}
timelineMode[i] = HOLD;
timelineMode[i] = HOLD_FIRST;
}
}
}

View File

@ -157,7 +157,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
new GUIContent("Multiply"),
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[] _cullingModeOptions = { new GUIContent("Off"), new GUIContent("Front"), new GUIContent("Back") };
static GUIContent _pixelSnapText = new GUIContent("Pixel Snap");
@ -169,7 +169,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
static GUIContent _rimPowerText = new GUIContent("Rim Power");
static GUIContent _specularToggleText = new GUIContent("Specular", "Enable Specular.");
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 _colorAdjustmentSaturationText = new GUIContent("Saturation");
static GUIContent _colorAdjustmentBrightnessText = new GUIContent("Brightness");
@ -404,13 +404,13 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
}
}
// GUILayout.Label(Styles.advancedText, EditorStyles.boldLabel);
// m_MaterialEditor.RenderQueueField();
// m_MaterialEditor.EnableInstancingField();
EditorGUI.BeginDisabledGroup(true);
_materialEditor.RenderQueueField();
EditorGUI.EndDisabledGroup();
EditorGUI.BeginChangeCheck();
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()) {
SetInt("_RenderQueue", renderQueue);
dataChanged = true;