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https://github.com/EsotericSoftware/spine-runtimes.git
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Merge branch '3.8' into 4.0-beta
# Conflicts: # spine-libgdx/spine-libgdx/src/com/esotericsoftware/spine/AnimationState.java
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commit
31d040ee05
@ -60,12 +60,18 @@ public class AnimationState {
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* 2) The next track entry applied after this one does not have a timeline to set this property.<br>
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* Result: Mix from the setup pose to the timeline pose. */
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static private final int FIRST = 1;
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/** 1) A previously applied timeline has set this property.<br>
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* 2) The next track entry to be applied does have a timeline to set this property.<br>
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* 3) The next track entry after that one does not have a timeline to set this property.<br>
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* Result: Mix from the current pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading
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* animations that key the same property. A subsequent timeline will set this property using a mix. */
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static private final int HOLD_SUBSEQUENT = 2;
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/** 1) This is the first timeline to set this property.<br>
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* 2) The next track entry to be applied does have a timeline to set this property.<br>
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* 3) The next track entry after that one does not have a timeline to set this property.<br>
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* Result: Mix from the setup pose to the timeline pose, but do not mix out. This avoids "dipping" when crossfading animations
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* that key the same property. A subsequent timeline will set this property using a mix. */
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static private final int HOLD = 2;
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static private final int HOLD_FIRST = 3;
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/** 1) This is the first timeline to set this property.<br>
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* 2) The next track entry to be applied does have a timeline to set this property.<br>
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* 3) The next track entry after that one does have a timeline to set this property.<br>
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@ -74,9 +80,9 @@ public class AnimationState {
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* 2 track entries in a row have a timeline that sets the same property.<br>
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* 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
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* "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
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* (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap into
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* place. */
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static private final int HOLD_MIX = 3;
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* (which affects B and C). Without using D to mix out, A would be applied fully until mixing completes, then snap to the mixed
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* out position. */
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static private final int HOLD_MIX = 4;
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static private final int SETUP = 1, CURRENT = 2;
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@ -329,7 +335,11 @@ public class AnimationState {
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timelineBlend = MixBlend.setup;
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alpha = alphaMix;
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break;
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case HOLD:
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case HOLD_SUBSEQUENT:
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timelineBlend = blend;
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alpha = alphaHold;
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break;
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case HOLD_FIRST:
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timelineBlend = MixBlend.setup;
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alpha = alphaHold;
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break;
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@ -758,10 +768,8 @@ public class AnimationState {
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ObjectSet<String> propertyIds = this.propertyIds;
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if (to != null && to.holdPrevious) {
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for (int i = 0; i < timelinesCount; i++) {
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propertyIds.addAll(((Timeline)timelines[i]).getPropertyIds());
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timelineMode[i] = HOLD;
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}
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for (int i = 0; i < timelinesCount; i++)
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timelineMode[i] = propertyIds.addAll(((Timeline)timelines[i]).getPropertyIds()) ? HOLD_FIRST : HOLD_SUBSEQUENT;
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return;
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}
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@ -784,7 +792,7 @@ public class AnimationState {
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}
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break;
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}
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timelineMode[i] = HOLD;
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timelineMode[i] = HOLD_FIRST;
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}
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}
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}
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@ -157,7 +157,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
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new GUIContent("Multiply"),
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new GUIContent("Multiply x2")
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};
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static GUIContent _rendererQueueText = new GUIContent("Renderer Queue");
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static GUIContent _rendererQueueText = new GUIContent("Render Queue Offset");
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static GUIContent _cullingModeText = new GUIContent("Culling Mode");
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static GUIContent[] _cullingModeOptions = { new GUIContent("Off"), new GUIContent("Front"), new GUIContent("Back") };
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static GUIContent _pixelSnapText = new GUIContent("Pixel Snap");
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@ -169,7 +169,7 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
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static GUIContent _rimPowerText = new GUIContent("Rim Power");
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static GUIContent _specularToggleText = new GUIContent("Specular", "Enable Specular.");
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static GUIContent _colorAdjustmentToggleText = new GUIContent("Color Adjustment", "Enable material color adjustment.");
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static GUIContent _colorAdjustmentColorText = new GUIContent("Overlay Color & Alpha");
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static GUIContent _colorAdjustmentColorText = new GUIContent("Overlay Color");
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static GUIContent _colorAdjustmentHueText = new GUIContent("Hue");
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static GUIContent _colorAdjustmentSaturationText = new GUIContent("Saturation");
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static GUIContent _colorAdjustmentBrightnessText = new GUIContent("Brightness");
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@ -404,13 +404,13 @@ public class SpineSpriteShaderGUI : SpineShaderWithOutlineGUI {
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}
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}
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// GUILayout.Label(Styles.advancedText, EditorStyles.boldLabel);
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// m_MaterialEditor.RenderQueueField();
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// m_MaterialEditor.EnableInstancingField();
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EditorGUI.BeginDisabledGroup(true);
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_materialEditor.RenderQueueField();
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EditorGUI.EndDisabledGroup();
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EditorGUI.BeginChangeCheck();
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EditorGUI.showMixedValue = _renderQueue.hasMixedValue;
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int renderQueue = EditorGUILayout.IntSlider(_rendererQueueText, (int)_renderQueue.floatValue, 0, 49);
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int renderQueue = EditorGUILayout.IntField(_rendererQueueText, (int)_renderQueue.floatValue);
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if (EditorGUI.EndChangeCheck()) {
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SetInt("_RenderQueue", renderQueue);
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dataChanged = true;
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