mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
Merge branch '3.8' of https://github.com/esotericsoftware/spine-runtimes into 3.8
This commit is contained in:
commit
33780f6445
@ -163,6 +163,7 @@
|
||||
b) to an arbitrary directory outside the Assets directory and then open Package Manager in Unity, select the `+` icon, choose `Add package from disk..` and point it to the package.json file.
|
||||
The Project panel should now show an entry `Spine Timeline Extensions` under `Packages`. If the directory is not yet listed, you will need to close and re-open Unity to have it display the directory and its contents.
|
||||
* `SkeletonMecanim`'s `Layer Mix Mode` enum name `MixMode.SpineStyle` has been renamed to `MixMode.Hard`. This is most likely not set via code and thus unlikely to be a problem. Serialized scenes and prefabs are unaffected.
|
||||
* `SkeletonRootMotion` and `SkeletonMecanimRootMotion` components now support arbitrary bones in the hierarchy as `Root Motion Bone`. Previously there were problems when selecting a non-root bone as `Root Motion Bone`. `Skeleton.ScaleX` and `.ScaleY` and parent bone scale is now respected as well.
|
||||
|
||||
* **Additions**
|
||||
* **Spine Preferences stored in Assets/Editor/SpineSettings.asset** Now Spine uses the new `SettingsProvider` API, storing settings in a SpineSettings.asset file which can be shared with team members. Your old preferences are automatically migrated to the new system.
|
||||
@ -255,6 +256,9 @@
|
||||
* `BoneFollower` and `BoneFollowerGraphic` components now provide better support for following bones when the skeleton's Transform is not the parent of the follower's Transform. Previously e.g. rotating a common parent Transform did not lead to the desired result, as well as negatively scaling a skeleton's Transform when it is not a parent of the follower's Transform.
|
||||
* URP and LWRP `Sprite` and `SkeletonLit` shaders no longer require `Advanced - Add Normals` enabled to properly cast and receive shadows. It is recommended to disable `Add Normals` if normals are otherwise not needed.
|
||||
* Added an example component `RootMotionDeltaCompensation` located in `Spine Examples/Scripts/Sample Components` which can be used for applying simple delta compensation. You can enable and disable the component to toggle delta compensation of the currently playing animation on and off.
|
||||
* Root motion delta compensation now allows to only adjust X or Y components instead of both. Adds two parameters to `SkeletonRootMotionBase.AdjustRootMotionToDistance()` which default to adjusting both X and Y as before. The `RootMotionDeltaCompensation` example component exposes these parameters as public attributes.
|
||||
* Root motion delta compensation now allows to also add translation root motion to e.g. adjust a horizontal jump upwards or downwards over time. This is necessary because a Y root motion of zero cannot be scaled to become non-zero.
|
||||
* `Attachment.GetRemappedClone(Sprite)` method now provides an additional optional parameter `useOriginalRegionScale`. When set to `true`, the replaced attachment's scale is used instead of the Sprite's `Pixel per Unity` setting, allowing for more consistent scaling. *Note:* When remapping Sprites, be sure to set the Sprite's `Mesh Type` to `Full Rect` and not `Tight`, otherwise the scale will be wrong.
|
||||
|
||||
* **Changes of default values**
|
||||
* `SkeletonMecanim`'s `Layer Mix Mode` now defaults to `MixMode.MixNext` instead of `MixMode.MixAlways`.
|
||||
|
||||
@ -68,7 +68,7 @@ namespace spine {
|
||||
|
||||
explicit SkeletonBinary(Atlas* atlasArray);
|
||||
|
||||
explicit SkeletonBinary(AttachmentLoader* attachmentLoader);
|
||||
explicit SkeletonBinary(AttachmentLoader* attachmentLoader, bool ownsLoader = false);
|
||||
|
||||
~SkeletonBinary();
|
||||
|
||||
|
||||
@ -57,7 +57,7 @@ class SP_API SkeletonJson : public SpineObject {
|
||||
public:
|
||||
explicit SkeletonJson(Atlas *atlas);
|
||||
|
||||
explicit SkeletonJson(AttachmentLoader *attachmentLoader);
|
||||
explicit SkeletonJson(AttachmentLoader *attachmentLoader, bool ownsLoader = false);
|
||||
|
||||
~SkeletonJson();
|
||||
|
||||
|
||||
@ -98,8 +98,8 @@ SkeletonBinary::SkeletonBinary(Atlas *atlasArray) : _attachmentLoader(
|
||||
|
||||
}
|
||||
|
||||
SkeletonBinary::SkeletonBinary(AttachmentLoader *attachmentLoader) : _attachmentLoader(attachmentLoader), _error(),
|
||||
_scale(1), _ownsLoader(false)
|
||||
SkeletonBinary::SkeletonBinary(AttachmentLoader* attachmentLoader, bool ownsLoader) : _attachmentLoader(attachmentLoader), _error(),
|
||||
_scale(1), _ownsLoader(ownsLoader)
|
||||
{
|
||||
assert(_attachmentLoader != NULL);
|
||||
}
|
||||
|
||||
@ -84,8 +84,8 @@ SkeletonJson::SkeletonJson(Atlas *atlas) : _attachmentLoader(new(__FILE__, __LIN
|
||||
_scale(1), _ownsLoader(true)
|
||||
{}
|
||||
|
||||
SkeletonJson::SkeletonJson(AttachmentLoader *attachmentLoader) : _attachmentLoader(attachmentLoader), _scale(1),
|
||||
_ownsLoader(false)
|
||||
SkeletonJson::SkeletonJson(AttachmentLoader *attachmentLoader, bool ownsLoader) : _attachmentLoader(attachmentLoader), _scale(1),
|
||||
_ownsLoader(ownsLoader)
|
||||
{
|
||||
assert(_attachmentLoader != NULL);
|
||||
}
|
||||
|
||||
@ -5,12 +5,22 @@ namespace Spine.Unity.Examples {
|
||||
|
||||
public class RootMotionDeltaCompensation : MonoBehaviour {
|
||||
|
||||
protected SkeletonRootMotionBase rootMotion;
|
||||
[SerializeField] protected SkeletonRootMotionBase rootMotion;
|
||||
public Transform targetPosition;
|
||||
public int trackIndex = 0;
|
||||
public bool adjustX = true;
|
||||
public bool adjustY = true;
|
||||
public float minScaleX = -999;
|
||||
public float minScaleY = -999;
|
||||
public float maxScaleX = 999;
|
||||
public float maxScaleY = 999;
|
||||
|
||||
public bool allowXTranslation = false;
|
||||
public bool allowYTranslation = true;
|
||||
|
||||
void Start () {
|
||||
rootMotion = this.GetComponent<SkeletonRootMotionBase>();
|
||||
if (rootMotion == null)
|
||||
rootMotion = this.GetComponent<SkeletonRootMotionBase>();
|
||||
}
|
||||
|
||||
void Update () {
|
||||
@ -18,12 +28,21 @@ namespace Spine.Unity.Examples {
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
rootMotion.rootMotionScaleX = rootMotion.rootMotionScaleY = 1;
|
||||
if (adjustX)
|
||||
rootMotion.rootMotionScaleX = 1;
|
||||
if (adjustY)
|
||||
rootMotion.rootMotionScaleY = 1;
|
||||
if (allowXTranslation)
|
||||
rootMotion.rootMotionTranslateXPerY = 0;
|
||||
if (allowYTranslation)
|
||||
rootMotion.rootMotionTranslateYPerX = 0;
|
||||
}
|
||||
|
||||
void AdjustDelta() {
|
||||
Vector3 toTarget = targetPosition.position - this.transform.position;
|
||||
rootMotion.AdjustRootMotionToDistance(toTarget, trackIndex);
|
||||
rootMotion.AdjustRootMotionToDistance(toTarget, trackIndex, adjustX, adjustY,
|
||||
minScaleX, maxScaleX, minScaleY, maxScaleY,
|
||||
allowXTranslation, allowYTranslation);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -136,7 +136,10 @@ namespace Spine.Unity.Editor {
|
||||
if (SpineInspectorUtility.LargeCenteredButton(SpineInspectorUtility.TempContent("Set Mipmap Bias to " + SpinePreferences.DEFAULT_MIPMAPBIAS, tooltip: "This may help textures with mipmaps be less blurry when used for 2D sprites."))) {
|
||||
foreach (var m in atlasAsset.materials) {
|
||||
var texture = m.mainTexture;
|
||||
texture.mipMapBias = SpinePreferences.DEFAULT_MIPMAPBIAS;
|
||||
string texturePath = AssetDatabase.GetAssetPath(texture.GetInstanceID());
|
||||
var importer = (TextureImporter)TextureImporter.GetAtPath(texturePath);
|
||||
importer.mipMapBias = SpinePreferences.DEFAULT_MIPMAPBIAS;
|
||||
EditorUtility.SetDirty(texture);
|
||||
}
|
||||
Debug.Log("Texture mipmap bias set to " + SpinePreferences.DEFAULT_MIPMAPBIAS);
|
||||
}
|
||||
|
||||
@ -39,6 +39,8 @@ namespace Spine.Unity.Editor {
|
||||
protected SerializedProperty transformPositionY;
|
||||
protected SerializedProperty rootMotionScaleX;
|
||||
protected SerializedProperty rootMotionScaleY;
|
||||
protected SerializedProperty rootMotionTranslateXPerY;
|
||||
protected SerializedProperty rootMotionTranslateYPerX;
|
||||
protected SerializedProperty rigidBody2D;
|
||||
protected SerializedProperty rigidBody;
|
||||
|
||||
@ -47,6 +49,8 @@ namespace Spine.Unity.Editor {
|
||||
protected GUIContent transformPositionYLabel;
|
||||
protected GUIContent rootMotionScaleXLabel;
|
||||
protected GUIContent rootMotionScaleYLabel;
|
||||
protected GUIContent rootMotionTranslateXPerYLabel;
|
||||
protected GUIContent rootMotionTranslateYPerXLabel;
|
||||
protected GUIContent rigidBody2DLabel;
|
||||
protected GUIContent rigidBodyLabel;
|
||||
|
||||
@ -57,6 +61,8 @@ namespace Spine.Unity.Editor {
|
||||
transformPositionY = serializedObject.FindProperty("transformPositionY");
|
||||
rootMotionScaleX = serializedObject.FindProperty("rootMotionScaleX");
|
||||
rootMotionScaleY = serializedObject.FindProperty("rootMotionScaleY");
|
||||
rootMotionTranslateXPerY = serializedObject.FindProperty("rootMotionTranslateXPerY");
|
||||
rootMotionTranslateYPerX = serializedObject.FindProperty("rootMotionTranslateYPerX");
|
||||
rigidBody2D = serializedObject.FindProperty("rigidBody2D");
|
||||
rigidBody = serializedObject.FindProperty("rigidBody");
|
||||
|
||||
@ -65,6 +71,8 @@ namespace Spine.Unity.Editor {
|
||||
transformPositionYLabel = new UnityEngine.GUIContent("Y", "Use the Y-movement of the bone.");
|
||||
rootMotionScaleXLabel = new UnityEngine.GUIContent("Root Motion Scale (X)", "Scale applied to the horizontal root motion delta. Can be used for delta compensation to e.g. stretch a jump to the desired distance.");
|
||||
rootMotionScaleYLabel = new UnityEngine.GUIContent("Root Motion Scale (Y)", "Scale applied to the vertical root motion delta. Can be used for delta compensation to e.g. stretch a jump to the desired distance.");
|
||||
rootMotionTranslateXPerYLabel = new UnityEngine.GUIContent("Root Motion Translate (X)", "Added X translation per root motion Y delta. Can be used for delta compensation when scaling is not enough, to e.g. offset a horizontal jump to a vertically different goal.");
|
||||
rootMotionTranslateYPerXLabel = new UnityEngine.GUIContent("Root Motion Translate (Y)", "Added Y translation per root motion X delta. Can be used for delta compensation when scaling is not enough, to e.g. offset a horizontal jump to a vertically different goal.");
|
||||
rigidBody2DLabel = new UnityEngine.GUIContent("Rigidbody2D",
|
||||
"Optional Rigidbody2D: Assign a Rigidbody2D here if you want " +
|
||||
" to apply the root motion to the rigidbody instead of the Transform." +
|
||||
@ -92,10 +100,12 @@ namespace Spine.Unity.Editor {
|
||||
|
||||
EditorGUILayout.PropertyField(rootMotionScaleX, rootMotionScaleXLabel);
|
||||
EditorGUILayout.PropertyField(rootMotionScaleY, rootMotionScaleYLabel);
|
||||
|
||||
EditorGUILayout.PropertyField(rootMotionTranslateXPerY, rootMotionTranslateXPerYLabel);
|
||||
EditorGUILayout.PropertyField(rootMotionTranslateYPerX, rootMotionTranslateYPerXLabel);
|
||||
}
|
||||
|
||||
protected virtual void OptionalPropertyFields () {
|
||||
//EditorGUILayout.LabelField("Optional", EditorStyles.boldLabel);
|
||||
EditorGUILayout.PropertyField(rigidBody2D, rigidBody2DLabel);
|
||||
EditorGUILayout.PropertyField(rigidBody, rigidBodyLabel);
|
||||
}
|
||||
|
||||
@ -73,6 +73,15 @@ namespace Spine.Unity {
|
||||
return GetAnimationRootMotion(start, end, animation);
|
||||
}
|
||||
|
||||
public override RootMotionInfo GetRootMotionInfo (int layerIndex) {
|
||||
var pair = skeletonMecanim.Translator.GetActiveAnimationAndTime(layerIndex);
|
||||
var animation = pair.Key;
|
||||
var time = pair.Value;
|
||||
if (animation == null)
|
||||
return new RootMotionInfo();
|
||||
return GetAnimationRootMotionInfo(animation, time);
|
||||
}
|
||||
|
||||
protected override void Reset () {
|
||||
base.Reset();
|
||||
mecanimLayerFlags = DefaultMecanimLayerFlags;
|
||||
|
||||
@ -67,6 +67,16 @@ namespace Spine.Unity {
|
||||
return GetAnimationRootMotion(start, end, animation);
|
||||
}
|
||||
|
||||
public override RootMotionInfo GetRootMotionInfo (int trackIndex) {
|
||||
TrackEntry track = animationState.GetCurrent(trackIndex);
|
||||
if (track == null)
|
||||
return new RootMotionInfo();
|
||||
|
||||
var animation = track.Animation;
|
||||
float time = track.AnimationTime;
|
||||
return GetAnimationRootMotionInfo(track.Animation, time);
|
||||
}
|
||||
|
||||
protected override float AdditionalScale {
|
||||
get {
|
||||
return canvas ? canvas.referencePixelsPerUnit: 1.0f;
|
||||
|
||||
@ -30,6 +30,7 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using Spine.Unity.AnimationTools;
|
||||
using System;
|
||||
|
||||
namespace Spine.Unity {
|
||||
|
||||
@ -47,6 +48,10 @@ namespace Spine.Unity {
|
||||
|
||||
public float rootMotionScaleX = 1;
|
||||
public float rootMotionScaleY = 1;
|
||||
/// <summary>Skeleton space X translation per skeleton space Y translation root motion.</summary>
|
||||
public float rootMotionTranslateXPerY = 0;
|
||||
/// <summary>Skeleton space Y translation per skeleton space X translation root motion.</summary>
|
||||
public float rootMotionTranslateYPerX = 0;
|
||||
|
||||
[Header("Optional")]
|
||||
public Rigidbody2D rigidBody2D;
|
||||
@ -61,6 +66,8 @@ namespace Spine.Unity {
|
||||
protected Bone rootMotionBone;
|
||||
protected int rootMotionBoneIndex;
|
||||
protected List<Bone> topLevelBones = new List<Bone>();
|
||||
protected Vector2 initialOffset = Vector2.zero;
|
||||
protected Vector2 tempSkeletonDisplacement;
|
||||
protected Vector2 rigidbodyDisplacement;
|
||||
|
||||
protected virtual void Reset () {
|
||||
@ -71,10 +78,14 @@ namespace Spine.Unity {
|
||||
skeletonComponent = GetComponent<ISkeletonComponent>();
|
||||
GatherTopLevelBones();
|
||||
SetRootMotionBone(rootMotionBoneName);
|
||||
if (rootMotionBone != null)
|
||||
initialOffset = new Vector2(rootMotionBone.x, rootMotionBone.y);
|
||||
|
||||
var skeletonAnimation = skeletonComponent as ISkeletonAnimation;
|
||||
if (skeletonAnimation != null)
|
||||
if (skeletonAnimation != null) {
|
||||
skeletonAnimation.UpdateLocal -= HandleUpdateLocal;
|
||||
skeletonAnimation.UpdateLocal += HandleUpdateLocal;
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void FixedUpdate () {
|
||||
@ -89,11 +100,16 @@ namespace Spine.Unity {
|
||||
rigidBody.MovePosition(transform.position
|
||||
+ new Vector3(rigidbodyDisplacement.x, rigidbodyDisplacement.y, 0));
|
||||
}
|
||||
Vector2 parentBoneScale;
|
||||
GetScaleAffectingRootMotion(out parentBoneScale);
|
||||
ClearEffectiveBoneOffsets(parentBoneScale);
|
||||
rigidbodyDisplacement = Vector2.zero;
|
||||
tempSkeletonDisplacement = Vector2.zero;
|
||||
}
|
||||
|
||||
protected virtual void OnDisable () {
|
||||
rigidbodyDisplacement = Vector2.zero;
|
||||
tempSkeletonDisplacement = Vector2.zero;
|
||||
}
|
||||
|
||||
protected void FindRigidbodyComponent () {
|
||||
@ -112,6 +128,15 @@ namespace Spine.Unity {
|
||||
abstract protected Vector2 CalculateAnimationsMovementDelta ();
|
||||
abstract public Vector2 GetRemainingRootMotion (int trackIndex = 0);
|
||||
|
||||
public struct RootMotionInfo {
|
||||
public Vector2 start;
|
||||
public Vector2 current;
|
||||
public Vector2 mid;
|
||||
public Vector2 end;
|
||||
public bool timeIsPastMid;
|
||||
};
|
||||
abstract public RootMotionInfo GetRootMotionInfo (int trackIndex = 0);
|
||||
|
||||
public void SetRootMotionBone (string name) {
|
||||
var skeleton = skeletonComponent.Skeleton;
|
||||
int index = skeleton.FindBoneIndex(name);
|
||||
@ -126,14 +151,31 @@ namespace Spine.Unity {
|
||||
}
|
||||
}
|
||||
|
||||
public void AdjustRootMotionToDistance (Vector2 distanceToTarget, int trackIndex = 0) {
|
||||
Vector2 remainingRootMotion = GetRemainingRootMotion(trackIndex);
|
||||
if (remainingRootMotion.x == 0)
|
||||
remainingRootMotion.x = 0.0001f;
|
||||
if (remainingRootMotion.y == 0)
|
||||
remainingRootMotion.y = 0.0001f;
|
||||
rootMotionScaleX = distanceToTarget.x / remainingRootMotion.x;
|
||||
rootMotionScaleY = distanceToTarget.y / remainingRootMotion.y;
|
||||
public void AdjustRootMotionToDistance (Vector2 distanceToTarget, int trackIndex = 0, bool adjustX = true, bool adjustY = true,
|
||||
float minX = 0, float maxX = float.MaxValue, float minY = 0, float maxY = float.MaxValue,
|
||||
bool allowXTranslation = false, bool allowYTranslation = false) {
|
||||
|
||||
Vector2 distanceToTargetSkeletonSpace = (Vector2)transform.InverseTransformVector(distanceToTarget);
|
||||
Vector2 scaleAffectingRootMotion = GetScaleAffectingRootMotion();
|
||||
if (UsesRigidbody)
|
||||
distanceToTargetSkeletonSpace -= tempSkeletonDisplacement;
|
||||
|
||||
Vector2 remainingRootMotionSkeletonSpace = GetRemainingRootMotion(trackIndex);
|
||||
remainingRootMotionSkeletonSpace.Scale(scaleAffectingRootMotion);
|
||||
if (remainingRootMotionSkeletonSpace.x == 0)
|
||||
remainingRootMotionSkeletonSpace.x = 0.0001f;
|
||||
if (remainingRootMotionSkeletonSpace.y == 0)
|
||||
remainingRootMotionSkeletonSpace.y = 0.0001f;
|
||||
|
||||
if (adjustX)
|
||||
rootMotionScaleX = Math.Min(maxX, Math.Max(minX, distanceToTargetSkeletonSpace.x / remainingRootMotionSkeletonSpace.x));
|
||||
if (adjustY)
|
||||
rootMotionScaleY = Math.Min(maxY, Math.Max(minY, distanceToTargetSkeletonSpace.y / remainingRootMotionSkeletonSpace.y));
|
||||
|
||||
if (allowXTranslation)
|
||||
rootMotionTranslateXPerY = (distanceToTargetSkeletonSpace.x - remainingRootMotionSkeletonSpace.x * rootMotionScaleX) / remainingRootMotionSkeletonSpace.y;
|
||||
if (allowYTranslation)
|
||||
rootMotionTranslateYPerX = (distanceToTargetSkeletonSpace.y - remainingRootMotionSkeletonSpace.y * rootMotionScaleY) / remainingRootMotionSkeletonSpace.x;
|
||||
}
|
||||
|
||||
public Vector2 GetAnimationRootMotion (Animation animation) {
|
||||
@ -150,6 +192,21 @@ namespace Spine.Unity {
|
||||
return Vector2.zero;
|
||||
}
|
||||
|
||||
public RootMotionInfo GetAnimationRootMotionInfo (Animation animation, float currentTime) {
|
||||
RootMotionInfo rootMotion = new RootMotionInfo();
|
||||
var timeline = animation.FindTranslateTimelineForBone(rootMotionBoneIndex);
|
||||
if (timeline != null) {
|
||||
float duration = animation.duration;
|
||||
float mid = duration * 0.5f;
|
||||
rootMotion.start = timeline.Evaluate(0);
|
||||
rootMotion.current = timeline.Evaluate(currentTime);
|
||||
rootMotion.mid = timeline.Evaluate(mid);
|
||||
rootMotion.end = timeline.Evaluate(duration);
|
||||
rootMotion.timeIsPastMid = currentTime > mid;
|
||||
}
|
||||
return rootMotion;
|
||||
}
|
||||
|
||||
Vector2 GetTimelineMovementDelta (float startTime, float endTime,
|
||||
TranslateTimeline timeline, Animation animation) {
|
||||
|
||||
@ -177,38 +234,89 @@ namespace Spine.Unity {
|
||||
if (!this.isActiveAndEnabled)
|
||||
return; // Root motion is only applied when component is enabled.
|
||||
|
||||
var movementDelta = CalculateAnimationsMovementDelta();
|
||||
AdjustMovementDeltaToConfiguration(ref movementDelta, animatedSkeletonComponent.Skeleton);
|
||||
ApplyRootMotion(movementDelta);
|
||||
var boneLocalDelta = CalculateAnimationsMovementDelta();
|
||||
Vector2 parentBoneScale;
|
||||
Vector2 skeletonDelta = GetSkeletonSpaceMovementDelta(boneLocalDelta, out parentBoneScale);
|
||||
ApplyRootMotion(skeletonDelta, parentBoneScale);
|
||||
}
|
||||
|
||||
void AdjustMovementDeltaToConfiguration (ref Vector2 localDelta, Skeleton skeleton) {
|
||||
if (skeleton.ScaleX < 0) localDelta.x = -localDelta.x;
|
||||
if (skeleton.ScaleY < 0) localDelta.y = -localDelta.y;
|
||||
if (!transformPositionX) localDelta.x = 0f;
|
||||
if (!transformPositionY) localDelta.y = 0f;
|
||||
}
|
||||
|
||||
void ApplyRootMotion (Vector2 localDelta) {
|
||||
localDelta *= AdditionalScale;
|
||||
localDelta.x *= rootMotionScaleX;
|
||||
localDelta.y *= rootMotionScaleY;
|
||||
|
||||
void ApplyRootMotion (Vector2 skeletonDelta, Vector2 parentBoneScale) {
|
||||
// Apply root motion to Transform or RigidBody;
|
||||
if (UsesRigidbody) {
|
||||
rigidbodyDisplacement += (Vector2)transform.TransformVector(localDelta);
|
||||
// Accumulated displacement is applied on the next Physics update (FixedUpdate)
|
||||
rigidbodyDisplacement += (Vector2)transform.TransformVector(skeletonDelta);
|
||||
|
||||
// Accumulated displacement is applied on the next Physics update in FixedUpdate.
|
||||
// Until the next Physics update, tempBoneDisplacement is offsetting bone locations
|
||||
// to prevent stutter which would otherwise occur if we don't move every Update.
|
||||
tempSkeletonDisplacement += skeletonDelta;
|
||||
SetEffectiveBoneOffsetsTo(tempSkeletonDisplacement, parentBoneScale);
|
||||
}
|
||||
else {
|
||||
|
||||
transform.position += transform.TransformVector(localDelta);
|
||||
transform.position += transform.TransformVector(skeletonDelta);
|
||||
ClearEffectiveBoneOffsets(parentBoneScale);
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 GetScaleAffectingRootMotion () {
|
||||
Vector2 parentBoneScale;
|
||||
return GetScaleAffectingRootMotion(out parentBoneScale);
|
||||
}
|
||||
|
||||
Vector2 GetScaleAffectingRootMotion (out Vector2 parentBoneScale) {
|
||||
var skeleton = skeletonComponent.Skeleton;
|
||||
Vector2 totalScale = Vector2.one;
|
||||
totalScale.x *= skeleton.ScaleX;
|
||||
totalScale.y *= skeleton.ScaleY;
|
||||
|
||||
parentBoneScale = Vector2.one;
|
||||
Bone scaleBone = rootMotionBone;
|
||||
while ((scaleBone = scaleBone.parent) != null) {
|
||||
parentBoneScale.x *= scaleBone.ScaleX;
|
||||
parentBoneScale.y *= scaleBone.ScaleY;
|
||||
}
|
||||
totalScale = Vector2.Scale(totalScale, parentBoneScale);
|
||||
totalScale *= AdditionalScale;
|
||||
return totalScale;
|
||||
}
|
||||
|
||||
Vector2 GetSkeletonSpaceMovementDelta (Vector2 boneLocalDelta, out Vector2 parentBoneScale) {
|
||||
Vector2 skeletonDelta = boneLocalDelta;
|
||||
Vector2 totalScale = GetScaleAffectingRootMotion(out parentBoneScale);
|
||||
skeletonDelta.Scale(totalScale);
|
||||
|
||||
Vector2 rootMotionTranslation = new Vector2(
|
||||
rootMotionTranslateXPerY * skeletonDelta.y,
|
||||
rootMotionTranslateYPerX * skeletonDelta.x);
|
||||
|
||||
skeletonDelta.x *= rootMotionScaleX;
|
||||
skeletonDelta.y *= rootMotionScaleY;
|
||||
skeletonDelta.x += rootMotionTranslation.x;
|
||||
skeletonDelta.y += rootMotionTranslation.y;
|
||||
|
||||
if (!transformPositionX) skeletonDelta.x = 0f;
|
||||
if (!transformPositionY) skeletonDelta.y = 0f;
|
||||
return skeletonDelta;
|
||||
}
|
||||
|
||||
void SetEffectiveBoneOffsetsTo (Vector2 displacementSkeletonSpace, Vector2 parentBoneScale) {
|
||||
// Move top level bones in opposite direction of the root motion bone
|
||||
var skeleton = skeletonComponent.Skeleton;
|
||||
foreach (var topLevelBone in topLevelBones) {
|
||||
if (transformPositionX) topLevelBone.x -= rootMotionBone.x;
|
||||
if (transformPositionY) topLevelBone.y -= rootMotionBone.y;
|
||||
if (topLevelBone == rootMotionBone) {
|
||||
if (transformPositionX) topLevelBone.x = displacementSkeletonSpace.x / skeleton.ScaleX;
|
||||
if (transformPositionY) topLevelBone.y = displacementSkeletonSpace.y / skeleton.ScaleY;
|
||||
}
|
||||
else {
|
||||
float offsetX = (initialOffset.x - rootMotionBone.x) * parentBoneScale.x;
|
||||
float offsetY = (initialOffset.y - rootMotionBone.y) * parentBoneScale.y;
|
||||
if (transformPositionX) topLevelBone.x = (displacementSkeletonSpace.x / skeleton.ScaleX) + offsetX;
|
||||
if (transformPositionY) topLevelBone.y = (displacementSkeletonSpace.y / skeleton.ScaleY) + offsetY;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ClearEffectiveBoneOffsets (Vector2 parentBoneScale) {
|
||||
SetEffectiveBoneOffsetsTo(Vector2.zero, parentBoneScale);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -202,6 +202,7 @@ namespace Spine.Unity {
|
||||
protected override void Awake () {
|
||||
|
||||
base.Awake ();
|
||||
updateMode = updateWhenInvisible;
|
||||
SyncRawImagesWithCanvasRenderers();
|
||||
if (!this.IsValid) {
|
||||
#if UNITY_EDITOR
|
||||
|
||||
@ -280,6 +280,7 @@ namespace Spine.Unity {
|
||||
|
||||
public virtual void Awake () {
|
||||
Initialize(false);
|
||||
updateMode = updateWhenInvisible;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR && CONFIGURABLE_ENTER_PLAY_MODE
|
||||
@ -690,6 +691,9 @@ namespace Spine.Unity {
|
||||
}
|
||||
|
||||
for (int i = 0; i < meshRenderer.sharedMaterials.Length; ++i) {
|
||||
if (!meshRenderer.sharedMaterials[i])
|
||||
continue;
|
||||
|
||||
if (!hasPerRendererBlock) meshRenderer.GetPropertyBlock(reusedPropertyBlock, i);
|
||||
// Note: this parameter shall not exist at any shader, then Unity will create separate
|
||||
// material instances (not in terms of memory cost or leakage).
|
||||
|
||||
@ -86,16 +86,25 @@ namespace Spine.Unity.AttachmentTools {
|
||||
/// <param name="pivotShiftsMeshUVCoords">If <c>true</c> and the original Attachment is a MeshAttachment, then
|
||||
/// a non-central sprite pivot will shift uv coords in the opposite direction. Vertices will not be offset in
|
||||
/// any case when the original Attachment is a MeshAttachment.</param>
|
||||
/// <param name="useOriginalRegionScale">If <c>true</c> and the original Attachment is a RegionAttachment, then
|
||||
/// the original region's scale value is used instead of the Sprite's pixels per unit property. Since uniform scale is used,
|
||||
/// x scale of the original attachment (width scale) is used, scale in y direction (height scale) is ignored.</param>
|
||||
public static Attachment GetRemappedClone (this Attachment o, Sprite sprite, Material sourceMaterial,
|
||||
bool premultiplyAlpha = true, bool cloneMeshAsLinked = true, bool useOriginalRegionSize = false,
|
||||
bool pivotShiftsMeshUVCoords = true) {
|
||||
bool pivotShiftsMeshUVCoords = true, bool useOriginalRegionScale = false) {
|
||||
var atlasRegion = premultiplyAlpha ? sprite.ToAtlasRegionPMAClone(sourceMaterial) : sprite.ToAtlasRegion(new Material(sourceMaterial) { mainTexture = sprite.texture } );
|
||||
if (!pivotShiftsMeshUVCoords && o is MeshAttachment) {
|
||||
// prevent non-central sprite pivot setting offsetX/Y and shifting uv coords out of mesh bounds
|
||||
atlasRegion.offsetX = 0;
|
||||
atlasRegion.offsetY = 0;
|
||||
}
|
||||
return o.GetRemappedClone(atlasRegion, cloneMeshAsLinked, useOriginalRegionSize, 1f/sprite.pixelsPerUnit);
|
||||
float scale = 1f / sprite.pixelsPerUnit;
|
||||
if (useOriginalRegionScale) {
|
||||
var regionAttachment = o as RegionAttachment;
|
||||
if (regionAttachment != null)
|
||||
scale = regionAttachment.width / regionAttachment.regionOriginalWidth;
|
||||
}
|
||||
return o.GetRemappedClone(atlasRegion, cloneMeshAsLinked, useOriginalRegionSize, scale);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user