mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
parent
86093e7d0d
commit
38e54e686d
67
spine-tk2d/Assets/Spine/BoneComponent.cs
Normal file
67
spine-tk2d/Assets/Spine/BoneComponent.cs
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@ -0,0 +1,67 @@
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|||||||
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/******************************************************************************
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||||||
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* Spine Runtimes Software License
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||||||
|
* Version 2
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||||||
|
*
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||||||
|
* Copyright (c) 2013, Esoteric Software
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||||||
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* All rights reserved.
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||||||
|
*
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||||||
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* You are granted a perpetual, non-exclusive, non-sublicensable and
|
||||||
|
* non-transferable license to install, execute and perform the Spine Runtimes
|
||||||
|
* Software (the "Software") solely for internal use. Without the written
|
||||||
|
* permission of Esoteric Software, you may not (a) modify, translate, adapt or
|
||||||
|
* otherwise create derivative works, improvements of the Software or develop
|
||||||
|
* new applications using the Software or (b) remove, delete, alter or obscure
|
||||||
|
* any trademarks or any copyright, trademark, patent or other intellectual
|
||||||
|
* property or proprietary rights notices on or in the Software, including
|
||||||
|
* any copy thereof. Redistributions in binary or source form must include
|
||||||
|
* this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
|
||||||
|
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||||
|
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||||
|
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY
|
||||||
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||||
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||||
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
|
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*****************************************************************************/
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||||||
|
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||||||
|
using System;
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using System.IO;
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using System.Collections.Generic;
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using UnityEngine;
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using Spine;
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/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
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[ExecuteInEditMode]
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[AddComponentMenu("Spine/BoneComponent")]
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public class BoneComponent : MonoBehaviour {
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public SkeletonComponent skeletonComponent;
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public Bone bone;
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/// <summary>If a bone isn't set, boneName is used to find the bone.</summary>
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public String boneName;
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|
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public void LateUpdate () {
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if (skeletonComponent == null) return;
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if (bone == null) {
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if (boneName == null) return;
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bone = skeletonComponent.skeleton.FindBone(boneName);
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if (bone == null) {
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Debug.Log("Bone not found: " + boneName, this);
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return;
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}
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}
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if (transform.parent == skeletonComponent.transform) {
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transform.localPosition = new Vector3(bone.worldX, bone.worldY, transform.localPosition.z);
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Vector3 rotation = transform.localRotation.eulerAngles;
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transform.localRotation = Quaternion.Euler(rotation.x, rotation.y, bone.worldRotation);
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} else {
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// Best effort to set this GameObject's transform when it isn't a child of the SkeletonComponent.
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transform.position = skeletonComponent.transform.TransformPoint(new Vector3(bone.worldX, bone.worldY, transform.position.z));
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Vector3 rotation = skeletonComponent.transform.rotation.eulerAngles;
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transform.rotation = Quaternion.Euler(rotation.x, rotation.y,
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skeletonComponent.transform.rotation.eulerAngles.z + bone.worldRotation);
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}
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}
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}
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8
spine-tk2d/Assets/Spine/BoneComponent.cs.meta
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8
spine-tk2d/Assets/Spine/BoneComponent.cs.meta
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@ -0,0 +1,8 @@
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|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: d08aa5caf52eae44ba81cc81ca1dad5d
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||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
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||||||
|
executionOrder: 0
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||||||
|
icon: {instanceID: 0}
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||||||
|
userData:
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||||||
72
spine-tk2d/Assets/Spine/Editor/BoneComponentInspector.cs
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72
spine-tk2d/Assets/Spine/Editor/BoneComponentInspector.cs
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@ -0,0 +1,72 @@
|
|||||||
|
/******************************************************************************
|
||||||
|
* Spine Runtimes Software License
|
||||||
|
* Version 2
|
||||||
|
*
|
||||||
|
* Copyright (c) 2013, Esoteric Software
|
||||||
|
* All rights reserved.
|
||||||
|
*
|
||||||
|
* You are granted a perpetual, non-exclusive, non-sublicensable and
|
||||||
|
* non-transferable license to install, execute and perform the Spine Runtimes
|
||||||
|
* Software (the "Software") solely for internal use. Without the written
|
||||||
|
* permission of Esoteric Software, you may not (a) modify, translate, adapt or
|
||||||
|
* otherwise create derivative works, improvements of the Software or develop
|
||||||
|
* new applications using the Software or (b) remove, delete, alter or obscure
|
||||||
|
* any trademarks or any copyright, trademark, patent or other intellectual
|
||||||
|
* property or proprietary rights notices on or in the Software, including
|
||||||
|
* any copy thereof. Redistributions in binary or source form must include
|
||||||
|
* this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
|
||||||
|
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||||
|
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||||
|
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY
|
||||||
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||||
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||||
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
|
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*****************************************************************************/
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using System;
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using UnityEditor;
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using UnityEngine;
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[CustomEditor(typeof(BoneComponent))]
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public class BoneComponentInspector : Editor {
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private SerializedProperty boneName, skeletonComponent;
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void OnEnable () {
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skeletonComponent = serializedObject.FindProperty("skeletonComponent");
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boneName = serializedObject.FindProperty("boneName");
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}
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override public void OnInspectorGUI () {
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serializedObject.Update();
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BoneComponent component = (BoneComponent)target;
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EditorGUILayout.PropertyField(skeletonComponent);
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if (component.skeletonComponent != null) {
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String[] bones = new String[component.skeletonComponent.skeleton.Data.Bones.Count + 1];
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bones[0] = "<None>";
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for (int i = 0; i < bones.Length - 1; i++)
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bones[i + 1] = component.skeletonComponent.skeleton.Data.Bones[i].Name;
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Array.Sort<String>(bones);
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int boneIndex = Math.Max(0, Array.IndexOf(bones, boneName.stringValue));
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Bone");
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EditorGUIUtility.LookLikeControls();
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boneIndex = EditorGUILayout.Popup(boneIndex, bones);
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EditorGUILayout.EndHorizontal();
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boneName.stringValue = bones[boneIndex];;
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}
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if (serializedObject.ApplyModifiedProperties() ||
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(Event.current.type == EventType.ValidateCommand && Event.current.commandName == "UndoRedoPerformed")
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) {
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component.bone = null;
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component.LateUpdate();
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}
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}
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}
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@ -0,0 +1,8 @@
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|
fileFormatVersion: 2
|
||||||
|
guid: 99e3e8311529bbc48a5c3a5b9714e162
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||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
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||||||
|
defaultReferences: []
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||||||
|
executionOrder: 0
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||||||
|
icon: {instanceID: 0}
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||||||
|
userData:
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@ -64,26 +64,4 @@ public class Menus {
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EditorUtility.FocusProjectWindow();
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EditorUtility.FocusProjectWindow();
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Selection.activeObject = gameObject;
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Selection.activeObject = gameObject;
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}
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}
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[MenuItem("Component/Spine SkeletonComponent")]
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static public void CreateSkeletonComponent () {
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Selection.activeGameObject.AddComponent(typeof(SkeletonComponent));
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}
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[MenuItem("Component/Spine SkeletonAnimation")]
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static public void CreateSkeletonAnimation () {
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Selection.activeGameObject.AddComponent(typeof(SkeletonAnimation));
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}
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[MenuItem("Component/Spine SkeletonComponent", true)]
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static public bool ValidateCreateSkeletonComponent () {
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return Selection.activeGameObject != null
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&& Selection.activeGameObject.GetComponent(typeof(SkeletonComponent)) == null
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&& Selection.activeGameObject.GetComponent(typeof(SkeletonAnimation)) == null;
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||||||
}
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|
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[MenuItem("Component/Spine SkeletonAnimation", true)]
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static public bool ValidateCreateSkeletonAnimation () {
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||||||
return ValidateCreateSkeletonComponent();
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||||||
}
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||||||
}
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}
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@ -34,6 +34,7 @@ using Spine;
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|
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/** Extends SkeletonComponent to apply an animation. */
|
/** Extends SkeletonComponent to apply an animation. */
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[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
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||||||
|
[AddComponentMenu("Spine/SkeletonAnimation")]
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||||||
public class SkeletonAnimation : SkeletonComponent {
|
public class SkeletonAnimation : SkeletonComponent {
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||||||
public bool loop;
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public bool loop;
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||||||
public Spine.AnimationState state;
|
public Spine.AnimationState state;
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|||||||
@ -34,6 +34,7 @@ using Spine;
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|||||||
|
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||||||
/** Renders a skeleton. Extend to apply animations, get bones and manipulate them, etc. */
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/** Renders a skeleton. Extend to apply animations, get bones and manipulate them, etc. */
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||||||
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
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||||||
|
[AddComponentMenu("Spine/SkeletonComponent")]
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||||||
public class SkeletonComponent : MonoBehaviour {
|
public class SkeletonComponent : MonoBehaviour {
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||||||
public SkeletonDataAsset skeletonDataAsset;
|
public SkeletonDataAsset skeletonDataAsset;
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||||||
public Skeleton skeleton;
|
public Skeleton skeleton;
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||||||
|
|||||||
Binary file not shown.
67
spine-unity/Assets/Spine/BoneComponent.cs
Normal file
67
spine-unity/Assets/Spine/BoneComponent.cs
Normal file
@ -0,0 +1,67 @@
|
|||||||
|
/******************************************************************************
|
||||||
|
* Spine Runtimes Software License
|
||||||
|
* Version 2
|
||||||
|
*
|
||||||
|
* Copyright (c) 2013, Esoteric Software
|
||||||
|
* All rights reserved.
|
||||||
|
*
|
||||||
|
* You are granted a perpetual, non-exclusive, non-sublicensable and
|
||||||
|
* non-transferable license to install, execute and perform the Spine Runtimes
|
||||||
|
* Software (the "Software") solely for internal use. Without the written
|
||||||
|
* permission of Esoteric Software, you may not (a) modify, translate, adapt or
|
||||||
|
* otherwise create derivative works, improvements of the Software or develop
|
||||||
|
* new applications using the Software or (b) remove, delete, alter or obscure
|
||||||
|
* any trademarks or any copyright, trademark, patent or other intellectual
|
||||||
|
* property or proprietary rights notices on or in the Software, including
|
||||||
|
* any copy thereof. Redistributions in binary or source form must include
|
||||||
|
* this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
|
||||||
|
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||||
|
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||||
|
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY
|
||||||
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||||
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||||
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
|
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*****************************************************************************/
|
||||||
|
|
||||||
|
using System;
|
||||||
|
using System.IO;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using Spine;
|
||||||
|
|
||||||
|
/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
|
||||||
|
[ExecuteInEditMode]
|
||||||
|
[AddComponentMenu("Spine/BoneComponent")]
|
||||||
|
public class BoneComponent : MonoBehaviour {
|
||||||
|
public SkeletonComponent skeletonComponent;
|
||||||
|
public Bone bone;
|
||||||
|
|
||||||
|
/// <summary>If a bone isn't set, boneName is used to find the bone.</summary>
|
||||||
|
public String boneName;
|
||||||
|
|
||||||
|
public void LateUpdate () {
|
||||||
|
if (skeletonComponent == null) return;
|
||||||
|
if (bone == null) {
|
||||||
|
if (boneName == null) return;
|
||||||
|
bone = skeletonComponent.skeleton.FindBone(boneName);
|
||||||
|
if (bone == null) {
|
||||||
|
Debug.Log("Bone not found: " + boneName, this);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (transform.parent == skeletonComponent.transform) {
|
||||||
|
transform.localPosition = new Vector3(bone.worldX, bone.worldY, transform.localPosition.z);
|
||||||
|
Vector3 rotation = transform.localRotation.eulerAngles;
|
||||||
|
transform.localRotation = Quaternion.Euler(rotation.x, rotation.y, bone.worldRotation);
|
||||||
|
} else {
|
||||||
|
// Best effort to set this GameObject's transform when it isn't a child of the SkeletonComponent.
|
||||||
|
transform.position = skeletonComponent.transform.TransformPoint(new Vector3(bone.worldX, bone.worldY, transform.position.z));
|
||||||
|
Vector3 rotation = skeletonComponent.transform.rotation.eulerAngles;
|
||||||
|
transform.rotation = Quaternion.Euler(rotation.x, rotation.y,
|
||||||
|
skeletonComponent.transform.rotation.eulerAngles.z + bone.worldRotation);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
8
spine-unity/Assets/Spine/BoneComponent.cs.meta
Normal file
8
spine-unity/Assets/Spine/BoneComponent.cs.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 487b42efe96d8cc408a757541ea3f169
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
72
spine-unity/Assets/Spine/Editor/BoneComponentInspector.cs
Normal file
72
spine-unity/Assets/Spine/Editor/BoneComponentInspector.cs
Normal file
@ -0,0 +1,72 @@
|
|||||||
|
/******************************************************************************
|
||||||
|
* Spine Runtimes Software License
|
||||||
|
* Version 2
|
||||||
|
*
|
||||||
|
* Copyright (c) 2013, Esoteric Software
|
||||||
|
* All rights reserved.
|
||||||
|
*
|
||||||
|
* You are granted a perpetual, non-exclusive, non-sublicensable and
|
||||||
|
* non-transferable license to install, execute and perform the Spine Runtimes
|
||||||
|
* Software (the "Software") solely for internal use. Without the written
|
||||||
|
* permission of Esoteric Software, you may not (a) modify, translate, adapt or
|
||||||
|
* otherwise create derivative works, improvements of the Software or develop
|
||||||
|
* new applications using the Software or (b) remove, delete, alter or obscure
|
||||||
|
* any trademarks or any copyright, trademark, patent or other intellectual
|
||||||
|
* property or proprietary rights notices on or in the Software, including
|
||||||
|
* any copy thereof. Redistributions in binary or source form must include
|
||||||
|
* this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
|
||||||
|
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
|
||||||
|
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||||
|
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY
|
||||||
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||||
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||||
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||||
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||||
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
|
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*****************************************************************************/
|
||||||
|
|
||||||
|
using System;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[CustomEditor(typeof(BoneComponent))]
|
||||||
|
public class BoneComponentInspector : Editor {
|
||||||
|
private SerializedProperty boneName, skeletonComponent;
|
||||||
|
|
||||||
|
void OnEnable () {
|
||||||
|
skeletonComponent = serializedObject.FindProperty("skeletonComponent");
|
||||||
|
boneName = serializedObject.FindProperty("boneName");
|
||||||
|
}
|
||||||
|
|
||||||
|
override public void OnInspectorGUI () {
|
||||||
|
serializedObject.Update();
|
||||||
|
BoneComponent component = (BoneComponent)target;
|
||||||
|
|
||||||
|
EditorGUILayout.PropertyField(skeletonComponent);
|
||||||
|
|
||||||
|
if (component.skeletonComponent != null) {
|
||||||
|
String[] bones = new String[component.skeletonComponent.skeleton.Data.Bones.Count + 1];
|
||||||
|
bones[0] = "<None>";
|
||||||
|
for (int i = 0; i < bones.Length - 1; i++)
|
||||||
|
bones[i + 1] = component.skeletonComponent.skeleton.Data.Bones[i].Name;
|
||||||
|
Array.Sort<String>(bones);
|
||||||
|
int boneIndex = Math.Max(0, Array.IndexOf(bones, boneName.stringValue));
|
||||||
|
|
||||||
|
EditorGUILayout.BeginHorizontal();
|
||||||
|
EditorGUILayout.LabelField("Bone");
|
||||||
|
EditorGUIUtility.LookLikeControls();
|
||||||
|
boneIndex = EditorGUILayout.Popup(boneIndex, bones);
|
||||||
|
EditorGUILayout.EndHorizontal();
|
||||||
|
|
||||||
|
boneName.stringValue = bones[boneIndex];;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (serializedObject.ApplyModifiedProperties() ||
|
||||||
|
(Event.current.type == EventType.ValidateCommand && Event.current.commandName == "UndoRedoPerformed")
|
||||||
|
) {
|
||||||
|
component.bone = null;
|
||||||
|
component.LateUpdate();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: dca21b77745bb4245a4e2e012c282ce6
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
@ -69,26 +69,4 @@ public class SpineEditor {
|
|||||||
EditorUtility.FocusProjectWindow();
|
EditorUtility.FocusProjectWindow();
|
||||||
Selection.activeObject = gameObject;
|
Selection.activeObject = gameObject;
|
||||||
}
|
}
|
||||||
|
|
||||||
[MenuItem("Component/Spine SkeletonComponent")]
|
|
||||||
static public void CreateSkeletonComponent () {
|
|
||||||
Selection.activeGameObject.AddComponent(typeof(SkeletonComponent));
|
|
||||||
}
|
|
||||||
|
|
||||||
[MenuItem("Component/Spine SkeletonAnimation")]
|
|
||||||
static public void CreateSkeletonAnimation () {
|
|
||||||
Selection.activeGameObject.AddComponent(typeof(SkeletonAnimation));
|
|
||||||
}
|
|
||||||
|
|
||||||
[MenuItem("Component/Spine SkeletonComponent", true)]
|
|
||||||
static public bool ValidateCreateSkeletonComponent () {
|
|
||||||
return Selection.activeGameObject != null
|
|
||||||
&& Selection.activeGameObject.GetComponent(typeof(SkeletonComponent)) == null
|
|
||||||
&& Selection.activeGameObject.GetComponent(typeof(SkeletonAnimation)) == null;
|
|
||||||
}
|
|
||||||
|
|
||||||
[MenuItem("Component/Spine SkeletonAnimation", true)]
|
|
||||||
static public bool ValidateCreateSkeletonAnimation () {
|
|
||||||
return ValidateCreateSkeletonComponent();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -34,6 +34,7 @@ using Spine;
|
|||||||
|
|
||||||
/** Extends SkeletonComponent to apply an animation. */
|
/** Extends SkeletonComponent to apply an animation. */
|
||||||
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
||||||
|
[AddComponentMenu("Spine/SkeletonAnimation")]
|
||||||
public class SkeletonAnimation : SkeletonComponent {
|
public class SkeletonAnimation : SkeletonComponent {
|
||||||
public bool loop;
|
public bool loop;
|
||||||
public Spine.AnimationState state;
|
public Spine.AnimationState state;
|
||||||
|
|||||||
@ -34,6 +34,7 @@ using Spine;
|
|||||||
|
|
||||||
/** Renders a skeleton. Extend to apply animations, get bones and manipulate them, etc. */
|
/** Renders a skeleton. Extend to apply animations, get bones and manipulate them, etc. */
|
||||||
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
|
||||||
|
[AddComponentMenu("Spine/SkeletonComponent")]
|
||||||
public class SkeletonComponent : MonoBehaviour {
|
public class SkeletonComponent : MonoBehaviour {
|
||||||
public SkeletonDataAsset skeletonDataAsset;
|
public SkeletonDataAsset skeletonDataAsset;
|
||||||
public Skeleton skeleton;
|
public Skeleton skeleton;
|
||||||
|
|||||||
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Reference in New Issue
Block a user