mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 09:16:01 +08:00
Skin select box and goblins example for Unity.
This commit is contained in:
parent
86e75d96d7
commit
4b9b17e190
@ -1,4 +1,2 @@
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@ -1,4 +1,2 @@
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DefaultImporter:
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@ -5,4 +5,3 @@ MonoImporter:
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defaultReferences: []
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@ -5,4 +5,3 @@ MonoImporter:
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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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@ -29,10 +29,11 @@ using UnityEngine;
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[CustomEditor(typeof(SkeletonComponent))]
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public class SkeletonComponentInspector : Editor {
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private SerializedProperty skeletonDataAsset, animationName, loop, timeScale;
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private SerializedProperty skeletonDataAsset, animationName, skinName, loop, timeScale;
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void OnEnable () {
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skeletonDataAsset = serializedObject.FindProperty("skeletonDataAsset");
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skinName = serializedObject.FindProperty("skinName");
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animationName = serializedObject.FindProperty("animationName");
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loop = serializedObject.FindProperty("loop");
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timeScale = serializedObject.FindProperty("timeScale");
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@ -46,6 +47,24 @@ public class SkeletonComponentInspector : Editor {
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EditorGUILayout.PropertyField(skeletonDataAsset);
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if (component.skeleton != null) {
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// Skin name.
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String[] skins = new String[component.skeleton.Data.Skins.Count + 1];
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int skinIndex = 0;
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for (int i = 0; i < skins.Length - 1; i++) {
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String name = component.skeleton.Data.Skins[i].Name;
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skins[i] = name;
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if (name == skinName.stringValue) skinIndex = i;
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}
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField("Skin");
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EditorGUIUtility.LookLikeControls();
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skinIndex = EditorGUILayout.Popup(skinIndex, skins);
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EditorGUIUtility.LookLikeInspector();
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EditorGUILayout.EndHorizontal();
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skinName.stringValue = skinIndex == 0 ? null : skins[skinIndex];
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// Animation name.
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String[] animations = new String[component.skeleton.Data.Animations.Count + 1];
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animations[0] = "<None>";
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@ -53,8 +72,7 @@ public class SkeletonComponentInspector : Editor {
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for (int i = 0; i < animations.Length - 1; i++) {
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String name = component.skeleton.Data.Animations[i].Name;
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animations[i + 1] = name;
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if (name == animationName.stringValue)
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animationIndex = i + 1;
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if (name == animationName.stringValue) animationIndex = i + 1;
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}
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EditorGUILayout.BeginHorizontal();
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@ -75,10 +93,10 @@ public class SkeletonComponentInspector : Editor {
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EditorGUILayout.PropertyField(timeScale);
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if (!Application.isPlaying) {
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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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if (serializedObject.ApplyModifiedProperties() ||
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(Event.current.type == EventType.ValidateCommand && Event.current.commandName == "UndoRedoPerformed")
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) {
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if (!Application.isPlaying) {
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component.Clear();
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component.Update();
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}
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@ -5,4 +5,3 @@ MonoImporter:
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defaultReferences: []
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@ -1,4 +1,2 @@
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@ -5,4 +5,3 @@ MonoImporter:
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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@ -32,6 +32,7 @@ using Spine;
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public class SkeletonComponent : MonoBehaviour {
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public SkeletonDataAsset skeletonDataAsset;
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public Skeleton skeleton;
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public String skinName;
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public String animationName;
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public bool loop;
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public float timeScale = 1;
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@ -80,15 +81,26 @@ public class SkeletonComponent : MonoBehaviour {
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Initialize();
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// Keep AnimationState in sync with animationName and loop fields.
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if (animationName == null && state.Animation != null)
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state.ClearAnimation();
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else if (state.Animation == null || animationName != state.Animation.Name) {
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if (animationName == null || animationName.Length == 0) {
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if (state.Animation != null) state.ClearAnimation();
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} else if (state.Animation == null || animationName != state.Animation.Name) {
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Spine.Animation animation = skeleton.Data.FindAnimation(animationName);
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if (animation != null)
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state.SetAnimation(animation, loop);
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}
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state.Loop = loop;
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// Keep Skeleton in sync with skinName.
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if (skinName == null || skinName.Length == 0) {
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if (skeleton.Skin != null) {
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skeleton.SetSkin((Skin)null);
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skeleton.SetSlotsToBindPose();
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}
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} else if (skeleton.Skin == null || skinName != skeleton.Skin.Name) {
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skeleton.SetSkin(skinName);
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skeleton.SetSlotsToBindPose();
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}
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UpdateAnimation();
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// Count quads.
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@ -107,6 +119,7 @@ public class SkeletonComponent : MonoBehaviour {
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vertices = new Vector3[quadCount * 4];
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uvs = new Vector2[quadCount * 4];
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triangles = new int[quadCount * 6];
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mesh.Clear();
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}
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// Setup mesh.
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@ -125,18 +138,11 @@ public class SkeletonComponent : MonoBehaviour {
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vertices[vertexIndex + 2] = new Vector3(regionVertices[RegionAttachment.X2], regionVertices[RegionAttachment.Y2], 0);
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vertices[vertexIndex + 3] = new Vector3(regionVertices[RegionAttachment.X3], regionVertices[RegionAttachment.Y3], 0);
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AtlasRegion region = regionAttachment.Region;
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if (region.rotate) {
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uvs[vertexIndex + 1] = new Vector2(region.u, 1 - region.v2);
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uvs[vertexIndex + 2] = new Vector2(region.u2, 1 - region.v2);
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uvs[vertexIndex + 3] = new Vector2(region.u, 1 - region.v);
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uvs[vertexIndex] = new Vector2(region.u2, 1 - region.v);
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} else {
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uvs[vertexIndex] = new Vector2(region.u, 1 - region.v2);
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uvs[vertexIndex + 1] = new Vector2(region.u2, 1 - region.v2);
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uvs[vertexIndex + 2] = new Vector2(region.u, 1 - region.v);
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uvs[vertexIndex + 3] = new Vector2(region.u2, 1 - region.v);
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}
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float[] regionUVs = regionAttachment.UVs;
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uvs[vertexIndex] = new Vector2(regionUVs[RegionAttachment.X1], 1 - regionUVs[RegionAttachment.Y1]);
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uvs[vertexIndex + 1] = new Vector2(regionUVs[RegionAttachment.X4], 1 - regionUVs[RegionAttachment.Y4]);
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uvs[vertexIndex + 2] = new Vector2(regionUVs[RegionAttachment.X2], 1 - regionUVs[RegionAttachment.Y2]);
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uvs[vertexIndex + 3] = new Vector2(regionUVs[RegionAttachment.X3], 1 - regionUVs[RegionAttachment.Y3]);
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int index = quadIndex * 6;
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triangles[index] = vertexIndex;
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@ -5,4 +5,3 @@ MonoImporter:
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defaultReferences: []
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@ -5,4 +5,3 @@ MonoImporter:
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@ -98,8 +98,13 @@ namespace Spine {
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region.u = x / (float)page.width;
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region.v = y / (float)page.height;
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region.u2 = (x + width) / (float)page.width;
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region.v2 = (y + height) / (float)page.height;
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if (region.rotate) {
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region.u2 = (x + height) / (float)page.width;
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region.v2 = (y + width) / (float)page.height;
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} else {
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region.u2 = (x + width) / (float)page.width;
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region.v2 = (y + height) / (float)page.height;
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}
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region.x = x;
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region.y = y;
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region.width = Math.Abs(width);
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guid: eca0339f92705724385840be789d03e3
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@ -40,7 +40,14 @@ namespace Spine {
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AtlasRegion region = atlas.FindRegion(name);
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if (region == null) throw new Exception("Region not found in atlas: " + name + " (" + type + ")");
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RegionAttachment attachment = new RegionAttachment(name);
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attachment.Region = region;
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attachment.Texture = region.page.texture;
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attachment.SetUVs(region.u, region.v, region.u2, region.v2, region.rotate);
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attachment.RegionOffsetX = region.offsetX;
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attachment.RegionOffsetY = region.offsetY;
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attachment.RegionWidth = region.width;
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attachment.RegionHeight = region.height;
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attachment.RegionOriginalWidth = region.originalWidth;
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attachment.RegionOriginalHeight = region.originalHeight;
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return attachment;
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}
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throw new Exception("Unknown attachment type: " + type);
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@ -45,45 +45,61 @@ namespace Spine {
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public float Width { get; set; }
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public float Height { get; set; }
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public Object Texture { get; set; }
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public float RegionOffsetX { get; set; }
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public float RegionOffsetY { get; set; } // Pixels stripped from the bottom left, unrotated.
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public float RegionWidth { get; set; }
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public float RegionHeight { get; set; } // Unrotated, stripped size.
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public float RegionOriginalWidth { get; set; }
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public float RegionOriginalHeight { get; set; } // Unrotated, unstripped size.
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public float[] Offset { get; private set; }
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public float[] Vertices { get; private set; }
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public AtlasRegion Region { get; set; }
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public float[] UVs { get; private set; }
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public RegionAttachment (string name)
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: base(name) {
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Offset = new float[8];
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Vertices = new float[8];
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UVs = new float[8];
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ScaleX = 1;
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ScaleY = 1;
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}
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public void SetUVs (float u, float v, float u2, float v2, bool rotate) {
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float[] uvs = UVs;
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if (rotate) {
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uvs[X2] = u;
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uvs[Y2] = v2;
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uvs[X3] = u;
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uvs[Y3] = v;
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uvs[X4] = u2;
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uvs[Y4] = v;
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uvs[X1] = u2;
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uvs[Y1] = v2;
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} else {
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uvs[X1] = u;
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uvs[Y1] = v2;
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uvs[X2] = u;
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uvs[Y2] = v;
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uvs[X3] = u2;
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uvs[Y3] = v;
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uvs[X4] = u2;
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uvs[Y4] = v2;
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}
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}
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public void UpdateOffset () {
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float width = Width;
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float height = Height;
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float localX2 = width / 2;
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float localY2 = height / 2;
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float localX = -localX2;
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float localY = -localY2;
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AtlasRegion region = Region;
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if (region != null) {
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if (region.rotate) {
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localX += region.offsetX / region.originalWidth * height;
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localY += region.offsetY / region.originalHeight * width;
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localX2 -= (region.originalWidth - region.offsetX - region.height) / region.originalWidth * width;
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localY2 -= (region.originalHeight - region.offsetY - region.width) / region.originalHeight * height;
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} else {
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localX += region.offsetX / region.originalWidth * width;
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localY += region.offsetY / region.originalHeight * height;
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localX2 -= (region.originalWidth - region.offsetX - region.width) / region.originalWidth * width;
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localY2 -= (region.originalHeight - region.offsetY - region.height) / region.originalHeight * height;
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}
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}
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float scaleX = ScaleX;
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float scaleY = ScaleY;
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localX *= scaleX;
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localY *= scaleY;
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localX2 *= scaleX;
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localY2 *= scaleY;
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float regionScaleX = width / RegionOriginalWidth * scaleX;
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float regionScaleY = height / RegionOriginalHeight * scaleY;
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float localX = -width / 2 * scaleX + RegionOffsetX * regionScaleX;
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float localY = -height / 2 * scaleY + RegionOffsetY * regionScaleY;
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float localX2 = localX + RegionWidth * regionScaleX;
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float localY2 = localY + RegionHeight * regionScaleY;
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float radians = Rotation * (float)Math.PI / 180;
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float cos = (float)Math.Cos(radians);
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float sin = (float)Math.Sin(radians);
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||||
index: -1
|
||||
images/goblin/right-hand
|
||||
goblin/right-arm
|
||||
rotate: false
|
||||
xy: 193, 78
|
||||
xy: 708, 2
|
||||
size: 23, 50
|
||||
orig: 23, 50
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/right-hand
|
||||
rotate: false
|
||||
xy: 749, 54
|
||||
size: 36, 37
|
||||
orig: 36, 37
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
images/goblingirl/right-hand
|
||||
goblingirl/right-hand
|
||||
rotate: false
|
||||
xy: 74, 39
|
||||
size: 36, 37
|
||||
xy: 733, 15
|
||||
size: 35, 37
|
||||
orig: 36, 37
|
||||
offset: 0, 0
|
||||
offset: 1, 0
|
||||
index: -1
|
||||
images/goblingirl/undies
|
||||
goblin/undies
|
||||
rotate: false
|
||||
xy: 74, 8
|
||||
xy: 787, 62
|
||||
size: 36, 29
|
||||
orig: 36, 29
|
||||
offset: 0, 0
|
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index: -1
|
||||
goblingirl/undies
|
||||
rotate: false
|
||||
xy: 825, 62
|
||||
size: 36, 29
|
||||
orig: 36, 29
|
||||
offset: 0, 0
|
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index: -1
|
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goblingirl/eyes-closed
|
||||
rotate: false
|
||||
xy: 59, 6
|
||||
size: 37, 15
|
||||
orig: 37, 21
|
||||
offset: 0, 0
|
||||
index: -1
|
||||
goblin/eyes-closed
|
||||
rotate: true
|
||||
xy: 770, 18
|
||||
size: 34, 12
|
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orig: 34, 12
|
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offset: 0, 0
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index: -1
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fileFormatVersion: 2
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guid: 7d22747254815624999fd0ab7e8f851c
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TextScriptImporter:
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userData:
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@ -3,26 +3,26 @@
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{ "name": "hip", "parent": "root", "x": 0.64, "y": 114.41 },
|
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{ "name": "left upper leg", "parent": "hip", "length": 50.39, "x": 14.45, "y": 2.81, "rotation": -89.09 },
|
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{ "name": "left lower leg", "parent": "left upper leg", "length": 49.89, "x": 56.34, "y": 0.98, "rotation": -16.65 },
|
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{ "name": "left foot", "parent": "left lower leg", "length": 46.5, "x": 58.94, "y": -7.61, "rotation": 102.43 },
|
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{ "name": "pelvis", "parent": "hip", "x": 1.41, "y": -6.57 },
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{ "name": "right upper leg", "parent": "hip", "length": 42.45, "x": -20.07, "y": -6.83, "rotation": -97.49 },
|
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{ "name": "right lower leg", "parent": "right upper leg", "length": 58.52, "x": 42.99, "y": -0.61, "rotation": -14.34 },
|
||||
{ "name": "right foot", "parent": "right lower leg", "length": 45.45, "x": 64.88, "y": 0.04, "rotation": 110.3 },
|
||||
{ "name": "torso", "parent": "hip", "length": 85.82, "x": -6.42, "y": 1.97, "rotation": 93.92 },
|
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{ "name": "neck", "parent": "torso", "length": 18.38, "x": 81.67, "y": -6.34, "rotation": -1.51 },
|
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{ "name": "head", "parent": "neck", "length": 68.28, "x": 20.93, "y": 11.59, "rotation": -13.92 },
|
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{ "name": "right shoulder", "parent": "torso", "length": 37.24, "x": 76.02, "y": 18.14, "rotation": 133.88 },
|
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{ "name": "right arm", "parent": "right shoulder", "length": 36.74, "x": 37.6, "y": 0.31, "rotation": 36.32 },
|
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{ "name": "right hand", "parent": "right arm", "length": 15.32, "x": 36.9, "y": 0.34, "rotation": 2.35 },
|
||||
{ "name": "left lower leg", "parent": "left upper leg", "length": 49.89, "x": 56.34, "y": 0.98, "rotation": -16.65 },
|
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{ "name": "left shoulder", "parent": "torso", "length": 35.43, "x": 74.04, "y": -20.38, "rotation": -156.96 },
|
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{ "name": "neck", "parent": "torso", "length": 18.38, "x": 81.67, "y": -6.34, "rotation": -1.51 },
|
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{ "name": "right lower leg", "parent": "right upper leg", "length": 58.52, "x": 42.99, "y": -0.61, "rotation": -14.34 },
|
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{ "name": "right shoulder", "parent": "torso", "length": 37.24, "x": 76.02, "y": 18.14, "rotation": 133.88 },
|
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{ "name": "head", "parent": "neck", "length": 68.28, "x": 20.93, "y": 11.59, "rotation": -13.92 },
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{ "name": "left arm", "parent": "left shoulder", "length": 35.62, "x": 37.85, "y": -2.34, "rotation": 28.16 },
|
||||
{ "name": "left foot", "parent": "left lower leg", "length": 46.5, "x": 58.94, "y": -7.61, "rotation": 102.43 },
|
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{ "name": "right arm", "parent": "right shoulder", "length": 36.74, "x": 37.6, "y": 0.31, "rotation": 36.32 },
|
||||
{ "name": "right foot", "parent": "right lower leg", "length": 45.45, "x": 64.88, "y": 0.04, "rotation": 110.3 },
|
||||
{ "name": "left hand", "parent": "left arm", "length": 11.52, "x": 35.62, "y": 0.07, "rotation": 2.7 },
|
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{ "name": "pelvis", "parent": "hip", "x": 1.41, "y": -6.57 }
|
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{ "name": "right hand", "parent": "right arm", "length": 15.32, "x": 36.9, "y": 0.34, "rotation": 2.35 }
|
||||
],
|
||||
"slots": [
|
||||
{ "name": "left shoulder", "bone": "left shoulder", "attachment": "left shoulder" },
|
||||
{ "name": "left arm", "bone": "left arm", "attachment": "left arm" },
|
||||
{ "name": "left hand item", "bone": "left hand", "attachment": "spear" },
|
||||
{ "name": "left hand item", "bone": "left hand", "attachment": "dagger" },
|
||||
{ "name": "left hand", "bone": "left hand", "attachment": "left hand" },
|
||||
{ "name": "left foot", "bone": "left foot", "attachment": "left foot" },
|
||||
{ "name": "left lower leg", "bone": "left lower leg", "attachment": "left lower leg" },
|
||||
@ -45,11 +45,11 @@
|
||||
"skins": {
|
||||
"default": {
|
||||
"left hand item": {
|
||||
"dagger": { "x": 7.88, "y": -23.45, "rotation": 10.47, "width": 26, "height": 108 },
|
||||
"dagger": { "x": -35.5, "y": 3.85, "rotation": 10.47, "width": 156, "height": 238 },
|
||||
"spear": { "x": -4.55, "y": 39.2, "rotation": 13.04, "width": 22, "height": 368 }
|
||||
},
|
||||
"right hand item": {
|
||||
"dagger": { "x": 6.51, "y": -24.15, "rotation": -8.06, "width": 26, "height": 108 }
|
||||
"dagger": { "x": -21.57, "y": 15.8, "rotation": -8.06, "width": 156, "height": 238 }
|
||||
}
|
||||
},
|
||||
"goblin": {
|
||||
|
||||
@ -1,4 +1,2 @@
|
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fileFormatVersion: 2
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guid: 06f2130f3bf8d4f499a15c55bdcda650
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TextScriptImporter:
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userData:
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|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 149 KiB After Width: | Height: | Size: 148 KiB |
@ -19,7 +19,6 @@ TextureImporter:
|
||||
isReadable: 0
|
||||
grayScaleToAlpha: 0
|
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generateCubemap: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: -1
|
||||
maxTextureSize: 1024
|
||||
textureSettings:
|
||||
@ -32,4 +31,3 @@ TextureImporter:
|
||||
compressionQuality: 50
|
||||
textureType: -1
|
||||
buildTargetSettings: []
|
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userData:
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|
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@ -1,4 +1,2 @@
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fileFormatVersion: 2
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guid: a42989bcd9f91aa49a56dc67cf27b96a
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TextScriptImporter:
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userData:
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@ -1,4 +1,2 @@
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fileFormatVersion: 2
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guid: b84c2137744fea946bde0d5cd51e4e3d
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TextScriptImporter:
|
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userData:
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|
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@ -19,7 +19,6 @@ TextureImporter:
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isReadable: 0
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grayScaleToAlpha: 0
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generateCubemap: 0
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seamlessCubemap: 0
|
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textureFormat: -1
|
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maxTextureSize: 1024
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textureSettings:
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@ -32,4 +31,3 @@ TextureImporter:
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compressionQuality: 50
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textureType: -1
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||||
buildTargetSettings: []
|
||||
userData:
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||||
|
||||
@ -11,3 +11,7 @@ Note that you *must* delete the Unity 4 directory or Unity will crash.
|
||||
|
||||
1. Delete the "Assets/examples/Unity 4" directory.
|
||||
1. Open the "Assets/examples/Unity 3.5/spineboy.unity" scene.
|
||||
|
||||
# Notes
|
||||
|
||||
- Atlas images should use premultiplied alpha.
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user