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[unity] Adjusted example scripts to renamed MixAttachmentThreshold changes (see commit 1c16ea33).
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@ -144,10 +144,10 @@ namespace Spine.Unity.Examples {
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trackEntry.MixDuration = control.mixDuration;
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trackEntry.MixDuration = control.mixDuration;
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if (useOverrideAttachmentThreshold)
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if (useOverrideAttachmentThreshold)
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trackEntry.AttachmentThreshold = attachmentThreshold;
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trackEntry.MixAttachmentThreshold = attachmentThreshold;
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if (useOverrideDrawOrderThreshold)
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if (useOverrideDrawOrderThreshold)
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trackEntry.DrawOrderThreshold = drawOrderThreshold;
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trackEntry.MixDrawOrderThreshold = drawOrderThreshold;
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}
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}
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// Don't parse more than one animation per track.
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// Don't parse more than one animation per track.
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@ -124,13 +124,13 @@ namespace Spine.Unity.Examples {
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public void PlayShoot () {
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public void PlayShoot () {
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// Play the shoot animation on track 1.
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// Play the shoot animation on track 1.
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TrackEntry shootTrack = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
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TrackEntry shootTrack = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
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shootTrack.AttachmentThreshold = 1f;
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shootTrack.MixAttachmentThreshold = 1f;
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shootTrack.MixDuration = 0f;
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shootTrack.MixDuration = 0f;
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skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
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skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
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// Play the aim animation on track 2 to aim at the mouse target.
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// Play the aim animation on track 2 to aim at the mouse target.
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TrackEntry aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, false);
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TrackEntry aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, false);
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aimTrack.AttachmentThreshold = 1f;
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aimTrack.MixAttachmentThreshold = 1f;
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aimTrack.MixDuration = 0f;
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aimTrack.MixDuration = 0f;
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skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
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skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
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@ -143,7 +143,7 @@ namespace Spine.Unity.Examples {
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public void StartPlayingAim () {
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public void StartPlayingAim () {
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// Play the aim animation on track 2 to aim at the mouse target.
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// Play the aim animation on track 2 to aim at the mouse target.
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TrackEntry aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, true);
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TrackEntry aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, true);
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aimTrack.AttachmentThreshold = 1f;
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aimTrack.MixAttachmentThreshold = 1f;
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aimTrack.MixDuration = 0f;
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aimTrack.MixDuration = 0f;
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}
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}
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@ -124,13 +124,13 @@ namespace Spine.Unity.Examples {
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public void PlayShoot () {
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public void PlayShoot () {
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// Play the shoot animation on track 1.
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// Play the shoot animation on track 1.
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TrackEntry shootTrack = skeletonGraphic.AnimationState.SetAnimation(1, shoot, false);
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TrackEntry shootTrack = skeletonGraphic.AnimationState.SetAnimation(1, shoot, false);
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shootTrack.AttachmentThreshold = 1f;
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shootTrack.MixAttachmentThreshold = 1f;
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shootTrack.MixDuration = 0f;
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shootTrack.MixDuration = 0f;
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skeletonGraphic.AnimationState.AddEmptyAnimation(1, 0.5f, 0.1f);
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skeletonGraphic.AnimationState.AddEmptyAnimation(1, 0.5f, 0.1f);
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// Play the aim animation on track 2 to aim at the mouse target.
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// Play the aim animation on track 2 to aim at the mouse target.
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TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, false);
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TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, false);
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aimTrack.AttachmentThreshold = 1f;
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aimTrack.MixAttachmentThreshold = 1f;
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aimTrack.MixDuration = 0f;
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aimTrack.MixDuration = 0f;
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skeletonGraphic.AnimationState.AddEmptyAnimation(2, 0.5f, 0.1f);
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skeletonGraphic.AnimationState.AddEmptyAnimation(2, 0.5f, 0.1f);
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@ -143,7 +143,7 @@ namespace Spine.Unity.Examples {
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public void StartPlayingAim () {
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public void StartPlayingAim () {
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// Play the aim animation on track 2 to aim at the mouse target.
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// Play the aim animation on track 2 to aim at the mouse target.
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TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, true);
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TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, true);
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aimTrack.AttachmentThreshold = 1f;
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aimTrack.MixAttachmentThreshold = 1f;
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aimTrack.MixDuration = 0f;
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aimTrack.MixDuration = 0f;
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}
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}
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@ -218,14 +218,14 @@ namespace Spine.Unity.Playables {
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float clipSpeed = (float)clipPlayable.GetSpeed();
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float clipSpeed = (float)clipPlayable.GetSpeed();
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trackEntry.EventThreshold = clipData.eventThreshold;
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trackEntry.EventThreshold = clipData.eventThreshold;
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trackEntry.DrawOrderThreshold = clipData.drawOrderThreshold;
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trackEntry.MixDrawOrderThreshold = clipData.drawOrderThreshold;
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#if SPEED_INCLUDED_IN_CLIP_TIME
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#if SPEED_INCLUDED_IN_CLIP_TIME
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trackEntry.TrackTime = (float)clipPlayable.GetTime();
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trackEntry.TrackTime = (float)clipPlayable.GetTime();
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#else
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#else
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trackEntry.TrackTime = (float)clipPlayable.GetTime() * rootPlayableSpeed * clipSpeed;
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trackEntry.TrackTime = (float)clipPlayable.GetTime() * rootPlayableSpeed * clipSpeed;
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#endif
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#endif
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trackEntry.TimeScale = clipSpeed * rootPlayableSpeed;
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trackEntry.TimeScale = clipSpeed * rootPlayableSpeed;
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trackEntry.AttachmentThreshold = clipData.attachmentThreshold;
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trackEntry.MixAttachmentThreshold = clipData.attachmentThreshold;
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trackEntry.HoldPrevious = clipData.holdPrevious;
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trackEntry.HoldPrevious = clipData.holdPrevious;
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trackEntry.Alpha = clipData.alpha;
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trackEntry.Alpha = clipData.alpha;
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