Merge branch '3.6' into 3.7-beta

This commit is contained in:
badlogic 2017-07-04 10:33:27 +02:00
commit 6137da3eb2
18 changed files with 550 additions and 484 deletions

View File

@ -851,22 +851,35 @@ void _spDeformTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton,
slot->attachmentVerticesCapacity = vertexCount;
}
}
if (slot->attachmentVerticesCount != vertexCount && pose != SP_MIX_POSE_SETUP) alpha = 1; /* Don't mix from uninitialized slot vertices. */
slot->attachmentVerticesCount = vertexCount;
frameVertices = self->frameVertices;
vertices = slot->attachmentVertices;
if (time < frames[0]) { /* Time is before first frame. */
spVertexAttachment* vertexAttachment = SUB_CAST(spVertexAttachment, slot->attachment);
switch (pose) {
case SP_MIX_POSE_SETUP:
slot->attachmentVerticesCount = 0;
if (!vertexAttachment->bones) {
memcpy(vertices, vertexAttachment->vertices, vertexCount * sizeof(float));
} else {
for (i = 0; i < vertexCount; i++) vertices[i] = 0;
}
return;
case SP_MIX_POSE_CURRENT:
case SP_MIX_POSE_CURRENT_LAYERED: /* to appease compiler */
alpha = 1 - alpha;
for (i = 0; i < vertexCount; i++)
vertices[i] *= alpha;
if (alpha == 1) break;
if (!vertexAttachment->bones) {
float* setupVertices = vertexAttachment->vertices;
for (i = 0; i < vertexCount; i++) {
vertices[i] += (setupVertices[i] - vertices[i]) * alpha;
}
} else {
alpha = 1 - alpha;
for (i = 0; i < vertexCount; i++) {
vertices[i] *= alpha;
}
}
}
return;
}

View File

@ -99,8 +99,9 @@ namespace Spine.Unity.Editor {
skeletonDataAsset = property.serializedObject.targetObject as SkeletonDataAsset;
if (skeletonDataAsset == null) return;
}
position = EditorGUI.PrefixLabel(position, label);
var image = Icon;
var propertyStringValue = (property.hasMultipleDifferentValues) ? SpineInspectorUtility.EmDash : property.stringValue;
if (GUI.Button(position, string.IsNullOrEmpty(propertyStringValue) ? NoneLabel(image) : SpineInspectorUtility.TempContent(propertyStringValue, image), EditorStyles.popup))

View File

@ -79,7 +79,7 @@ namespace Spine.Unity {
/// <summary>
/// Initialize and instantiate the BoundingBoxFollower colliders. This is method checks if the BoundingBoxFollower has already been initialized for the skeleton instance and slotName and prevents overwriting unless it detects a new setup.</summary>
public void Initialize () {
public void Initialize (bool overwrite = false) {
if (skeletonRenderer == null)
return;
@ -89,7 +89,9 @@ namespace Spine.Unity {
return;
// Don't reinitialize if the setup did not change.
if (colliderTable.Count > 0 && slot != null // Slot is set and colliders already populated.
if (!overwrite
&&
colliderTable.Count > 0 && slot != null // Slot is set and colliders already populated.
&&
skeletonRenderer.skeleton == slot.Skeleton // Skeleton object did not change.
&&
@ -110,27 +112,10 @@ namespace Spine.Unity {
}
if (this.gameObject.activeInHierarchy) {
foreach (var skin in skeleton.Data.Skins) {
var attachmentNames = new List<string>();
skin.FindNamesForSlot(slotIndex, attachmentNames);
foreach (var skin in skeleton.Data.Skins)
AddSkin(skin, skeleton, slotIndex);
foreach (var skinKey in attachmentNames) {
var attachment = skin.GetAttachment(slotIndex, skinKey);
var boundingBoxAttachment = attachment as BoundingBoxAttachment;
if (BoundingBoxFollower.DebugMessages && attachment != null && boundingBoxAttachment == null)
Debug.Log("BoundingBoxFollower tried to follow a slot that contains non-boundingbox attachments: " + slotName);
if (boundingBoxAttachment != null) {
var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(boundingBoxAttachment, slot, gameObject, isTrigger);
bbCollider.enabled = false;
bbCollider.hideFlags = HideFlags.NotEditable;
bbCollider.isTrigger = IsTrigger;
colliderTable.Add(boundingBoxAttachment, bbCollider);
nameTable.Add(boundingBoxAttachment, skinKey);
}
}
}
AddSkin(skeleton.skin, skeleton, slotIndex);
}
if (BoundingBoxFollower.DebugMessages) {
@ -144,6 +129,28 @@ namespace Spine.Unity {
}
}
void AddSkin (Skin skin, Skeleton skeleton, int slotIndex) {
var attachmentNames = new List<string>();
skin.FindNamesForSlot(slotIndex, attachmentNames);
foreach (var skinKey in attachmentNames) {
var attachment = skin.GetAttachment(slotIndex, skinKey);
var boundingBoxAttachment = attachment as BoundingBoxAttachment;
if (BoundingBoxFollower.DebugMessages && attachment != null && boundingBoxAttachment == null)
Debug.Log("BoundingBoxFollower tried to follow a slot that contains non-boundingbox attachments: " + slotName);
if (boundingBoxAttachment != null) {
var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(boundingBoxAttachment, slot, gameObject, isTrigger);
bbCollider.enabled = false;
bbCollider.hideFlags = HideFlags.NotEditable;
bbCollider.isTrigger = IsTrigger;
colliderTable.Add(boundingBoxAttachment, bbCollider);
nameTable.Add(boundingBoxAttachment, skinKey);
}
}
}
void OnDisable () {
if (clearStateOnDisable)
ClearState();
@ -206,13 +213,23 @@ namespace Spine.Unity {
if (bbAttachment == null) {
currentCollider = null;
currentAttachment = null;
currentAttachmentName = null;
} else {
currentCollider = colliderTable[bbAttachment];
currentCollider.enabled = true;
PolygonCollider2D foundCollider;
colliderTable.TryGetValue(bbAttachment, out foundCollider);
if (foundCollider != null) {
currentCollider = foundCollider;
currentCollider.enabled = true;
currentAttachment = bbAttachment;
currentAttachmentName = nameTable[bbAttachment];
} else {
currentCollider = null;
currentAttachment = bbAttachment;
currentAttachmentName = null;
if (BoundingBoxFollower.DebugMessages) Debug.LogFormat("Collider for BoundingBoxAttachment named '{0}' was not initialized. It is possibly from a new skin. currentAttachmentName will be null. You may need to call BoundingBoxFollower.Initialize(overwrite: true);", bbAttachment.Name);
}
}
currentAttachment = bbAttachment;
currentAttachmentName = currentAttachment == null ? null : nameTable[bbAttachment];
}
}

View File

@ -1,410 +1,410 @@
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes 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 SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) 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.
*****************************************************************************/
// Contributed by: Mitch Thompson
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Spine.Unity.Modules {
[RequireComponent(typeof(SkeletonRenderer))]
public class SkeletonRagdoll2D : MonoBehaviour {
static Transform parentSpaceHelper;
#region Inspector
[Header("Hierarchy")]
[SpineBone]
public string startingBoneName = "";
[SpineBone]
public List<string> stopBoneNames = new List<string>();
[Header("Parameters")]
public bool applyOnStart;
[Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
public bool disableIK = true;
public bool disableOtherConstraints = false;
[Space]
[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
public bool pinStartBone;
public float gravityScale = 1;
[Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
public float thickness = 0.125f;
[Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
public float rotationLimit = 20;
public float rootMass = 20;
[Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
[Range(0.01f, 1f)]
public float massFalloffFactor = 0.4f;
[Tooltip("The layer assigned to all of the rigidbody parts.")]
[SkeletonRagdoll.LayerField]
public int colliderLayer = 0;
[Range(0, 1)]
public float mix = 1;
#endregion
ISkeletonAnimation targetSkeletonComponent;
Skeleton skeleton;
Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
Transform ragdollRoot;
public Rigidbody2D RootRigidbody { get; private set; }
public Bone StartingBone { get; private set; }
Vector2 rootOffset;
public Vector3 RootOffset { get { return this.rootOffset; } }
bool isActive;
public bool IsActive { get { return this.isActive; } }
IEnumerator Start () {
if (parentSpaceHelper == null) {
parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
}
targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
skeleton = targetSkeletonComponent.Skeleton;
if (applyOnStart) {
yield return null;
Apply();
}
}
#region API
public Rigidbody2D[] RigidbodyArray {
get {
if (!isActive)
return new Rigidbody2D[0];
var rigidBodies = new Rigidbody2D[boneTable.Count];
int i = 0;
foreach (Transform t in boneTable.Values) {
rigidBodies[i] = t.GetComponent<Rigidbody2D>();
i++;
}
return rigidBodies;
}
}
public Vector3 EstimatedSkeletonPosition {
get { return this.RootRigidbody.position - rootOffset; }
}
/// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
public void Apply () {
isActive = true;
mix = 1;
Bone startingBone = this.StartingBone = skeleton.FindBone(startingBoneName);
RecursivelyCreateBoneProxies(startingBone);
RootRigidbody = boneTable[startingBone].GetComponent<Rigidbody2D>();
RootRigidbody.isKinematic = pinStartBone;
RootRigidbody.mass = rootMass;
var boneColliders = new List<Collider2D>();
foreach (var pair in boneTable) {
var b = pair.Key;
var t = pair.Value;
Transform parentTransform;
boneColliders.Add(t.GetComponent<Collider2D>());
if (b == startingBone) {
ragdollRoot = new GameObject("RagdollRoot").transform;
ragdollRoot.SetParent(transform, false);
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root.
ragdollRoot.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b));
} else {
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
}
parentTransform = ragdollRoot;
rootOffset = t.position - transform.position;
} else {
parentTransform = boneTable[b.Parent];
}
// Add joint and attach to parent.
var rbParent = parentTransform.GetComponent<Rigidbody2D>();
if (rbParent != null) {
var joint = t.gameObject.AddComponent<HingeJoint2D>();
joint.connectedBody = rbParent;
Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
joint.connectedAnchor = localPos;
joint.GetComponent<Rigidbody2D>().mass = joint.connectedBody.mass * massFalloffFactor;
joint.limits = new JointAngleLimits2D {
min = -rotationLimit,
max = rotationLimit
};
joint.useLimits = true;
}
}
// Ignore collisions among bones.
for (int x = 0; x < boneColliders.Count; x++) {
for (int y = 0; y < boneColliders.Count; y++) {
if (x == y) continue;
Physics2D.IgnoreCollision(boneColliders[x], boneColliders[y]);
}
}
// Destroy existing override-mode SkeletonUtility bones.
var utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
if (utilityBones.Length > 0) {
var destroyedUtilityBoneNames = new List<string>();
foreach (var ub in utilityBones) {
if (ub.mode == SkeletonUtilityBone.Mode.Override) {
destroyedUtilityBoneNames.Add(ub.gameObject.name);
Destroy(ub.gameObject);
}
}
if (destroyedUtilityBoneNames.Count > 0) {
string msg = "Destroyed Utility Bones: ";
for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
msg += destroyedUtilityBoneNames[i];
if (i != destroyedUtilityBoneNames.Count - 1) {
msg += ",";
}
}
Debug.LogWarning(msg);
}
}
// Disable skeleton constraints.
if (disableIK) {
var ikConstraints = skeleton.IkConstraints;
for (int i = 0, n = ikConstraints.Count; i < n; i++)
ikConstraints.Items[i].mix = 0;
}
if (disableOtherConstraints) {
var transformConstraints = skeleton.transformConstraints;
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
transformConstraints.Items[i].rotateMix = 0;
transformConstraints.Items[i].scaleMix = 0;
transformConstraints.Items[i].shearMix = 0;
transformConstraints.Items[i].translateMix = 0;
}
var pathConstraints = skeleton.pathConstraints;
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
pathConstraints.Items[i].rotateMix = 0;
pathConstraints.Items[i].translateMix = 0;
}
}
targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
}
/// <summary>Transitions the mix value from the current value to a target value.</summary>
public Coroutine SmoothMix (float target, float duration) {
return StartCoroutine(SmoothMixCoroutine(target, duration));
}
IEnumerator SmoothMixCoroutine (float target, float duration) {
float startTime = Time.time;
float startMix = mix;
while (mix > 0) {
skeleton.SetBonesToSetupPose();
mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
yield return null;
}
}
/// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
public void SetSkeletonPosition (Vector3 worldPosition) {
if (!isActive) {
Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
return;
}
Vector3 offset = worldPosition - transform.position;
transform.position = worldPosition;
foreach (Transform t in boneTable.Values)
t.position -= offset;
UpdateSpineSkeleton(null);
skeleton.UpdateWorldTransform();
}
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
public void Remove () {
isActive = false;
foreach (var t in boneTable.Values)
Destroy(t.gameObject);
Destroy(ragdollRoot.gameObject);
boneTable.Clear();
targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
}
public Rigidbody2D GetRigidbody (string boneName) {
var bone = skeleton.FindBone(boneName);
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody2D>() : null;
}
#endregion
/// <summary>Generates the ragdoll simulation's Transform and joint setup.</summary>
void RecursivelyCreateBoneProxies (Bone b) {
string boneName = b.data.name;
if (stopBoneNames.Contains(boneName))
return;
var boneGameObject = new GameObject(boneName);
boneGameObject.layer = this.colliderLayer;
Transform t = boneGameObject.transform;
boneTable.Add(b, t);
t.parent = transform;
t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.shearX);
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 0);
// MITCH: You left "todo: proper ragdoll branching"
var colliders = AttachBoundingBoxRagdollColliders(b, boneGameObject, skeleton, this.gravityScale);
if (colliders.Count == 0) {
float length = b.data.length;
if (length == 0) {
var circle = boneGameObject.AddComponent<CircleCollider2D>();
circle.radius = thickness * 0.5f;
} else {
var box = boneGameObject.AddComponent<BoxCollider2D>();
box.size = new Vector2(length, thickness);
box.offset = new Vector2(length * 0.5f, 0); // box.center in UNITY_4
}
}
var rb = boneGameObject.GetComponent<Rigidbody2D>();
if (rb == null) rb = boneGameObject.AddComponent<Rigidbody2D>();
rb.gravityScale = this.gravityScale;
foreach (Bone child in b.Children)
RecursivelyCreateBoneProxies(child);
}
/// <summary>Performed every skeleton animation update to translate Unity Transforms positions into Spine bone transforms.</summary>
void UpdateSpineSkeleton (ISkeletonAnimation animatedSkeleton) {
bool flipX = skeleton.flipX;
bool flipY = skeleton.flipY;
bool flipXOR = flipX ^ flipY;
bool flipOR = flipX || flipY;
var startingBone = this.StartingBone;
foreach (var pair in boneTable) {
var b = pair.Key;
var t = pair.Value;
bool isStartingBone = (b == startingBone);
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[b.Parent];
Vector3 parentTransformWorldPosition = parentTransform.position;
Quaternion parentTransformWorldRotation = parentTransform.rotation;
parentSpaceHelper.position = parentTransformWorldPosition;
parentSpaceHelper.rotation = parentTransformWorldRotation;
parentSpaceHelper.localScale = parentTransform.localScale;
Vector3 boneWorldPosition = t.position;
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
if (flipOR) {
if (isStartingBone) {
if (flipX) boneLocalPosition.x *= -1f;
if (flipY) boneLocalPosition.y *= -1f;
boneLocalRotation = boneLocalRotation * (flipXOR ? -1f : 1f);
if (flipX) boneLocalRotation += 180;
} else {
if (flipXOR) {
boneLocalRotation *= -1f;
boneLocalPosition.y *= -1f; // wtf??
}
}
}
b.x = Mathf.Lerp(b.x, boneLocalPosition.x, mix);
b.y = Mathf.Lerp(b.y, boneLocalPosition.y, mix);
b.rotation = Mathf.Lerp(b.rotation, boneLocalRotation, mix);
//b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
}
}
static List<Collider2D> AttachBoundingBoxRagdollColliders (Bone b, GameObject go, Skeleton skeleton, float gravityScale) {
const string AttachmentNameMarker = "ragdoll";
var colliders = new List<Collider2D>();
var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
var attachments = new List<Attachment>();
foreach (Slot s in skeleton.Slots) {
if (s.bone == b) {
skin.FindAttachmentsForSlot(skeleton.Slots.IndexOf(s), attachments);
foreach (var a in attachments) {
var bbAttachment = a as BoundingBoxAttachment;
if (bbAttachment != null) {
if (!a.Name.ToLower().Contains(AttachmentNameMarker))
continue;
var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(bbAttachment, s, go, isTrigger: false, isKinematic: false, gravityScale: gravityScale);
colliders.Add(bbCollider);
}
}
}
}
return colliders;
}
static float GetPropagatedRotation (Bone b) {
Bone parent = b.Parent;
float a = b.AppliedRotation;
while (parent != null) {
a += parent.AppliedRotation;
parent = parent.parent;
}
return a;
}
static Vector3 FlipScale (bool flipX, bool flipY) {
return new Vector3(flipX ? -1f : 1f, flipY ? -1f : 1f, 1f);
}
#if UNITY_EDITOR
void OnDrawGizmosSelected () {
if (isActive) {
Gizmos.DrawWireSphere(transform.position, thickness * 1.2f);
Vector3 newTransformPos = RootRigidbody.position - rootOffset;
Gizmos.DrawLine(transform.position, newTransformPos);
Gizmos.DrawWireSphere(newTransformPos, thickness * 1.2f);
}
}
#endif
}
}
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes 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 SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) 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.
*****************************************************************************/
// Contributed by: Mitch Thompson
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Spine.Unity.Modules {
[RequireComponent(typeof(SkeletonRenderer))]
public class SkeletonRagdoll2D : MonoBehaviour {
static Transform parentSpaceHelper;
#region Inspector
[Header("Hierarchy")]
[SpineBone]
public string startingBoneName = "";
[SpineBone]
public List<string> stopBoneNames = new List<string>();
[Header("Parameters")]
public bool applyOnStart;
[Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
public bool disableIK = true;
public bool disableOtherConstraints = false;
[Space]
[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
public bool pinStartBone;
public float gravityScale = 1;
[Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
public float thickness = 0.125f;
[Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
public float rotationLimit = 20;
public float rootMass = 20;
[Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
[Range(0.01f, 1f)]
public float massFalloffFactor = 0.4f;
[Tooltip("The layer assigned to all of the rigidbody parts.")]
[SkeletonRagdoll.LayerField]
public int colliderLayer = 0;
[Range(0, 1)]
public float mix = 1;
#endregion
ISkeletonAnimation targetSkeletonComponent;
Skeleton skeleton;
Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
Transform ragdollRoot;
public Rigidbody2D RootRigidbody { get; private set; }
public Bone StartingBone { get; private set; }
Vector2 rootOffset;
public Vector3 RootOffset { get { return this.rootOffset; } }
bool isActive;
public bool IsActive { get { return this.isActive; } }
IEnumerator Start () {
if (parentSpaceHelper == null) {
parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
}
targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
skeleton = targetSkeletonComponent.Skeleton;
if (applyOnStart) {
yield return null;
Apply();
}
}
#region API
public Rigidbody2D[] RigidbodyArray {
get {
if (!isActive)
return new Rigidbody2D[0];
var rigidBodies = new Rigidbody2D[boneTable.Count];
int i = 0;
foreach (Transform t in boneTable.Values) {
rigidBodies[i] = t.GetComponent<Rigidbody2D>();
i++;
}
return rigidBodies;
}
}
public Vector3 EstimatedSkeletonPosition {
get { return this.RootRigidbody.position - rootOffset; }
}
/// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
public void Apply () {
isActive = true;
mix = 1;
Bone startingBone = this.StartingBone = skeleton.FindBone(startingBoneName);
RecursivelyCreateBoneProxies(startingBone);
RootRigidbody = boneTable[startingBone].GetComponent<Rigidbody2D>();
RootRigidbody.isKinematic = pinStartBone;
RootRigidbody.mass = rootMass;
var boneColliders = new List<Collider2D>();
foreach (var pair in boneTable) {
var b = pair.Key;
var t = pair.Value;
Transform parentTransform;
boneColliders.Add(t.GetComponent<Collider2D>());
if (b == startingBone) {
ragdollRoot = new GameObject("RagdollRoot").transform;
ragdollRoot.SetParent(transform, false);
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root.
ragdollRoot.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b));
} else {
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
}
parentTransform = ragdollRoot;
rootOffset = t.position - transform.position;
} else {
parentTransform = boneTable[b.Parent];
}
// Add joint and attach to parent.
var rbParent = parentTransform.GetComponent<Rigidbody2D>();
if (rbParent != null) {
var joint = t.gameObject.AddComponent<HingeJoint2D>();
joint.connectedBody = rbParent;
Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
joint.connectedAnchor = localPos;
joint.GetComponent<Rigidbody2D>().mass = joint.connectedBody.mass * massFalloffFactor;
joint.limits = new JointAngleLimits2D {
min = -rotationLimit,
max = rotationLimit
};
joint.useLimits = true;
}
}
// Ignore collisions among bones.
for (int x = 0; x < boneColliders.Count; x++) {
for (int y = 0; y < boneColliders.Count; y++) {
if (x == y) continue;
Physics2D.IgnoreCollision(boneColliders[x], boneColliders[y]);
}
}
// Destroy existing override-mode SkeletonUtility bones.
var utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
if (utilityBones.Length > 0) {
var destroyedUtilityBoneNames = new List<string>();
foreach (var ub in utilityBones) {
if (ub.mode == SkeletonUtilityBone.Mode.Override) {
destroyedUtilityBoneNames.Add(ub.gameObject.name);
Destroy(ub.gameObject);
}
}
if (destroyedUtilityBoneNames.Count > 0) {
string msg = "Destroyed Utility Bones: ";
for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
msg += destroyedUtilityBoneNames[i];
if (i != destroyedUtilityBoneNames.Count - 1) {
msg += ",";
}
}
Debug.LogWarning(msg);
}
}
// Disable skeleton constraints.
if (disableIK) {
var ikConstraints = skeleton.IkConstraints;
for (int i = 0, n = ikConstraints.Count; i < n; i++)
ikConstraints.Items[i].mix = 0;
}
if (disableOtherConstraints) {
var transformConstraints = skeleton.transformConstraints;
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
transformConstraints.Items[i].rotateMix = 0;
transformConstraints.Items[i].scaleMix = 0;
transformConstraints.Items[i].shearMix = 0;
transformConstraints.Items[i].translateMix = 0;
}
var pathConstraints = skeleton.pathConstraints;
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
pathConstraints.Items[i].rotateMix = 0;
pathConstraints.Items[i].translateMix = 0;
}
}
targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
}
/// <summary>Transitions the mix value from the current value to a target value.</summary>
public Coroutine SmoothMix (float target, float duration) {
return StartCoroutine(SmoothMixCoroutine(target, duration));
}
IEnumerator SmoothMixCoroutine (float target, float duration) {
float startTime = Time.time;
float startMix = mix;
while (mix > 0) {
skeleton.SetBonesToSetupPose();
mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
yield return null;
}
}
/// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
public void SetSkeletonPosition (Vector3 worldPosition) {
if (!isActive) {
Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
return;
}
Vector3 offset = worldPosition - transform.position;
transform.position = worldPosition;
foreach (Transform t in boneTable.Values)
t.position -= offset;
UpdateSpineSkeleton(null);
skeleton.UpdateWorldTransform();
}
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
public void Remove () {
isActive = false;
foreach (var t in boneTable.Values)
Destroy(t.gameObject);
Destroy(ragdollRoot.gameObject);
boneTable.Clear();
targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
}
public Rigidbody2D GetRigidbody (string boneName) {
var bone = skeleton.FindBone(boneName);
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody2D>() : null;
}
#endregion
/// <summary>Generates the ragdoll simulation's Transform and joint setup.</summary>
void RecursivelyCreateBoneProxies (Bone b) {
string boneName = b.data.name;
if (stopBoneNames.Contains(boneName))
return;
var boneGameObject = new GameObject(boneName);
boneGameObject.layer = this.colliderLayer;
Transform t = boneGameObject.transform;
boneTable.Add(b, t);
t.parent = transform;
t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.shearX);
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 0);
// MITCH: You left "todo: proper ragdoll branching"
var colliders = AttachBoundingBoxRagdollColliders(b, boneGameObject, skeleton, this.gravityScale);
if (colliders.Count == 0) {
float length = b.data.length;
if (length == 0) {
var circle = boneGameObject.AddComponent<CircleCollider2D>();
circle.radius = thickness * 0.5f;
} else {
var box = boneGameObject.AddComponent<BoxCollider2D>();
box.size = new Vector2(length, thickness);
box.offset = new Vector2(length * 0.5f, 0); // box.center in UNITY_4
}
}
var rb = boneGameObject.GetComponent<Rigidbody2D>();
if (rb == null) rb = boneGameObject.AddComponent<Rigidbody2D>();
rb.gravityScale = this.gravityScale;
foreach (Bone child in b.Children)
RecursivelyCreateBoneProxies(child);
}
/// <summary>Performed every skeleton animation update to translate Unity Transforms positions into Spine bone transforms.</summary>
void UpdateSpineSkeleton (ISkeletonAnimation animatedSkeleton) {
bool flipX = skeleton.flipX;
bool flipY = skeleton.flipY;
bool flipXOR = flipX ^ flipY;
bool flipOR = flipX || flipY;
var startingBone = this.StartingBone;
foreach (var pair in boneTable) {
var b = pair.Key;
var t = pair.Value;
bool isStartingBone = (b == startingBone);
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[b.Parent];
Vector3 parentTransformWorldPosition = parentTransform.position;
Quaternion parentTransformWorldRotation = parentTransform.rotation;
parentSpaceHelper.position = parentTransformWorldPosition;
parentSpaceHelper.rotation = parentTransformWorldRotation;
parentSpaceHelper.localScale = parentTransform.localScale;
Vector3 boneWorldPosition = t.position;
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
if (flipOR) {
if (isStartingBone) {
if (flipX) boneLocalPosition.x *= -1f;
if (flipY) boneLocalPosition.y *= -1f;
boneLocalRotation = boneLocalRotation * (flipXOR ? -1f : 1f);
if (flipX) boneLocalRotation += 180;
} else {
if (flipXOR) {
boneLocalRotation *= -1f;
boneLocalPosition.y *= -1f; // wtf??
}
}
}
b.x = Mathf.Lerp(b.x, boneLocalPosition.x, mix);
b.y = Mathf.Lerp(b.y, boneLocalPosition.y, mix);
b.rotation = Mathf.Lerp(b.rotation, boneLocalRotation, mix);
//b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
}
}
static List<Collider2D> AttachBoundingBoxRagdollColliders (Bone b, GameObject go, Skeleton skeleton, float gravityScale) {
const string AttachmentNameMarker = "ragdoll";
var colliders = new List<Collider2D>();
var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
var attachments = new List<Attachment>();
foreach (Slot s in skeleton.Slots) {
if (s.bone == b) {
skin.FindAttachmentsForSlot(skeleton.Slots.IndexOf(s), attachments);
foreach (var a in attachments) {
var bbAttachment = a as BoundingBoxAttachment;
if (bbAttachment != null) {
if (!a.Name.ToLower().Contains(AttachmentNameMarker))
continue;
var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(bbAttachment, s, go, isTrigger: false, isKinematic: false, gravityScale: gravityScale);
colliders.Add(bbCollider);
}
}
}
}
return colliders;
}
static float GetPropagatedRotation (Bone b) {
Bone parent = b.Parent;
float a = b.AppliedRotation;
while (parent != null) {
a += parent.AppliedRotation;
parent = parent.parent;
}
return a;
}
static Vector3 FlipScale (bool flipX, bool flipY) {
return new Vector3(flipX ? -1f : 1f, flipY ? -1f : 1f, 1f);
}
#if UNITY_EDITOR
void OnDrawGizmosSelected () {
if (isActive) {
Gizmos.DrawWireSphere(transform.position, thickness * 1.2f);
Vector3 newTransformPos = RootRigidbody.position - rootOffset;
Gizmos.DrawLine(transform.position, newTransformPos);
Gizmos.DrawWireSphere(newTransformPos, thickness * 1.2f);
}
}
#endif
}
}

View File

@ -26,7 +26,7 @@ struct VertexInput
#if defined(_NORMALMAP)
float4 tangent : TANGENT;
#endif // _NORMALMAP
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
////////////////////////////////////////

View File

@ -12,7 +12,7 @@ struct VertexInput
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
fixed4 color : COLOR;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput

View File

@ -286,7 +286,7 @@ struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@ -327,7 +327,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@ -370,7 +370,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;

View File

@ -283,7 +283,7 @@ struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@ -324,7 +324,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@ -367,7 +367,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;

View File

@ -286,7 +286,7 @@ struct appdata {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@ -327,7 +327,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;
@ -370,7 +370,7 @@ struct appdata {
float3 normal : NORMAL;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_INSTANCE_ID
UNITY_VERTEX_INPUT_INSTANCE_ID
};
v2f vert( appdata v ) {
v2f o;

View File

@ -1,5 +1,3 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
#ifndef SHADER_SHARED_INCLUDED
#define SHADER_SHARED_INCLUDED

View File

@ -1,5 +1,3 @@
// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID'
Shader "Hidden/Internal-SpriteDepthNormalsTexture" {
// Use this shader to render a DepthNormals texture for a camera with correct sprite normals (using camera.RenderWithShader)

View File

@ -323,8 +323,8 @@ VertexOutput vert(VertexInput input)
output.pos = calculateLocalPos(input.vertex);
output.color = calculateVertexColor(input.color);
output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
float3 viewPos = mul(UNITY_MATRIX_MV, input.vertex);
float3 viewPos = UnityObjectToViewPos(input.vertex);
#if defined(PER_PIXEL_LIGHTING)

View File

@ -15,6 +15,8 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
@ -50,9 +52,11 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
fixed4 _Color;
fixed4 _Black;
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct VertexInput {
float4 vertex : POSITION;
@ -60,6 +64,7 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
float2 texcoord : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
@ -68,17 +73,24 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
half2 texcoord : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
float4 worldPosition : TEXCOORD3;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _Black;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
VertexOutput vert (VertexInput IN) {
VertexOutput OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
#endif
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
OUT.uv1 = IN.uv1;
@ -90,8 +102,14 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
fixed4 frag (VertexOutput IN) : SV_Target
{
float4 texColor = tex2D(_MainTex, IN.texcoord);
//clip(color.a - 0.01);
half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
texColor.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (texColor.a - 0.001);
#endif
return (texColor * IN.color) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r))), 0);
}
ENDCG

View File

@ -1,4 +1,4 @@
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking.
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
{
@ -14,6 +14,8 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
@ -49,25 +51,40 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
fixed4 _Color;
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct VertexInput {
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput {
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
VertexOutput vert (VertexInput IN) {
VertexOutput OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
@ -82,8 +99,14 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
fixed4 frag (VertexOutput IN) : SV_Target
{
half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
//clip(color.a - 0.01);
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG

View File

@ -1,5 +1,3 @@
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Hidden/Spine/Bones" {
Properties {
_Color ("Color", Color) = (0.5,0.5,0.5,0.5)

View File

@ -126,7 +126,7 @@ namespace Spine.Unity {
}
#endregion
protected override void ClearState () {
public override void ClearState () {
base.ClearState();
if (state != null) state.ClearTracks();
}

View File

@ -149,7 +149,7 @@ namespace Spine.Unity {
rendererBuffers.Dispose();
}
protected virtual void ClearState () {
public virtual void ClearState () {
meshFilter.sharedMesh = null;
currentInstructions.Clear();
if (skeleton != null) skeleton.SetToSetupPose();

View File

@ -38,7 +38,7 @@ namespace Spine.Unity {
[RequireComponent(typeof(ISkeletonAnimation))]
[ExecuteInEditMode]
public class SkeletonUtility : MonoBehaviour {
#region BoundingBoxAttachment
public static PolygonCollider2D AddBoundingBoxGameObject (Skeleton skeleton, string skinName, string slotName, string attachmentName, Transform parent, bool isTrigger = true) {
Skin skin = string.IsNullOrEmpty(skinName) ? skeleton.data.defaultSkin : skeleton.data.FindSkin(skinName);
@ -225,7 +225,7 @@ namespace Spine.Unity {
var ikConstraints = skeleton.IkConstraints;
for (int i = 0, n = ikConstraints.Count; i < n; i++)
constraintTargets.Add(ikConstraints.Items[i].target);
var transformConstraints = skeleton.TransformConstraints;
for (int i = 0, n = transformConstraints.Count; i < n; i++)
constraintTargets.Add(transformConstraints.Items[i].target);
@ -246,7 +246,7 @@ namespace Spine.Unity {
if (hasTransformBones || hasUtilityConstraints)
skeletonAnimation.UpdateWorld += UpdateWorld;
if (hasUtilityConstraints)
skeletonAnimation.UpdateComplete += UpdateComplete;
}
@ -283,7 +283,7 @@ namespace Spine.Unity {
void UpdateAllBones () {
if (boneRoot == null)
CollectBones();
var utilityBones = this.utilityBones;
if (utilityBones == null) return;
for (int i = 0, n = utilityBones.Count; i < n; i++)