mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
Merge branch '3.6' into 3.7-beta
This commit is contained in:
commit
6137da3eb2
@ -851,22 +851,35 @@ void _spDeformTimeline_apply (const spTimeline* timeline, spSkeleton* skeleton,
|
|||||||
slot->attachmentVerticesCapacity = vertexCount;
|
slot->attachmentVerticesCapacity = vertexCount;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (slot->attachmentVerticesCount != vertexCount && pose != SP_MIX_POSE_SETUP) alpha = 1; /* Don't mix from uninitialized slot vertices. */
|
|
||||||
slot->attachmentVerticesCount = vertexCount;
|
slot->attachmentVerticesCount = vertexCount;
|
||||||
|
|
||||||
frameVertices = self->frameVertices;
|
frameVertices = self->frameVertices;
|
||||||
vertices = slot->attachmentVertices;
|
vertices = slot->attachmentVertices;
|
||||||
|
|
||||||
if (time < frames[0]) { /* Time is before first frame. */
|
if (time < frames[0]) { /* Time is before first frame. */
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||||||
|
spVertexAttachment* vertexAttachment = SUB_CAST(spVertexAttachment, slot->attachment);
|
||||||
switch (pose) {
|
switch (pose) {
|
||||||
case SP_MIX_POSE_SETUP:
|
case SP_MIX_POSE_SETUP:
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||||||
slot->attachmentVerticesCount = 0;
|
if (!vertexAttachment->bones) {
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|
memcpy(vertices, vertexAttachment->vertices, vertexCount * sizeof(float));
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||||||
|
} else {
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||||||
|
for (i = 0; i < vertexCount; i++) vertices[i] = 0;
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||||||
|
}
|
||||||
return;
|
return;
|
||||||
case SP_MIX_POSE_CURRENT:
|
case SP_MIX_POSE_CURRENT:
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||||||
case SP_MIX_POSE_CURRENT_LAYERED: /* to appease compiler */
|
case SP_MIX_POSE_CURRENT_LAYERED: /* to appease compiler */
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||||||
alpha = 1 - alpha;
|
if (alpha == 1) break;
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||||||
for (i = 0; i < vertexCount; i++)
|
if (!vertexAttachment->bones) {
|
||||||
vertices[i] *= alpha;
|
float* setupVertices = vertexAttachment->vertices;
|
||||||
|
for (i = 0; i < vertexCount; i++) {
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||||||
|
vertices[i] += (setupVertices[i] - vertices[i]) * alpha;
|
||||||
|
}
|
||||||
|
} else {
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||||||
|
alpha = 1 - alpha;
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||||||
|
for (i = 0; i < vertexCount; i++) {
|
||||||
|
vertices[i] *= alpha;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
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||||||
return;
|
return;
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||||||
}
|
}
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||||||
|
|||||||
@ -99,8 +99,9 @@ namespace Spine.Unity.Editor {
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skeletonDataAsset = property.serializedObject.targetObject as SkeletonDataAsset;
|
skeletonDataAsset = property.serializedObject.targetObject as SkeletonDataAsset;
|
||||||
if (skeletonDataAsset == null) return;
|
if (skeletonDataAsset == null) return;
|
||||||
}
|
}
|
||||||
|
|
||||||
position = EditorGUI.PrefixLabel(position, label);
|
position = EditorGUI.PrefixLabel(position, label);
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||||||
|
|
||||||
var image = Icon;
|
var image = Icon;
|
||||||
var propertyStringValue = (property.hasMultipleDifferentValues) ? SpineInspectorUtility.EmDash : property.stringValue;
|
var propertyStringValue = (property.hasMultipleDifferentValues) ? SpineInspectorUtility.EmDash : property.stringValue;
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||||||
if (GUI.Button(position, string.IsNullOrEmpty(propertyStringValue) ? NoneLabel(image) : SpineInspectorUtility.TempContent(propertyStringValue, image), EditorStyles.popup))
|
if (GUI.Button(position, string.IsNullOrEmpty(propertyStringValue) ? NoneLabel(image) : SpineInspectorUtility.TempContent(propertyStringValue, image), EditorStyles.popup))
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||||||
|
|||||||
@ -79,7 +79,7 @@ namespace Spine.Unity {
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|||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
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/// 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>
|
/// 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)
|
if (skeletonRenderer == null)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
@ -89,7 +89,9 @@ namespace Spine.Unity {
|
|||||||
return;
|
return;
|
||||||
|
|
||||||
// Don't reinitialize if the setup did not change.
|
// 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.
|
skeletonRenderer.skeleton == slot.Skeleton // Skeleton object did not change.
|
||||||
&&
|
&&
|
||||||
@ -110,27 +112,10 @@ namespace Spine.Unity {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (this.gameObject.activeInHierarchy) {
|
if (this.gameObject.activeInHierarchy) {
|
||||||
foreach (var skin in skeleton.Data.Skins) {
|
foreach (var skin in skeleton.Data.Skins)
|
||||||
var attachmentNames = new List<string>();
|
AddSkin(skin, skeleton, slotIndex);
|
||||||
skin.FindNamesForSlot(slotIndex, attachmentNames);
|
|
||||||
|
|
||||||
foreach (var skinKey in attachmentNames) {
|
AddSkin(skeleton.skin, skeleton, slotIndex);
|
||||||
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;
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|
||||||
colliderTable.Add(boundingBoxAttachment, bbCollider);
|
|
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nameTable.Add(boundingBoxAttachment, skinKey);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
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||||||
|
|
||||||
if (BoundingBoxFollower.DebugMessages) {
|
if (BoundingBoxFollower.DebugMessages) {
|
||||||
@ -144,6 +129,28 @@ namespace Spine.Unity {
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|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
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)
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|
Debug.Log("BoundingBoxFollower tried to follow a slot that contains non-boundingbox attachments: " + slotName);
|
||||||
|
|
||||||
|
if (boundingBoxAttachment != null) {
|
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|
var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(boundingBoxAttachment, slot, gameObject, isTrigger);
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||||||
|
bbCollider.enabled = false;
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||||||
|
bbCollider.hideFlags = HideFlags.NotEditable;
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||||||
|
bbCollider.isTrigger = IsTrigger;
|
||||||
|
colliderTable.Add(boundingBoxAttachment, bbCollider);
|
||||||
|
nameTable.Add(boundingBoxAttachment, skinKey);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void OnDisable () {
|
void OnDisable () {
|
||||||
if (clearStateOnDisable)
|
if (clearStateOnDisable)
|
||||||
ClearState();
|
ClearState();
|
||||||
@ -206,13 +213,23 @@ namespace Spine.Unity {
|
|||||||
|
|
||||||
if (bbAttachment == null) {
|
if (bbAttachment == null) {
|
||||||
currentCollider = null;
|
currentCollider = null;
|
||||||
|
currentAttachment = null;
|
||||||
|
currentAttachmentName = null;
|
||||||
} else {
|
} else {
|
||||||
currentCollider = colliderTable[bbAttachment];
|
PolygonCollider2D foundCollider;
|
||||||
currentCollider.enabled = true;
|
colliderTable.TryGetValue(bbAttachment, out foundCollider);
|
||||||
|
if (foundCollider != null) {
|
||||||
|
currentCollider = foundCollider;
|
||||||
|
currentCollider.enabled = true;
|
||||||
|
currentAttachment = bbAttachment;
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||||||
|
currentAttachmentName = nameTable[bbAttachment];
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||||||
|
} else {
|
||||||
|
currentCollider = null;
|
||||||
|
currentAttachment = bbAttachment;
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||||||
|
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];
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -1,410 +1,410 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes Software License v2.5
|
* Spine Runtimes Software License v2.5
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013-2016, Esoteric Software
|
* Copyright (c) 2013-2016, Esoteric Software
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
||||||
* non-transferable license to use, install, execute, and perform the Spine
|
* non-transferable license to use, install, execute, and perform the Spine
|
||||||
* Runtimes software and derivative works solely for personal or internal
|
* Runtimes software and derivative works solely for personal or internal
|
||||||
* use. Without the written permission of Esoteric Software (see Section 2 of
|
* use. Without the written permission of Esoteric Software (see Section 2 of
|
||||||
* the Spine Software License Agreement), you may not (a) modify, translate,
|
* the Spine Software License Agreement), you may not (a) modify, translate,
|
||||||
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
||||||
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
||||||
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||||||
* or other intellectual property or proprietary rights notices on or in the
|
* or other intellectual property or proprietary rights notices on or in the
|
||||||
* Software, including any copy thereof. Redistributions in binary or source
|
* Software, including any copy thereof. Redistributions in binary or source
|
||||||
* form must include this license and terms.
|
* form must include this license and terms.
|
||||||
*
|
*
|
||||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
||||||
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||||
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||||||
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||||
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
||||||
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
||||||
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
* 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
|
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||||
* POSSIBILITY OF SUCH DAMAGE.
|
* POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
// Contributed by: Mitch Thompson
|
// Contributed by: Mitch Thompson
|
||||||
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|
||||||
namespace Spine.Unity.Modules {
|
namespace Spine.Unity.Modules {
|
||||||
[RequireComponent(typeof(SkeletonRenderer))]
|
[RequireComponent(typeof(SkeletonRenderer))]
|
||||||
public class SkeletonRagdoll2D : MonoBehaviour {
|
public class SkeletonRagdoll2D : MonoBehaviour {
|
||||||
static Transform parentSpaceHelper;
|
static Transform parentSpaceHelper;
|
||||||
|
|
||||||
#region Inspector
|
#region Inspector
|
||||||
[Header("Hierarchy")]
|
[Header("Hierarchy")]
|
||||||
[SpineBone]
|
[SpineBone]
|
||||||
public string startingBoneName = "";
|
public string startingBoneName = "";
|
||||||
[SpineBone]
|
[SpineBone]
|
||||||
public List<string> stopBoneNames = new List<string>();
|
public List<string> stopBoneNames = new List<string>();
|
||||||
|
|
||||||
[Header("Parameters")]
|
[Header("Parameters")]
|
||||||
public bool applyOnStart;
|
public bool applyOnStart;
|
||||||
[Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
|
[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 disableIK = true;
|
||||||
public bool disableOtherConstraints = false;
|
public bool disableOtherConstraints = false;
|
||||||
[Space]
|
[Space]
|
||||||
[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
|
[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
|
||||||
public bool pinStartBone;
|
public bool pinStartBone;
|
||||||
public float gravityScale = 1;
|
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")]
|
[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;
|
public float thickness = 0.125f;
|
||||||
[Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
|
[Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
|
||||||
public float rotationLimit = 20;
|
public float rotationLimit = 20;
|
||||||
public float rootMass = 20;
|
public float rootMass = 20;
|
||||||
[Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
|
[Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
|
||||||
[Range(0.01f, 1f)]
|
[Range(0.01f, 1f)]
|
||||||
public float massFalloffFactor = 0.4f;
|
public float massFalloffFactor = 0.4f;
|
||||||
[Tooltip("The layer assigned to all of the rigidbody parts.")]
|
[Tooltip("The layer assigned to all of the rigidbody parts.")]
|
||||||
[SkeletonRagdoll.LayerField]
|
[SkeletonRagdoll.LayerField]
|
||||||
public int colliderLayer = 0;
|
public int colliderLayer = 0;
|
||||||
[Range(0, 1)]
|
[Range(0, 1)]
|
||||||
public float mix = 1;
|
public float mix = 1;
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
ISkeletonAnimation targetSkeletonComponent;
|
ISkeletonAnimation targetSkeletonComponent;
|
||||||
Skeleton skeleton;
|
Skeleton skeleton;
|
||||||
Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
|
Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
|
||||||
Transform ragdollRoot;
|
Transform ragdollRoot;
|
||||||
public Rigidbody2D RootRigidbody { get; private set; }
|
public Rigidbody2D RootRigidbody { get; private set; }
|
||||||
public Bone StartingBone { get; private set; }
|
public Bone StartingBone { get; private set; }
|
||||||
Vector2 rootOffset;
|
Vector2 rootOffset;
|
||||||
public Vector3 RootOffset { get { return this.rootOffset; } }
|
public Vector3 RootOffset { get { return this.rootOffset; } }
|
||||||
bool isActive;
|
bool isActive;
|
||||||
public bool IsActive { get { return this.isActive; } }
|
public bool IsActive { get { return this.isActive; } }
|
||||||
|
|
||||||
IEnumerator Start () {
|
IEnumerator Start () {
|
||||||
if (parentSpaceHelper == null) {
|
if (parentSpaceHelper == null) {
|
||||||
parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
|
parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
|
||||||
}
|
}
|
||||||
|
|
||||||
targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
|
targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
|
||||||
if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
|
if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
|
||||||
skeleton = targetSkeletonComponent.Skeleton;
|
skeleton = targetSkeletonComponent.Skeleton;
|
||||||
|
|
||||||
if (applyOnStart) {
|
if (applyOnStart) {
|
||||||
yield return null;
|
yield return null;
|
||||||
Apply();
|
Apply();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
#region API
|
#region API
|
||||||
public Rigidbody2D[] RigidbodyArray {
|
public Rigidbody2D[] RigidbodyArray {
|
||||||
get {
|
get {
|
||||||
if (!isActive)
|
if (!isActive)
|
||||||
return new Rigidbody2D[0];
|
return new Rigidbody2D[0];
|
||||||
|
|
||||||
var rigidBodies = new Rigidbody2D[boneTable.Count];
|
var rigidBodies = new Rigidbody2D[boneTable.Count];
|
||||||
int i = 0;
|
int i = 0;
|
||||||
foreach (Transform t in boneTable.Values) {
|
foreach (Transform t in boneTable.Values) {
|
||||||
rigidBodies[i] = t.GetComponent<Rigidbody2D>();
|
rigidBodies[i] = t.GetComponent<Rigidbody2D>();
|
||||||
i++;
|
i++;
|
||||||
}
|
}
|
||||||
|
|
||||||
return rigidBodies;
|
return rigidBodies;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public Vector3 EstimatedSkeletonPosition {
|
public Vector3 EstimatedSkeletonPosition {
|
||||||
get { return this.RootRigidbody.position - rootOffset; }
|
get { return this.RootRigidbody.position - rootOffset; }
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
|
/// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
|
||||||
public void Apply () {
|
public void Apply () {
|
||||||
isActive = true;
|
isActive = true;
|
||||||
mix = 1;
|
mix = 1;
|
||||||
|
|
||||||
Bone startingBone = this.StartingBone = skeleton.FindBone(startingBoneName);
|
Bone startingBone = this.StartingBone = skeleton.FindBone(startingBoneName);
|
||||||
RecursivelyCreateBoneProxies(startingBone);
|
RecursivelyCreateBoneProxies(startingBone);
|
||||||
|
|
||||||
RootRigidbody = boneTable[startingBone].GetComponent<Rigidbody2D>();
|
RootRigidbody = boneTable[startingBone].GetComponent<Rigidbody2D>();
|
||||||
RootRigidbody.isKinematic = pinStartBone;
|
RootRigidbody.isKinematic = pinStartBone;
|
||||||
RootRigidbody.mass = rootMass;
|
RootRigidbody.mass = rootMass;
|
||||||
var boneColliders = new List<Collider2D>();
|
var boneColliders = new List<Collider2D>();
|
||||||
foreach (var pair in boneTable) {
|
foreach (var pair in boneTable) {
|
||||||
var b = pair.Key;
|
var b = pair.Key;
|
||||||
var t = pair.Value;
|
var t = pair.Value;
|
||||||
Transform parentTransform;
|
Transform parentTransform;
|
||||||
boneColliders.Add(t.GetComponent<Collider2D>());
|
boneColliders.Add(t.GetComponent<Collider2D>());
|
||||||
if (b == startingBone) {
|
if (b == startingBone) {
|
||||||
ragdollRoot = new GameObject("RagdollRoot").transform;
|
ragdollRoot = new GameObject("RagdollRoot").transform;
|
||||||
ragdollRoot.SetParent(transform, false);
|
ragdollRoot.SetParent(transform, false);
|
||||||
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root.
|
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root.
|
||||||
ragdollRoot.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
ragdollRoot.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
||||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b));
|
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b));
|
||||||
} else {
|
} else {
|
||||||
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
||||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
|
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
|
||||||
}
|
}
|
||||||
parentTransform = ragdollRoot;
|
parentTransform = ragdollRoot;
|
||||||
rootOffset = t.position - transform.position;
|
rootOffset = t.position - transform.position;
|
||||||
} else {
|
} else {
|
||||||
parentTransform = boneTable[b.Parent];
|
parentTransform = boneTable[b.Parent];
|
||||||
}
|
}
|
||||||
|
|
||||||
// Add joint and attach to parent.
|
// Add joint and attach to parent.
|
||||||
var rbParent = parentTransform.GetComponent<Rigidbody2D>();
|
var rbParent = parentTransform.GetComponent<Rigidbody2D>();
|
||||||
if (rbParent != null) {
|
if (rbParent != null) {
|
||||||
var joint = t.gameObject.AddComponent<HingeJoint2D>();
|
var joint = t.gameObject.AddComponent<HingeJoint2D>();
|
||||||
joint.connectedBody = rbParent;
|
joint.connectedBody = rbParent;
|
||||||
Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
|
Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
|
||||||
joint.connectedAnchor = localPos;
|
joint.connectedAnchor = localPos;
|
||||||
|
|
||||||
joint.GetComponent<Rigidbody2D>().mass = joint.connectedBody.mass * massFalloffFactor;
|
joint.GetComponent<Rigidbody2D>().mass = joint.connectedBody.mass * massFalloffFactor;
|
||||||
joint.limits = new JointAngleLimits2D {
|
joint.limits = new JointAngleLimits2D {
|
||||||
min = -rotationLimit,
|
min = -rotationLimit,
|
||||||
max = rotationLimit
|
max = rotationLimit
|
||||||
};
|
};
|
||||||
joint.useLimits = true;
|
joint.useLimits = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Ignore collisions among bones.
|
// Ignore collisions among bones.
|
||||||
for (int x = 0; x < boneColliders.Count; x++) {
|
for (int x = 0; x < boneColliders.Count; x++) {
|
||||||
for (int y = 0; y < boneColliders.Count; y++) {
|
for (int y = 0; y < boneColliders.Count; y++) {
|
||||||
if (x == y) continue;
|
if (x == y) continue;
|
||||||
Physics2D.IgnoreCollision(boneColliders[x], boneColliders[y]);
|
Physics2D.IgnoreCollision(boneColliders[x], boneColliders[y]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Destroy existing override-mode SkeletonUtility bones.
|
// Destroy existing override-mode SkeletonUtility bones.
|
||||||
var utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
|
var utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
|
||||||
if (utilityBones.Length > 0) {
|
if (utilityBones.Length > 0) {
|
||||||
var destroyedUtilityBoneNames = new List<string>();
|
var destroyedUtilityBoneNames = new List<string>();
|
||||||
foreach (var ub in utilityBones) {
|
foreach (var ub in utilityBones) {
|
||||||
if (ub.mode == SkeletonUtilityBone.Mode.Override) {
|
if (ub.mode == SkeletonUtilityBone.Mode.Override) {
|
||||||
destroyedUtilityBoneNames.Add(ub.gameObject.name);
|
destroyedUtilityBoneNames.Add(ub.gameObject.name);
|
||||||
Destroy(ub.gameObject);
|
Destroy(ub.gameObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (destroyedUtilityBoneNames.Count > 0) {
|
if (destroyedUtilityBoneNames.Count > 0) {
|
||||||
string msg = "Destroyed Utility Bones: ";
|
string msg = "Destroyed Utility Bones: ";
|
||||||
for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
|
for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
|
||||||
msg += destroyedUtilityBoneNames[i];
|
msg += destroyedUtilityBoneNames[i];
|
||||||
if (i != destroyedUtilityBoneNames.Count - 1) {
|
if (i != destroyedUtilityBoneNames.Count - 1) {
|
||||||
msg += ",";
|
msg += ",";
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Debug.LogWarning(msg);
|
Debug.LogWarning(msg);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// Disable skeleton constraints.
|
// Disable skeleton constraints.
|
||||||
if (disableIK) {
|
if (disableIK) {
|
||||||
var ikConstraints = skeleton.IkConstraints;
|
var ikConstraints = skeleton.IkConstraints;
|
||||||
for (int i = 0, n = ikConstraints.Count; i < n; i++)
|
for (int i = 0, n = ikConstraints.Count; i < n; i++)
|
||||||
ikConstraints.Items[i].mix = 0;
|
ikConstraints.Items[i].mix = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (disableOtherConstraints) {
|
if (disableOtherConstraints) {
|
||||||
var transformConstraints = skeleton.transformConstraints;
|
var transformConstraints = skeleton.transformConstraints;
|
||||||
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
|
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
|
||||||
transformConstraints.Items[i].rotateMix = 0;
|
transformConstraints.Items[i].rotateMix = 0;
|
||||||
transformConstraints.Items[i].scaleMix = 0;
|
transformConstraints.Items[i].scaleMix = 0;
|
||||||
transformConstraints.Items[i].shearMix = 0;
|
transformConstraints.Items[i].shearMix = 0;
|
||||||
transformConstraints.Items[i].translateMix = 0;
|
transformConstraints.Items[i].translateMix = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
var pathConstraints = skeleton.pathConstraints;
|
var pathConstraints = skeleton.pathConstraints;
|
||||||
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
|
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
|
||||||
pathConstraints.Items[i].rotateMix = 0;
|
pathConstraints.Items[i].rotateMix = 0;
|
||||||
pathConstraints.Items[i].translateMix = 0;
|
pathConstraints.Items[i].translateMix = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
|
targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Transitions the mix value from the current value to a target value.</summary>
|
/// <summary>Transitions the mix value from the current value to a target value.</summary>
|
||||||
public Coroutine SmoothMix (float target, float duration) {
|
public Coroutine SmoothMix (float target, float duration) {
|
||||||
return StartCoroutine(SmoothMixCoroutine(target, duration));
|
return StartCoroutine(SmoothMixCoroutine(target, duration));
|
||||||
}
|
}
|
||||||
|
|
||||||
IEnumerator SmoothMixCoroutine (float target, float duration) {
|
IEnumerator SmoothMixCoroutine (float target, float duration) {
|
||||||
float startTime = Time.time;
|
float startTime = Time.time;
|
||||||
float startMix = mix;
|
float startMix = mix;
|
||||||
while (mix > 0) {
|
while (mix > 0) {
|
||||||
skeleton.SetBonesToSetupPose();
|
skeleton.SetBonesToSetupPose();
|
||||||
mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
|
mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
|
||||||
yield return null;
|
yield return null;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
|
/// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
|
||||||
public void SetSkeletonPosition (Vector3 worldPosition) {
|
public void SetSkeletonPosition (Vector3 worldPosition) {
|
||||||
if (!isActive) {
|
if (!isActive) {
|
||||||
Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
|
Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3 offset = worldPosition - transform.position;
|
Vector3 offset = worldPosition - transform.position;
|
||||||
transform.position = worldPosition;
|
transform.position = worldPosition;
|
||||||
foreach (Transform t in boneTable.Values)
|
foreach (Transform t in boneTable.Values)
|
||||||
t.position -= offset;
|
t.position -= offset;
|
||||||
|
|
||||||
UpdateSpineSkeleton(null);
|
UpdateSpineSkeleton(null);
|
||||||
skeleton.UpdateWorldTransform();
|
skeleton.UpdateWorldTransform();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
||||||
public void Remove () {
|
public void Remove () {
|
||||||
isActive = false;
|
isActive = false;
|
||||||
foreach (var t in boneTable.Values)
|
foreach (var t in boneTable.Values)
|
||||||
Destroy(t.gameObject);
|
Destroy(t.gameObject);
|
||||||
|
|
||||||
Destroy(ragdollRoot.gameObject);
|
Destroy(ragdollRoot.gameObject);
|
||||||
boneTable.Clear();
|
boneTable.Clear();
|
||||||
targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
|
targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
|
||||||
}
|
}
|
||||||
|
|
||||||
public Rigidbody2D GetRigidbody (string boneName) {
|
public Rigidbody2D GetRigidbody (string boneName) {
|
||||||
var bone = skeleton.FindBone(boneName);
|
var bone = skeleton.FindBone(boneName);
|
||||||
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody2D>() : null;
|
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody2D>() : null;
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
/// <summary>Generates the ragdoll simulation's Transform and joint setup.</summary>
|
/// <summary>Generates the ragdoll simulation's Transform and joint setup.</summary>
|
||||||
void RecursivelyCreateBoneProxies (Bone b) {
|
void RecursivelyCreateBoneProxies (Bone b) {
|
||||||
string boneName = b.data.name;
|
string boneName = b.data.name;
|
||||||
if (stopBoneNames.Contains(boneName))
|
if (stopBoneNames.Contains(boneName))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
var boneGameObject = new GameObject(boneName);
|
var boneGameObject = new GameObject(boneName);
|
||||||
boneGameObject.layer = this.colliderLayer;
|
boneGameObject.layer = this.colliderLayer;
|
||||||
Transform t = boneGameObject.transform;
|
Transform t = boneGameObject.transform;
|
||||||
boneTable.Add(b, t);
|
boneTable.Add(b, t);
|
||||||
|
|
||||||
t.parent = transform;
|
t.parent = transform;
|
||||||
t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
||||||
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.shearX);
|
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.shearX);
|
||||||
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 0);
|
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 0);
|
||||||
|
|
||||||
// MITCH: You left "todo: proper ragdoll branching"
|
// MITCH: You left "todo: proper ragdoll branching"
|
||||||
var colliders = AttachBoundingBoxRagdollColliders(b, boneGameObject, skeleton, this.gravityScale);
|
var colliders = AttachBoundingBoxRagdollColliders(b, boneGameObject, skeleton, this.gravityScale);
|
||||||
if (colliders.Count == 0) {
|
if (colliders.Count == 0) {
|
||||||
float length = b.data.length;
|
float length = b.data.length;
|
||||||
if (length == 0) {
|
if (length == 0) {
|
||||||
var circle = boneGameObject.AddComponent<CircleCollider2D>();
|
var circle = boneGameObject.AddComponent<CircleCollider2D>();
|
||||||
circle.radius = thickness * 0.5f;
|
circle.radius = thickness * 0.5f;
|
||||||
} else {
|
} else {
|
||||||
var box = boneGameObject.AddComponent<BoxCollider2D>();
|
var box = boneGameObject.AddComponent<BoxCollider2D>();
|
||||||
box.size = new Vector2(length, thickness);
|
box.size = new Vector2(length, thickness);
|
||||||
box.offset = new Vector2(length * 0.5f, 0); // box.center in UNITY_4
|
box.offset = new Vector2(length * 0.5f, 0); // box.center in UNITY_4
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
var rb = boneGameObject.GetComponent<Rigidbody2D>();
|
var rb = boneGameObject.GetComponent<Rigidbody2D>();
|
||||||
if (rb == null) rb = boneGameObject.AddComponent<Rigidbody2D>();
|
if (rb == null) rb = boneGameObject.AddComponent<Rigidbody2D>();
|
||||||
rb.gravityScale = this.gravityScale;
|
rb.gravityScale = this.gravityScale;
|
||||||
|
|
||||||
foreach (Bone child in b.Children)
|
foreach (Bone child in b.Children)
|
||||||
RecursivelyCreateBoneProxies(child);
|
RecursivelyCreateBoneProxies(child);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Performed every skeleton animation update to translate Unity Transforms positions into Spine bone transforms.</summary>
|
/// <summary>Performed every skeleton animation update to translate Unity Transforms positions into Spine bone transforms.</summary>
|
||||||
void UpdateSpineSkeleton (ISkeletonAnimation animatedSkeleton) {
|
void UpdateSpineSkeleton (ISkeletonAnimation animatedSkeleton) {
|
||||||
bool flipX = skeleton.flipX;
|
bool flipX = skeleton.flipX;
|
||||||
bool flipY = skeleton.flipY;
|
bool flipY = skeleton.flipY;
|
||||||
bool flipXOR = flipX ^ flipY;
|
bool flipXOR = flipX ^ flipY;
|
||||||
bool flipOR = flipX || flipY;
|
bool flipOR = flipX || flipY;
|
||||||
var startingBone = this.StartingBone;
|
var startingBone = this.StartingBone;
|
||||||
|
|
||||||
foreach (var pair in boneTable) {
|
foreach (var pair in boneTable) {
|
||||||
var b = pair.Key;
|
var b = pair.Key;
|
||||||
var t = pair.Value;
|
var t = pair.Value;
|
||||||
bool isStartingBone = (b == startingBone);
|
bool isStartingBone = (b == startingBone);
|
||||||
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[b.Parent];
|
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[b.Parent];
|
||||||
Vector3 parentTransformWorldPosition = parentTransform.position;
|
Vector3 parentTransformWorldPosition = parentTransform.position;
|
||||||
Quaternion parentTransformWorldRotation = parentTransform.rotation;
|
Quaternion parentTransformWorldRotation = parentTransform.rotation;
|
||||||
|
|
||||||
parentSpaceHelper.position = parentTransformWorldPosition;
|
parentSpaceHelper.position = parentTransformWorldPosition;
|
||||||
parentSpaceHelper.rotation = parentTransformWorldRotation;
|
parentSpaceHelper.rotation = parentTransformWorldRotation;
|
||||||
parentSpaceHelper.localScale = parentTransform.localScale;
|
parentSpaceHelper.localScale = parentTransform.localScale;
|
||||||
|
|
||||||
Vector3 boneWorldPosition = t.position;
|
Vector3 boneWorldPosition = t.position;
|
||||||
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
|
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
|
||||||
|
|
||||||
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
|
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
|
||||||
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
|
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
|
||||||
if (flipOR) {
|
if (flipOR) {
|
||||||
if (isStartingBone) {
|
if (isStartingBone) {
|
||||||
if (flipX) boneLocalPosition.x *= -1f;
|
if (flipX) boneLocalPosition.x *= -1f;
|
||||||
if (flipY) boneLocalPosition.y *= -1f;
|
if (flipY) boneLocalPosition.y *= -1f;
|
||||||
|
|
||||||
boneLocalRotation = boneLocalRotation * (flipXOR ? -1f : 1f);
|
boneLocalRotation = boneLocalRotation * (flipXOR ? -1f : 1f);
|
||||||
if (flipX) boneLocalRotation += 180;
|
if (flipX) boneLocalRotation += 180;
|
||||||
} else {
|
} else {
|
||||||
if (flipXOR) {
|
if (flipXOR) {
|
||||||
boneLocalRotation *= -1f;
|
boneLocalRotation *= -1f;
|
||||||
boneLocalPosition.y *= -1f; // wtf??
|
boneLocalPosition.y *= -1f; // wtf??
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
b.x = Mathf.Lerp(b.x, boneLocalPosition.x, mix);
|
b.x = Mathf.Lerp(b.x, boneLocalPosition.x, mix);
|
||||||
b.y = Mathf.Lerp(b.y, boneLocalPosition.y, mix);
|
b.y = Mathf.Lerp(b.y, boneLocalPosition.y, mix);
|
||||||
b.rotation = Mathf.Lerp(b.rotation, boneLocalRotation, mix);
|
b.rotation = Mathf.Lerp(b.rotation, boneLocalRotation, mix);
|
||||||
//b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
|
//b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
static List<Collider2D> AttachBoundingBoxRagdollColliders (Bone b, GameObject go, Skeleton skeleton, float gravityScale) {
|
static List<Collider2D> AttachBoundingBoxRagdollColliders (Bone b, GameObject go, Skeleton skeleton, float gravityScale) {
|
||||||
const string AttachmentNameMarker = "ragdoll";
|
const string AttachmentNameMarker = "ragdoll";
|
||||||
var colliders = new List<Collider2D>();
|
var colliders = new List<Collider2D>();
|
||||||
var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
|
var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
|
||||||
|
|
||||||
var attachments = new List<Attachment>();
|
var attachments = new List<Attachment>();
|
||||||
foreach (Slot s in skeleton.Slots) {
|
foreach (Slot s in skeleton.Slots) {
|
||||||
if (s.bone == b) {
|
if (s.bone == b) {
|
||||||
skin.FindAttachmentsForSlot(skeleton.Slots.IndexOf(s), attachments);
|
skin.FindAttachmentsForSlot(skeleton.Slots.IndexOf(s), attachments);
|
||||||
foreach (var a in attachments) {
|
foreach (var a in attachments) {
|
||||||
var bbAttachment = a as BoundingBoxAttachment;
|
var bbAttachment = a as BoundingBoxAttachment;
|
||||||
if (bbAttachment != null) {
|
if (bbAttachment != null) {
|
||||||
if (!a.Name.ToLower().Contains(AttachmentNameMarker))
|
if (!a.Name.ToLower().Contains(AttachmentNameMarker))
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(bbAttachment, s, go, isTrigger: false, isKinematic: false, gravityScale: gravityScale);
|
var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(bbAttachment, s, go, isTrigger: false, isKinematic: false, gravityScale: gravityScale);
|
||||||
colliders.Add(bbCollider);
|
colliders.Add(bbCollider);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
return colliders;
|
return colliders;
|
||||||
}
|
}
|
||||||
|
|
||||||
static float GetPropagatedRotation (Bone b) {
|
static float GetPropagatedRotation (Bone b) {
|
||||||
Bone parent = b.Parent;
|
Bone parent = b.Parent;
|
||||||
float a = b.AppliedRotation;
|
float a = b.AppliedRotation;
|
||||||
while (parent != null) {
|
while (parent != null) {
|
||||||
a += parent.AppliedRotation;
|
a += parent.AppliedRotation;
|
||||||
parent = parent.parent;
|
parent = parent.parent;
|
||||||
}
|
}
|
||||||
return a;
|
return a;
|
||||||
}
|
}
|
||||||
|
|
||||||
static Vector3 FlipScale (bool flipX, bool flipY) {
|
static Vector3 FlipScale (bool flipX, bool flipY) {
|
||||||
return new Vector3(flipX ? -1f : 1f, flipY ? -1f : 1f, 1f);
|
return new Vector3(flipX ? -1f : 1f, flipY ? -1f : 1f, 1f);
|
||||||
}
|
}
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
void OnDrawGizmosSelected () {
|
void OnDrawGizmosSelected () {
|
||||||
if (isActive) {
|
if (isActive) {
|
||||||
Gizmos.DrawWireSphere(transform.position, thickness * 1.2f);
|
Gizmos.DrawWireSphere(transform.position, thickness * 1.2f);
|
||||||
Vector3 newTransformPos = RootRigidbody.position - rootOffset;
|
Vector3 newTransformPos = RootRigidbody.position - rootOffset;
|
||||||
Gizmos.DrawLine(transform.position, newTransformPos);
|
Gizmos.DrawLine(transform.position, newTransformPos);
|
||||||
Gizmos.DrawWireSphere(newTransformPos, thickness * 1.2f);
|
Gizmos.DrawWireSphere(newTransformPos, thickness * 1.2f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -26,7 +26,7 @@ struct VertexInput
|
|||||||
#if defined(_NORMALMAP)
|
#if defined(_NORMALMAP)
|
||||||
float4 tangent : TANGENT;
|
float4 tangent : TANGENT;
|
||||||
#endif // _NORMALMAP
|
#endif // _NORMALMAP
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
|
|
||||||
////////////////////////////////////////
|
////////////////////////////////////////
|
||||||
|
|||||||
@ -12,7 +12,7 @@ struct VertexInput
|
|||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
float4 texcoord : TEXCOORD0;
|
float4 texcoord : TEXCOORD0;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
|
|
||||||
struct VertexOutput
|
struct VertexOutput
|
||||||
|
|||||||
@ -286,7 +286,7 @@ struct appdata {
|
|||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
v2f vert( appdata v ) {
|
v2f vert( appdata v ) {
|
||||||
v2f o;
|
v2f o;
|
||||||
@ -327,7 +327,7 @@ struct appdata {
|
|||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float4 texcoord : TEXCOORD0;
|
float4 texcoord : TEXCOORD0;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
v2f vert( appdata v ) {
|
v2f vert( appdata v ) {
|
||||||
v2f o;
|
v2f o;
|
||||||
@ -370,7 +370,7 @@ struct appdata {
|
|||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float4 texcoord : TEXCOORD0;
|
float4 texcoord : TEXCOORD0;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
v2f vert( appdata v ) {
|
v2f vert( appdata v ) {
|
||||||
v2f o;
|
v2f o;
|
||||||
|
|||||||
@ -283,7 +283,7 @@ struct appdata {
|
|||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
v2f vert( appdata v ) {
|
v2f vert( appdata v ) {
|
||||||
v2f o;
|
v2f o;
|
||||||
@ -324,7 +324,7 @@ struct appdata {
|
|||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float4 texcoord : TEXCOORD0;
|
float4 texcoord : TEXCOORD0;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
v2f vert( appdata v ) {
|
v2f vert( appdata v ) {
|
||||||
v2f o;
|
v2f o;
|
||||||
@ -367,7 +367,7 @@ struct appdata {
|
|||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float4 texcoord : TEXCOORD0;
|
float4 texcoord : TEXCOORD0;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
v2f vert( appdata v ) {
|
v2f vert( appdata v ) {
|
||||||
v2f o;
|
v2f o;
|
||||||
|
|||||||
@ -286,7 +286,7 @@ struct appdata {
|
|||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
v2f vert( appdata v ) {
|
v2f vert( appdata v ) {
|
||||||
v2f o;
|
v2f o;
|
||||||
@ -327,7 +327,7 @@ struct appdata {
|
|||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float4 texcoord : TEXCOORD0;
|
float4 texcoord : TEXCOORD0;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
v2f vert( appdata v ) {
|
v2f vert( appdata v ) {
|
||||||
v2f o;
|
v2f o;
|
||||||
@ -370,7 +370,7 @@ struct appdata {
|
|||||||
float3 normal : NORMAL;
|
float3 normal : NORMAL;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
float4 texcoord : TEXCOORD0;
|
float4 texcoord : TEXCOORD0;
|
||||||
UNITY_INSTANCE_ID
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
v2f vert( appdata v ) {
|
v2f vert( appdata v ) {
|
||||||
v2f o;
|
v2f o;
|
||||||
|
|||||||
@ -1,5 +1,3 @@
|
|||||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
|
||||||
|
|
||||||
#ifndef SHADER_SHARED_INCLUDED
|
#ifndef SHADER_SHARED_INCLUDED
|
||||||
#define SHADER_SHARED_INCLUDED
|
#define SHADER_SHARED_INCLUDED
|
||||||
|
|
||||||
|
|||||||
@ -1,5 +1,3 @@
|
|||||||
// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID'
|
|
||||||
|
|
||||||
Shader "Hidden/Internal-SpriteDepthNormalsTexture" {
|
Shader "Hidden/Internal-SpriteDepthNormalsTexture" {
|
||||||
|
|
||||||
// Use this shader to render a DepthNormals texture for a camera with correct sprite normals (using camera.RenderWithShader)
|
// Use this shader to render a DepthNormals texture for a camera with correct sprite normals (using camera.RenderWithShader)
|
||||||
|
|||||||
@ -323,8 +323,8 @@ VertexOutput vert(VertexInput input)
|
|||||||
output.pos = calculateLocalPos(input.vertex);
|
output.pos = calculateLocalPos(input.vertex);
|
||||||
output.color = calculateVertexColor(input.color);
|
output.color = calculateVertexColor(input.color);
|
||||||
output.texcoord = float3(calculateTextureCoord(input.texcoord), 0);
|
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)
|
#if defined(PER_PIXEL_LIGHTING)
|
||||||
|
|
||||||
|
|||||||
@ -15,6 +15,8 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
|
|||||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
_ColorMask ("Color Mask", Float) = 15
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
|
|
||||||
|
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
SubShader
|
SubShader
|
||||||
@ -50,9 +52,11 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
|
|||||||
CGPROGRAM
|
CGPROGRAM
|
||||||
#pragma vertex vert
|
#pragma vertex vert
|
||||||
#pragma fragment frag
|
#pragma fragment frag
|
||||||
|
|
||||||
#include "UnityCG.cginc"
|
#include "UnityCG.cginc"
|
||||||
fixed4 _Color;
|
#include "UnityUI.cginc"
|
||||||
fixed4 _Black;
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
struct VertexInput {
|
struct VertexInput {
|
||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
@ -60,6 +64,7 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
|
|||||||
float2 texcoord : TEXCOORD0;
|
float2 texcoord : TEXCOORD0;
|
||||||
float2 uv1 : TEXCOORD1;
|
float2 uv1 : TEXCOORD1;
|
||||||
float2 uv2 : TEXCOORD2;
|
float2 uv2 : TEXCOORD2;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
|
|
||||||
struct VertexOutput {
|
struct VertexOutput {
|
||||||
@ -68,17 +73,24 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
|
|||||||
half2 texcoord : TEXCOORD0;
|
half2 texcoord : TEXCOORD0;
|
||||||
float2 uv1 : TEXCOORD1;
|
float2 uv1 : TEXCOORD1;
|
||||||
float2 uv2 : TEXCOORD2;
|
float2 uv2 : TEXCOORD2;
|
||||||
|
float4 worldPosition : TEXCOORD3;
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
};
|
};
|
||||||
|
|
||||||
|
fixed4 _Color;
|
||||||
|
fixed4 _Black;
|
||||||
|
fixed4 _TextureSampleAdd;
|
||||||
|
float4 _ClipRect;
|
||||||
|
|
||||||
VertexOutput vert (VertexInput IN) {
|
VertexOutput vert (VertexInput IN) {
|
||||||
VertexOutput OUT;
|
VertexOutput OUT;
|
||||||
OUT.vertex = UnityObjectToClipPos(IN.vertex);
|
|
||||||
OUT.texcoord = IN.texcoord;
|
|
||||||
|
|
||||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
UNITY_SETUP_INSTANCE_ID(IN);
|
||||||
OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||||
#endif
|
|
||||||
|
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.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
|
||||||
OUT.uv1 = IN.uv1;
|
OUT.uv1 = IN.uv1;
|
||||||
@ -90,8 +102,14 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
|
|||||||
|
|
||||||
fixed4 frag (VertexOutput IN) : SV_Target
|
fixed4 frag (VertexOutput IN) : SV_Target
|
||||||
{
|
{
|
||||||
float4 texColor = tex2D(_MainTex, IN.texcoord);
|
half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
|
||||||
//clip(color.a - 0.01);
|
|
||||||
|
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);
|
return (texColor * IN.color) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r))), 0);
|
||||||
}
|
}
|
||||||
ENDCG
|
ENDCG
|
||||||
|
|||||||
@ -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)"
|
Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
|
||||||
{
|
{
|
||||||
@ -14,6 +14,8 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
|
|||||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||||
|
|
||||||
_ColorMask ("Color Mask", Float) = 15
|
_ColorMask ("Color Mask", Float) = 15
|
||||||
|
|
||||||
|
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||||
}
|
}
|
||||||
|
|
||||||
SubShader
|
SubShader
|
||||||
@ -49,25 +51,40 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
|
|||||||
CGPROGRAM
|
CGPROGRAM
|
||||||
#pragma vertex vert
|
#pragma vertex vert
|
||||||
#pragma fragment frag
|
#pragma fragment frag
|
||||||
|
#pragma target 2.0
|
||||||
|
|
||||||
#include "UnityCG.cginc"
|
#include "UnityCG.cginc"
|
||||||
fixed4 _Color;
|
#include "UnityUI.cginc"
|
||||||
|
|
||||||
|
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||||
|
|
||||||
struct VertexInput {
|
struct VertexInput {
|
||||||
float4 vertex : POSITION;
|
float4 vertex : POSITION;
|
||||||
float4 color : COLOR;
|
float4 color : COLOR;
|
||||||
float2 texcoord : TEXCOORD0;
|
float2 texcoord : TEXCOORD0;
|
||||||
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||||
};
|
};
|
||||||
|
|
||||||
struct VertexOutput {
|
struct VertexOutput {
|
||||||
float4 vertex : SV_POSITION;
|
float4 vertex : SV_POSITION;
|
||||||
fixed4 color : COLOR;
|
fixed4 color : COLOR;
|
||||||
half2 texcoord : TEXCOORD0;
|
half2 texcoord : TEXCOORD0;
|
||||||
|
float4 worldPosition : TEXCOORD1;
|
||||||
|
UNITY_VERTEX_OUTPUT_STEREO
|
||||||
};
|
};
|
||||||
|
|
||||||
|
fixed4 _Color;
|
||||||
|
fixed4 _TextureSampleAdd;
|
||||||
|
float4 _ClipRect;
|
||||||
|
|
||||||
VertexOutput vert (VertexInput IN) {
|
VertexOutput vert (VertexInput IN) {
|
||||||
VertexOutput OUT;
|
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;
|
OUT.texcoord = IN.texcoord;
|
||||||
|
|
||||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||||
@ -82,8 +99,14 @@ Shader "Spine/SkeletonGraphic (Premultiply Alpha)"
|
|||||||
|
|
||||||
fixed4 frag (VertexOutput IN) : SV_Target
|
fixed4 frag (VertexOutput IN) : SV_Target
|
||||||
{
|
{
|
||||||
half4 color = tex2D(_MainTex, IN.texcoord) * IN.color;
|
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
|
||||||
//clip(color.a - 0.01);
|
|
||||||
|
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||||
|
|
||||||
|
#ifdef UNITY_UI_ALPHACLIP
|
||||||
|
clip (color.a - 0.001);
|
||||||
|
#endif
|
||||||
|
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
ENDCG
|
ENDCG
|
||||||
|
|||||||
@ -1,5 +1,3 @@
|
|||||||
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
|
|
||||||
|
|
||||||
Shader "Hidden/Spine/Bones" {
|
Shader "Hidden/Spine/Bones" {
|
||||||
Properties {
|
Properties {
|
||||||
_Color ("Color", Color) = (0.5,0.5,0.5,0.5)
|
_Color ("Color", Color) = (0.5,0.5,0.5,0.5)
|
||||||
|
|||||||
@ -126,7 +126,7 @@ namespace Spine.Unity {
|
|||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
protected override void ClearState () {
|
public override void ClearState () {
|
||||||
base.ClearState();
|
base.ClearState();
|
||||||
if (state != null) state.ClearTracks();
|
if (state != null) state.ClearTracks();
|
||||||
}
|
}
|
||||||
|
|||||||
@ -149,7 +149,7 @@ namespace Spine.Unity {
|
|||||||
rendererBuffers.Dispose();
|
rendererBuffers.Dispose();
|
||||||
}
|
}
|
||||||
|
|
||||||
protected virtual void ClearState () {
|
public virtual void ClearState () {
|
||||||
meshFilter.sharedMesh = null;
|
meshFilter.sharedMesh = null;
|
||||||
currentInstructions.Clear();
|
currentInstructions.Clear();
|
||||||
if (skeleton != null) skeleton.SetToSetupPose();
|
if (skeleton != null) skeleton.SetToSetupPose();
|
||||||
|
|||||||
@ -38,7 +38,7 @@ namespace Spine.Unity {
|
|||||||
[RequireComponent(typeof(ISkeletonAnimation))]
|
[RequireComponent(typeof(ISkeletonAnimation))]
|
||||||
[ExecuteInEditMode]
|
[ExecuteInEditMode]
|
||||||
public class SkeletonUtility : MonoBehaviour {
|
public class SkeletonUtility : MonoBehaviour {
|
||||||
|
|
||||||
#region BoundingBoxAttachment
|
#region BoundingBoxAttachment
|
||||||
public static PolygonCollider2D AddBoundingBoxGameObject (Skeleton skeleton, string skinName, string slotName, string attachmentName, Transform parent, bool isTrigger = true) {
|
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);
|
Skin skin = string.IsNullOrEmpty(skinName) ? skeleton.data.defaultSkin : skeleton.data.FindSkin(skinName);
|
||||||
@ -225,7 +225,7 @@ namespace Spine.Unity {
|
|||||||
var ikConstraints = skeleton.IkConstraints;
|
var ikConstraints = skeleton.IkConstraints;
|
||||||
for (int i = 0, n = ikConstraints.Count; i < n; i++)
|
for (int i = 0, n = ikConstraints.Count; i < n; i++)
|
||||||
constraintTargets.Add(ikConstraints.Items[i].target);
|
constraintTargets.Add(ikConstraints.Items[i].target);
|
||||||
|
|
||||||
var transformConstraints = skeleton.TransformConstraints;
|
var transformConstraints = skeleton.TransformConstraints;
|
||||||
for (int i = 0, n = transformConstraints.Count; i < n; i++)
|
for (int i = 0, n = transformConstraints.Count; i < n; i++)
|
||||||
constraintTargets.Add(transformConstraints.Items[i].target);
|
constraintTargets.Add(transformConstraints.Items[i].target);
|
||||||
@ -246,7 +246,7 @@ namespace Spine.Unity {
|
|||||||
|
|
||||||
if (hasTransformBones || hasUtilityConstraints)
|
if (hasTransformBones || hasUtilityConstraints)
|
||||||
skeletonAnimation.UpdateWorld += UpdateWorld;
|
skeletonAnimation.UpdateWorld += UpdateWorld;
|
||||||
|
|
||||||
if (hasUtilityConstraints)
|
if (hasUtilityConstraints)
|
||||||
skeletonAnimation.UpdateComplete += UpdateComplete;
|
skeletonAnimation.UpdateComplete += UpdateComplete;
|
||||||
}
|
}
|
||||||
@ -283,7 +283,7 @@ namespace Spine.Unity {
|
|||||||
void UpdateAllBones () {
|
void UpdateAllBones () {
|
||||||
if (boneRoot == null)
|
if (boneRoot == null)
|
||||||
CollectBones();
|
CollectBones();
|
||||||
|
|
||||||
var utilityBones = this.utilityBones;
|
var utilityBones = this.utilityBones;
|
||||||
if (utilityBones == null) return;
|
if (utilityBones == null) return;
|
||||||
for (int i = 0, n = utilityBones.Count; i < n; i++)
|
for (int i = 0, n = utilityBones.Count; i < n; i++)
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user