mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-07 03:06:55 +08:00
Merge branch '4.1' into 4.2-beta
This commit is contained in:
commit
6241ce9f14
@ -43,7 +43,6 @@ void _spMeshAttachment_dispose(spAttachment *attachment) {
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FREE(self->edges);
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FREE(self->edges);
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} else
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} else
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_spAttachment_deinit(attachment);
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_spAttachment_deinit(attachment);
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if (self->sequence) FREE(self->sequence);
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FREE(self);
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FREE(self);
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}
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}
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@ -32,19 +32,17 @@
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#include "SpineAtlasAsset.h"
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#include "SpineAtlasAsset.h"
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#include "SpineSkeletonDataAsset.h"
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#include "SpineSkeletonDataAsset.h"
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class FSpineAtlasAssetTypeActions : public FAssetTypeActions_Base
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class FSpineAtlasAssetTypeActions : public FAssetTypeActions_Base {
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{
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public:
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public:
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UClass* GetSupportedClass() const override { return USpineAtlasAsset::StaticClass(); };
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UClass *GetSupportedClass() const override { return USpineAtlasAsset::StaticClass(); };
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FText GetName() const override { return INVTEXT("Spine atlas asset"); };
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FText GetName() const override { return INVTEXT("Spine atlas asset"); };
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FColor GetTypeColor() const override { return FColor::Red; };
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FColor GetTypeColor() const override { return FColor::Red; };
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uint32 GetCategories() override { return EAssetTypeCategories::Misc; };
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uint32 GetCategories() override { return EAssetTypeCategories::Misc; };
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};
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};
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class FSpineSkeletonDataAssetTypeActions : public FAssetTypeActions_Base
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class FSpineSkeletonDataAssetTypeActions : public FAssetTypeActions_Base {
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{
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public:
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public:
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UClass* GetSupportedClass() const override { return USpineSkeletonDataAsset::StaticClass(); };
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UClass *GetSupportedClass() const override { return USpineSkeletonDataAsset::StaticClass(); };
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FText GetName() const override { return INVTEXT("Spine data asset"); };
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FText GetName() const override { return INVTEXT("Spine data asset"); };
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FColor GetTypeColor() const override { return FColor::Red; };
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FColor GetTypeColor() const override { return FColor::Red; };
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uint32 GetCategories() override { return EAssetTypeCategories::Misc; };
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uint32 GetCategories() override { return EAssetTypeCategories::Misc; };
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@ -1,5 +1,5 @@
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# spine-ue4
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# spine-ue4
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The spine-ue4 runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Unreal Engine 4.21+](https://www.unrealengine.com/). spine-ue4 is based on [spine-cpp](../spine-cpp).
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The spine-ue4 runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Unreal Engine 4.27-5.2](https://www.unrealengine.com/). spine-ue4 is based on [spine-cpp](../spine-cpp).
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## Licensing
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## Licensing
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@ -34,7 +34,7 @@ See the [Spine Runtimes documentation](http://esotericsoftware.com/spine-documen
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## Example
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## Example
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### [Please see the spine-ue4 guide for full documentation](http://esotericsoftware.com/spine-ue4)
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### [Please see the spine-ue4 guide for full documentation](http://esotericsoftware.com/spine-ue4)
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The Spine UE4 example works on all platforms supported by Unreal Engine. The samples require Unreal Engine 4.25+.
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The Spine UE4 example works on all platforms supported by Unreal Engine. The samples require Unreal Engine 4.27-5.2.
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1. Copy the `spine-cpp` folder from this repositories root directory to your `Plugins/SpinePlugin/Sources/SpinePlugin/Public/` directory. You can run the `setup.bat` or `setup.sh` scripts to accomplish this.
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1. Copy the `spine-cpp` folder from this repositories root directory to your `Plugins/SpinePlugin/Sources/SpinePlugin/Public/` directory. You can run the `setup.bat` or `setup.sh` scripts to accomplish this.
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2. Open the SpineUE4.uproject file with Unreal Editor
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2. Open the SpineUE4.uproject file with Unreal Editor
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@ -970,8 +970,7 @@ namespace Spine.Unity {
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atlasAsset.RequireTextureLoaded(this.mainTexture, ref loadedTexture, null);
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atlasAsset.RequireTextureLoaded(this.mainTexture, ref loadedTexture, null);
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if (loadedTexture)
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if (loadedTexture)
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this.baseTexture = loadedTexture;
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this.baseTexture = loadedTexture;
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}
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} else {
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else {
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Texture[] textureItems = usedTextures.Items;
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Texture[] textureItems = usedTextures.Items;
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for (int i = 0, count = usedTextures.Count; i < count; ++i) {
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for (int i = 0, count = usedTextures.Count; i < count; ++i) {
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Texture loadedTexture = null;
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Texture loadedTexture = null;
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@ -167,7 +167,7 @@ namespace Spine.Unity {
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}
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}
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public override void LateUpdate () {
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public override void LateUpdate () {
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if (updateTiming == UpdateTiming.InLateUpdate && valid && translator != null && translator.Animator != null)
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if (updateTiming == UpdateTiming.InLateUpdate && valid && translator != null && translator.Animator != null)
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UpdateAnimation();
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UpdateAnimation();
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// instantiation can happen from Update() after this component, leading to a missing Update() call.
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// instantiation can happen from Update() after this component, leading to a missing Update() call.
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if (!wasUpdatedAfterInit) Update();
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if (!wasUpdatedAfterInit) Update();
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@ -261,7 +261,7 @@ namespace Spine.Unity {
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}
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}
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protected virtual Texture RequestLoadTexture (Material material, int materialIndex, int textureIndex,
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protected virtual Texture RequestLoadTexture (Material material, int materialIndex, int textureIndex,
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System.Action<Texture> onTextureLoaded) {
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System.Action<Texture> onTextureLoaded) {
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PlaceholderTextureMapping[] placeholderTextures = placeholderMap[materialIndex].textures;
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PlaceholderTextureMapping[] placeholderTextures = placeholderMap[materialIndex].textures;
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TargetReference targetReference = placeholderTextures[textureIndex].targetTextureReference;
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TargetReference targetReference = placeholderTextures[textureIndex].targetTextureReference;
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