[unity] Fix and update examples.

This commit is contained in:
pharan 2017-06-26 15:34:55 +08:00
parent fc06686080
commit 635ef9ca97
7 changed files with 60 additions and 6 deletions

View File

@ -592,6 +592,7 @@ SpriteRenderer:
m_Size: {x: 1, y: 1}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1
--- !u!1 &1262477660
GameObject:
m_ObjectHideFlags: 0
@ -1075,6 +1076,7 @@ Material:
m_ShaderKeywords:
m_LightmapFlags: 5
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
@ -1296,3 +1298,4 @@ SpriteRenderer:
m_Size: {x: 1, y: 1}
m_AdaptiveModeThreshold: 0.5
m_SpriteTileMode: 0
m_WasSpriteAssigned: 1

View File

@ -0,0 +1,31 @@
using UnityEngine;
namespace Spine.Unity.Examples {
public class SpineboyTargetController : MonoBehaviour {
public SkeletonAnimation skeletonAnimation;
[SpineBone(dataField:"skeletonAnimation")]
public string boneName;
public new Camera camera;
Bone bone;
void OnValidate () {
if (skeletonAnimation == null) skeletonAnimation = GetComponent<SkeletonAnimation>();
}
void Start () {
bone = skeletonAnimation.Skeleton.FindBone(boneName);
}
void Update () {
var mousePosition = Input.mousePosition;
var worldMousePosition = camera.ScreenToWorldPoint(mousePosition);
var skeletonSpacePoint = skeletonAnimation.transform.InverseTransformPoint(worldMousePosition);
if (skeletonAnimation.Skeleton.FlipX) skeletonSpacePoint.x *= -1;
bone.SetPosition(skeletonSpacePoint);
}
}
}

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@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: af275876c7b01264b85161629a9bc217
timeCreated: 1489915484
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -30,6 +30,7 @@
using UnityEngine;
using Spine.Unity.Modules.AttachmentTools;
using System.Collections;
namespace Spine.Unity.Examples {
@ -69,7 +70,8 @@ namespace Spine.Unity.Examples {
}
}
void Start () {
IEnumerator Start () {
yield return new WaitForSeconds(1f); // Delay for one second before applying. For testing.
Apply();
}

View File

@ -30,6 +30,7 @@
using UnityEngine;
using Spine.Unity.Modules.AttachmentTools;
using System.Collections;
namespace Spine.Unity.Examples {
@ -69,10 +70,12 @@ namespace Spine.Unity.Examples {
}
}
void Start () {
IEnumerator Start () {
yield return new WaitForSeconds(1f); // Delay for 1 second. For testing.
Apply();
}
[ContextMenu("Apply")]
void Apply () {
var skeletonGraphic = GetComponent<SkeletonGraphic>();
var skeleton = skeletonGraphic.Skeleton;
@ -81,7 +84,7 @@ namespace Spine.Unity.Examples {
// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
//customSkin = customSkin ?? skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState); // use this if you are not customizing on the default skin and don't plan to remove
// Next let's
// Next let's get the skin that contains our source attachments. These are the attachments that
var baseSkin = skeleton.Data.FindSkin(baseSkinName);
// STEP 1: "EQUIP" ITEMS USING SPRITES
@ -113,7 +116,6 @@ namespace Spine.Unity.Examples {
// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
// Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
// call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
// Under the hood, this relies on
if (repack) {
var repackedSkin = new Skin("repacked skin");
repackedSkin.Append(skeleton.Data.DefaultSkin);
@ -124,7 +126,8 @@ namespace Spine.Unity.Examples {
skeleton.SetSkin(customSkin);
}
skeleton.SetSlotsToSetupPose();
//skeleton.SetSlotsToSetupPose();
skeleton.SetToSetupPose();
skeletonGraphic.Update(0);
skeletonGraphic.OverrideTexture = runtimeAtlas;

View File

@ -13,8 +13,9 @@ MonoBehaviour:
m_EditorClassIdentifier:
atlasAssets:
- {fileID: 11400000, guid: d5fc231712b346f459c8583fa224a669, type: 2}
skeletonJSON: {fileID: 4900000, guid: 3ae635b4540c450408d30a8afb9f75a7, type: 3}
spriteCollection: {fileID: 0}
scale: 0.01
skeletonJSON: {fileID: 4900000, guid: 3ae635b4540c450408d30a8afb9f75a7, type: 3}
fromAnimation: []
toAnimation: []
duration: []

View File

@ -11,6 +11,7 @@ Material:
m_ShaderKeywords:
m_LightmapFlags: 5
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
@ -29,5 +30,6 @@ Material:
- _RefractionStrength: 0.01
- _node_3476: 0
m_Colors:
- _Black: {r: 0, g: 0, b: 0, a: 0}
- _Color: {r: 1, g: 1, b: 1, a: 1}
- _FillColor: {r: 1, g: 1, b: 1, a: 1}