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@ -1,246 +1,246 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Media;
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using Spine;
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using System;
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using System.Collections.Generic;
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using System.IO;
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namespace Spine {
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public class Example : Microsoft.Xna.Framework.Game {
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GraphicsDeviceManager graphics;
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SkeletonRenderer skeletonRenderer;
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SkeletonDebugRenderer skeletonDebugRenderer;
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Skeleton skeleton;
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Slot headSlot;
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AnimationState state;
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SkeletonBounds bounds = new SkeletonBounds();
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#if WINDOWS_STOREAPP
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private string assetsFolder = @"Assets\";
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#else
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private string assetsFolder = "data/";
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#endif
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public Example () {
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IsMouseVisible = true;
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graphics = new GraphicsDeviceManager(this);
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graphics.IsFullScreen = false;
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graphics.PreferredBackBufferWidth = 800;
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graphics.PreferredBackBufferHeight = 600;
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}
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protected override void Initialize () {
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// TODO: Add your initialization logic here
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base.Initialize();
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}
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protected override void LoadContent () {
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bool useNormalmapShader = false;
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Effect spineEffect;
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if (!useNormalmapShader) {
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// Two color tint effect. Note that you can also use the default BasicEffect instead.
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spineEffect = Content.Load<Effect>("spine-xna-example-content\\SpineEffect");
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} else {
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spineEffect = Content.Load<Effect>("spine-xna-example-content\\SpineEffectNormalmap");
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spineEffect.Parameters["Light0_Direction"].SetValue(new Vector3(-0.5265408f, 0.5735765f, -0.6275069f));
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spineEffect.Parameters["Light0_Diffuse"].SetValue(new Vector3(1, 0.9607844f, 0.8078432f));
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spineEffect.Parameters["Light0_Specular"].SetValue(new Vector3(1, 0.9607844f, 0.8078432f));
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spineEffect.Parameters["Light0_SpecularExponent"].SetValue(2.0f);
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}
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spineEffect.Parameters["World"].SetValue(Matrix.Identity);
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spineEffect.Parameters["View"].SetValue(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up));
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skeletonRenderer = new SkeletonRenderer(GraphicsDevice);
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skeletonRenderer.PremultipliedAlpha = false;
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skeletonRenderer.Effect = spineEffect;
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skeletonDebugRenderer = new SkeletonDebugRenderer(GraphicsDevice);
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skeletonDebugRenderer.DisableAll();
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skeletonDebugRenderer.DrawClipping = true;
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//String name = "spineboy-pro";
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String name = "raptor-pro";
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// String name = "tank-pro";
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//String name = "coin-pro";
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if (useNormalmapShader)
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name = "raptor-pro"; // we only have normalmaps for raptor
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String atlasName = name.Replace("-pro", "").Replace("-ess", "");
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bool binaryData = name.Contains("spineboy");
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Atlas atlas;
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if (!useNormalmapShader) {
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atlas = new Atlas(assetsFolder + atlasName + ".atlas", new XnaTextureLoader(GraphicsDevice));
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} else {
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atlas = new Atlas(assetsFolder + atlasName + ".atlas", new XnaTextureLoader(GraphicsDevice,
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loadMultipleTextureLayers: true, textureSuffixes: new string[] { "", "_normals" }));
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}
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float scale = 1;
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if (name == "spineboy-pro") scale = 0.6f;
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if (name == "raptor-pro") scale = 0.5f;
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if (name == "tank-pro") scale = 0.3f;
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if (name == "coin-pro") scale = 1;
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SkeletonData skeletonData;
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if (binaryData) {
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SkeletonBinary binary = new SkeletonBinary(atlas);
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binary.Scale = scale;
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skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
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} else {
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SkeletonJson json = new SkeletonJson(atlas);
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json.Scale = scale;
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skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
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}
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skeleton = new Skeleton(skeletonData);
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if (name == "goblins-pro") skeleton.SetSkin("goblin");
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// Define mixing between animations.
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AnimationStateData stateData = new AnimationStateData(skeleton.Data);
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state = new AnimationState(stateData);
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if (name == "spineboy-pro") {
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skeleton.SetAttachment("head-bb", "head");
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stateData.SetMix("run", "jump", 0.2f);
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stateData.SetMix("jump", "run", 0.4f);
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// Event handling for all animations.
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state.Start += Start;
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state.End += End;
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state.Complete += Complete;
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state.Event += Event;
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state.SetAnimation(0, "run", true);
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TrackEntry entry = state.AddAnimation(0, "jump", false, 0);
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entry.End += End; // Event handling for queued animations.
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state.AddAnimation(0, "run", true, 0);
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} else if (name == "raptor-pro") {
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state.SetAnimation(0, "walk", true);
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state.AddAnimation(1, "gun-grab", false, 2);
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} else if (name == "coin-pro") {
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state.SetAnimation(0, "animation", true);
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} else if (name == "tank-pro") {
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skeleton.X += 300;
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state.SetAnimation(0, "drive", true);
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} else {
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state.SetAnimation(0, "walk", true);
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}
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skeleton.X += 400;
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skeleton.Y += GraphicsDevice.Viewport.Height;
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skeleton.UpdateWorldTransform();
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headSlot = skeleton.FindSlot("head");
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}
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protected override void UnloadContent () {
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// TODO: Unload any non ContentManager content here
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}
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protected override void Update (GameTime gameTime) {
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// TODO: Add your update logic here
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#if (!WINDOWS_STOREAPP || WINDOWS_PHONE81) && !IOS
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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this.Exit();
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#endif
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base.Update(gameTime);
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}
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protected override void Draw (GameTime gameTime) {
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GraphicsDevice.Clear(Color.Black);
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state.Update((float)(gameTime.ElapsedGameTime.TotalMilliseconds / 1000.0));
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state.Apply(skeleton);
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skeleton.UpdateWorldTransform();
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if (skeletonRenderer.Effect is BasicEffect) {
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((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0);
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} else {
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skeletonRenderer.Effect.Parameters["Projection"].SetValue(Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0));
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}
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skeletonRenderer.Begin();
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skeletonRenderer.Draw(skeleton);
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skeletonRenderer.End();
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skeletonDebugRenderer.Effect.Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0);
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skeletonDebugRenderer.Begin();
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skeletonDebugRenderer.Draw(skeleton);
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skeletonDebugRenderer.End();
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bounds.Update(skeleton, true);
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MouseState mouse = Mouse.GetState();
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if (headSlot != null) {
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headSlot.G = 1;
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headSlot.B = 1;
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if (bounds.AabbContainsPoint(mouse.X, mouse.Y)) {
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BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y);
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if (hit != null) {
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headSlot.G = 0;
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headSlot.B = 0;
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}
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}
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}
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base.Draw(gameTime);
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}
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public void Start (TrackEntry entry) {
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#if !WINDOWS_STOREAPP
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Console.WriteLine(entry + ": start");
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#endif
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}
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public void End (TrackEntry entry) {
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#if !WINDOWS_STOREAPP
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Console.WriteLine(entry + ": end");
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#endif
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}
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public void Complete (TrackEntry entry) {
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#if !WINDOWS_STOREAPP
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Console.WriteLine(entry + ": complete ");
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#endif
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}
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public void Event (TrackEntry entry, Event e) {
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#if !WINDOWS_STOREAPP
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Console.WriteLine(entry + ": event " + e);
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#endif
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}
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}
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}
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/******************************************************************************
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|
|
|
* Spine Runtimes License Agreement
|
|
|
|
|
* Last updated January 1, 2020. Replaces all prior versions.
|
|
|
|
|
*
|
|
|
|
|
* Copyright (c) 2013-2020, Esoteric Software LLC
|
|
|
|
|
*
|
|
|
|
|
* Integration of the Spine Runtimes into software or otherwise creating
|
|
|
|
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
|
|
|
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
|
|
|
|
* http://esotericsoftware.com/spine-editor-license
|
|
|
|
|
*
|
|
|
|
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
|
|
|
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
|
|
|
|
* "Products"), provided that each user of the Products must obtain their own
|
|
|
|
|
* Spine Editor license and redistribution of the Products in any form must
|
|
|
|
|
* include this license and copyright notice.
|
|
|
|
|
*
|
|
|
|
|
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
|
|
|
|
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
|
|
|
*****************************************************************************/
|
|
|
|
|
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Media;
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using Spine;
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|
using System;
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|
using System.Collections.Generic;
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|
|
|
|
using System.IO;
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|
|
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|
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namespace Spine {
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public class Example : Microsoft.Xna.Framework.Game {
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GraphicsDeviceManager graphics;
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SkeletonRenderer skeletonRenderer;
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SkeletonDebugRenderer skeletonDebugRenderer;
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Skeleton skeleton;
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Slot headSlot;
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AnimationState state;
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SkeletonBounds bounds = new SkeletonBounds();
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#if WINDOWS_STOREAPP
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private string assetsFolder = @"Assets\";
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#else
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private string assetsFolder = "data/";
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#endif
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public Example () {
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IsMouseVisible = true;
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graphics = new GraphicsDeviceManager(this);
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graphics.IsFullScreen = false;
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graphics.PreferredBackBufferWidth = 800;
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graphics.PreferredBackBufferHeight = 600;
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}
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protected override void Initialize () {
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// TODO: Add your initialization logic here
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base.Initialize();
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}
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protected override void LoadContent () {
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bool useNormalmapShader = false;
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Effect spineEffect;
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if (!useNormalmapShader) {
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// Two color tint effect. Note that you can also use the default BasicEffect instead.
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spineEffect = Content.Load<Effect>("spine-xna-example-content\\SpineEffect");
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} else {
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spineEffect = Content.Load<Effect>("spine-xna-example-content\\SpineEffectNormalmap");
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spineEffect.Parameters["Light0_Direction"].SetValue(new Vector3(-0.5265408f, 0.5735765f, -0.6275069f));
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spineEffect.Parameters["Light0_Diffuse"].SetValue(new Vector3(1, 0.9607844f, 0.8078432f));
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spineEffect.Parameters["Light0_Specular"].SetValue(new Vector3(1, 0.9607844f, 0.8078432f));
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spineEffect.Parameters["Light0_SpecularExponent"].SetValue(2.0f);
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}
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spineEffect.Parameters["World"].SetValue(Matrix.Identity);
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spineEffect.Parameters["View"].SetValue(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up));
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skeletonRenderer = new SkeletonRenderer(GraphicsDevice);
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skeletonRenderer.PremultipliedAlpha = false;
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skeletonRenderer.Effect = spineEffect;
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skeletonDebugRenderer = new SkeletonDebugRenderer(GraphicsDevice);
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skeletonDebugRenderer.DisableAll();
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skeletonDebugRenderer.DrawClipping = true;
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//String name = "spineboy-pro";
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String name = "raptor-pro";
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// String name = "tank-pro";
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//String name = "coin-pro";
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if (useNormalmapShader)
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name = "raptor-pro"; // we only have normalmaps for raptor
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String atlasName = name.Replace("-pro", "").Replace("-ess", "");
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bool binaryData = name.Contains("spineboy");
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Atlas atlas;
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if (!useNormalmapShader) {
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atlas = new Atlas(assetsFolder + atlasName + ".atlas", new XnaTextureLoader(GraphicsDevice));
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} else {
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atlas = new Atlas(assetsFolder + atlasName + ".atlas", new XnaTextureLoader(GraphicsDevice,
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loadMultipleTextureLayers: true, textureSuffixes: new string[] { "", "_normals" }));
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}
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float scale = 1;
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if (name == "spineboy-pro") scale = 0.6f;
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if (name == "raptor-pro") scale = 0.5f;
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if (name == "tank-pro") scale = 0.3f;
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if (name == "coin-pro") scale = 1;
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SkeletonData skeletonData;
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if (binaryData) {
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SkeletonBinary binary = new SkeletonBinary(atlas);
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binary.Scale = scale;
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skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
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} else {
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SkeletonJson json = new SkeletonJson(atlas);
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json.Scale = scale;
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skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
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}
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skeleton = new Skeleton(skeletonData);
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if (name == "goblins-pro") skeleton.SetSkin("goblin");
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// Define mixing between animations.
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AnimationStateData stateData = new AnimationStateData(skeleton.Data);
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state = new AnimationState(stateData);
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if (name == "spineboy-pro") {
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skeleton.SetAttachment("head-bb", "head");
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stateData.SetMix("run", "jump", 0.2f);
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stateData.SetMix("jump", "run", 0.4f);
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// Event handling for all animations.
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state.Start += Start;
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state.End += End;
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state.Complete += Complete;
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state.Event += Event;
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state.SetAnimation(0, "run", true);
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TrackEntry entry = state.AddAnimation(0, "jump", false, 0);
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entry.End += End; // Event handling for queued animations.
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state.AddAnimation(0, "run", true, 0);
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} else if (name == "raptor-pro") {
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state.SetAnimation(0, "walk", true);
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state.AddAnimation(1, "gun-grab", false, 2);
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} else if (name == "coin-pro") {
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state.SetAnimation(0, "animation", true);
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} else if (name == "tank-pro") {
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skeleton.X += 300;
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state.SetAnimation(0, "drive", true);
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} else {
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state.SetAnimation(0, "walk", true);
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}
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skeleton.X += 400;
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skeleton.Y += GraphicsDevice.Viewport.Height;
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skeleton.UpdateWorldTransform();
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headSlot = skeleton.FindSlot("head");
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}
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protected override void UnloadContent () {
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// TODO: Unload any non ContentManager content here
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}
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protected override void Update (GameTime gameTime) {
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// TODO: Add your update logic here
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#if (!WINDOWS_STOREAPP || WINDOWS_PHONE81) && !IOS
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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this.Exit();
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#endif
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base.Update(gameTime);
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}
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protected override void Draw (GameTime gameTime) {
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GraphicsDevice.Clear(Color.Black);
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state.Update((float)(gameTime.ElapsedGameTime.TotalMilliseconds / 1000.0));
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state.Apply(skeleton);
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skeleton.UpdateWorldTransform();
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if (skeletonRenderer.Effect is BasicEffect) {
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((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0);
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} else {
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skeletonRenderer.Effect.Parameters["Projection"].SetValue(Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0));
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}
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skeletonRenderer.Begin();
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skeletonRenderer.Draw(skeleton);
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skeletonRenderer.End();
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skeletonDebugRenderer.Effect.Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0);
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skeletonDebugRenderer.Begin();
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skeletonDebugRenderer.Draw(skeleton);
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skeletonDebugRenderer.End();
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bounds.Update(skeleton, true);
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MouseState mouse = Mouse.GetState();
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if (headSlot != null) {
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headSlot.G = 1;
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headSlot.B = 1;
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if (bounds.AabbContainsPoint(mouse.X, mouse.Y)) {
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BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y);
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if (hit != null) {
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headSlot.G = 0;
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headSlot.B = 0;
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}
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}
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}
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base.Draw(gameTime);
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}
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public void Start (TrackEntry entry) {
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#if !WINDOWS_STOREAPP
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Console.WriteLine(entry + ": start");
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#endif
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}
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public void End (TrackEntry entry) {
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#if !WINDOWS_STOREAPP
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Console.WriteLine(entry + ": end");
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#endif
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}
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public void Complete (TrackEntry entry) {
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#if !WINDOWS_STOREAPP
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Console.WriteLine(entry + ": complete ");
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#endif
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}
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public void Event (TrackEntry entry, Event e) {
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#if !WINDOWS_STOREAPP
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Console.WriteLine(entry + ": event " + e);
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#endif
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}
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}
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}
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