Initial spine-tk2d commit
4
spine-tk2d/Code.meta
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@ -0,0 +1,4 @@
|
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fileFormatVersion: 2
|
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guid: f9e5e7e3c96f7624fadc23d2dd2a213e
|
||||
DefaultImporter:
|
||||
userData:
|
||||
75
spine-tk2d/Code/tk2dSpineAttachmentLoader.cs
Normal file
@ -0,0 +1,75 @@
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using System;
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using UnityEngine;
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using Spine;
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// TODO: handle TPackerCW flip mode (probably not swap uv horizontaly)
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/*
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||||
*/
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public class tk2dSpineAttachmentLoader : AttachmentLoader {
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/*
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*/
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private tk2dSpriteCollectionData sprites;
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/*
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*/
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public tk2dSpineAttachmentLoader(tk2dSpriteCollectionData s) {
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if(s == null) throw new ArgumentNullException("sprites cannot be null.");
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sprites = s;
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}
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public Attachment NewAttachment(Skin skin,AttachmentType type,String name) {
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if(type != AttachmentType.region) throw new Exception("Unknown attachment type: " + type);
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tk2dSpriteDefinition attachmentParameters = null;
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for(int i = 0; i < sprites.spriteDefinitions.Length; ++i) {
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tk2dSpriteDefinition def = sprites.spriteDefinitions[i];
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if(def.name == name) {
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attachmentParameters = def;
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break;
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}
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}
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if(attachmentParameters == null ) throw new Exception("Sprite not found in atlas: " + name + " (" + type + ")");
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if(attachmentParameters.complexGeometry) throw new NotImplementedException("Complex geometry is not supported: " + name + " (" + type + ")");
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if(attachmentParameters.flipped == tk2dSpriteDefinition.FlipMode.TPackerCW) throw new NotImplementedException("Only 2d toolkit atlases are supported: " + name + " (" + type + ")");
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Texture tex = attachmentParameters.material.mainTexture;
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Vector2 minTexCoords = Vector2.one;
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Vector2 maxTexCoords = Vector2.zero;
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for(int i = 0; i < attachmentParameters.uvs.Length; ++i) {
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Vector2 uv = attachmentParameters.uvs[i];
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minTexCoords = Vector2.Min(minTexCoords,uv);
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maxTexCoords = Vector2.Max(maxTexCoords,uv);
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}
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int width = (int)(Mathf.Abs(maxTexCoords.x - minTexCoords.x) * tex.width);
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int height = (int)(Mathf.Abs(maxTexCoords.y - minTexCoords.y) * tex.height);
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bool rotated = (attachmentParameters.flipped == tk2dSpriteDefinition.FlipMode.Tk2d);
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if(rotated) {
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float temp = minTexCoords.x;
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minTexCoords.x = maxTexCoords.x;
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maxTexCoords.x = temp;
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}
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RegionAttachment attachment = new RegionAttachment(name);
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attachment.SetUVs(
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minTexCoords.x,
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maxTexCoords.y,
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maxTexCoords.x,
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minTexCoords.y,
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rotated
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);
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attachment.RegionWidth = width;
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attachment.RegionHeight = height;
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attachment.RegionOriginalWidth = width;
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attachment.RegionOriginalHeight = height;
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return attachment;
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}
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}
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8
spine-tk2d/Code/tk2dSpineAttachmentLoader.cs.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 9b8ea7c2b29e5814eb0b4b692b828869
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||||
MonoImporter:
|
||||
serializedVersion: 2
|
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defaultReferences: []
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executionOrder: 0
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||||
icon: {instanceID: 0}
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userData:
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191
spine-tk2d/Code/tk2dSpineSkeleton.cs
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@ -0,0 +1,191 @@
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using UnityEngine;
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using Spine;
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// TODO: multiple atlas support
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// TODO: split skeleton and animation components
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// TODO: add events in animation component
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/*
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*/
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[ExecuteInEditMode]
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[RequireComponent(typeof(MeshFilter))]
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[RequireComponent(typeof(MeshRenderer))]
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public class tk2dSpineSkeleton : MonoBehaviour {
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/*
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*/
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public tk2dSpineSkeletonDataAsset skeletonDataAsset;
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public Skeleton skeleton;
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public string animationName;
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public bool loop;
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public float animationSpeed = 1;
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public Spine.AnimationState state;
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/*
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*/
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private Mesh mesh;
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private Vector3[] vertices;
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private Color[] colors;
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private Vector2[] uvs;
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private int[] triangles;
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private int cachedQuadCount;
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private float[] vertexPositions;
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/*
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*/
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void Awake() {
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vertexPositions = new float[8];
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}
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/*
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*/
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void Update() {
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SkeletonData skeletonData = (skeletonDataAsset != null) ? skeletonDataAsset.GetSkeletonData() : null;
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if(skeletonData == null) {
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Clear();
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return;
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}
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if(skeleton == null || skeleton.Data != skeletonData) Initialize();
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UpdateAnimation();
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UpdateSkeleton();
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UpdateCache();
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UpdateMesh();
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}
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/*
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*/
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private void Clear() {
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GetComponent<MeshFilter>().mesh = null;
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DestroyImmediate(mesh);
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mesh = null;
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renderer.sharedMaterial = null;
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skeleton = null;
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state = null;
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}
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/*
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*/
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private void Initialize() {
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mesh = new Mesh();
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GetComponent<MeshFilter>().mesh = mesh;
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mesh.name = "tk2dSkeleton Mesh";
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mesh.hideFlags = HideFlags.HideAndDontSave;
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state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
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skeleton = new Skeleton(skeletonDataAsset.GetSkeletonData());
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}
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/*
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*/
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private void UpdateMesh() {
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int quadIndex = 0;
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int drawCount = skeleton.DrawOrder.Count;
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Color currentColor = new Color();
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for(int i = 0; i < drawCount; i++) {
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Slot slot = skeleton.DrawOrder[i];
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Attachment attachment = slot.Attachment;
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if(attachment is RegionAttachment) {
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RegionAttachment regionAttachment = attachment as RegionAttachment;
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regionAttachment.ComputeVertices(slot.Bone,vertexPositions);
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int vertexIndex = quadIndex * 4;
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vertices[vertexIndex + 0] = new Vector3(vertexPositions[RegionAttachment.X1],vertexPositions[RegionAttachment.Y1],0);
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vertices[vertexIndex + 1] = new Vector3(vertexPositions[RegionAttachment.X4],vertexPositions[RegionAttachment.Y4],0);
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vertices[vertexIndex + 2] = new Vector3(vertexPositions[RegionAttachment.X2],vertexPositions[RegionAttachment.Y2],0);
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vertices[vertexIndex + 3] = new Vector3(vertexPositions[RegionAttachment.X3],vertexPositions[RegionAttachment.Y3],0);
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float[] regionUVs = regionAttachment.UVs;
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uvs[vertexIndex + 0] = new Vector2(regionUVs[RegionAttachment.X1],regionUVs[RegionAttachment.Y1]);
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uvs[vertexIndex + 1] = new Vector2(regionUVs[RegionAttachment.X4],regionUVs[RegionAttachment.Y4]);
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uvs[vertexIndex + 2] = new Vector2(regionUVs[RegionAttachment.X2],regionUVs[RegionAttachment.Y2]);
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uvs[vertexIndex + 3] = new Vector2(regionUVs[RegionAttachment.X3],regionUVs[RegionAttachment.Y3]);
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currentColor.a = skeleton.A * slot.A;
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currentColor.r = skeleton.R * slot.R * slot.A;
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currentColor.g = skeleton.G * slot.G * slot.A;
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currentColor.b = skeleton.B * slot.B * slot.A;
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colors[vertexIndex] = currentColor;
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colors[vertexIndex + 1] = currentColor;
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colors[vertexIndex + 2] = currentColor;
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colors[vertexIndex + 3] = currentColor;
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int index = quadIndex * 6;
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triangles[index + 0] = vertexIndex;
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triangles[index + 1] = vertexIndex + 2;
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triangles[index + 2] = vertexIndex + 1;
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triangles[index + 3] = vertexIndex + 2;
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triangles[index + 4] = vertexIndex + 3;
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triangles[index + 5] = vertexIndex + 1;
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quadIndex++;
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}
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}
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mesh.vertices = vertices;
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mesh.colors = colors;
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mesh.uv = uvs;
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mesh.triangles = triangles;
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mesh.RecalculateNormals();
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renderer.sharedMaterial = skeletonDataAsset.sprites.spriteCollection.materials[0];
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}
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/*
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*/
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private void UpdateCache() {
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int quadCount = 0;
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int drawCount = skeleton.DrawOrder.Count;
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for(int i = 0; i < drawCount; i++) {
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Attachment attachment = skeleton.DrawOrder[i].Attachment;
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if(attachment is RegionAttachment) quadCount++;
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}
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if(quadCount == cachedQuadCount) return;
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cachedQuadCount = quadCount;
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vertices = new Vector3[quadCount * 4];
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uvs = new Vector2[quadCount * 4];
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colors = new Color[quadCount * 4];
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triangles = new int[quadCount * 6];
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}
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/*
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*/
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private void UpdateSkeleton() {
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skeleton.Update(Time.deltaTime * animationSpeed);
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skeleton.UpdateWorldTransform();
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}
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/*
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*/
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private void UpdateAnimation() {
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// Check if we need to stop current animation
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if(state.Animation != null && animationName == null) {
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state.ClearAnimation();
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}
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// Check for different animation name or animation end
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else if(state.Animation == null || animationName != state.Animation.Name) {
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Spine.Animation animation = skeleton.Data.FindAnimation(animationName);
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if(animation != null) state.SetAnimation(animation,loop);
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}
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state.Loop = loop;
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// Update animation
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state.Update(Time.deltaTime * animationSpeed);
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state.Apply(skeleton);
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}
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}
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8
spine-tk2d/Code/tk2dSpineSkeleton.cs.meta
Normal file
@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
|
||||
guid: b2ccbecf56104874f886da59557ff3e4
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
71
spine-tk2d/Code/tk2dSpineSkeletonDataAsset.cs
Normal file
@ -0,0 +1,71 @@
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using System;
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using System.IO;
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using UnityEngine;
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using Spine;
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||||
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||||
/*
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||||
*/
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||||
public class tk2dSpineSkeletonDataAsset : ScriptableObject {
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||||
|
||||
/*
|
||||
*/
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public tk2dSpriteCollection sprites;
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public TextAsset skeletonJSON;
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public float scale = 1;
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public string[] fromAnimation;
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public string[] toAnimation;
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||||
public float[] duration;
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||||
|
||||
/*
|
||||
*/
|
||||
private SkeletonData skeletonData;
|
||||
private AnimationStateData stateData;
|
||||
|
||||
/*
|
||||
*/
|
||||
public SkeletonData GetSkeletonData() {
|
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if(skeletonData != null) return skeletonData;
|
||||
|
||||
MakeSkeletonAndAnimationData();
|
||||
return skeletonData;
|
||||
}
|
||||
|
||||
public AnimationStateData GetAnimationStateData () {
|
||||
if(stateData != null) return stateData;
|
||||
|
||||
MakeSkeletonAndAnimationData();
|
||||
return stateData;
|
||||
}
|
||||
|
||||
/*
|
||||
*/
|
||||
private void MakeSkeletonAndAnimationData() {
|
||||
if(sprites == null) {
|
||||
Debug.LogWarning("Sprite collection not set for skeleton data asset: " + name,this);
|
||||
return;
|
||||
}
|
||||
|
||||
if(skeletonJSON == null) {
|
||||
Debug.LogWarning("Skeleton JSON file not set for skeleton data asset: " + name,this);
|
||||
return;
|
||||
}
|
||||
|
||||
SkeletonJson json = new SkeletonJson(new tk2dSpineAttachmentLoader(sprites.spriteCollection));
|
||||
json.Scale = scale;
|
||||
|
||||
try {
|
||||
skeletonData = json.ReadSkeletonData(new StringReader(skeletonJSON.text));
|
||||
} catch (Exception ex) {
|
||||
Debug.Log("Error reading skeleton JSON file for skeleton data asset: " + name + "\n" + ex.Message + "\n" + ex.StackTrace,this);
|
||||
return;
|
||||
}
|
||||
|
||||
stateData = new AnimationStateData(skeletonData);
|
||||
for(int i = 0, n = fromAnimation.Length; i < n; i++) {
|
||||
if(fromAnimation[i].Length == 0 || toAnimation[i].Length == 0) continue;
|
||||
stateData.SetMix(fromAnimation[i],toAnimation[i],duration[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
8
spine-tk2d/Code/tk2dSpineSkeletonDataAsset.cs.meta
Normal file
@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
|
||||
guid: c62fe2307a465b14793b8fdde54fdbe4
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
4
spine-tk2d/Editor.meta
Normal file
@ -0,0 +1,4 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d08845badc896464e8b2e5402b1178f4
|
||||
DefaultImporter:
|
||||
userData:
|
||||
51
spine-tk2d/Editor/tk2dSpineMenus.cs
Normal file
@ -0,0 +1,51 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Spine;
|
||||
|
||||
/*
|
||||
*/
|
||||
public class tk2dSpineMenus {
|
||||
|
||||
/*
|
||||
*/
|
||||
[MenuItem("Assets/Create/tk2d/Spine Skeleton Data")]
|
||||
static public void CreateSkeletonData() {
|
||||
string path = "";
|
||||
try {
|
||||
path = Path.GetDirectoryName(AssetDatabase.GetAssetPath(Selection.activeObject)) + "/";
|
||||
} catch (Exception) {
|
||||
path = "Assets/";
|
||||
}
|
||||
|
||||
ScriptableObject asset = ScriptableObject.CreateInstance<tk2dSpineSkeletonDataAsset>();
|
||||
AssetDatabase.CreateAsset(asset,path + "New Spine Skeleton Data.asset");
|
||||
AssetDatabase.SaveAssets();
|
||||
EditorUtility.FocusProjectWindow();
|
||||
Selection.activeObject = asset;
|
||||
}
|
||||
|
||||
/*
|
||||
*/
|
||||
[MenuItem("GameObject/Create Other/tk2d/Spine Skeleton")]
|
||||
static public void CreateSkeletonGameObject() {
|
||||
GameObject gameObject = new GameObject("New tk2d Spine Skeleton",typeof(tk2dSpineSkeleton));
|
||||
EditorUtility.FocusProjectWindow();
|
||||
Selection.activeObject = gameObject;
|
||||
}
|
||||
|
||||
/*
|
||||
*/
|
||||
[MenuItem("Component/2D Toolkit/Spine Skeleton")]
|
||||
static public void CreateSkeletonComponent() {
|
||||
Selection.activeGameObject.AddComponent(typeof(tk2dSpineSkeleton));
|
||||
}
|
||||
|
||||
/*
|
||||
*/
|
||||
[MenuItem("Component/2d Toolkit/Spine Skeleton",true)]
|
||||
static public bool ValidateCreateSkeletonComponent() {
|
||||
return Selection.activeGameObject != null && Selection.activeGameObject.GetComponent(typeof(tk2dSpineSkeleton)) == null;
|
||||
}
|
||||
}
|
||||
8
spine-tk2d/Editor/tk2dSpineMenus.cs.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5673189c5c1030b4783c8945f5a5f52e
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
90
spine-tk2d/Editor/tk2dSpineSkeletonDataAssetInspector.cs
Normal file
@ -0,0 +1,90 @@
|
||||
using System;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using Spine;
|
||||
|
||||
/*
|
||||
*/
|
||||
[CustomEditor(typeof(tk2dSpineSkeletonDataAsset))]
|
||||
public class tk2dSpineSkeletonDataAssetInspector : Editor {
|
||||
|
||||
/*
|
||||
*/
|
||||
private SerializedProperty sprites;
|
||||
private SerializedProperty skeletonJSON;
|
||||
private SerializedProperty scale;
|
||||
private SerializedProperty fromAnimation;
|
||||
private SerializedProperty toAnimation;
|
||||
private SerializedProperty duration;
|
||||
private bool showAnimationStateData = true;
|
||||
|
||||
/*
|
||||
*/
|
||||
void OnEnable () {
|
||||
sprites = serializedObject.FindProperty("sprites");
|
||||
skeletonJSON = serializedObject.FindProperty("skeletonJSON");
|
||||
scale = serializedObject.FindProperty("scale");
|
||||
fromAnimation = serializedObject.FindProperty("fromAnimation");
|
||||
toAnimation = serializedObject.FindProperty("toAnimation");
|
||||
duration = serializedObject.FindProperty("duration");
|
||||
}
|
||||
|
||||
/*
|
||||
*/
|
||||
public override void OnInspectorGUI () {
|
||||
serializedObject.Update();
|
||||
|
||||
tk2dSpineSkeletonDataAsset asset = target as tk2dSpineSkeletonDataAsset;
|
||||
|
||||
EditorGUIUtility.LookLikeInspector();
|
||||
EditorGUILayout.PropertyField(sprites);
|
||||
EditorGUILayout.PropertyField(skeletonJSON);
|
||||
EditorGUILayout.PropertyField(scale);
|
||||
|
||||
SkeletonData skeletonData = asset.GetSkeletonData();
|
||||
if(skeletonData != null) {
|
||||
showAnimationStateData = EditorGUILayout.Foldout(showAnimationStateData,"Animation State Data");
|
||||
if(showAnimationStateData) {
|
||||
|
||||
String[] animations = new String[skeletonData.Animations.Count];
|
||||
for (int i = 0; i < animations.Length; i++) {
|
||||
animations[i] = skeletonData.Animations[i].Name;
|
||||
}
|
||||
|
||||
for(int i = 0; i < fromAnimation.arraySize; i++) {
|
||||
SerializedProperty from = fromAnimation.GetArrayElementAtIndex(i);
|
||||
SerializedProperty to = toAnimation.GetArrayElementAtIndex(i);
|
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using UnityEngine;
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using System.Collections;
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/*
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|
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public class tk2dSpineboy : MonoBehaviour {
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/*
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private tk2dSpineSkeleton skeleton;
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skeleton = GetComponent<tk2dSpineSkeleton>();
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*/
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skeleton.loop = true;
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void OnMouseDown() {
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17
spine-tk2d/README.md
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||||
The Spine runtime for Unity with 2d Toolkit comes with an example project which has "spineboy" walking. When clicked, he jumps and the transition to/from walking/jumping is blended smoothly. Use the instructions below.
|
||||
|
||||
# Requirements
|
||||
|
||||
1. Latest 2d toolkit imported in your project
|
||||
1. Latest Spine C# runtime
|
||||
|
||||
# Usage
|
||||
|
||||
1. Drag spine-csharp into your project
|
||||
1. Drag spine-tk2d into your project
|
||||
1. Open spine-tk2d/Example/Example.scene
|
||||
|
||||
# Notes
|
||||
|
||||
- Atlas images should use premultiplied alpha.
|
||||
- All skeleton game objects should use Skeleton.shader
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||||