This commit is contained in:
badlogic 2018-09-24 14:23:26 +02:00
commit 854ec90657
19 changed files with 443 additions and 83 deletions

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@ -169,6 +169,14 @@ namespace Spine {
TwoColor
}
public interface IBoneTimeline {
int BoneIndex { get; }
}
public interface ISlotTimeline {
int SlotIndex { get; }
}
/// <summary>Base class for frames that use an interpolation bezier curve.</summary>
abstract public class CurveTimeline : Timeline {
protected const float LINEAR = 0, STEPPED = 1, BEZIER = 2;
@ -251,7 +259,7 @@ namespace Spine {
}
}
public class RotateTimeline : CurveTimeline {
public class RotateTimeline : CurveTimeline, IBoneTimeline {
public const int ENTRIES = 2;
internal const int PREV_TIME = -2, PREV_ROTATION = -1;
internal const int ROTATION = 1;
@ -339,7 +347,7 @@ namespace Spine {
}
}
public class TranslateTimeline : CurveTimeline {
public class TranslateTimeline : CurveTimeline, IBoneTimeline {
public const int ENTRIES = 3;
protected const int PREV_TIME = -3, PREV_X = -2, PREV_Y = -1;
protected const int X = 1, Y = 2;
@ -419,7 +427,7 @@ namespace Spine {
}
}
public class ScaleTimeline : TranslateTimeline {
public class ScaleTimeline : TranslateTimeline, IBoneTimeline {
override public int PropertyId {
get { return ((int)TimelineType.Scale << 24) + boneIndex; }
}
@ -522,7 +530,7 @@ namespace Spine {
}
}
public class ShearTimeline : TranslateTimeline {
public class ShearTimeline : TranslateTimeline, IBoneTimeline {
override public int PropertyId {
get { return ((int)TimelineType.Shear << 24) + boneIndex; }
}
@ -582,7 +590,7 @@ namespace Spine {
}
}
public class ColorTimeline : CurveTimeline {
public class ColorTimeline : CurveTimeline, ISlotTimeline {
public const int ENTRIES = 5;
protected const int PREV_TIME = -5, PREV_R = -4, PREV_G = -3, PREV_B = -2, PREV_A = -1;
protected const int R = 1, G = 2, B = 3, A = 4;
@ -683,7 +691,7 @@ namespace Spine {
}
}
public class TwoColorTimeline : CurveTimeline {
public class TwoColorTimeline : CurveTimeline, ISlotTimeline {
public const int ENTRIES = 8;
protected const int PREV_TIME = -8, PREV_R = -7, PREV_G = -6, PREV_B = -5, PREV_A = -4;
protected const int PREV_R2 = -3, PREV_G2 = -2, PREV_B2 = -1;
@ -826,7 +834,7 @@ namespace Spine {
}
public class AttachmentTimeline : Timeline {
public class AttachmentTimeline : Timeline, ISlotTimeline {
internal int slotIndex;
internal float[] frames;
internal string[] attachmentNames;
@ -880,7 +888,7 @@ namespace Spine {
}
}
public class DeformTimeline : CurveTimeline {
public class DeformTimeline : CurveTimeline, ISlotTimeline {
internal int slotIndex;
internal float[] frames;
internal float[][] frameVertices;

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@ -30,6 +30,11 @@
#define SPINE_SKELETON_MECANIM
#if (UNITY_2017_4 || UNITY_2018)
#define SPINE_UNITY_2018_PREVIEW_API
#endif
using System;
using System.Reflection;
using System.Collections.Generic;
@ -51,7 +56,7 @@ namespace Spine.Unity.Editor {
internal static bool showAttachments = false;
SerializedProperty atlasAssets, skeletonJSON, scale, fromAnimation, toAnimation, duration, defaultMix;
SerializedProperty blendModeMaterials;
SerializedProperty skeletonDataModifiers;
#if SPINE_TK2D
SerializedProperty spriteCollection;
#endif
@ -101,7 +106,7 @@ namespace Spine.Unity.Editor {
duration = serializedObject.FindProperty("duration");
defaultMix = serializedObject.FindProperty("defaultMix");
blendModeMaterials = serializedObject.FindProperty("blendModeMaterials");
skeletonDataModifiers = serializedObject.FindProperty("skeletonDataModifiers");
#if SPINE_SKELETON_MECANIM
controller = serializedObject.FindProperty("controller");
@ -302,6 +307,8 @@ namespace Spine.Unity.Editor {
}
EditorGUILayout.PropertyField(skeletonJSON, SpineInspectorUtility.TempContent(skeletonJSON.displayName, Icons.spine));
EditorGUILayout.PropertyField(scale);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(skeletonDataModifiers, true);
}
void DrawAtlasAssetsFields () {
@ -318,8 +325,6 @@ namespace Spine.Unity.Editor {
if (atlasAssets.arraySize == 0)
EditorGUILayout.HelpBox("AtlasAssets array is empty. Skeleton's attachments will load without being mapped to images.", MessageType.Info);
EditorGUILayout.PropertyField(blendModeMaterials);
}
void HandleAtlasAssetsNulls () {
@ -681,7 +686,7 @@ namespace Spine.Unity.Editor {
GameObject previewGameObject;
internal bool requiresRefresh;
#if !(UNITY_2017_4 || UNITY_2018)
#if !SPINE_UNITY_2018_PREVIEW_API
float animationLastTime;
#endif
@ -777,7 +782,7 @@ namespace Spine.Unity.Editor {
if (previewRenderUtility == null) {
previewRenderUtility = new PreviewRenderUtility(true);
#if !(UNITY_2017_4 || UNITY_2018)
#if !SPINE_UNITY_2018_PREVIEW_API
animationLastTime = CurrentTime;
#endif
@ -808,7 +813,7 @@ namespace Spine.Unity.Editor {
skeletonAnimation.LateUpdate();
previewGameObject.GetComponent<Renderer>().enabled = false;
#if UNITY_2017_4 || UNITY_2018
#if SPINE_UNITY_2018_PREVIEW_API
previewRenderUtility.AddSingleGO(previewGameObject);
#endif
}
@ -869,7 +874,7 @@ namespace Spine.Unity.Editor {
if (!EditorApplication.isPlaying) {
#if !(UNITY_2017_4 || UNITY_2018)
#if !SPINE_UNITY_2018_PREVIEW_API
float current = CurrentTime;
float deltaTime = (current - animationLastTime);
skeletonAnimation.Update(deltaTime);

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@ -253,8 +253,8 @@ namespace Spine.Unity.Editor {
using (new SpineInspectorUtility.IndentScope()) {
using (new EditorGUILayout.HorizontalScope()) {
initialFlipX.boolValue = EditorGUILayout.ToggleLeft(initialFlipX.displayName, initialFlipX.boolValue, GUILayout.Width(120f));
initialFlipY.boolValue = EditorGUILayout.ToggleLeft(initialFlipY.displayName, initialFlipY.boolValue, GUILayout.Width(120f));
SpineInspectorUtility.ToggleLeftLayout(initialFlipX);
SpineInspectorUtility.ToggleLeftLayout(initialFlipY);
EditorGUILayout.Space();
}
@ -370,7 +370,6 @@ namespace Spine.Unity.Editor {
}
override public void OnInspectorGUI () {
//serializedObject.Update();
bool multi = serializedObject.isEditingMultipleObjects;
DrawInspectorGUI(multi);
if (serializedObject.ApplyModifiedProperties() || SpineInspectorUtility.UndoRedoPerformed(Event.current)) {

View File

@ -206,15 +206,15 @@ namespace Spine.Unity.Editor {
// Data Refresh Edit Mode.
// This prevents deserialized SkeletonData from persisting from play mode to edit mode.
#if UNITY_2017_2_OR_NEWER
EditorApplication.playModeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged;
EditorApplication.playModeStateChanged += DataReloadHandler.OnPlaymodeStateChanged;
DataReloadHandler.OnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
#else
EditorApplication.playmodeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged;
EditorApplication.playmodeStateChanged += DataReloadHandler.OnPlaymodeStateChanged;
DataReloadHandler.OnPlaymodeStateChanged();
#endif
//#if UNITY_2017_2_OR_NEWER
// EditorApplication.playModeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged;
// EditorApplication.playModeStateChanged += DataReloadHandler.OnPlaymodeStateChanged;
// DataReloadHandler.OnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
//#else
// EditorApplication.playmodeStateChanged -= DataReloadHandler.OnPlaymodeStateChanged;
// EditorApplication.playmodeStateChanged += DataReloadHandler.OnPlaymodeStateChanged;
// DataReloadHandler.OnPlaymodeStateChanged();
//#endif
initialized = true;
}
@ -351,10 +351,15 @@ namespace Spine.Unity.Editor {
#else
internal static void OnPlaymodeStateChanged () {
#endif
ReloadAllActiveSkeletons();
ReloadAllActiveSkeletonsEditMode();
}
static void ReloadAllActiveSkeletons () {
static void ReloadAllActiveSkeletonsEditMode () {
if (EditorApplication.isPaused) return;
if (EditorApplication.isPlaying) return;
if (EditorApplication.isCompiling) return;
if (EditorApplication.isPlayingOrWillChangePlaymode) return;
var skeletonDataAssetsToReload = new HashSet<SkeletonDataAsset>();
var activeSkeletonRenderers = GameObject.FindObjectsOfType<SkeletonRenderer>();
@ -369,11 +374,18 @@ namespace Spine.Unity.Editor {
if (skeletonDataAsset != null) skeletonDataAssetsToReload.Add(skeletonDataAsset);
}
foreach (var sda in skeletonDataAssetsToReload)
foreach (var sda in skeletonDataAssetsToReload) {
sda.Clear();
sda.GetSkeletonData(true);
}
foreach (var sr in activeSkeletonRenderers) sr.Initialize(true);
foreach (var sg in activeSkeletonGraphics) sg.Initialize(true);
foreach (var sr in activeSkeletonRenderers) {
sr.Initialize(true);
}
foreach (var sg in activeSkeletonGraphics) {
sg.Initialize(true);
}
}
}

View File

@ -71,6 +71,40 @@ namespace Spine.Unity.Editor {
PropertyFieldWideLabel(property, label, width);
}
/// <summary>Multi-edit-compatible version of EditorGUILayout.ToggleLeft(SerializedProperty)</summary>
public static void ToggleLeftLayout (SerializedProperty property, GUIContent label = null, float width = 120f) {
if (label == null) label = SpineInspectorUtility.TempContent(property.displayName, tooltip: property.tooltip);
if (property.hasMultipleDifferentValues) {
bool previousShowMixedValue = EditorGUI.showMixedValue;
EditorGUI.showMixedValue = true;
bool clicked = EditorGUILayout.ToggleLeft(label, property.boolValue, GUILayout.Width(width));
if (clicked) property.boolValue = true; // Set all values to true when clicked.
EditorGUI.showMixedValue = previousShowMixedValue;
} else {
property.boolValue = EditorGUILayout.ToggleLeft(label, property.boolValue, GUILayout.Width(width));
}
}
/// <summary>Multi-edit-compatible version of EditorGUILayout.ToggleLeft(SerializedProperty)</summary>
public static void ToggleLeft (Rect rect, SerializedProperty property, GUIContent label = null) {
if (label == null) label = SpineInspectorUtility.TempContent(property.displayName, tooltip: property.tooltip);
if (property.hasMultipleDifferentValues) {
bool previousShowMixedValue = EditorGUI.showMixedValue;
EditorGUI.showMixedValue = true;
bool clicked = EditorGUI.ToggleLeft(rect, label, property.boolValue);
if (clicked) property.boolValue = true; // Set all values to true when clicked.
EditorGUI.showMixedValue = previousShowMixedValue;
} else {
property.boolValue = EditorGUI.ToggleLeft(rect, label, property.boolValue);
}
}
public static bool UndoRedoPerformed (UnityEngine.Event current) {
return current.type == EventType.ValidateCommand && current.commandName == "UndoRedoPerformed";
}
@ -342,7 +376,7 @@ namespace Spine.Unity.Editor {
EditorGUILayout.PropertyField(prop.sortingOrder, OrderInLayerLabel);
if (applyModifiedProperties && EditorGUI.EndChangeCheck())
prop.ApplyModifiedProperties();
prop.ApplyModifiedProperties();
}
#endregion
}

View File

@ -99,9 +99,9 @@ namespace Spine.Unity.Editor {
EditorGUI.PrefixLabel(rect, SpineInspectorUtility.TempContent("Initial Flip"));
rect.x += EditorGUIUtility.labelWidth;
rect.width = 30f;
initialFlipX.boolValue = EditorGUI.ToggleLeft(rect, SpineInspectorUtility.TempContent("X", tooltip:"initialFlipX"), initialFlipX.boolValue);
SpineInspectorUtility.ToggleLeft(rect, initialFlipX, SpineInspectorUtility.TempContent("X", tooltip: "initialFlipX"));
rect.x += 35f;
initialFlipY.boolValue = EditorGUI.ToggleLeft(rect, SpineInspectorUtility.TempContent("Y", tooltip:"initialFlipY"), initialFlipY.boolValue);
SpineInspectorUtility.ToggleLeft(rect, initialFlipY, SpineInspectorUtility.TempContent("Y", tooltip: "initialFlipY"));
}
EditorGUILayout.Space();

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@ -37,7 +37,7 @@ using Spine;
using Spine.Unity;
namespace Spine.Unity {
[CreateAssetMenu(menuName = "Spine/Blend Mode Materials Asset", order = 200)]
[CreateAssetMenu(menuName = "Spine/SkeletonData Modifiers/Blend Mode Materials", order = 200)]
public class BlendModeMaterialsAsset : SkeletonDataModifierAsset {
public Material multiplyMaterialTemplate;
public Material screenMaterialTemplate;

View File

@ -97,19 +97,13 @@ namespace Spine.Unity {
if (string.IsNullOrEmpty(value)) {
state.ClearTrack(0);
} else {
TrySetAnimation(value, loop);
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(value);
if (animationObject != null)
state.SetAnimation(0, animationObject, loop);
}
}
}
TrackEntry TrySetAnimation (string animationName, bool animationLoop) {
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(animationName);
if (animationObject != null)
return state.SetAnimation(0, animationObject, animationLoop);
return null;
}
/// <summary>Whether or not <see cref="AnimationName"/> should loop. This only applies to the initial animation specified in the inspector, or any subsequent Animations played through .AnimationName. Animations set through state.SetAnimation are unaffected.</summary>
public bool loop;
@ -153,27 +147,25 @@ namespace Spine.Unity {
return;
state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
#if UNITY_EDITOR
if (!string.IsNullOrEmpty(_animationName)) {
if (Application.isPlaying) {
TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
if (startingTrack != null)
Update(0);
} else {
// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
if (animationObject != null)
animationObject.PoseSkeleton(skeleton, 0f);
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
if (animationObject != null) {
animationObject.PoseSkeleton(skeleton, 0f);
skeleton.UpdateWorldTransform();
#if UNITY_EDITOR
if (Application.isPlaying) {
#endif
// Make this block not run in Unity Editor edit mode.
state.SetAnimation(0, animationObject, loop);
#if UNITY_EDITOR
}
#endif
}
}
#else
if (!string.IsNullOrEmpty(_animationName)) {
TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
if (startingTrack != null)
Update(0);
}
#endif
}
void Update () {

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@ -166,7 +166,8 @@ namespace Spine.Unity {
/// <summary>
/// Clears the previously generated mesh and resets the skeleton's pose.</summary>
public virtual void ClearState () {
meshFilter.sharedMesh = null;
var meshFilter = GetComponent<MeshFilter>();
if (meshFilter != null) meshFilter.sharedMesh = null;
currentInstructions.Clear();
if (skeleton != null) skeleton.SetToSetupPose();
}
@ -193,7 +194,7 @@ namespace Spine.Unity {
valid = false;
}
if (!skeletonDataAsset) {
if (skeletonDataAsset == null) {
if (logErrors) Debug.LogError("Missing SkeletonData asset.", this);
return;
}

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@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: bdfae2bc4b385b84eb4f5f6855d0f991
folderAsset: yes
timeCreated: 1537527020
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,265 @@
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine;
using Spine.Unity;
namespace Spine.Unity.Modules {
//[CreateAssetMenu(menuName = "Spine/SkeletonData Modifiers/Animation Match", order = 200)]
public class AnimationMatchModifierAsset : SkeletonDataModifierAsset {
public bool matchAllAnimations = true;
public override void Apply (SkeletonData skeletonData) {
if (matchAllAnimations)
AnimationTools.MatchAnimationTimelines(skeletonData.animations, skeletonData);
}
public static class AnimationTools {
#region Filler Timelines
/// <summary>
/// Matches the animation timelines across the given set of animations.
/// This allows unkeyed properties to assume setup pose when animations are naively mixed using Animation.Apply.
/// </summary>
/// <param name="animations">An enumerable collection animations whose timelines will be matched.</param>
/// <param name="skeletonData">The SkeletonData where the animations belong.</param>
public static void MatchAnimationTimelines (IEnumerable<Spine.Animation> animations, SkeletonData skeletonData) {
if (animations == null) return;
if (skeletonData == null) throw new System.ArgumentNullException("skeletonData", "Timelines can't be matched without a SkeletonData source.");
// Build a reference collection of timelines to match
// and a collection of dummy timelines that can be used to fill-in missing items.
var timelineDictionary = new Dictionary<int, Spine.Timeline>();
foreach (var animation in animations) {
foreach (var timeline in animation.timelines) {
if (timeline is EventTimeline) continue;
int propertyID = timeline.PropertyId;
if (!timelineDictionary.ContainsKey(propertyID)) {
timelineDictionary.Add(propertyID, GetFillerTimeline(timeline, skeletonData));
}
}
}
var idsToMatch = new List<int>(timelineDictionary.Keys);
// For each animation in the list, check for and add missing timelines.
var currentAnimationIDs = new HashSet<int>();
foreach (var animation in animations) {
currentAnimationIDs.Clear();
foreach (var timeline in animation.timelines) {
if (timeline is EventTimeline) continue;
currentAnimationIDs.Add(timeline.PropertyId);
}
var animationTimelines = animation.timelines;
foreach (int propertyID in idsToMatch) {
if (!currentAnimationIDs.Contains(propertyID))
animationTimelines.Add(timelineDictionary[propertyID]);
}
}
// These are locals, but sometimes Unity's GC does weird stuff. So let's clean up.
timelineDictionary.Clear();
timelineDictionary = null;
idsToMatch.Clear();
idsToMatch = null;
currentAnimationIDs.Clear();
currentAnimationIDs = null;
}
static Timeline GetFillerTimeline (Timeline timeline, SkeletonData skeletonData) {
int propertyID = timeline.PropertyId;
int tt = propertyID >> 24;
var timelineType = (TimelineType)tt;
switch (timelineType) {
// Bone
case TimelineType.Rotate:
return GetFillerTimeline((RotateTimeline)timeline, skeletonData);
case TimelineType.Translate:
return GetFillerTimeline((TranslateTimeline)timeline, skeletonData);
case TimelineType.Scale:
return GetFillerTimeline((ScaleTimeline)timeline, skeletonData);
case TimelineType.Shear:
return GetFillerTimeline((ShearTimeline)timeline, skeletonData);
// Slot
case TimelineType.Attachment:
return GetFillerTimeline((AttachmentTimeline)timeline, skeletonData);
case TimelineType.Color:
return GetFillerTimeline((ColorTimeline)timeline, skeletonData);
case TimelineType.TwoColor:
return GetFillerTimeline((TwoColorTimeline)timeline, skeletonData);
case TimelineType.Deform:
return GetFillerTimeline((DeformTimeline)timeline, skeletonData);
// Skeleton
case TimelineType.DrawOrder:
return GetFillerTimeline((DrawOrderTimeline)timeline, skeletonData);
// IK Constraint
case TimelineType.IkConstraint:
return GetFillerTimeline((IkConstraintTimeline)timeline, skeletonData);
// TransformConstraint
case TimelineType.TransformConstraint:
return GetFillerTimeline((TransformConstraintTimeline)timeline, skeletonData);
// Path Constraint
case TimelineType.PathConstraintPosition:
return GetFillerTimeline((PathConstraintPositionTimeline)timeline, skeletonData);
case TimelineType.PathConstraintSpacing:
return GetFillerTimeline((PathConstraintSpacingTimeline)timeline, skeletonData);
case TimelineType.PathConstraintMix:
return GetFillerTimeline((PathConstraintMixTimeline)timeline, skeletonData);
}
return null;
}
static RotateTimeline GetFillerTimeline (RotateTimeline timeline, SkeletonData skeletonData) {
var t = new RotateTimeline(1);
t.boneIndex = timeline.boneIndex;
t.SetFrame(0, 0, 0);
return t;
}
static TranslateTimeline GetFillerTimeline (TranslateTimeline timeline, SkeletonData skeletonData) {
var t = new TranslateTimeline(1);
t.boneIndex = timeline.boneIndex;
t.SetFrame(0, 0, 0, 0);
return t;
}
static ScaleTimeline GetFillerTimeline (ScaleTimeline timeline, SkeletonData skeletonData) {
var t = new ScaleTimeline(1);
t.boneIndex = timeline.boneIndex;
t.SetFrame(0, 0, 0, 0);
return t;
}
static ShearTimeline GetFillerTimeline (ShearTimeline timeline, SkeletonData skeletonData) {
var t = new ShearTimeline(1);
t.boneIndex = timeline.boneIndex;
t.SetFrame(0, 0, 0, 0);
return t;
}
static AttachmentTimeline GetFillerTimeline (AttachmentTimeline timeline, SkeletonData skeletonData) {
var t = new AttachmentTimeline(1);
t.slotIndex = timeline.slotIndex;
var slotData = skeletonData.slots.Items[t.slotIndex];
t.SetFrame(0, 0, slotData.attachmentName);
return t;
}
static ColorTimeline GetFillerTimeline (ColorTimeline timeline, SkeletonData skeletonData) {
var t = new ColorTimeline(1);
t.slotIndex = timeline.slotIndex;
var slotData = skeletonData.slots.Items[t.slotIndex];
t.SetFrame(0, 0, slotData.r, slotData.g, slotData.b, slotData.a);
return t;
}
static TwoColorTimeline GetFillerTimeline (TwoColorTimeline timeline, SkeletonData skeletonData) {
var t = new TwoColorTimeline(1);
t.slotIndex = timeline.slotIndex;
var slotData = skeletonData.slots.Items[t.slotIndex];
t.SetFrame(0, 0, slotData.r, slotData.g, slotData.b, slotData.a, slotData.r2, slotData.g2, slotData.b2);
return t;
}
static DeformTimeline GetFillerTimeline (DeformTimeline timeline, SkeletonData skeletonData) {
var t = new DeformTimeline(1);
t.slotIndex = timeline.slotIndex;
t.attachment = timeline.attachment;
var slotData = skeletonData.slots.Items[t.slotIndex];
if (t.attachment.IsWeighted()) {
t.SetFrame(0, 0, new float[t.attachment.vertices.Length]);
} else {
t.SetFrame(0, 0, t.attachment.vertices.Clone() as float[]);
}
return t;
}
static DrawOrderTimeline GetFillerTimeline (DrawOrderTimeline timeline, SkeletonData skeletonData) {
var t = new DrawOrderTimeline(1);
t.SetFrame(0, 0, null); // null means use setup pose in DrawOrderTimeline.Apply.
return t;
}
static IkConstraintTimeline GetFillerTimeline (IkConstraintTimeline timeline, SkeletonData skeletonData) {
var t = new IkConstraintTimeline(1);
var ikConstraintData = skeletonData.ikConstraints.Items[timeline.ikConstraintIndex];
t.SetFrame(0, 0, ikConstraintData.mix, ikConstraintData.bendDirection, ikConstraintData.compress, ikConstraintData.stretch);
return t;
}
static TransformConstraintTimeline GetFillerTimeline (TransformConstraintTimeline timeline, SkeletonData skeletonData) {
var t = new TransformConstraintTimeline(1);
var data = skeletonData.transformConstraints.Items[timeline.transformConstraintIndex];
t.SetFrame(0, 0, data.rotateMix, data.translateMix, data.scaleMix, data.shearMix);
return t;
}
static PathConstraintPositionTimeline GetFillerTimeline (PathConstraintPositionTimeline timeline, SkeletonData skeletonData) {
var t = new PathConstraintPositionTimeline(1);
var data = skeletonData.pathConstraints.Items[timeline.pathConstraintIndex];
t.SetFrame(0, 0, data.position);
return t;
}
static PathConstraintSpacingTimeline GetFillerTimeline (PathConstraintSpacingTimeline timeline, SkeletonData skeletonData) {
var t = new PathConstraintSpacingTimeline(1);
var data = skeletonData.pathConstraints.Items[timeline.pathConstraintIndex];
t.SetFrame(0, 0, data.spacing);
return t;
}
static PathConstraintMixTimeline GetFillerTimeline (PathConstraintMixTimeline timeline, SkeletonData skeletonData) {
var t = new PathConstraintMixTimeline(1);
var data = skeletonData.pathConstraints.Items[timeline.pathConstraintIndex];
t.SetFrame(0, 0, data.rotateMix, data.translateMix);
return t;
}
#endregion
}
}
}

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@ -0,0 +1,6 @@
AnimationMatchModifierAsset
===========================
This is a SkeletonDataModifierAsset. Add it to a SkeletonDataAsset to apply its effects when its SkeletonData is loaded.
AnimationMatchModifierAsset processes animations so that their timelines match. This allows them to function with naive Animation Apply systems such as SkeletonMecanim without the need for autoreset functionality.

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@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 8623082208cae724e88314ec951691e1
timeCreated: 1537527914
licenseType: Pro
NativeFormatImporter:
mainObjectFileID: 11400000
userData:
assetBundleName:
assetBundleVariant:

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@ -901,7 +901,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
}
public static RegionAttachment GetClone (this RegionAttachment o) {
return new RegionAttachment(o.Name + "clone") {
return new RegionAttachment(o.Name) {
x = o.x,
y = o.y,
rotation = o.rotation,

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@ -102,4 +102,4 @@ Shader "Spine/Skeleton Fill" {
}
}
FallBack "Diffuse"
}
}

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@ -244,24 +244,24 @@ namespace Spine.Unity {
if (!string.IsNullOrEmpty(initialSkinName))
skeleton.SetSkin(initialSkinName);
#if UNITY_EDITOR
if (!string.IsNullOrEmpty(startingAnimation)) {
if (Application.isPlaying) {
state.SetAnimation(0, startingAnimation, startingLoop);
} else {
// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
if (animationObject != null)
animationObject.PoseSkeleton(skeleton, 0);
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
if (animationObject != null) {
animationObject.PoseSkeleton(skeleton, 0f);
skeleton.UpdateWorldTransform();
#if UNITY_EDITOR
if (Application.isPlaying) {
#endif
// Make this block not run in Unity Editor edit mode.
state.SetAnimation(0, animationObject, startingLoop);
#if UNITY_EDITOR
}
#endif
}
Update(0);
}
#else
if (!string.IsNullOrEmpty(startingAnimation)) {
state.SetAnimation(0, startingAnimation, startingLoop);
Update(0);
}
#endif
}
public void UpdateMesh () {