mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[unity] Fixed compile errors introduced by removed FindSlotIndex and FindBoneIndex methods. See commit dc9a6eb, see #1951.
This commit is contained in:
parent
afa9a873ad
commit
8770e319c5
@ -67,7 +67,7 @@ namespace Spine.Unity.Examples {
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EquipHook howToEquip = equippables.Find(x => x.type == equipType);
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EquipHook howToEquip = equippables.Find(x => x.type == equipType);
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var skeletonData = skeletonDataAsset.GetSkeletonData(true);
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var skeletonData = skeletonDataAsset.GetSkeletonData(true);
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int slotIndex = skeletonData.FindSlotIndex(howToEquip.slot);
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int slotIndex = skeletonData.FindSlot(howToEquip.slot).Index;
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var attachment = GenerateAttachmentFromEquipAsset(asset, slotIndex, howToEquip.templateSkin, howToEquip.templateAttachment);
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var attachment = GenerateAttachmentFromEquipAsset(asset, slotIndex, howToEquip.templateSkin, howToEquip.templateAttachment);
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target.Equip(slotIndex, howToEquip.templateAttachment, attachment);
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target.Equip(slotIndex, howToEquip.templateAttachment, attachment);
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}
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}
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@ -91,7 +91,7 @@ namespace Spine.Unity.Examples {
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// Step 1.4 Add the remapped clone to the new custom skin.
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// Step 1.4 Add the remapped clone to the new custom skin.
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// Let's do this for the visor.
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// Let's do this for the visor.
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int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
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int visorSlotIndex = skeleton.Data.FindSlot(visorSlot).Index; // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
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Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
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Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
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// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
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// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
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@ -100,7 +100,7 @@ namespace Spine.Unity.Examples {
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customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
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customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
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// And now for the gun.
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// And now for the gun.
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int gunSlotIndex = skeleton.FindSlotIndex(gunSlot);
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int gunSlotIndex = skeleton.Data.FindSlot(gunSlot).Index;
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Attachment templateGun = templateSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
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Attachment templateGun = templateSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
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Attachment newGun = templateGun.GetRemappedClone(gunSprite, sourceMaterial, pivotShiftsMeshUVCoords: false); // STEP 1.2 - 1.3
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Attachment newGun = templateGun.GetRemappedClone(gunSprite, sourceMaterial, pivotShiftsMeshUVCoords: false); // STEP 1.2 - 1.3
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if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4
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if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4
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@ -93,7 +93,7 @@ namespace Spine.Unity.Examples {
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// Step 1.4 Add the remapped clone to the new custom skin.
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// Step 1.4 Add the remapped clone to the new custom skin.
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// Let's do this for the visor.
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// Let's do this for the visor.
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int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
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int visorSlotIndex = skeleton.Data.FindSlot(visorSlot).Index; // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
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Attachment baseAttachment = baseSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
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Attachment baseAttachment = baseSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
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// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
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// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
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@ -102,7 +102,7 @@ namespace Spine.Unity.Examples {
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customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
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customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
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// And now for the gun.
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// And now for the gun.
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int gunSlotIndex = skeleton.FindSlotIndex(gunSlot);
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int gunSlotIndex = skeleton.Data.FindSlot(gunSlot).Index;
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Attachment baseGun = baseSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
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Attachment baseGun = baseSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
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Attachment newGun = baseGun.GetRemappedClone(gunSprite, sourceMaterial); // STEP 1.2 - 1.3
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Attachment newGun = baseGun.GetRemappedClone(gunSprite, sourceMaterial); // STEP 1.2 - 1.3
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if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4
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if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4
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@ -170,7 +170,7 @@ namespace Spine.Unity.Examples {
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public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA, float rotation = 0f) {
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public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA, float rotation = 0f) {
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RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation);
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RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation);
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var slotIndex = skeletonData.FindSlotIndex(slotName);
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var slotIndex = skeletonData.FindSlot(slotName).Index;
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Skin skin = skeletonData.DefaultSkin;
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Skin skin = skeletonData.DefaultSkin;
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if (skinName != "")
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if (skinName != "")
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skin = skeletonData.FindSkin(skinName);
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skin = skeletonData.FindSkin(skinName);
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@ -60,11 +60,11 @@ namespace Spine.Unity.Examples {
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eyeSlot = skeleton.FindSlot(eyeSlotName);
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eyeSlot = skeleton.FindSlot(eyeSlotName);
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mouthSlot = skeleton.FindSlot(mouthSlotName);
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mouthSlot = skeleton.FindSlot(mouthSlotName);
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int eyeSlotIndex = skeleton.FindSlotIndex(eyeSlotName);
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int eyeSlotIndex = skeleton.Data.FindSlot(eyeSlotName).Index;
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shockEye = skeleton.GetAttachment(eyeSlotIndex, shockEyeName);
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shockEye = skeleton.GetAttachment(eyeSlotIndex, shockEyeName);
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normalEye = skeleton.GetAttachment(eyeSlotIndex, normalEyeName);
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normalEye = skeleton.GetAttachment(eyeSlotIndex, normalEyeName);
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int mouthSlotIndex = skeleton.FindSlotIndex(mouthSlotName);
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int mouthSlotIndex = skeleton.Data.FindSlot(mouthSlotName).Index;
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shockMouth = skeleton.GetAttachment(mouthSlotIndex, shockMouthName);
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shockMouth = skeleton.GetAttachment(mouthSlotIndex, shockMouthName);
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normalMouth = skeleton.GetAttachment(mouthSlotIndex, normalMouthName);
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normalMouth = skeleton.GetAttachment(mouthSlotIndex, normalMouthName);
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}
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}
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@ -99,9 +99,9 @@ namespace Spine.Unity.Editor {
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if (currentSkin != skeleton.Data.DefaultSkin) DrawPointsInSkin(skeleton.Data.DefaultSkin, skeleton, skeletonTransform);
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if (currentSkin != skeleton.Data.DefaultSkin) DrawPointsInSkin(skeleton.Data.DefaultSkin, skeleton, skeletonTransform);
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if (currentSkin != null) DrawPointsInSkin(currentSkin, skeleton, skeletonTransform);
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if (currentSkin != null) DrawPointsInSkin(currentSkin, skeleton, skeletonTransform);
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} else {
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} else {
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int slotIndex = skeleton.FindSlotIndex(slotName.stringValue);
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Slot slot = skeleton.FindSlot(slotName.stringValue);
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if (slotIndex >= 0) {
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if (slot != null) {
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var slot = skeleton.Slots.Items[slotIndex];
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int slotIndex = slot.Data.Index;
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var point = skeleton.GetAttachment(slotIndex, pointAttachmentName.stringValue) as PointAttachment;
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var point = skeleton.GetAttachment(slotIndex, pointAttachmentName.stringValue) as PointAttachment;
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if (point != null) {
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if (point != null) {
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DrawPointAttachmentWithLabel(point, slot.Bone, skeletonTransform);
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DrawPointAttachmentWithLabel(point, slot.Bone, skeletonTransform);
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@ -360,7 +360,8 @@ namespace Spine.Unity.Editor {
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int lastSlot = skeleton.Slots.Count - 1;
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int lastSlot = skeleton.Slots.Count - 1;
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if (skeleton != null) {
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if (skeleton != null) {
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for (int i = 0, n = separatorSlotNames.arraySize; i < n; i++) {
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for (int i = 0, n = separatorSlotNames.arraySize; i < n; i++) {
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int index = skeleton.FindSlotIndex(separatorSlotNames.GetArrayElementAtIndex(i).stringValue);
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string slotName = separatorSlotNames.GetArrayElementAtIndex(i).stringValue;
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int index = skeleton.Data.FindSlot(slotName).Index;
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if (index == 0 || index == lastSlot) {
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if (index == 0 || index == lastSlot) {
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hasTerminalSlot = true;
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hasTerminalSlot = true;
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break;
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break;
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@ -482,7 +482,8 @@ namespace Spine.Unity.Editor {
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int lastSlot = skeleton.Slots.Count - 1;
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int lastSlot = skeleton.Slots.Count - 1;
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if (skeleton != null) {
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if (skeleton != null) {
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for (int i = 0, n = separatorSlotNames.arraySize; i < n; i++) {
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for (int i = 0, n = separatorSlotNames.arraySize; i < n; i++) {
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int index = skeleton.FindSlotIndex(separatorSlotNames.GetArrayElementAtIndex(i).stringValue);
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string slotName = separatorSlotNames.GetArrayElementAtIndex(i).stringValue;
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int index = skeleton.Data.FindSlot(slotName).Index;
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if (index == 0 || index == lastSlot) {
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if (index == 0 || index == lastSlot) {
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hasTerminalSlot = true;
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hasTerminalSlot = true;
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break;
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break;
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@ -95,7 +95,7 @@ namespace Spine.Unity.Editor {
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Slot slot = skeletonUtility.Skeleton.Slots.Items[i];
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Slot slot = skeletonUtility.Skeleton.Slots.Items[i];
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if (slot.Bone == utilityBone.bone) {
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if (slot.Bone == utilityBone.bone) {
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var slotAttachments = new List<Skin.SkinEntry>();
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var slotAttachments = new List<Skin.SkinEntry>();
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int slotIndex = skeleton.FindSlotIndex(slot.Data.Name);
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int slotIndex = skeleton.Data.FindSlot(slot.Data.Name).Index;
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skin.GetAttachments(slotIndex, slotAttachments);
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skin.GetAttachments(slotIndex, slotAttachments);
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var boundingBoxes = new List<BoundingBoxAttachment>();
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var boundingBoxes = new List<BoundingBoxAttachment>();
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@ -764,8 +764,7 @@ namespace Spine.Unity.Editor {
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if (bakeIK) {
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if (bakeIK) {
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foreach (IkConstraint i in skeleton.IkConstraints) {
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foreach (IkConstraint i in skeleton.IkConstraints) {
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foreach (Bone b in i.Bones) {
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foreach (Bone b in i.Bones) {
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int index = skeleton.FindBoneIndex(b.Data.Name);
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ignoreRotateTimelineIndexes.Add(b.Data.Index);
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ignoreRotateTimelineIndexes.Add(index);
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BakeBoneConstraints(b, animation, clip);
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BakeBoneConstraints(b, animation, clip);
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}
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}
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}
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}
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@ -773,8 +772,7 @@ namespace Spine.Unity.Editor {
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foreach (Bone b in skeleton.Bones) {
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foreach (Bone b in skeleton.Bones) {
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if (!b.Data.TransformMode.InheritsRotation()) {
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if (!b.Data.TransformMode.InheritsRotation()) {
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int index = skeleton.FindBoneIndex(b.Data.Name);
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int index = b.Data.Index;
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if (ignoreRotateTimelineIndexes.Contains(index) == false) {
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if (ignoreRotateTimelineIndexes.Contains(index) == false) {
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ignoreRotateTimelineIndexes.Add(index);
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ignoreRotateTimelineIndexes.Add(index);
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BakeBoneConstraints(b, animation, clip);
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BakeBoneConstraints(b, animation, clip);
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@ -118,13 +118,12 @@ namespace Spine.Unity {
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if (skeleton == null)
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if (skeleton == null)
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return;
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return;
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slot = skeleton.FindSlot(slotName);
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slot = skeleton.FindSlot(slotName);
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int slotIndex = skeleton.FindSlotIndex(slotName);
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if (slot == null) {
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if (slot == null) {
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if (BoundingBoxFollower.DebugMessages)
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if (BoundingBoxFollower.DebugMessages)
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Debug.LogWarning(string.Format("Slot '{0}' not found for BoundingBoxFollower on '{1}'. (Previous colliders were disposed.)", slotName, this.gameObject.name));
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Debug.LogWarning(string.Format("Slot '{0}' not found for BoundingBoxFollower on '{1}'. (Previous colliders were disposed.)", slotName, this.gameObject.name));
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return;
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return;
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}
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}
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int slotIndex = slot.Data.Index;
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int requiredCollidersCount = 0;
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int requiredCollidersCount = 0;
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var colliders = GetComponents<PolygonCollider2D>();
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var colliders = GetComponents<PolygonCollider2D>();
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@ -118,13 +118,12 @@ namespace Spine.Unity {
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if (skeleton == null)
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if (skeleton == null)
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return;
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return;
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slot = skeleton.FindSlot(slotName);
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slot = skeleton.FindSlot(slotName);
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int slotIndex = skeleton.FindSlotIndex(slotName);
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if (slot == null) {
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if (slot == null) {
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if (BoundingBoxFollowerGraphic.DebugMessages)
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if (BoundingBoxFollowerGraphic.DebugMessages)
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Debug.LogWarning(string.Format("Slot '{0}' not found for BoundingBoxFollowerGraphic on '{1}'. (Previous colliders were disposed.)", slotName, this.gameObject.name));
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Debug.LogWarning(string.Format("Slot '{0}' not found for BoundingBoxFollowerGraphic on '{1}'. (Previous colliders were disposed.)", slotName, this.gameObject.name));
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return;
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return;
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}
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}
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int slotIndex = slot.Data.Index;
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int requiredCollidersCount = 0;
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int requiredCollidersCount = 0;
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var colliders = GetComponents<PolygonCollider2D>();
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var colliders = GetComponents<PolygonCollider2D>();
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@ -92,9 +92,9 @@ namespace Spine.Unity {
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if (!string.IsNullOrEmpty(pointAttachmentName)) {
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if (!string.IsNullOrEmpty(pointAttachmentName)) {
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var skeleton = skeletonRenderer.Skeleton;
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var skeleton = skeletonRenderer.Skeleton;
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int slotIndex = skeleton.FindSlotIndex(slotName);
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Slot slot = skeleton.FindSlot(slotName);
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if (slotIndex >= 0) {
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if (slot != null) {
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var slot = skeleton.slots.Items[slotIndex];
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int slotIndex = slot.Data.Index;
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bone = slot.bone;
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bone = slot.bone;
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point = skeleton.GetAttachment(slotIndex, pointAttachmentName) as PointAttachment;
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point = skeleton.GetAttachment(slotIndex, pointAttachmentName) as PointAttachment;
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}
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}
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@ -151,10 +151,10 @@ namespace Spine.Unity {
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public void SetRootMotionBone (string name) {
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public void SetRootMotionBone (string name) {
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var skeleton = skeletonComponent.Skeleton;
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var skeleton = skeletonComponent.Skeleton;
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int index = skeleton.FindBoneIndex(name);
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Bone bone = skeleton.FindBone(name);
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if (index >= 0) {
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if (bone != null) {
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this.rootMotionBoneIndex = index;
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this.rootMotionBoneIndex = bone.Data.Index;
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this.rootMotionBone = skeleton.bones.Items[index];
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this.rootMotionBone = bone;
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} else {
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} else {
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Debug.Log("Bone named \"" + name + "\" could not be found.");
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Debug.Log("Bone named \"" + name + "\" could not be found.");
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this.rootMotionBoneIndex = 0;
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this.rootMotionBoneIndex = 0;
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@ -53,7 +53,7 @@ namespace Spine.Unity {
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return null;
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return null;
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}
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}
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var attachment = skin.GetAttachment(skeleton.FindSlotIndex(slotName), attachmentName);
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var attachment = skin.GetAttachment(skeleton.Data.FindSlot(slotName).Index, attachmentName);
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if (attachment == null) {
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if (attachment == null) {
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Debug.LogFormat("Attachment in slot '{0}' named '{1}' not found in skin '{2}'.", slotName, attachmentName, skin.name);
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Debug.LogFormat("Attachment in slot '{0}' named '{1}' not found in skin '{2}'.", slotName, attachmentName, skin.name);
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return null;
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return null;
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@ -252,7 +252,10 @@ namespace Spine.Unity {
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public static Spine.Attachment GetAttachment (string attachmentPath, Spine.SkeletonData skeletonData) {
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public static Spine.Attachment GetAttachment (string attachmentPath, Spine.SkeletonData skeletonData) {
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var hierarchy = SpineAttachment.GetHierarchy(attachmentPath);
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var hierarchy = SpineAttachment.GetHierarchy(attachmentPath);
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return string.IsNullOrEmpty(hierarchy.name) ? null : skeletonData.FindSkin(hierarchy.skin).GetAttachment(skeletonData.FindSlotIndex(hierarchy.slot), hierarchy.name);
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return string.IsNullOrEmpty(hierarchy.name) ?
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null :
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skeletonData.FindSkin(hierarchy.skin).GetAttachment(
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skeletonData.FindSlot(hierarchy.slot).Index, hierarchy.name);
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}
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}
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public static Spine.Attachment GetAttachment (string attachmentPath, SkeletonDataAsset skeletonDataAsset) {
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public static Spine.Attachment GetAttachment (string attachmentPath, SkeletonDataAsset skeletonDataAsset) {
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