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https://github.com/EsotericSoftware/spine-runtimes.git
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Merge remote-tracking branch 'EsotericSoftware/3.6' into 3.6
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commit
9205dbcfcd
@ -142,27 +142,32 @@ namespace Spine.Unity.Modules {
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}
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}
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public static class SpriteAttachmentExtensions {
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public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true) {
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return skeleton.AttachUnitySprite(slotName, sprite, Shader.Find(shaderName), applyPMA);
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[System.Obsolete]
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public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) {
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return skeleton.AttachUnitySprite(slotName, sprite, Shader.Find(shaderName), applyPMA, rotation: rotation);
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}
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public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true) {
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return skeletonData.AddUnitySprite(slotName, sprite, skinName, Shader.Find(shaderName), applyPMA);
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[System.Obsolete]
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public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) {
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return skeletonData.AddUnitySprite(slotName, sprite, skinName, Shader.Find(shaderName), applyPMA, rotation: rotation);
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}
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public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, Shader shader, bool applyPMA) {
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RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader) : sprite.ToRegionAttachment(new Material(shader));
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[System.Obsolete]
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public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, 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: rotation);
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skeleton.FindSlot(slotName).Attachment = att;
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return att;
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}
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public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA) {
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RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader) : sprite.ToRegionAttachment(new Material(shader));
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[System.Obsolete]
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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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var slotIndex = skeletonData.FindSlotIndex(slotName);
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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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skin = skeletonData.FindSkin(skinName);
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@ -1,4 +1,34 @@
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using UnityEngine;
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using Spine.Unity;
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namespace Spine.Unity.Examples {
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@ -45,8 +75,8 @@ namespace Spine.Unity.Examples {
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Slot s = slot;
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if (s == null) return;
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mb.SetColor(colorPropertyId, new Color(s.r, s.g, s.b, s.a));
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mb.SetColor(blackPropertyId, new Color(s.r2, s.g2, s.b2, 1f));
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mb.SetColor(colorPropertyId, s.GetColor());
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mb.SetColor(blackPropertyId, s.GetColorTintBlack());
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mr.SetPropertyBlock(mb);
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}
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@ -41,6 +41,8 @@ namespace Spine.Unity {
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public static Color GetColor (this Skeleton s) { return new Color(s.r, s.g, s.b, s.a); }
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public static Color GetColor (this RegionAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
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public static Color GetColor (this MeshAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
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public static Color GetColor (this Slot s) { return new Color(s.r, s.g, s.b, s.a); }
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public static Color GetColorTintBlack (this Slot s) { return new Color(s.r2, s.g2, s.b2, 1f); }
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public static void SetColor (this Skeleton skeleton, Color color) {
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skeleton.A = color.a;
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