Merge branch '3.6' into 3.7-beta

This commit is contained in:
badlogic 2017-07-17 14:19:36 +02:00
commit 95eecaf138
5 changed files with 105 additions and 105 deletions

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@ -29,15 +29,9 @@
*****************************************************************************/
using System;
using System.IO;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Spine;
namespace Spine {
public class Example : Microsoft.Xna.Framework.Game {
@ -50,7 +44,7 @@ namespace Spine {
private string assetsFolder = "data/";
public Example () {
public Example() {
IsMouseVisible = true;
graphics = new GraphicsDeviceManager(this);
@ -59,56 +53,51 @@ namespace Spine {
graphics.PreferredBackBufferHeight = 600;
}
protected override void Initialize () {
// TODO: Add your initialization logic here
base.Initialize();
}
protected override void LoadContent() {
// Two color tint effect, comment line 76 to disable
// Two color tint effect, comment line 80 to disable
var spineEffect = Content.Load<Effect>("Content\\SpineEffect");
spineEffect.Parameters["World"].SetValue(Matrix.Identity);
spineEffect.Parameters["View"].SetValue(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up));
skeletonRenderer = new SkeletonRenderer(GraphicsDevice);
skeletonRenderer.PremultipliedAlpha = true;
skeletonRenderer.PremultipliedAlpha = false;
skeletonRenderer.Effect = spineEffect;
// String name = "spineboy";
// String name = "goblins-mesh";
// String name = "raptor";
// String name = "tank";
// String name = "coin";
String name = "TwoColorTest";
bool binaryData = true;
// String name = "spineboy-ess";
// String name = "goblins-pro";
// String name = "raptor-pro";
// String name = "tank-pro";
String name = "coin-pro";
String atlasName = name.Replace("-pro", "").Replace("-ess", "");
bool binaryData = false;
Atlas atlas = new Atlas(assetsFolder + name + ".atlas", new XnaTextureLoader(GraphicsDevice));
Atlas atlas = new Atlas(assetsFolder + atlasName + ".atlas", new XnaTextureLoader(GraphicsDevice));
float scale = 1;
if (name == "spineboy") scale = 0.6f;
if (name == "raptor") scale = 0.5f;
if (name == "tank") scale = 0.3f;
if (name == "TwoColorTest") scale = 0.5f;
if (name == "spineboy-ess") scale = 0.6f;
if (name == "raptor-pro") scale = 0.5f;
if (name == "tank-pro") scale = 0.3f;
if (name == "coin-pro") scale = 1;
SkeletonData skeletonData;
if (binaryData) {
SkeletonBinary binary = new SkeletonBinary(atlas);
binary.Scale = scale;
skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
} else {
}
else {
SkeletonJson json = new SkeletonJson(atlas);
json.Scale = scale;
skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
}
skeleton = new Skeleton(skeletonData);
if (name == "goblins-mesh") skeleton.SetSkin("goblin");
if (name == "goblins-pro") skeleton.SetSkin("goblin");
// Define mixing between animations.
AnimationStateData stateData = new AnimationStateData(skeleton.Data);
state = new AnimationState(stateData);
if (name == "spineboy") {
if (name == "spineboy-ess") {
stateData.SetMix("run", "jump", 0.2f);
stateData.SetMix("jump", "run", 0.4f);
@ -123,41 +112,36 @@ namespace Spine {
entry.End += End; // Event handling for queued animations.
state.AddAnimation(0, "run", true, 0);
}
else if (name == "raptor") {
else if (name == "raptor-pro") {
state.SetAnimation(0, "walk", true);
state.AddAnimation(1, "gungrab", false, 2);
}
else if (name == "coin") {
else if (name == "coin-pro") {
state.SetAnimation(0, "rotate", true);
}
else if (name == "tank") {
else if (name == "tank-pro") {
state.SetAnimation(0, "drive", true);
}
else if (name == "TwoColorTest") {
state.SetAnimation(0, "animation", true);
} else {
else {
state.SetAnimation(0, "walk", true);
}
skeleton.X = 400 + (name == "tank" ? 300: 0);
skeleton.Y = 580 + (name == "TwoColorTest" ? -300 : 0);
skeleton.X = 400 + (name == "tank-pro" ? 300 : 0);
skeleton.Y = GraphicsDevice.Viewport.Height;
skeleton.UpdateWorldTransform();
headSlot = skeleton.FindSlot("head");
}
protected override void UnloadContent () {
}
protected override void Update (GameTime gameTime) {
protected override void Update(GameTime gameTime) {
base.Update(gameTime);
}
protected override void Draw (GameTime gameTime) {
protected override void Draw(GameTime gameTime) {
GraphicsDevice.Clear(Color.Black);
state.Update(gameTime.ElapsedGameTime.Milliseconds / 1000f);
state.Apply(skeleton);
state.Apply(skeleton);
skeleton.UpdateWorldTransform();
if (skeletonRenderer.Effect is BasicEffect) {
((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0);
@ -186,19 +170,19 @@ namespace Spine {
base.Draw(gameTime);
}
public void Start (TrackEntry entry) {
public void Start(TrackEntry entry) {
Console.WriteLine(entry + ": start");
}
public void End (TrackEntry entry) {
public void End(TrackEntry entry) {
Console.WriteLine(entry + ": end");
}
public void Complete (TrackEntry entry) {
public void Complete(TrackEntry entry) {
Console.WriteLine(entry + ": complete ");
}
public void Event (TrackEntry entry, Event e) {
public void Event(TrackEntry entry, Event e) {
Console.WriteLine(entry + ": event " + e);
}
}

View File

@ -66,7 +66,7 @@ package spine.examples {
private var skinChangeCount: Number = 0;
public function GoblinsExample() {
var useStarlingAtlas : Boolean = false;
var useStarlingAtlas : Boolean = true;
var attachmentLoader : AttachmentLoader;
if (useStarlingAtlas) {

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@ -27,21 +27,18 @@
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
package spine.starling {
import spine.attachments.ClippingAttachment;
import spine.attachments.PointAttachment;
import spine.attachments.PathAttachment;
import starling.display.Image;
import spine.Bone;
import spine.Skin;
import spine.attachments.AttachmentLoader;
import spine.attachments.BoundingBoxAttachment;
import spine.attachments.ClippingAttachment;
import spine.attachments.MeshAttachment;
import spine.attachments.PathAttachment;
import spine.attachments.PointAttachment;
import spine.attachments.RegionAttachment;
import starling.display.Image;
import starling.textures.SubTexture;
import starling.textures.Texture;
import starling.textures.TextureAtlas;
@ -56,17 +53,17 @@ package spine.starling {
Bone.yDown = true;
}
protected function getTexture(path:String):Texture {
return atlas.getTexture(path);
}
protected function getTexture(path : String) : Texture {
return atlas.getTexture(path);
}
public function newRegionAttachment(skin : Skin, name : String, path : String) : RegionAttachment {
var texture : Texture = atlas.getTexture(path);
var texture : Texture = atlas.getTexture(path);
if (texture == null)
throw new Error("Region not found in Starling atlas: " + path + " (region attachment: " + name + ")");
var attachment : RegionAttachment = new RegionAttachment(name);
var rotated : Boolean = atlas.getRotation(path);
var rotated : Boolean = atlas.getRotation(path);
attachment.rendererObject = new Image(Texture.fromTexture(texture)); // Discard frame.
var frame : Rectangle = texture.frame;
attachment.regionOffsetX = frame ? -frame.x : 0;
@ -83,35 +80,18 @@ package spine.starling {
attachment.regionWidth = attachment.regionHeight;
attachment.regionHeight = tmp;
}
var subTexture : SubTexture = texture as SubTexture;
if (subTexture) {
var root : Texture = subTexture.root;
var rectRegion : Rectangle = atlas.getRegion(path);
if (!rotated) {
attachment["regionU"] = rectRegion.x / root.width;
attachment["regionV"] = rectRegion.y / root.height;
attachment["regionU2"] = (rectRegion.x + subTexture.width) / root.width;
attachment["regionV2"] = (rectRegion.y + subTexture.height) / root.height;
} else {
attachment["regionU2"] = rectRegion.x / root.width;
attachment["regionV2"] = rectRegion.y / root.height;
attachment["regionU"] = (rectRegion.x + subTexture.width) / root.width;
attachment["regionV"] = (rectRegion.y + subTexture.height) / root.height;
}
attachment.setUVs(attachment["regionU"], attachment["regionV"], attachment["regionU2"], attachment["regionV2"], atlas.getRotation(path));
if (!rotated) {
attachment["regionU"] = 0;
attachment["regionV"] = 0;
attachment["regionU2"] = 1;
attachment["regionV2"] = 1;
} else {
if (!rotated) {
attachment["regionU"] = 0;
attachment["regionV"] = 1;
attachment["regionU2"] = 1;
attachment["regionV2"] = 0;
} else {
attachment["regionU2"] = 0;
attachment["regionV2"] = 1;
attachment["regionU"] = 1;
attachment["regionV"] = 0;
}
attachment["regionU2"] = 0;
attachment["regionV2"] = 1;
attachment["regionU"] = 1;
attachment["regionV"] = 0;
}
attachment.setUVs(attachment["regionU"], attachment["regionV"], attachment["regionU2"], attachment["regionV2"], atlas.getRotation(path));
return attachment;
}
@ -181,7 +161,7 @@ package spine.starling {
public function newPointAttachment(skin : Skin, name : String) : PointAttachment {
return new PointAttachment(name);
}
public function newClippingAttachment(skin : Skin, name : String) : ClippingAttachment {
return new ClippingAttachment(name);
}

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@ -28,7 +28,7 @@
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
// Contributed by: Mitch Thompson
// Original Contribution by: Mitch Thompson
using UnityEngine;
using System.Collections.Generic;
@ -41,6 +41,7 @@ namespace Spine.Unity.Modules {
#region Inspector
public bool attachOnStart = true;
public bool overrideAnimation = true;
public Sprite sprite;
[SpineSlot] public string slot;
#endregion
@ -71,6 +72,7 @@ namespace Spine.Unity.Modules {
#endif
RegionAttachment attachment;
Slot spineSlot;
bool applyPMA;
static Dictionary<Texture, AtlasPage> atlasPageCache;
@ -87,24 +89,58 @@ namespace Spine.Unity.Modules {
}
void Start () {
if (attachOnStart) Attach();
// Initialize slot and attachment references.
Initialize(false);
if (attachOnStart)
Attach();
}
public void Attach () {
var skeletonComponent = GetComponent<ISkeletonComponent>();
var skeletonRenderer = skeletonComponent as SkeletonRenderer;
if (skeletonRenderer != null)
this.applyPMA = skeletonRenderer.pmaVertexColors;
else {
var skeletonGraphic = skeletonComponent as SkeletonGraphic;
if (skeletonGraphic != null)
this.applyPMA = skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
void AnimationOverrideSpriteAttach (ISkeletonAnimation animated) {
if (overrideAnimation && isActiveAndEnabled)
Attach();
}
public void Initialize (bool overwrite = true) {
if (overwrite || attachment == null) {
// Get the applyPMA value.
var skeletonComponent = GetComponent<ISkeletonComponent>();
var skeletonRenderer = skeletonComponent as SkeletonRenderer;
if (skeletonRenderer != null)
this.applyPMA = skeletonRenderer.pmaVertexColors;
else {
var skeletonGraphic = skeletonComponent as SkeletonGraphic;
if (skeletonGraphic != null)
this.applyPMA = skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
}
// Subscribe to UpdateComplete to override animation keys.
if (overrideAnimation) {
var animatedSkeleton = skeletonComponent as ISkeletonAnimation;
if (animatedSkeleton != null) {
animatedSkeleton.UpdateComplete -= AnimationOverrideSpriteAttach;
animatedSkeleton.UpdateComplete += AnimationOverrideSpriteAttach;
}
}
spineSlot = spineSlot ?? skeletonComponent.Skeleton.FindSlot(slot);
Shader attachmentShader = applyPMA ? Shader.Find(DefaultPMAShader) : Shader.Find(DefaultStraightAlphaShader);
attachment = applyPMA ? sprite.ToRegionAttachmentPMAClone(attachmentShader) : sprite.ToRegionAttachment(SpriteAttacher.GetPageFor(sprite.texture, attachmentShader));
}
Shader attachmentShader = applyPMA ? Shader.Find(DefaultPMAShader) : Shader.Find(DefaultStraightAlphaShader);
attachment = applyPMA ? sprite.ToRegionAttachmentPMAClone(attachmentShader) : sprite.ToRegionAttachment(SpriteAttacher.GetPageFor(sprite.texture, attachmentShader));
skeletonComponent.Skeleton.FindSlot(slot).Attachment = attachment;
}
void OnDestroy () {
var animatedSkeleton = GetComponent<ISkeletonAnimation>();
if (animatedSkeleton != null)
animatedSkeleton.UpdateComplete -= AnimationOverrideSpriteAttach;
}
/// <summary>Update the slot's attachment to the Attachment generated from the sprite.</summary>
public void Attach () {
if (spineSlot != null)
spineSlot.Attachment = attachment;
}
}
public static class SpriteAttachmentExtensions {