mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[csharp] Port of commits 8943c84 and 604a09b: Fixed alpha and RGB timeline flicker. Fixed RGB2 and RGBA2 timeline flicker.
This commit is contained in:
parent
c248037778
commit
995d1847f5
@ -1052,8 +1052,8 @@ namespace Spine {
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}
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override protected void Apply (Slot slot, SlotPose pose, float time, float alpha, MixBlend blend) {
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float[] frames = this.frames;
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Color32F color = pose.GetColor();
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float[] frames = this.frames;
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if (time < frames[0]) {
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Color32F setup = slot.data.setup.GetColor();
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switch (blend) {
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@ -1103,12 +1103,15 @@ namespace Spine {
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if (alpha == 1) {
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color = new Color32F(r, g, b, a);
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} else {
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if (blend == MixBlend.Setup) color = slot.data.setup.GetColor();
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color += new Color32F((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
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if (blend == MixBlend.Setup) {
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Color32F setup = slot.data.setup.GetColor();
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color = new Color32F(setup.r + (r - setup.r) * alpha, setup.g + (g - setup.g) * alpha, setup.b + (b - setup.b) * alpha,
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setup.a + (a - setup.a) * alpha);
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} else
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color += new Color32F((r - color.r) * alpha, (g - color.g) * alpha, (b - color.b) * alpha, (a - color.a) * alpha);
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}
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color.Clamp();
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pose.SetColor(color); // see above
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}
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}
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@ -1137,8 +1140,9 @@ namespace Spine {
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}
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override protected void Apply (Slot slot, SlotPose pose, float time, float alpha, MixBlend blend) {
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float[] frames = this.frames;
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Color32F color = pose.GetColor();
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float r, g, b;
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float[] frames = this.frames;
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if (time < frames[0]) {
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Color32F setup = slot.data.setup.GetColor();
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switch (blend) {
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@ -1147,61 +1151,57 @@ namespace Spine {
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color.g = setup.g;
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color.b = setup.b;
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pose.SetColor(color); // required due to Color being a struct
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goto default; // Fall through.
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default:
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return;
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case MixBlend.First:
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color.r += (setup.r - color.r) * alpha;
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color.g += (setup.g - color.g) * alpha;
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color.b += (setup.b - color.b) * alpha;
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color.Clamp();
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pose.SetColor(color); // see above
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return;
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r = color.r + (setup.r - color.r) * alpha;
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g = color.g + (setup.g - color.g) * alpha;
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b = color.b + (setup.b - color.b) * alpha;
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break;
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}
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return;
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}
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float r, g, b;
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int i = Search(frames, time, ENTRIES), curveType = (int)curves[i >> 2];
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switch (curveType) {
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case LINEAR:
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float before = frames[i];
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r = frames[i + R];
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g = frames[i + G];
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b = frames[i + B];
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float t = (time - before) / (frames[i + ENTRIES] - before);
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r += (frames[i + ENTRIES + R] - r) * t;
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g += (frames[i + ENTRIES + G] - g) * t;
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b += (frames[i + ENTRIES + B] - b) * t;
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break;
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case STEPPED:
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r = frames[i + R];
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g = frames[i + G];
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b = frames[i + B];
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break;
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default:
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r = GetBezierValue(time, i, R, curveType - BEZIER);
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g = GetBezierValue(time, i, G, curveType + BEZIER_SIZE - BEZIER);
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b = GetBezierValue(time, i, B, curveType + BEZIER_SIZE * 2 - BEZIER);
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break;
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}
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if (alpha == 1) {
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color.r = r;
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color.g = g;
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color.b = b;
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color.Clamp();
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pose.SetColor(color); // see above
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} else {
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if (blend == MixBlend.Setup) {
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Color32F setup = slot.data.setup.GetColor();
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color.r = setup.r;
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color.g = setup.g;
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color.b = setup.b;
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int i = Search(frames, time, ENTRIES), curveType = (int)curves[i >> 2];
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switch (curveType) {
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case LINEAR:
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float before = frames[i];
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r = frames[i + R];
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g = frames[i + G];
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b = frames[i + B];
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float t = (time - before) / (frames[i + ENTRIES] - before);
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r += (frames[i + ENTRIES + R] - r) * t;
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g += (frames[i + ENTRIES + G] - g) * t;
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b += (frames[i + ENTRIES + B] - b) * t;
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break;
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case STEPPED:
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r = frames[i + R];
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g = frames[i + G];
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b = frames[i + B];
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break;
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default:
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r = GetBezierValue(time, i, R, curveType - BEZIER);
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g = GetBezierValue(time, i, G, curveType + BEZIER_SIZE - BEZIER);
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b = GetBezierValue(time, i, B, curveType + BEZIER_SIZE * 2 - BEZIER);
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break;
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}
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if (alpha != 1) {
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if (blend == MixBlend.Setup) {
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Color32F setup = slot.data.setup.GetColor();
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r = setup.r + (r - setup.r) * alpha;
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g = setup.g + (g - setup.g) * alpha;
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b = setup.b + (b - setup.b) * alpha;
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} else {
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r = color.r + (r - color.r) * alpha;
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g = color.g + (g - color.g) * alpha;
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b = color.b + (b - color.b) * alpha;
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}
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}
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color.r += (r - color.r) * alpha;
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color.g += (g - color.g) * alpha;
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color.b += (b - color.b) * alpha;
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}
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color.Clamp();
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color.r = r;
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color.g = g;
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color.b = b;
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color.ClampRGB();
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pose.SetColor(color); // see above
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}
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}
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@ -1229,7 +1229,7 @@ namespace Spine {
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SlotPose pose = (appliedPose ? slot.applied : slot.pose);
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Color32F color = pose.GetColor();
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float a;
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float[] frames = this.frames;
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if (time < frames[0]) {
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Color32F setup = slot.data.setup.GetColor();
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@ -1237,24 +1237,24 @@ namespace Spine {
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case MixBlend.Setup:
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color.a = setup.a;
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pose.SetColor(color); // required due to Color being a struct
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goto default; // Fall through.
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default:
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return;
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case MixBlend.First:
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color.a += (setup.a - color.a) * alpha;
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color.a = MathUtils.Clamp01(color.a);
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pose.SetColor(color); // see above
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a = color.a + (setup.a - color.a) * alpha;
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break;
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}
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return;
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} else {
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a = GetCurveValue(time);
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if (alpha != 1) {
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if (blend == MixBlend.Setup) {
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Color32F setup = slot.data.setup.GetColor();
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a = setup.a + (a - setup.a) * alpha;
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} else
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a = color.a + (a - color.a) * alpha;
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}
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}
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float a = GetCurveValue(time);
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if (alpha == 1)
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color.a = a;
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else {
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if (blend == MixBlend.Setup) color.a = slot.data.setup.GetColor().a;
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color.a += (a - color.a) * alpha;
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}
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color.a = MathUtils.Clamp01(color.a);
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color.a = MathUtils.Clamp01(a);
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pose.SetColor(color); // see above
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}
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}
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@ -1293,112 +1293,106 @@ namespace Spine {
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}
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override protected void Apply (Slot slot, SlotPose pose, float time, float alpha, MixBlend blend) {
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float[] frames = this.frames;
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Color32F light = pose.GetColor();
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Color32F? dark = pose.GetDarkColor();
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Color32F? darkOptional = pose.GetDarkColor();
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float r2, g2, b2;
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float[] frames = this.frames;
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if (time < frames[0]) {
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SlotPose setup = slot.data.setup;
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Color32F setupLight = setup.GetColor();
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Color32F? setupDark = setup.GetDarkColor();
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Color32F? setupDarkOptional = setup.GetDarkColor();
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switch (blend) {
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case MixBlend.Setup:
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pose.SetColor(setupLight); // required due to Color being a struct
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pose.SetDarkColor(setupDark);
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pose.SetDarkColor(setupDarkOptional);
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goto default; // Fall through.
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default:
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return;
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case MixBlend.First:
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light += new Color32F((setupLight.r - light.r) * alpha, (setupLight.g - light.g) * alpha, (setupLight.b - light.b) * alpha,
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(setupLight.a - light.a) * alpha);
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light.Clamp();
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Color32F darkValue = dark.Value;
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Color32F setupDarkValue = setupDark.Value;
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darkValue.r += (setupDarkValue.r - darkValue.r) * alpha;
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darkValue.g += (setupDarkValue.g - darkValue.g) * alpha;
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darkValue.b += (setupDarkValue.b - darkValue.b) * alpha;
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darkValue.Clamp();
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pose.SetColor(light); // required due to Color being a struct
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pose.SetDarkColor(darkValue);
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return;
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Color32F dark = darkOptional.Value;
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Color32F setupDark = setupDarkOptional.Value;
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r2 = dark.r + (setupDark.r - dark.r) * alpha;
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g2 = dark.g + (setupDark.g - dark.g) * alpha;
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b2 = dark.b + (setupDark.b - dark.b) * alpha;
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break;
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}
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return;
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}
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float r, g, b, a, r2, g2, b2;
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int i = Search(frames, time, ENTRIES), curveType = (int)curves[i >> 3];
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switch (curveType) {
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case LINEAR:
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float before = frames[i];
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r = frames[i + R];
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g = frames[i + G];
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b = frames[i + B];
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a = frames[i + A];
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r2 = frames[i + R2];
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g2 = frames[i + G2];
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b2 = frames[i + B2];
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float t = (time - before) / (frames[i + ENTRIES] - before);
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r += (frames[i + ENTRIES + R] - r) * t;
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g += (frames[i + ENTRIES + G] - g) * t;
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b += (frames[i + ENTRIES + B] - b) * t;
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a += (frames[i + ENTRIES + A] - a) * t;
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r2 += (frames[i + ENTRIES + R2] - r2) * t;
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g2 += (frames[i + ENTRIES + G2] - g2) * t;
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b2 += (frames[i + ENTRIES + B2] - b2) * t;
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break;
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case STEPPED:
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r = frames[i + R];
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g = frames[i + G];
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b = frames[i + B];
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a = frames[i + A];
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r2 = frames[i + R2];
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g2 = frames[i + G2];
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b2 = frames[i + B2];
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break;
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default:
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r = GetBezierValue(time, i, R, curveType - BEZIER);
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g = GetBezierValue(time, i, G, curveType + BEZIER_SIZE - BEZIER);
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b = GetBezierValue(time, i, B, curveType + BEZIER_SIZE * 2 - BEZIER);
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a = GetBezierValue(time, i, A, curveType + BEZIER_SIZE * 3 - BEZIER);
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r2 = GetBezierValue(time, i, R2, curveType + BEZIER_SIZE * 4 - BEZIER);
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g2 = GetBezierValue(time, i, G2, curveType + BEZIER_SIZE * 5 - BEZIER);
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b2 = GetBezierValue(time, i, B2, curveType + BEZIER_SIZE * 6 - BEZIER);
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break;
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}
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if (alpha == 1) {
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light = new Color32F(r, g, b, a);
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light.Clamp();
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Color32F darkValue = dark.Value;
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darkValue.r = r2;
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darkValue.g = g2;
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darkValue.b = b2;
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darkValue.Clamp();
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pose.SetColor(light); // required due to Color being a struct
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pose.SetDarkColor(darkValue);
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} else {
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Color32F darkValue = dark.Value;
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if (blend == MixBlend.Setup) {
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SlotPose setup = slot.data.setup;
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light = setup.GetColor();
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Color32F? setupDark = setup.GetDarkColor();
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Color32F setupDarkValue = setupDark.Value;
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darkValue.r = setupDarkValue.r;
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darkValue.g = setupDarkValue.g;
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darkValue.b = setupDarkValue.b;
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float r, g, b, a;
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int i = Search(frames, time, ENTRIES), curveType = (int)curves[i >> 3];
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switch (curveType) {
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case LINEAR:
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float before = frames[i];
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r = frames[i + R];
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g = frames[i + G];
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b = frames[i + B];
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a = frames[i + A];
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r2 = frames[i + R2];
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g2 = frames[i + G2];
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b2 = frames[i + B2];
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float t = (time - before) / (frames[i + ENTRIES] - before);
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r += (frames[i + ENTRIES + R] - r) * t;
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g += (frames[i + ENTRIES + G] - g) * t;
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b += (frames[i + ENTRIES + B] - b) * t;
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a += (frames[i + ENTRIES + A] - a) * t;
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r2 += (frames[i + ENTRIES + R2] - r2) * t;
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g2 += (frames[i + ENTRIES + G2] - g2) * t;
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b2 += (frames[i + ENTRIES + B2] - b2) * t;
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break;
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case STEPPED:
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r = frames[i + R];
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g = frames[i + G];
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b = frames[i + B];
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a = frames[i + A];
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r2 = frames[i + R2];
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g2 = frames[i + G2];
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b2 = frames[i + B2];
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break;
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default:
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r = GetBezierValue(time, i, R, curveType - BEZIER);
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g = GetBezierValue(time, i, G, curveType + BEZIER_SIZE - BEZIER);
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b = GetBezierValue(time, i, B, curveType + BEZIER_SIZE * 2 - BEZIER);
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a = GetBezierValue(time, i, A, curveType + BEZIER_SIZE * 3 - BEZIER);
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r2 = GetBezierValue(time, i, R2, curveType + BEZIER_SIZE * 4 - BEZIER);
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g2 = GetBezierValue(time, i, G2, curveType + BEZIER_SIZE * 5 - BEZIER);
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b2 = GetBezierValue(time, i, B2, curveType + BEZIER_SIZE * 6 - BEZIER);
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break;
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}
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light += new Color32F((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha);
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light.Clamp();
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darkValue.r += (r2 - darkValue.r) * alpha;
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darkValue.g += (g2 - darkValue.g) * alpha;
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darkValue.b += (b2 - darkValue.b) * alpha;
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darkValue.Clamp();
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if (alpha == 1) {
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light = new Color32F(r, g, b, a);
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light.Clamp();
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pose.SetColor(light); // required due to Color being a struct
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} else if (blend == MixBlend.Setup) {
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SlotPose setupPose = slot.data.setup;
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Color32F setup = setupPose.GetColor();
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light = new Color32F(setup.r + (r - setup.r) * alpha, setup.g + (g - setup.g) * alpha, setup.b + (b - setup.b) * alpha,
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setup.a + (a - setup.a) * alpha);
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light.Clamp();
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pose.SetColor(light); // see above
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pose.SetColor(light); // see above
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pose.SetDarkColor(darkValue);
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Color32F? setupDark = setupPose.GetDarkColor();
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setup = setupDark.Value;
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r2 = setup.r + (r2 - setup.r) * alpha;
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g2 = setup.g + (g2 - setup.g) * alpha;
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b2 = setup.b + (b2 - setup.b) * alpha;
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} else {
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light += new Color32F((r - light.r) * alpha, (g - light.g) * alpha, (b - light.b) * alpha, (a - light.a) * alpha);
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light.Clamp();
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pose.SetColor(light); // see above
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Color32F dark = darkOptional.Value;
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r2 = dark.r + (r2 - dark.r) * alpha;
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g2 = dark.g + (g2 - dark.g) * alpha;
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b2 = dark.b + (b2 - dark.b) * alpha;
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}
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}
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Color32F darkValue = new Color32F(r2, g2, b2);
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darkValue.ClampRGB();
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pose.SetDarkColor(darkValue);
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}
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}
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@ -1434,127 +1428,110 @@ namespace Spine {
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}
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override protected void Apply (Slot slot, SlotPose pose, float time, float alpha, MixBlend blend) {
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float[] frames = this.frames;
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Color32F light = pose.GetColor();
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Color32F? dark = pose.GetDarkColor();
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Color32F? darkOptional = pose.GetDarkColor();
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float r, g, b, r2, g2, b2;
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float[] frames = this.frames;
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if (time < frames[0]) {
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SlotPose setup = slot.data.setup;
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Color32F setupLight = setup.GetColor();
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Color32F? setupDark = setup.GetDarkColor();
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Color32F darkValue = dark.Value;
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Color32F setupDarkValue = setupDark.Value;
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Color32F? setupDarkOptional = setup.GetDarkColor();
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Color32F dark = darkOptional.Value;
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Color32F setupDark = setupDarkOptional.Value;
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switch (blend) {
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case MixBlend.Setup:
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light.r = setupLight.r;
|
||||
light.g = setupLight.g;
|
||||
light.b = setupLight.b;
|
||||
|
||||
darkValue.r = setupDarkValue.r;
|
||||
darkValue.g = setupDarkValue.g;
|
||||
darkValue.b = setupDarkValue.b;
|
||||
dark.r = setupDark.r;
|
||||
dark.g = setupDark.g;
|
||||
dark.b = setupDark.b;
|
||||
|
||||
pose.SetColor(light); // required due to Color being a struct
|
||||
pose.SetDarkColor(darkValue);
|
||||
pose.SetDarkColor(dark);
|
||||
goto default; // Fall through.
|
||||
default:
|
||||
return;
|
||||
case MixBlend.First:
|
||||
light.r += (setupLight.r - light.r) * alpha;
|
||||
light.g += (setupLight.g - light.g) * alpha;
|
||||
light.b += (setupLight.b - light.b) * alpha;
|
||||
light.Clamp();
|
||||
|
||||
darkValue.r += (setupDarkValue.r - darkValue.r) * alpha;
|
||||
darkValue.g += (setupDarkValue.g - darkValue.g) * alpha;
|
||||
darkValue.b += (setupDarkValue.b - darkValue.b) * alpha;
|
||||
darkValue.Clamp();
|
||||
|
||||
pose.SetColor(light); // see above
|
||||
pose.SetDarkColor(darkValue);
|
||||
return;
|
||||
r = light.r + (setupLight.r - light.r) * alpha;
|
||||
g = light.g + (setupLight.g - light.g) * alpha;
|
||||
b = light.b + (setupLight.b - light.b) * alpha;
|
||||
r2 = dark.r + (setupDark.r - dark.r) * alpha;
|
||||
g2 = dark.g + (setupDark.g - dark.g) * alpha;
|
||||
b2 = dark.b + (setupDark.b - dark.b) * alpha;
|
||||
break;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
float r, g, b, r2, g2, b2;
|
||||
int i = Search(frames, time, ENTRIES), curveType = (int)curves[i / ENTRIES];
|
||||
switch (curveType) {
|
||||
case LINEAR:
|
||||
float before = frames[i];
|
||||
r = frames[i + R];
|
||||
g = frames[i + G];
|
||||
b = frames[i + B];
|
||||
r2 = frames[i + R2];
|
||||
g2 = frames[i + G2];
|
||||
b2 = frames[i + B2];
|
||||
float t = (time - before) / (frames[i + ENTRIES] - before);
|
||||
r += (frames[i + ENTRIES + R] - r) * t;
|
||||
g += (frames[i + ENTRIES + G] - g) * t;
|
||||
b += (frames[i + ENTRIES + B] - b) * t;
|
||||
r2 += (frames[i + ENTRIES + R2] - r2) * t;
|
||||
g2 += (frames[i + ENTRIES + G2] - g2) * t;
|
||||
b2 += (frames[i + ENTRIES + B2] - b2) * t;
|
||||
break;
|
||||
case STEPPED:
|
||||
r = frames[i + R];
|
||||
g = frames[i + G];
|
||||
b = frames[i + B];
|
||||
r2 = frames[i + R2];
|
||||
g2 = frames[i + G2];
|
||||
b2 = frames[i + B2];
|
||||
break;
|
||||
default:
|
||||
r = GetBezierValue(time, i, R, curveType - BEZIER);
|
||||
g = GetBezierValue(time, i, G, curveType + BEZIER_SIZE - BEZIER);
|
||||
b = GetBezierValue(time, i, B, curveType + BEZIER_SIZE * 2 - BEZIER);
|
||||
r2 = GetBezierValue(time, i, R2, curveType + BEZIER_SIZE * 3 - BEZIER);
|
||||
g2 = GetBezierValue(time, i, G2, curveType + BEZIER_SIZE * 4 - BEZIER);
|
||||
b2 = GetBezierValue(time, i, B2, curveType + BEZIER_SIZE * 5 - BEZIER);
|
||||
break;
|
||||
}
|
||||
|
||||
if (alpha == 1) {
|
||||
light.r = r;
|
||||
light.g = g;
|
||||
light.b = b;
|
||||
light.Clamp();
|
||||
|
||||
Color32F darkValue = dark.Value;
|
||||
darkValue.r = r2;
|
||||
darkValue.g = g2;
|
||||
darkValue.b = b2;
|
||||
darkValue.Clamp();
|
||||
|
||||
pose.SetColor(light); // required due to Color being a struct
|
||||
pose.SetDarkColor(darkValue);
|
||||
} else {
|
||||
Color32F darkValue = dark.Value;
|
||||
if (blend == MixBlend.Setup) {
|
||||
|
||||
SlotPose setup = slot.data.setup;
|
||||
Color32F setupLight = setup.GetColor();
|
||||
Color32F? setupDark = setup.GetDarkColor();
|
||||
Color32F setupDarkValue = setupDark.Value;
|
||||
|
||||
light.r = setupLight.r;
|
||||
light.g = setupLight.g;
|
||||
light.b = setupLight.b;
|
||||
darkValue.r = setupDarkValue.r;
|
||||
darkValue.g = setupDarkValue.g;
|
||||
darkValue.b = setupDarkValue.b;
|
||||
int i = Search(frames, time, ENTRIES), curveType = (int)curves[i / ENTRIES];
|
||||
switch (curveType) {
|
||||
case LINEAR:
|
||||
float before = frames[i];
|
||||
r = frames[i + R];
|
||||
g = frames[i + G];
|
||||
b = frames[i + B];
|
||||
r2 = frames[i + R2];
|
||||
g2 = frames[i + G2];
|
||||
b2 = frames[i + B2];
|
||||
float t = (time - before) / (frames[i + ENTRIES] - before);
|
||||
r += (frames[i + ENTRIES + R] - r) * t;
|
||||
g += (frames[i + ENTRIES + G] - g) * t;
|
||||
b += (frames[i + ENTRIES + B] - b) * t;
|
||||
r2 += (frames[i + ENTRIES + R2] - r2) * t;
|
||||
g2 += (frames[i + ENTRIES + G2] - g2) * t;
|
||||
b2 += (frames[i + ENTRIES + B2] - b2) * t;
|
||||
break;
|
||||
case STEPPED:
|
||||
r = frames[i + R];
|
||||
g = frames[i + G];
|
||||
b = frames[i + B];
|
||||
r2 = frames[i + R2];
|
||||
g2 = frames[i + G2];
|
||||
b2 = frames[i + B2];
|
||||
break;
|
||||
default:
|
||||
r = GetBezierValue(time, i, R, curveType - BEZIER);
|
||||
g = GetBezierValue(time, i, G, curveType + BEZIER_SIZE - BEZIER);
|
||||
b = GetBezierValue(time, i, B, curveType + BEZIER_SIZE * 2 - BEZIER);
|
||||
r2 = GetBezierValue(time, i, R2, curveType + BEZIER_SIZE * 3 - BEZIER);
|
||||
g2 = GetBezierValue(time, i, G2, curveType + BEZIER_SIZE * 4 - BEZIER);
|
||||
b2 = GetBezierValue(time, i, B2, curveType + BEZIER_SIZE * 5 - BEZIER);
|
||||
break;
|
||||
}
|
||||
|
||||
light.r += (r - light.r) * alpha;
|
||||
light.g += (g - light.g) * alpha;
|
||||
light.b += (b - light.b) * alpha;
|
||||
light.Clamp();
|
||||
darkValue.r += (r2 - darkValue.r) * alpha;
|
||||
darkValue.g += (g2 - darkValue.g) * alpha;
|
||||
darkValue.b += (b2 - darkValue.b) * alpha;
|
||||
darkValue.Clamp();
|
||||
if (alpha != 1) {
|
||||
Color32F dark = darkOptional.Value;
|
||||
if (blend == MixBlend.Setup) {
|
||||
SlotPose setupPose = slot.data.setup;
|
||||
Color32F setup = setupPose.GetColor();
|
||||
r = setup.r + (r - setup.r) * alpha;
|
||||
g = setup.g + (g - setup.g) * alpha;
|
||||
b = setup.b + (b - setup.b) * alpha;
|
||||
|
||||
pose.SetColor(light); // see above
|
||||
pose.SetDarkColor(darkValue);
|
||||
Color32F? setupDarkOptional = setupPose.GetDarkColor();
|
||||
setup = setupDarkOptional.Value;
|
||||
r2 = setup.r + (r2 - setup.r) * alpha;
|
||||
g2 = setup.g + (g2 - setup.g) * alpha;
|
||||
b2 = setup.b + (b2 - setup.b) * alpha;
|
||||
} else {
|
||||
r = light.r + (r - light.r) * alpha;
|
||||
g = light.g + (g - light.g) * alpha;
|
||||
b = light.b + (b - light.b) * alpha;
|
||||
r2 = dark.r + (r2 - dark.r) * alpha;
|
||||
g2 = dark.g + (g2 - dark.g) * alpha;
|
||||
b2 = dark.b + (b2 - dark.b) * alpha;
|
||||
}
|
||||
}
|
||||
}
|
||||
light.r = r;
|
||||
light.g = g;
|
||||
light.b = b;
|
||||
light.ClampRGB();
|
||||
Color32F darkValue = new Color32F(r2, g2, b2);
|
||||
darkValue.ClampRGB();
|
||||
|
||||
pose.SetColor(light); // see above
|
||||
pose.SetDarkColor(darkValue);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -89,6 +89,13 @@ namespace Spine {
|
||||
return color;
|
||||
}
|
||||
|
||||
public static Color32F ClampRGB (this Color32F color) {
|
||||
color.r = MathUtils.Clamp(color.r, 0, 1);
|
||||
color.g = MathUtils.Clamp(color.g, 0, 1);
|
||||
color.b = MathUtils.Clamp(color.b, 0, 1);
|
||||
return color;
|
||||
}
|
||||
|
||||
public static Color32F RGBA8888ToColor (this uint rgba8888) {
|
||||
float r = ((rgba8888 & 0xff000000) >> 24) / 255f;
|
||||
float g = ((rgba8888 & 0x00ff0000) >> 16) / 255f;
|
||||
|
||||
@ -72,6 +72,13 @@ namespace Spine {
|
||||
return color;
|
||||
}
|
||||
|
||||
public static Color32F ClampRGB (this Color32F color) {
|
||||
color.r = MathUtils.Clamp(color.r, 0, 1);
|
||||
color.g = MathUtils.Clamp(color.g, 0, 1);
|
||||
color.b = MathUtils.Clamp(color.b, 0, 1);
|
||||
return color;
|
||||
}
|
||||
|
||||
public static Color32F RGBA8888ToColor (this uint rgba8888) {
|
||||
float r = ((rgba8888 & 0xff000000) >> 24) / 255f;
|
||||
float g = ((rgba8888 & 0x00ff0000) >> 16) / 255f;
|
||||
|
||||
@ -44,6 +44,13 @@ namespace Spine {
|
||||
return color;
|
||||
}
|
||||
|
||||
public static Color32F ClampRGB (this Color32F color) {
|
||||
color.r = MathUtils.Clamp(color.r, 0, 1);
|
||||
color.g = MathUtils.Clamp(color.g, 0, 1);
|
||||
color.b = MathUtils.Clamp(color.b, 0, 1);
|
||||
return color;
|
||||
}
|
||||
|
||||
public static Color32F RGBA8888ToColor(this uint rgba8888) {
|
||||
float r = ((rgba8888 & 0xff000000) >> 24) / 255f;
|
||||
float g = ((rgba8888 & 0x00ff0000) >> 16) / 255f;
|
||||
|
||||
@ -2,7 +2,7 @@
|
||||
"name": "com.esotericsoftware.spine.spine-csharp",
|
||||
"displayName": "spine-csharp Runtime",
|
||||
"description": "This plugin provides the spine-csharp core runtime. Compatible with skeleton exports from Spine Editor version 4.3.40-beta or later.",
|
||||
"version": "4.3.14",
|
||||
"version": "4.3.15",
|
||||
"unity": "2018.3",
|
||||
"author": {
|
||||
"name": "Esoteric Software",
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user