[unity] Updated examples, modules and editors.

This commit is contained in:
pharan 2016-11-26 03:05:23 +08:00
parent 900001098b
commit 9c21942482
112 changed files with 9002 additions and 2694 deletions

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@ -358,7 +358,7 @@ RectTransform:
m_RootOrder: 0
m_AnchorMin: {x: 0, y: 1}
m_AnchorMax: {x: 1, y: 1}
m_AnchoredPosition: {x: 0.000004069, y: 1363}
m_AnchoredPosition: {x: 0.000004069, y: 0}
m_SizeDelta: {x: 0, y: 1872}
m_Pivot: {x: 0, y: 1}
--- !u!1 &611702901
@ -996,7 +996,7 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 2091633436}
m_HandleRect: {fileID: 2091633435}
m_Direction: 2
m_Value: 0
m_Value: 1
m_Size: 0.2719017
m_NumberOfSteps: 0
m_OnValueChanged:

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@ -31,188 +31,174 @@
// Contributed by: Mitch Thompson
using UnityEngine;
using System.Collections;
using Spine.Unity;
[RequireComponent(typeof(CharacterController))]
public class BasicPlatformerController : MonoBehaviour {
namespace Spine.Unity.Examples {
[RequireComponent(typeof(CharacterController))]
public class BasicPlatformerController : MonoBehaviour {
#if UNITY_4_5
[Header("Controls")]
#endif
public string XAxis = "Horizontal";
public string YAxis = "Vertical";
public string JumpButton = "Jump";
[Header("Controls")]
public string XAxis = "Horizontal";
public string YAxis = "Vertical";
public string JumpButton = "Jump";
#if UNITY_4_5
[Header("Moving")]
#endif
public float walkSpeed = 4;
public float runSpeed = 10;
public float gravity = 65;
[Header("Moving")]
public float walkSpeed = 4;
public float runSpeed = 10;
public float gravity = 65;
#if UNITY_4_5
[Header("Jumping")]
#endif
public float jumpSpeed = 25;
public float jumpDuration = 0.5f;
public float jumpInterruptFactor = 100;
public float forceCrouchVelocity = 25;
public float forceCrouchDuration = 0.5f;
[Header("Jumping")]
public float jumpSpeed = 25;
public float jumpDuration = 0.5f;
public float jumpInterruptFactor = 100;
public float forceCrouchVelocity = 25;
public float forceCrouchDuration = 0.5f;
#if UNITY_4_5
[Header("Graphics")]
#endif
public Transform graphicsRoot;
public SkeletonAnimation skeletonAnimation;
[Header("Graphics")]
public Transform graphicsRoot;
public SkeletonAnimation skeletonAnimation;
#if UNITY_4_5
[Header("Animation")]
#endif
[SpineAnimation(dataField: "skeletonAnimation")]
public string walkName = "Walk";
[SpineAnimation(dataField: "skeletonAnimation")]
public string runName = "Run";
[SpineAnimation(dataField: "skeletonAnimation")]
public string idleName = "Idle";
[SpineAnimation(dataField: "skeletonAnimation")]
public string jumpName = "Jump";
[SpineAnimation(dataField: "skeletonAnimation")]
public string fallName = "Fall";
[SpineAnimation(dataField: "skeletonAnimation")]
public string crouchName = "Crouch";
[Header("Animation")]
[SpineAnimation(dataField: "skeletonAnimation")]
public string walkName = "Walk";
[SpineAnimation(dataField: "skeletonAnimation")]
public string runName = "Run";
[SpineAnimation(dataField: "skeletonAnimation")]
public string idleName = "Idle";
[SpineAnimation(dataField: "skeletonAnimation")]
public string jumpName = "Jump";
[SpineAnimation(dataField: "skeletonAnimation")]
public string fallName = "Fall";
[SpineAnimation(dataField: "skeletonAnimation")]
public string crouchName = "Crouch";
#if UNITY_4_5
[Header("Audio")]
#endif
public AudioSource jumpAudioSource;
public AudioSource hardfallAudioSource;
public AudioSource footstepAudioSource;
[SpineEvent]
public string footstepEventName = "Footstep";
CharacterController controller;
Vector2 velocity = Vector2.zero;
Vector2 lastVelocity = Vector2.zero;
bool lastGrounded = false;
float jumpEndTime = 0;
bool jumpInterrupt = false;
float forceCrouchEndTime;
Quaternion flippedRotation = Quaternion.Euler(0, 180, 0);
[Header("Audio")]
public AudioSource jumpAudioSource;
public AudioSource hardfallAudioSource;
public AudioSource footstepAudioSource;
[SpineEvent]
public string footstepEventName = "Footstep";
CharacterController controller;
Vector2 velocity = Vector2.zero;
Vector2 lastVelocity = Vector2.zero;
bool lastGrounded = false;
float jumpEndTime = 0;
bool jumpInterrupt = false;
float forceCrouchEndTime;
Quaternion flippedRotation = Quaternion.Euler(0, 180, 0);
void Awake () {
controller = GetComponent<CharacterController>();
}
void Start () {
// Register a callback for Spine Events (in this case, Footstep)
skeletonAnimation.state.Event += HandleEvent;
}
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
// Play some sound if footstep event fired
if (e.Data.Name == footstepEventName) {
footstepAudioSource.Stop();
footstepAudioSource.pitch = GetRandomPitch(0.2f);
footstepAudioSource.Play();
}
}
void Update () {
//control inputs
float x = Input.GetAxis(XAxis);
float y = Input.GetAxis(YAxis);
//check for force crouch
bool crouching = (controller.isGrounded && y < -0.5f) || (forceCrouchEndTime > Time.time);
velocity.x = 0;
//Calculate control velocity
if (!crouching) {
if (Input.GetButtonDown(JumpButton) && controller.isGrounded) {
//jump
jumpAudioSource.Stop();
jumpAudioSource.Play();
velocity.y = jumpSpeed;
jumpEndTime = Time.time + jumpDuration;
} else if (Time.time < jumpEndTime && Input.GetButtonUp(JumpButton)) {
jumpInterrupt = true;
}
if (x != 0) {
//walk or run
velocity.x = Mathf.Abs(x) > 0.6f ? runSpeed : walkSpeed;
velocity.x *= Mathf.Sign(x);
}
if (jumpInterrupt) {
//interrupt jump and smoothly cut Y velocity
if (velocity.y > 0) {
velocity.y = Mathf.MoveTowards(velocity.y, 0, Time.deltaTime * 100);
} else {
jumpInterrupt = false;
}
}
void Awake () {
controller = GetComponent<CharacterController>();
}
//apply gravity F = mA (Learn it, love it, live it)
velocity.y -= gravity * Time.deltaTime;
//move
controller.Move(new Vector3(velocity.x, velocity.y, 0) * Time.deltaTime);
if (controller.isGrounded) {
//cancel out Y velocity if on ground
velocity.y = -gravity * Time.deltaTime;
jumpInterrupt = false;
void Start () {
// Register a callback for Spine Events (in this case, Footstep)
skeletonAnimation.state.Event += HandleEvent;
}
Vector2 deltaVelocity = lastVelocity - velocity;
if (!lastGrounded && controller.isGrounded) {
//detect hard fall
if ((gravity * Time.deltaTime) - deltaVelocity.y > forceCrouchVelocity) {
forceCrouchEndTime = Time.time + forceCrouchDuration;
hardfallAudioSource.Play();
} else {
//play footstep audio if light fall because why not
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
// Play some sound if footstep event fired
if (e.Data.Name == footstepEventName) {
footstepAudioSource.Stop();
footstepAudioSource.pitch = GetRandomPitch(0.2f);
footstepAudioSource.Play();
}
}
//graphics updates
if (controller.isGrounded) {
if (crouching) { //crouch
skeletonAnimation.AnimationName = crouchName;
} else {
if (x == 0) //idle
skeletonAnimation.AnimationName = idleName;
else //move
skeletonAnimation.AnimationName = Mathf.Abs(x) > 0.6f ? runName : walkName;
void Update () {
//control inputs
float x = Input.GetAxis(XAxis);
float y = Input.GetAxis(YAxis);
//check for force crouch
bool crouching = (controller.isGrounded && y < -0.5f) || (forceCrouchEndTime > Time.time);
velocity.x = 0;
//Calculate control velocity
if (!crouching) {
if (Input.GetButtonDown(JumpButton) && controller.isGrounded) {
//jump
jumpAudioSource.Stop();
jumpAudioSource.Play();
velocity.y = jumpSpeed;
jumpEndTime = Time.time + jumpDuration;
} else if (Time.time < jumpEndTime && Input.GetButtonUp(JumpButton)) {
jumpInterrupt = true;
}
if (x != 0) {
//walk or run
velocity.x = Mathf.Abs(x) > 0.6f ? runSpeed : walkSpeed;
velocity.x *= Mathf.Sign(x);
}
if (jumpInterrupt) {
//interrupt jump and smoothly cut Y velocity
if (velocity.y > 0) {
velocity.y = Mathf.MoveTowards(velocity.y, 0, Time.deltaTime * 100);
} else {
jumpInterrupt = false;
}
}
}
} else {
if (velocity.y > 0) //jump
skeletonAnimation.AnimationName = jumpName;
else //fall
skeletonAnimation.AnimationName = fallName;
}
//flip left or right
if (x > 0)
graphicsRoot.localRotation = Quaternion.identity;
else if (x < 0)
//apply gravity F = mA (Learn it, love it, live it)
velocity.y -= gravity * Time.deltaTime;
//move
controller.Move(new Vector3(velocity.x, velocity.y, 0) * Time.deltaTime);
if (controller.isGrounded) {
//cancel out Y velocity if on ground
velocity.y = -gravity * Time.deltaTime;
jumpInterrupt = false;
}
Vector2 deltaVelocity = lastVelocity - velocity;
if (!lastGrounded && controller.isGrounded) {
//detect hard fall
if ((gravity * Time.deltaTime) - deltaVelocity.y > forceCrouchVelocity) {
forceCrouchEndTime = Time.time + forceCrouchDuration;
hardfallAudioSource.Play();
} else {
//play footstep audio if light fall because why not
footstepAudioSource.Play();
}
}
//graphics updates
if (controller.isGrounded) {
if (crouching) { //crouch
skeletonAnimation.AnimationName = crouchName;
} else {
if (x == 0) //idle
skeletonAnimation.AnimationName = idleName;
else //move
skeletonAnimation.AnimationName = Mathf.Abs(x) > 0.6f ? runName : walkName;
}
} else {
if (velocity.y > 0) //jump
skeletonAnimation.AnimationName = jumpName;
else //fall
skeletonAnimation.AnimationName = fallName;
}
//flip left or right
if (x > 0)
graphicsRoot.localRotation = Quaternion.identity;
else if (x < 0)
graphicsRoot.localRotation = flippedRotation;
//store previous state
lastVelocity = velocity;
lastGrounded = controller.isGrounded;
//store previous state
lastVelocity = velocity;
lastGrounded = controller.isGrounded;
}
static float GetRandomPitch (float maxOffset) {
return 1f + Random.Range(-maxOffset, maxOffset);
}
}
#region Utility
static float GetRandomPitch (float maxOffset) {
return 1f + Random.Range(-maxOffset, maxOffset);
}
#endregion
}
}

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@ -31,22 +31,23 @@
// Contributed by: Mitch Thompson
using UnityEngine;
using System.Collections;
public class ConstrainedCamera : MonoBehaviour {
public Transform target;
public Vector3 offset;
public Vector3 min;
public Vector3 max;
public float smoothing = 5f;
namespace Spine.Unity.Examples {
public class ConstrainedCamera : MonoBehaviour {
public Transform target;
public Vector3 offset;
public Vector3 min;
public Vector3 max;
public float smoothing = 5f;
// Update is called once per frame
void LateUpdate () {
Vector3 goalPoint = target.position + offset;
goalPoint.x = Mathf.Clamp(goalPoint.x, min.x, max.x);
goalPoint.y = Mathf.Clamp(goalPoint.y, min.y, max.y);
goalPoint.z = Mathf.Clamp(goalPoint.z, min.z, max.z);
// Update is called once per frame
void LateUpdate () {
Vector3 goalPoint = target.position + offset;
goalPoint.x = Mathf.Clamp(goalPoint.x, min.x, max.x);
goalPoint.y = Mathf.Clamp(goalPoint.y, min.y, max.y);
goalPoint.z = Mathf.Clamp(goalPoint.z, min.z, max.z);
transform.position = Vector3.Lerp(transform.position, goalPoint, smoothing * Time.deltaTime);
transform.position = Vector3.Lerp(transform.position, goalPoint, smoothing * Time.deltaTime);
}
}
}
}

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@ -32,54 +32,54 @@ using UnityEngine;
using System.Collections;
using Spine.Unity;
public class Raptor : MonoBehaviour {
namespace Spine.Unity.Examples {
public class Raptor : MonoBehaviour {
#region Inspector
[SpineAnimation]
public string walk = "walk";
#region Inspector
[SpineAnimation]
public string walk = "walk";
[SpineAnimation]
public string gungrab = "gungrab";
[SpineAnimation]
public string gungrab = "gungrab";
[SpineAnimation]
public string gunkeep = "gunkeep";
[SpineAnimation]
public string gunkeep = "gunkeep";
[SpineEvent]
public string footstepEvent = "footstep";
[SpineEvent]
public string footstepEvent = "footstep";
public AudioSource footstepAudioSource;
#endregion
public AudioSource footstepAudioSource;
#endregion
SkeletonAnimation skeletonAnimation;
SkeletonAnimation skeletonAnimation;
void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>();
skeletonAnimation.state.Event += HandleEvent;
StartCoroutine(GunGrabRoutine());
}
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
if (e.Data.Name == footstepEvent) {
footstepAudioSource.pitch = 0.5f + Random.Range(-0.2f, 0.2f);
footstepAudioSource.Play();
void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>();
skeletonAnimation.state.Event += HandleEvent;
StartCoroutine(GunGrabRoutine());
}
}
IEnumerator GunGrabRoutine () {
// Play the walk animation on track 0.
skeletonAnimation.state.SetAnimation(0, walk, true);
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
if (e.Data.Name == footstepEvent) {
footstepAudioSource.pitch = 0.5f + Random.Range(-0.2f, 0.2f);
footstepAudioSource.Play();
}
}
// Repeatedly play the gungrab and gunkeep animation on track 1.
while (true) {
yield return new WaitForSeconds(Random.Range(0.5f, 3f));
skeletonAnimation.state.SetAnimation(1, gungrab, false);
IEnumerator GunGrabRoutine () {
// Play the walk animation on track 0.
skeletonAnimation.state.SetAnimation(0, walk, true);
yield return new WaitForSeconds(Random.Range(0.5f, 3f));
skeletonAnimation.state.SetAnimation(1, gunkeep, false);
// Repeatedly play the gungrab and gunkeep animation on track 1.
while (true) {
yield return new WaitForSeconds(Random.Range(0.5f, 3f));
skeletonAnimation.state.SetAnimation(1, gungrab, false);
yield return new WaitForSeconds(Random.Range(0.5f, 3f));
skeletonAnimation.state.SetAnimation(1, gunkeep, false);
}
}
}
}
}

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@ -32,61 +32,64 @@ using UnityEngine;
using System.Collections;
using Spine.Unity;
public class SpineBeginnerTwo : MonoBehaviour {
namespace Spine.Unity.Examples {
public class SpineBeginnerTwo : MonoBehaviour {
#region Inspector
// [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation.
[SpineAnimation]
public string runAnimationName;
#region Inspector
// [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation.
[SpineAnimation]
public string runAnimationName;
[SpineAnimation]
public string idleAnimationName;
[SpineAnimation]
public string idleAnimationName;
[SpineAnimation]
public string walkAnimationName;
[SpineAnimation]
public string walkAnimationName;
[SpineAnimation]
public string shootAnimationName;
#endregion
[SpineAnimation]
public string shootAnimationName;
#endregion
SkeletonAnimation skeletonAnimation;
SkeletonAnimation skeletonAnimation;
// Spine.AnimationState and Spine.Skeleton are not Unity-serialized objects. You will not see them as fields in the inspector.
public Spine.AnimationState spineAnimationState;
public Spine.Skeleton skeleton;
// Spine.AnimationState and Spine.Skeleton are not Unity-serialized objects. You will not see them as fields in the inspector.
public Spine.AnimationState spineAnimationState;
public Spine.Skeleton skeleton;
void Start () {
// Make sure you get these AnimationState and Skeleton references in Start or Later. Getting and using them in Awake is not guaranteed by default execution order.
skeletonAnimation = GetComponent<SkeletonAnimation>();
spineAnimationState = skeletonAnimation.state;
skeleton = skeletonAnimation.skeleton;
void Start () {
// Make sure you get these AnimationState and Skeleton references in Start or Later. Getting and using them in Awake is not guaranteed by default execution order.
skeletonAnimation = GetComponent<SkeletonAnimation>();
spineAnimationState = skeletonAnimation.state;
skeleton = skeletonAnimation.skeleton;
StartCoroutine(DoDemoRoutine());
}
/// <summary>This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.</summary>
IEnumerator DoDemoRoutine () {
while (true) {
// SetAnimation is the basic way to set an animation.
// SetAnimation sets the animation and starts playing it from the beginning.
// Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.
StartCoroutine(DoDemoRoutine());
}
spineAnimationState.SetAnimation(0, walkAnimationName, true);
yield return new WaitForSeconds(1.5f);
/// <summary>This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.</summary>
IEnumerator DoDemoRoutine () {
// skeletonAnimation.AnimationName = runAnimationName; // this line also works for quick testing/simple uses.
spineAnimationState.SetAnimation(0, runAnimationName, true);
yield return new WaitForSeconds(1.5f);
while (true) {
// SetAnimation is the basic way to set an animation.
// SetAnimation sets the animation and starts playing it from the beginning.
// Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.
spineAnimationState.SetAnimation(0, idleAnimationName, true);
yield return new WaitForSeconds(1f);
spineAnimationState.SetAnimation(0, walkAnimationName, true);
yield return new WaitForSeconds(1.5f);
skeleton.FlipX = true; // skeleton allows you to flip the skeleton.
yield return new WaitForSeconds(0.5f);
skeleton.FlipX = false;
yield return new WaitForSeconds(0.5f);
// skeletonAnimation.AnimationName = runAnimationName; // this line also works for quick testing/simple uses.
spineAnimationState.SetAnimation(0, runAnimationName, true);
yield return new WaitForSeconds(1.5f);
spineAnimationState.SetAnimation(0, idleAnimationName, true);
yield return new WaitForSeconds(1f);
skeleton.FlipX = true; // skeleton allows you to flip the skeleton.
yield return new WaitForSeconds(0.5f);
skeleton.FlipX = false;
yield return new WaitForSeconds(0.5f);
}
}
}
}

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@ -32,20 +32,22 @@ using UnityEngine;
using System.Collections;
using Spine.Unity;
public class SpineBlinkPlayer : MonoBehaviour {
const int BlinkTrack = 1;
namespace Spine.Unity.Examples {
public class SpineBlinkPlayer : MonoBehaviour {
const int BlinkTrack = 1;
[SpineAnimation]
public string blinkAnimation;
public float minimumDelay = 0.15f;
public float maximumDelay = 3f;
[SpineAnimation]
public string blinkAnimation;
public float minimumDelay = 0.15f;
public float maximumDelay = 3f;
IEnumerator Start () {
var skeletonAnimation = GetComponent<SkeletonAnimation>(); if (skeletonAnimation == null) yield break;
while (true) {
skeletonAnimation.state.SetAnimation(SpineBlinkPlayer.BlinkTrack, blinkAnimation, false);
yield return new WaitForSeconds(Random.Range(minimumDelay, maximumDelay));
IEnumerator Start () {
var skeletonAnimation = GetComponent<SkeletonAnimation>(); if (skeletonAnimation == null) yield break;
while (true) {
skeletonAnimation.state.SetAnimation(SpineBlinkPlayer.BlinkTrack, blinkAnimation, false);
yield return new WaitForSeconds(Random.Range(minimumDelay, maximumDelay));
}
}
}
}
}

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@ -31,34 +31,33 @@
using UnityEngine;
using System.Collections;
public class SpineboyBeginnerInput : MonoBehaviour {
namespace Spine.Unity.Examples {
public class SpineboyBeginnerInput : MonoBehaviour {
#region Inspector
public string horizontalAxis = "Horizontal";
public string attackButton = "Fire1";
public string jumpButton = "Jump";
#region Inspector
public string horizontalAxis = "Horizontal";
public string attackButton = "Fire1";
public string jumpButton = "Jump";
public SpineboyBeginnerModel model;
public SpineboyBeginnerModel model;
void OnValidate () {
if (model == null)
model = GetComponent<SpineboyBeginnerModel>();
}
#endregion
void OnValidate () {
if (model == null)
model = GetComponent<SpineboyBeginnerModel>();
void Update () {
if (model == null) return;
float currentHorizontal = Input.GetAxisRaw(horizontalAxis);
model.TryMove(currentHorizontal);
if (Input.GetButton(attackButton))
model.TryShoot();
if (Input.GetButtonDown(jumpButton))
model.TryJump();
}
}
#endregion
void Update () {
if (model == null) return;
float currentHorizontal = Input.GetAxisRaw(horizontalAxis);
model.TryMove(currentHorizontal);
if (Input.GetButton(attackButton))
model.TryShoot();
if (Input.GetButtonDown(jumpButton))
model.TryJump();
}
}

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@ -31,83 +31,85 @@
using UnityEngine;
using System.Collections;
[SelectionBase]
public class SpineboyBeginnerModel : MonoBehaviour {
namespace Spine.Unity.Examples {
[SelectionBase]
public class SpineboyBeginnerModel : MonoBehaviour {
#region Inspector
[Header("Current State")]
public SpineBeginnerBodyState state;
public bool facingLeft;
[Range(-1f, 1f)]
public float currentSpeed;
#region Inspector
[Header("Current State")]
public SpineBeginnerBodyState state;
public bool facingLeft;
[Range(-1f, 1f)]
public float currentSpeed;
[Header("Balance")]
public float shootInterval = 0.12f;
#endregion
[Header("Balance")]
public float shootInterval = 0.12f;
#endregion
float lastShootTime;
public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.
float lastShootTime;
public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.
#region API
public void TryJump () {
StartCoroutine(JumpRoutine());
}
public void TryShoot () {
float currentTime = Time.time;
if (currentTime - lastShootTime > shootInterval) {
lastShootTime = currentTime;
if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
}
}
public void TryMove (float speed) {
currentSpeed = speed; // show the "speed" in the Inspector.
if (speed != 0) {
bool speedIsNegative = (speed < 0f);
facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
}
if (state != SpineBeginnerBodyState.Jumping) {
state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
#region API
public void TryJump () {
StartCoroutine(JumpRoutine());
}
}
#endregion
public void TryShoot () {
float currentTime = Time.time;
IEnumerator JumpRoutine () {
if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
state = SpineBeginnerBodyState.Jumping;
// Terribly-coded Fake jumping.
{
var pos = transform.localPosition;
const float jumpTime = 1.2f;
const float half = jumpTime * 0.5f;
const float jumpPower = 20f;
for (float t = 0; t < half; t += Time.deltaTime) {
float d = jumpPower * (half - t);
transform.Translate((d * Time.deltaTime) * Vector3.up);
yield return null;
if (currentTime - lastShootTime > shootInterval) {
lastShootTime = currentTime;
if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
}
for (float t = 0; t < half; t += Time.deltaTime) {
float d = jumpPower * t;
transform.Translate((d * Time.deltaTime) * Vector3.down);
yield return null;
}
transform.localPosition = pos;
}
state = SpineBeginnerBodyState.Idle;
public void TryMove (float speed) {
currentSpeed = speed; // show the "speed" in the Inspector.
if (speed != 0) {
bool speedIsNegative = (speed < 0f);
facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
}
if (state != SpineBeginnerBodyState.Jumping) {
state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
}
}
#endregion
IEnumerator JumpRoutine () {
if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
state = SpineBeginnerBodyState.Jumping;
// Fake jumping.
{
var pos = transform.localPosition;
const float jumpTime = 1.2f;
const float half = jumpTime * 0.5f;
const float jumpPower = 20f;
for (float t = 0; t < half; t += Time.deltaTime) {
float d = jumpPower * (half - t);
transform.Translate((d * Time.deltaTime) * Vector3.up);
yield return null;
}
for (float t = 0; t < half; t += Time.deltaTime) {
float d = jumpPower * t;
transform.Translate((d * Time.deltaTime) * Vector3.down);
yield return null;
}
transform.localPosition = pos;
}
state = SpineBeginnerBodyState.Idle;
}
}
}
public enum SpineBeginnerBodyState {
Idle,
Running,
Jumping
public enum SpineBeginnerBodyState {
Idle,
Running,
Jumping
}
}

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@ -32,113 +32,115 @@ using UnityEngine;
using System.Collections;
using Spine.Unity;
public class SpineboyBeginnerView : MonoBehaviour {
#region Inspector
[Header("Components")]
public SpineboyBeginnerModel model;
public SkeletonAnimation skeletonAnimation;
//public ParticleSystem gunParticles;
namespace Spine.Unity.Examples {
public class SpineboyBeginnerView : MonoBehaviour {
[SpineAnimation] public string run, idle, shoot, jump;
[SpineEvent] public string footstepEventName;
#region Inspector
[Header("Components")]
public SpineboyBeginnerModel model;
public SkeletonAnimation skeletonAnimation;
[Header("Audio")]
public float footstepPitchOffset = 0.2f;
public float gunsoundPitchOffset = 0.13f;
public AudioSource footstepSource, gunSource, jumpSource;
[SpineAnimation] public string run, idle, shoot, jump;
[SpineEvent] public string footstepEventName;
[Header("Effects")]
public ParticleSystem gunParticles;
#endregion
[Header("Audio")]
public float footstepPitchOffset = 0.2f;
public float gunsoundPitchOffset = 0.13f;
public AudioSource footstepSource, gunSource, jumpSource;
SpineBeginnerBodyState previousViewState;
[Header("Effects")]
public ParticleSystem gunParticles;
#endregion
void Start () {
if (skeletonAnimation == null) return;
model.ShootEvent += PlayShoot;
skeletonAnimation.state.Event += HandleEvent;
}
SpineBeginnerBodyState previousViewState;
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
if (e.Data.Name == footstepEventName)
PlayFootstepSound();
}
void Update () {
if (skeletonAnimation == null) return;
if (model == null) return;
if (skeletonAnimation.skeleton.FlipX != model.facingLeft) { // Detect changes in model.facingLeft
Turn(model.facingLeft);
void Start () {
if (skeletonAnimation == null) return;
model.ShootEvent += PlayShoot;
skeletonAnimation.state.Event += HandleEvent;
}
// Detect changes in model.state
var currentModelState = model.state;
if (previousViewState != currentModelState) {
PlayNewStableAnimation();
}
previousViewState = currentModelState;
}
void PlayNewStableAnimation () {
var newModelState = model.state;
string nextAnimation;
// Add conditionals to not interrupt transient animations.
if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) {
PlayFootstepSound();
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
if (e.Data.Name == footstepEventName)
PlayFootstepSound();
}
if (newModelState == SpineBeginnerBodyState.Jumping) {
jumpSource.Play();
nextAnimation = jump;
} else {
if (newModelState == SpineBeginnerBodyState.Running) {
nextAnimation = run;
} else {
nextAnimation = idle;
void Update () {
if (skeletonAnimation == null) return;
if (model == null) return;
if (skeletonAnimation.skeleton.FlipX != model.facingLeft) { // Detect changes in model.facingLeft
Turn(model.facingLeft);
}
// Detect changes in model.state
var currentModelState = model.state;
if (previousViewState != currentModelState) {
PlayNewStableAnimation();
}
previousViewState = currentModelState;
}
skeletonAnimation.state.SetAnimation(0, nextAnimation, true);
void PlayNewStableAnimation () {
var newModelState = model.state;
string nextAnimation;
// Add conditionals to not interrupt transient animations.
if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) {
PlayFootstepSound();
}
if (newModelState == SpineBeginnerBodyState.Jumping) {
jumpSource.Play();
nextAnimation = jump;
} else {
if (newModelState == SpineBeginnerBodyState.Running) {
nextAnimation = run;
} else {
nextAnimation = idle;
}
}
skeletonAnimation.state.SetAnimation(0, nextAnimation, true);
}
void PlayFootstepSound () {
footstepSource.Play();
footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
}
[ContextMenu("Check Tracks")]
void CheckTracks () {
var state = skeletonAnimation.state;
Debug.Log(state.GetCurrent(0));
Debug.Log(state.GetCurrent(1));
}
#region Transient Actions
public void PlayShoot () {
// Play the shoot animation on track 1.
skeletonAnimation.state.SetAnimation(1, shoot, false);
//skeletonAnimation.state.AddEmptyAnimation(1, 0.1f, 0f);
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
gunSource.Play();
gunParticles.randomSeed = (uint)Random.Range(0, 100);
gunParticles.Play();
}
public void Turn (bool facingLeft) {
skeletonAnimation.skeleton.FlipX = facingLeft;
// Maybe play a transient turning animation too, then call ChangeStableAnimation.
}
#endregion
#region Utility
public float GetRandomPitch (float maxPitchOffset) {
return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
}
#endregion
}
void PlayFootstepSound () {
footstepSource.Play();
footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
}
[ContextMenu("Check Tracks")]
void CheckTracks () {
var state = skeletonAnimation.state;
Debug.Log(state.GetCurrent(0));
Debug.Log(state.GetCurrent(1));
}
#region Transient Actions
public void PlayShoot () {
// Play the shoot animation on track 1.
skeletonAnimation.state.SetAnimation(1, shoot, false);
//skeletonAnimation.state.AddEmptyAnimation(1, 0.1f, 0f);
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
gunSource.Play();
gunParticles.randomSeed = (uint)Random.Range(0, 100);
gunParticles.Play();
}
public void Turn (bool facingLeft) {
skeletonAnimation.skeleton.FlipX = facingLeft;
// Maybe play a transient turning animation too, then call ChangeStableAnimation.
}
#endregion
#region Utility
public float GetRandomPitch (float maxPitchOffset) {
return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
}
#endregion
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@ -1,4 +1,4 @@
/******************************************************************************
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
@ -28,22 +28,36 @@
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
// Contributed by: Mitch Thompson
using UnityEngine;
using Spine.Unity;
using UnityEngine.UI;
public class Chimera : MonoBehaviour {
namespace Spine.Unity.Examples {
public class AttackSpineboy : MonoBehaviour {
public SkeletonDataAsset skeletonDataSource;
public SkeletonAnimation spineboy;
public SpineGauge gauge;
public Text healthText;
[SpineAttachment(currentSkinOnly: false, returnAttachmentPath: true, dataField: "skeletonDataSource")]
public string attachmentPath;
int currentHealth = 100;
const int maxHealth = 100;
[SpineSlot]
public string targetSlot;
void Update () {
if (Input.GetKeyDown(KeyCode.Space)) {
currentHealth -= 10;
healthText.text = currentHealth + "/" + maxHealth;
void Start() {
GetComponent<SkeletonRenderer>().skeleton.FindSlot(targetSlot).Attachment = SpineAttachment.GetAttachment(attachmentPath, skeletonDataSource);
if (currentHealth > 0) {
spineboy.state.SetAnimation(0, "hit", false);
spineboy.state.AddAnimation(0, "idle", true, 0);
gauge.fillPercent = (float)currentHealth/(float)maxHealth;
} else {
if (currentHealth >= 0) {
gauge.fillPercent = 0;
spineboy.state.SetAnimation(0, "death", false).TrackEnd = float.PositiveInfinity;
}
}
}
}
}
}

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@ -1,5 +1,7 @@
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MonoImporter:
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@ -34,69 +34,71 @@ using UnityEngine;
using System.Collections;
using Spine.Unity;
public class FootSoldierExample : MonoBehaviour {
[SpineAnimation("Idle")]
public string idleAnimation;
namespace Spine.Unity.Examples {
public class FootSoldierExample : MonoBehaviour {
[SpineAnimation("Idle")]
public string idleAnimation;
[SpineAnimation]
public string attackAnimation;
[SpineAnimation]
public string attackAnimation;
[SpineAnimation]
public string moveAnimation;
[SpineAnimation]
public string moveAnimation;
[SpineSlot]
public string eyesSlot;
[SpineSlot]
public string eyesSlot;
[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
public string eyesOpenAttachment;
[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
public string eyesOpenAttachment;
[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
public string blinkAttachment;
[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
public string blinkAttachment;
[Range(0, 0.2f)]
public float blinkDuration = 0.05f;
[Range(0, 0.2f)]
public float blinkDuration = 0.05f;
public KeyCode attackKey = KeyCode.Mouse0;
public KeyCode rightKey = KeyCode.D;
public KeyCode leftKey = KeyCode.A;
public KeyCode attackKey = KeyCode.Mouse0;
public KeyCode rightKey = KeyCode.D;
public KeyCode leftKey = KeyCode.A;
public float moveSpeed = 3;
public float moveSpeed = 3;
private SkeletonAnimation skeletonAnimation;
SkeletonAnimation skeletonAnimation;
void Awake() {
skeletonAnimation = GetComponent<SkeletonAnimation>();
skeletonAnimation.OnRebuild += Apply;
}
void Awake () {
skeletonAnimation = GetComponent<SkeletonAnimation>();
skeletonAnimation.OnRebuild += Apply;
}
void Apply(SkeletonRenderer skeletonRenderer) {
StartCoroutine("Blink");
}
void Apply (SkeletonRenderer skeletonRenderer) {
StartCoroutine("Blink");
}
void Update() {
if (Input.GetKey(attackKey)) {
skeletonAnimation.AnimationName = attackAnimation;
} else {
if (Input.GetKey(rightKey)) {
skeletonAnimation.AnimationName = moveAnimation;
skeletonAnimation.skeleton.FlipX = false;
transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
} else if(Input.GetKey(leftKey)) {
skeletonAnimation.AnimationName = moveAnimation;
skeletonAnimation.skeleton.FlipX = true;
transform.Translate(-moveSpeed * Time.deltaTime, 0, 0);
void Update () {
if (Input.GetKey(attackKey)) {
skeletonAnimation.AnimationName = attackAnimation;
} else {
skeletonAnimation.AnimationName = idleAnimation;
if (Input.GetKey(rightKey)) {
skeletonAnimation.AnimationName = moveAnimation;
skeletonAnimation.skeleton.FlipX = false;
transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
} else if(Input.GetKey(leftKey)) {
skeletonAnimation.AnimationName = moveAnimation;
skeletonAnimation.skeleton.FlipX = true;
transform.Translate(-moveSpeed * Time.deltaTime, 0, 0);
} else {
skeletonAnimation.AnimationName = idleAnimation;
}
}
}
IEnumerator Blink() {
while (true) {
yield return new WaitForSeconds(Random.Range(0.25f, 3f));
skeletonAnimation.skeleton.SetAttachment(eyesSlot, blinkAttachment);
yield return new WaitForSeconds(blinkDuration);
skeletonAnimation.skeleton.SetAttachment(eyesSlot, eyesOpenAttachment);
}
}
}
IEnumerator Blink() {
while (true) {
yield return new WaitForSeconds(Random.Range(0.25f, 3f));
skeletonAnimation.skeleton.SetAttachment(eyesSlot, blinkAttachment);
yield return new WaitForSeconds(blinkDuration);
skeletonAnimation.skeleton.SetAttachment(eyesSlot, eyesOpenAttachment);
}
}
}
}

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@ -29,36 +29,40 @@
*****************************************************************************/
using UnityEngine;
using System.Collections;
using Spine;
using Spine.Unity;
public class Goblins : MonoBehaviour {
private bool girlSkin;
private SkeletonAnimation skeletonAnimation;
private Bone headBone;
public void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>();
headBone = skeletonAnimation.skeleton.FindBone("head");
skeletonAnimation.UpdateLocal += UpdateLocal;
}
namespace Spine.Unity.Examples {
public class Goblins : MonoBehaviour {
SkeletonAnimation skeletonAnimation;
Bone headBone;
bool girlSkin;
// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
public void UpdateLocal (ISkeletonAnimation skeletonRenderer) {
headBone.Rotation += 15;
}
public void OnMouseDown () {
skeletonAnimation.skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
skeletonAnimation.skeleton.SetSlotsToSetupPose();
[Range(-360, 360)]
public float extraRotation;
girlSkin = !girlSkin;
public void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>();
headBone = skeletonAnimation.skeleton.FindBone("head");
skeletonAnimation.UpdateLocal += UpdateLocal;
}
// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
public void UpdateLocal (ISkeletonAnimation skeletonRenderer) {
headBone.Rotation += extraRotation;
}
if (girlSkin) {
skeletonAnimation.skeleton.SetAttachment("right hand item", null);
skeletonAnimation.skeleton.SetAttachment("left hand item", "spear");
} else
skeletonAnimation.skeleton.SetAttachment("left hand item", "dagger");
public void OnMouseDown () {
skeletonAnimation.skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
skeletonAnimation.skeleton.SetSlotsToSetupPose();
girlSkin = !girlSkin;
if (girlSkin) {
skeletonAnimation.skeleton.SetAttachment("right hand item", null);
skeletonAnimation.skeleton.SetAttachment("left hand item", "spear");
} else
skeletonAnimation.skeleton.SetAttachment("left hand item", "dagger");
}
}
}
}

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@ -0,0 +1,112 @@
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using Spine.Unity.Modules.AttachmentTools;
namespace Spine.Unity.Examples {
public class MixAndMatch : MonoBehaviour {
#region Inspector
[Header("From AtlasAsset")]
public AtlasAsset handSource;
[SpineAtlasRegion("handSource")] public string handRegion = "hand";
[SpineAttachment] public string handAttachmentName;
[SpineSlot] public string handSlot;
public Vector2 newHandOffset;
public float newHandRotation;
public Texture2D handTexture;
[Header("From Sprite")]
public Sprite dagger;
public string daggerName = "dagger";
[SpineSlot] public string weaponSlot;
[Header("MeshAttachment.SetRegion")]
public bool applyHeadRegion = false;
public AtlasAsset headSource;
[SpineAtlasRegion("headSource")] public string headRegion;
[SpineSlot] public string headSlot;
[SpineAttachment] public string headAttachmentName;
[Header("Runtime Repack")]
public bool repack = true;
public Shader repackedShader;
[Header("Do not assign")]
public Texture2D runtimeAtlas;
public Material runtimeMaterial;
#endregion
void Start () {
var skeletonAnimation = GetComponent<SkeletonAnimation>();
var skeleton = skeletonAnimation.Skeleton;
// All attachment changes will be applied to the skin. We use a clone so other instances will not be affected.
var newSkin = skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState);
// Case 1: Create an attachment from an atlas.
RegionAttachment newHand = handSource.GetAtlas().FindRegion(handRegion).ToRegionAttachment("new hand");
newHand.SetPositionOffset(newHandOffset);
newHand.rotation = newHandRotation;
newHand.UpdateOffset();
int handSlotIndex = skeleton.FindSlotIndex(handSlot);
handTexture = newHand.GetRegion().ToTexture();
newSkin.AddAttachment(handSlotIndex, handAttachmentName, newHand);
// Case 2: Create an attachment from a Unity Sprite (Sprite texture needs to be Read/Write Enabled in the inspector.
RegionAttachment newWeapon = dagger.ToRegionAttachmentPMAClone(Shader.Find("Spine/Skeleton"));
newWeapon.SetScale(1.5f, 1.5f);
newWeapon.UpdateOffset();
int weaponSlotIndex = skeleton.FindSlotIndex(weaponSlot);
newSkin.AddAttachment(weaponSlotIndex, daggerName, newWeapon);
// Case 3: Change an existing attachment's backing region.
if (applyHeadRegion) {
AtlasRegion spineBoyHead = headSource.GetAtlas().FindRegion(headRegion);
int headSlotIndex = skeleton.FindSlotIndex(headSlot);
var newHead = newSkin.GetAttachment(headSlotIndex, headAttachmentName).GetClone(true);
newHead.SetRegion(spineBoyHead);
newSkin.AddAttachment(headSlotIndex, headAttachmentName, newHead);
}
// Case 4: Repacking a mixed-and-matched skin to minimize draw calls.
// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
if (repack)
newSkin = newSkin.GetRepackedSkin("repacked", repackedShader, out runtimeMaterial, out runtimeAtlas);
skeleton.SetSkin(newSkin);
skeleton.SetToSetupPose();
skeleton.SetAttachment(weaponSlot, daggerName);
}
}
}

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View File

@ -32,85 +32,76 @@ using UnityEngine;
using System.Collections;
using Spine.Unity;
public class RaggedySpineboy : MonoBehaviour {
namespace Spine.Unity.Examples {
public class RaggedySpineboy : MonoBehaviour {
public LayerMask groundMask;
public float restoreDuration = 0.5f;
public Vector2 launchVelocity = new Vector2(50,100);
public LayerMask groundMask;
public float restoreDuration = 0.5f;
public Vector2 launchVelocity = new Vector2(50,100);
Spine.Unity.Modules.SkeletonRagdoll2D ragdoll;
Collider2D naturalCollider;
Spine.Unity.Modules.SkeletonRagdoll2D ragdoll;
Collider2D naturalCollider;
void Start () {
ragdoll = GetComponent<Spine.Unity.Modules.SkeletonRagdoll2D>();
naturalCollider = GetComponent<Collider2D>();
}
void AddRigidbody () {
var rb = gameObject.AddComponent<Rigidbody2D>();
#if UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 || UNITY_5_5
rb.freezeRotation = true;
#else
rb.fixedAngle = true;
#endif
naturalCollider.enabled = true;
}
void RemoveRigidbody () {
Destroy(GetComponent<Rigidbody2D>());
naturalCollider.enabled = false;
}
void Update () {
}
void OnMouseUp () {
if (naturalCollider.enabled) {
Launch();
}
}
void Launch () {
RemoveRigidbody();
ragdoll.Apply();
ragdoll.RootRigidbody.velocity = new Vector2(Random.Range(-launchVelocity.x, launchVelocity.x), launchVelocity.y);
StartCoroutine(WaitUntilStopped());
}
IEnumerator Restore () {
Vector3 estimatedPos = ragdoll.EstimatedSkeletonPosition;
Vector3 rbPosition = ragdoll.RootRigidbody.position;
Vector3 skeletonPoint = estimatedPos;
RaycastHit2D hit = Physics2D.Raycast((Vector2)rbPosition, (Vector2)(estimatedPos - rbPosition), Vector3.Distance(estimatedPos, rbPosition), groundMask);
if (hit.collider != null)
skeletonPoint = hit.point;
ragdoll.RootRigidbody.isKinematic = true;
ragdoll.SetSkeletonPosition(skeletonPoint);
yield return ragdoll.SmoothMix(0, restoreDuration);
ragdoll.Remove();
AddRigidbody();
}
IEnumerator WaitUntilStopped () {
yield return new WaitForSeconds(0.5f);
float t = 0;
while (t < 0.5f) {
if (ragdoll.RootRigidbody.velocity.magnitude > 0.09f)
t = 0;
else
t += Time.deltaTime;
yield return null;
void Start () {
ragdoll = GetComponent<Spine.Unity.Modules.SkeletonRagdoll2D>();
naturalCollider = GetComponent<Collider2D>();
}
StartCoroutine(Restore());
void AddRigidbody () {
var rb = gameObject.AddComponent<Rigidbody2D>();
#if UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 || UNITY_5_5
rb.freezeRotation = true;
#else
rb.fixedAngle = true;
#endif
naturalCollider.enabled = true;
}
void RemoveRigidbody () {
Destroy(GetComponent<Rigidbody2D>());
naturalCollider.enabled = false;
}
void OnMouseUp () {
if (naturalCollider.enabled)
Launch();
}
void Launch () {
RemoveRigidbody();
ragdoll.Apply();
ragdoll.RootRigidbody.velocity = new Vector2(Random.Range(-launchVelocity.x, launchVelocity.x), launchVelocity.y);
StartCoroutine(WaitUntilStopped());
}
IEnumerator Restore () {
Vector3 estimatedPos = ragdoll.EstimatedSkeletonPosition;
Vector3 rbPosition = ragdoll.RootRigidbody.position;
Vector3 skeletonPoint = estimatedPos;
RaycastHit2D hit = Physics2D.Raycast((Vector2)rbPosition, (Vector2)(estimatedPos - rbPosition), Vector3.Distance(estimatedPos, rbPosition), groundMask);
if (hit.collider != null)
skeletonPoint = hit.point;
ragdoll.RootRigidbody.isKinematic = true;
ragdoll.SetSkeletonPosition(skeletonPoint);
yield return ragdoll.SmoothMix(0, restoreDuration);
ragdoll.Remove();
AddRigidbody();
}
IEnumerator WaitUntilStopped () {
yield return new WaitForSeconds(0.5f);
float t = 0;
while (t < 0.5f) {
t = (ragdoll.RootRigidbody.velocity.magnitude > 0.09f) ? 0 : t + Time.deltaTime;
yield return null;
}
StartCoroutine(Restore());
}
}
}

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@ -0,0 +1,12 @@
using UnityEngine;
namespace Spine.Unity.Examples {
public class Rotator : MonoBehaviour {
public Vector3 direction = new Vector3(0, 0, 1f);
public float speed = 1f;
void Update () {
transform.Rotate(direction * (speed * Time.deltaTime * 100f));
}
}
}

View File

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View File

@ -29,46 +29,47 @@
*****************************************************************************/
using UnityEngine;
using System.Collections;
using Spine.Unity;
[ExecuteInEditMode]
[RequireComponent(typeof(SkeletonRenderer))]
public class SpineGauge : MonoBehaviour {
namespace Spine.Unity.Examples {
[ExecuteInEditMode]
[RequireComponent(typeof(SkeletonRenderer))]
public class SpineGauge : MonoBehaviour {
#region Inspector
[Range(0,1)]
public float fillPercent = 0;
#region Inspector
[Range(0,1)]
public float fillPercent = 0;
[SpineAnimation]
public string fillAnimationName;
#endregion
[SpineAnimation]
public string fillAnimationName;
#endregion
SkeletonRenderer skeletonRenderer;
Spine.Animation fillAnimation;
SkeletonRenderer skeletonRenderer;
Spine.Animation fillAnimation;
void Awake () {
skeletonRenderer = GetComponent<SkeletonRenderer>();
}
void Update () {
SetGaugePercent(fillPercent);
}
public void SetGaugePercent (float x) {
if (skeletonRenderer == null) return;
var skeleton = skeletonRenderer.skeleton; if (skeleton == null) return;
// Make super-sure that fillAnimation isn't null. Early exit if it is.
if (fillAnimation == null) {
fillAnimation = skeleton.Data.FindAnimation(fillAnimationName);
if (fillAnimation == null) return;
void Awake () {
skeletonRenderer = GetComponent<SkeletonRenderer>();
}
fillAnimation.Apply(skeleton, 0, x, false, null, 1f, true, false);
skeleton.Update(Time.deltaTime);
skeleton.UpdateWorldTransform();
void Update () {
SetGaugePercent(fillPercent);
}
public void SetGaugePercent (float percent) {
if (skeletonRenderer == null) return;
var skeleton = skeletonRenderer.skeleton; if (skeleton == null) return;
// Make super-sure that fillAnimation isn't null.
if (fillAnimation == null) {
fillAnimation = skeleton.Data.FindAnimation(fillAnimationName);
if (fillAnimation == null) return;
}
fillAnimation.Apply(skeleton, 0, percent, false, null, 1f, true, false);
skeleton.Update(Time.deltaTime);
skeleton.UpdateWorldTransform();
}
}
}

View File

@ -33,25 +33,28 @@ using UnityEngine;
using Spine;
using Spine.Unity;
public class Spineboy : MonoBehaviour {
SkeletonAnimation skeletonAnimation;
namespace Spine.Unity.Examples {
public class Spineboy : MonoBehaviour {
SkeletonAnimation skeletonAnimation;
public void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>(); // Get the SkeletonAnimation component for the GameObject this script is attached to.
public void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>(); // Get the SkeletonAnimation component for the GameObject this script is attached to.
skeletonAnimation.state.Event += HandleEvent;; // Call our method any time an animation fires an event.
skeletonAnimation.state.End += (entry) => Debug.Log("start: " + entry.trackIndex); // A lambda can be used for the callback instead of a method.
skeletonAnimation.state.Event += HandleEvent;; // Call our method any time an animation fires an event.
skeletonAnimation.state.End += (entry) => Debug.Log("start: " + entry.trackIndex); // A lambda can be used for the callback instead of a method.
skeletonAnimation.state.AddAnimation(0, "jump", false, 2); // Queue jump to be played on track 0 two seconds after the starting animation.
skeletonAnimation.state.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
skeletonAnimation.state.AddAnimation(0, "jump", false, 2); // Queue jump to be played on track 0 two seconds after the starting animation.
skeletonAnimation.state.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
}
void HandleEvent (TrackEntry trackEntry, Spine.Event e) {
Debug.Log(trackEntry.trackIndex + " " + trackEntry.animation.name + ": event " + e + ", " + e.Int);
}
public void OnMouseDown () {
skeletonAnimation.state.SetAnimation(0, "jump", false); // Set jump to be played on track 0 immediately.
skeletonAnimation.state.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
}
}
void HandleEvent (TrackEntry trackEntry, Spine.Event e) {
Debug.Log(trackEntry.trackIndex + " " + trackEntry.animation.name + ": event " + e + ", " + e.Int);
}
public void OnMouseDown () {
skeletonAnimation.state.SetAnimation(0, "jump", false); // Set jump to be played on track 0 immediately.
skeletonAnimation.state.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
}
}

View File

@ -34,48 +34,52 @@ using Spine.Unity;
using Spine.Unity.Modules;
public class SpineboyPole : MonoBehaviour {
public SkeletonAnimation skeletonAnimation;
public SkeletonRenderSeparator separator;
namespace Spine.Unity.Examples {
public class SpineboyPole : MonoBehaviour {
public SkeletonAnimation skeletonAnimation;
public SkeletonRenderSeparator separator;
[Space(18)]
[SpineAnimation]
public string run;
[SpineAnimation]
public string pole;
public float startX;
public float endX;
[Space(18)]
[SpineAnimation]
public string run;
[SpineAnimation]
public string pole;
public float startX;
public float endX;
const float Speed = 18f;
const float RunTimeScale = 1.5f;
const float Speed = 18f;
const float RunTimeScale = 1.5f;
IEnumerator Start () {
var state = skeletonAnimation.state;
IEnumerator Start () {
var state = skeletonAnimation.state;
while (true) {
// Run phase
SetXPosition(startX);
separator.enabled = false; // Disable Separator during run.
state.SetAnimation(0, run, true);
state.TimeScale = RunTimeScale;
while (true) {
// Run phase
SetXPosition(startX);
separator.enabled = false; // Disable Separator during run.
state.SetAnimation(0, run, true);
state.TimeScale = RunTimeScale;
while (transform.localPosition.x < endX) {
transform.Translate(Vector3.right * Speed * Time.deltaTime);
yield return null;
while (transform.localPosition.x < endX) {
transform.Translate(Vector3.right * Speed * Time.deltaTime);
yield return null;
}
// Hit phase
SetXPosition(endX);
separator.enabled = true; // Enable Separator when hit
var poleTrack = state.SetAnimation(0, pole, false);
float duration = poleTrack.TrackEnd;
poleTrack.TrackEnd = float.PositiveInfinity;
yield return new WaitForSeconds(duration + 1f);
}
}
// Hit phase
SetXPosition(endX);
separator.enabled = true; // Enable Separator when hit
var poleTrack = state.SetAnimation(0, pole, false);
yield return new WaitForSpineAnimationComplete(poleTrack);
yield return new WaitForSeconds(1f);
void SetXPosition (float x) {
var tp = transform.localPosition;
tp.x = x;
transform.localPosition = tp;
}
}
void SetXPosition (float x) {
var tp = transform.localPosition;
tp.x = x;
transform.localPosition = tp;
}
}

View File

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@ -78,6 +78,7 @@ namespace Spine.Unity.Editor {
GUIStyle activePlayButtonStyle, idlePlayButtonStyle;
readonly GUIContent DefaultMixLabel = new GUIContent("Default Mix Duration", "Sets 'SkeletonDataAsset.defaultMix' in the asset and 'AnimationState.data.defaultMix' at runtime load time.");
void OnEnable () {
SpineEditorUtilities.ConfirmInitialization();
@ -122,9 +123,9 @@ namespace Spine.Unity.Editor {
}
override public void OnInspectorGUI () {
// Lazy initialization
{
// Accessing EditorStyles values in OnEnable during a recompile causes UnityEditor to throw null exceptions. (Unity 5.3.5)
// Lazy initialization because accessing EditorStyles values in OnEnable during a recompile causes UnityEditor to throw null exceptions. (Unity 5.3.5)
idlePlayButtonStyle = idlePlayButtonStyle ?? new GUIStyle(EditorStyles.miniButton);
if (activePlayButtonStyle == null) {
activePlayButtonStyle = new GUIStyle(idlePlayButtonStyle);
@ -135,27 +136,33 @@ namespace Spine.Unity.Editor {
serializedObject.Update();
EditorGUILayout.LabelField(new GUIContent(target.name + " (SkeletonDataAsset)", SpineEditorUtilities.Icons.spine), EditorStyles.whiteLargeLabel);
if (m_skeletonData != null) {
EditorGUILayout.LabelField("(Drag and Drop to instantiate.)", EditorStyles.miniLabel);
}
EditorGUI.BeginChangeCheck();
// SkeletonData
using (new SpineInspectorUtility.BoxScope()) {
EditorGUILayout.LabelField("SkeletonData", EditorStyles.boldLabel);
using (new EditorGUILayout.HorizontalScope()) {
EditorGUILayout.LabelField("SkeletonData", EditorStyles.boldLabel);
// if (m_skeletonData != null) {
// var sd = m_skeletonData;
// string m = string.Format("{8} - {0} {1}\nBones: {2}\tConstraints: {5} IK + {6} Path + {7} Transform\nSlots: {3}\t\tSkins: {4}\n",
// sd.Version, string.IsNullOrEmpty(sd.Version) ? "" : "export", sd.Bones.Count, sd.Slots.Count, sd.Skins.Count, sd.IkConstraints.Count, sd.PathConstraints.Count, sd.TransformConstraints.Count, skeletonJSON.objectReferenceValue.name);
// EditorGUILayout.LabelField(new GUIContent("SkeletonData"), new GUIContent("+", m), EditorStyles.boldLabel);
// }
}
EditorGUILayout.PropertyField(skeletonJSON, new GUIContent(skeletonJSON.displayName, SpineEditorUtilities.Icons.spine));
EditorGUILayout.PropertyField(scale);
// if (m_skeletonData != null) {
// var sd = m_skeletonData;
// using (new GUILayout.HorizontalScope()) {
// GUILayout.Space(15f);
// GUILayout.Label(
// string.Format("{8} - {0} {1}\nBones: {2}\tConstraints: {5} IK + {6} Path + {7} Transform\nSlots: {3}\t\tSkins: {4}\n",
// sd.Version, string.IsNullOrEmpty(sd.Version) ? "" : "export", sd.Bones.Count, sd.Slots.Count, sd.Skins.Count, sd.IkConstraints.Count, sd.PathConstraints.Count, sd.TransformConstraints.Count, skeletonJSON.objectReferenceValue.name),
// SpineInspectorUtility.GrayMiniLabel);
// }
// }
}
// if (m_skeletonData != null) {
// if (SpineInspectorUtility.CenteredButton(new GUIContent("Instantiate", SpineEditorUtilities.Icons.spine, "Creates a new Spine GameObject in the active scene using this Skeleton Data.\nYou can also instantiate by dragging the SkeletonData asset from Project view into Scene View.")))
// SpineEditorUtilities.ShowInstantiateContextMenu(this.m_skeletonDataAsset, Vector3.zero);
// }
// Atlas
using (new SpineInspectorUtility.BoxScope()) {
EditorGUILayout.LabelField("Atlas", EditorStyles.boldLabel);
@ -186,7 +193,8 @@ namespace Spine.Unity.Editor {
// If m_skeletonAnimation is lazy-instantiated elsewhere, this can cause contents to change between Layout and Repaint events, causing GUILayout control count errors.
InitPreview();
if (m_skeletonData != null) {
GUILayout.Space(20f);
using (new SpineInspectorUtility.BoxScope()) {
EditorGUILayout.LabelField("Mix Settings", EditorStyles.boldLabel);
DrawAnimationStateInfo();

View File

@ -322,17 +322,21 @@ namespace Spine.Unity.Editor {
[CustomPropertyDrawer(typeof(SpineAtlasRegion))]
public class SpineAtlasRegionDrawer : PropertyDrawer {
Component component;
SerializedProperty atlasProp;
protected SpineAtlasRegion TargetAttribute { get { return (SpineAtlasRegion)attribute; } }
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
if (property.propertyType != SerializedPropertyType.String) {
EditorGUI.LabelField(position, "ERROR:", "May only apply to type string");
return;
}
string atlasAssetFieldName = TargetAttribute.atlasAssetField;
if (string.IsNullOrEmpty(atlasAssetFieldName))
atlasAssetFieldName = "atlasAsset";
component = (Component)property.serializedObject.targetObject;
atlasProp = component != null ? property.serializedObject.FindProperty("atlasAsset") : null;
atlasProp = property.serializedObject.FindProperty(atlasAssetFieldName);
if (atlasProp == null) {
EditorGUI.LabelField(position, "ERROR:", "Must have AtlasAsset variable!");

View File

@ -321,48 +321,51 @@ namespace Spine.Unity.Editor {
Plane plane = (rectTransform == null) ? new Plane(Vector3.back, Vector3.zero) : new Plane(-rectTransform.forward, rectTransform.position);
Vector3 spawnPoint = MousePointToWorldPoint2D(mousePos, sceneview.camera, plane);
var menu = new GenericMenu();
// SkeletonAnimation
menu.AddItem(new GUIContent("SkeletonAnimation"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
skeletonDataAsset = skeletonDataAsset,
spawnPoint = spawnPoint,
instantiateDelegate = (data) => InstantiateSkeletonAnimation(data),
isUI = false
});
// SkeletonGraphic
var skeletonGraphicInspectorType = System.Type.GetType("Spine.Unity.Editor.SkeletonGraphicInspector");
if (skeletonGraphicInspectorType != null) {
var graphicInstantiateDelegate = skeletonGraphicInspectorType.GetMethod("SpawnSkeletonGraphicFromDrop", BindingFlags.Static | BindingFlags.Public);
if (graphicInstantiateDelegate != null)
menu.AddItem(new GUIContent("SkeletonGraphic (UI)"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
skeletonDataAsset = skeletonDataAsset,
spawnPoint = spawnPoint,
instantiateDelegate = System.Delegate.CreateDelegate(typeof(InstantiateDelegate), graphicInstantiateDelegate) as InstantiateDelegate,
isUI = true
});
}
#if SPINE_SKELETONANIMATOR
menu.AddSeparator("");
// SkeletonAnimator
menu.AddItem(new GUIContent("SkeletonAnimator"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
skeletonDataAsset = skeletonDataAsset,
spawnPoint = spawnPoint,
instantiateDelegate = (data) => InstantiateSkeletonAnimator(data)
});
#endif
menu.ShowAsContext();
ShowInstantiateContextMenu(skeletonDataAsset, spawnPoint);
}
}
}
}
}
public static void ShowInstantiateContextMenu (SkeletonDataAsset skeletonDataAsset, Vector3 spawnPoint) {
var menu = new GenericMenu();
// SkeletonAnimation
menu.AddItem(new GUIContent("SkeletonAnimation"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
skeletonDataAsset = skeletonDataAsset,
spawnPoint = spawnPoint,
instantiateDelegate = (data) => InstantiateSkeletonAnimation(data),
isUI = false
});
// SkeletonGraphic
var skeletonGraphicInspectorType = System.Type.GetType("Spine.Unity.Editor.SkeletonGraphicInspector");
if (skeletonGraphicInspectorType != null) {
var graphicInstantiateDelegate = skeletonGraphicInspectorType.GetMethod("SpawnSkeletonGraphicFromDrop", BindingFlags.Static | BindingFlags.Public);
if (graphicInstantiateDelegate != null)
menu.AddItem(new GUIContent("SkeletonGraphic (UI)"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
skeletonDataAsset = skeletonDataAsset,
spawnPoint = spawnPoint,
instantiateDelegate = System.Delegate.CreateDelegate(typeof(InstantiateDelegate), graphicInstantiateDelegate) as InstantiateDelegate,
isUI = true
});
}
#if SPINE_SKELETONANIMATOR
menu.AddSeparator("");
// SkeletonAnimator
menu.AddItem(new GUIContent("SkeletonAnimator"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
skeletonDataAsset = skeletonDataAsset,
spawnPoint = spawnPoint,
instantiateDelegate = (data) => InstantiateSkeletonAnimator(data)
});
#endif
menu.ShowAsContext();
}
public static void HandleSkeletonComponentDrop (object menuData) {
var data = (SpawnMenuData)menuData;
@ -379,7 +382,7 @@ namespace Spine.Unity.Editor {
var transform = newGameObject.transform;
var activeGameObject = Selection.activeGameObject;
if (activeGameObject != null)
if (isUI && activeGameObject != null)
transform.SetParent(activeGameObject.transform, false);
newGameObject.transform.position = isUI ? data.spawnPoint : RoundVector(data.spawnPoint, 2);

View File

@ -169,6 +169,21 @@ namespace Spine.Unity.Editor {
return GUILayout.Button(content, GUILayout.MaxWidth(CenterButtonMaxWidth), GUILayout.Height(CenterButtonHeight));
}
}
public static bool CenteredButton (GUIContent content, float height = 20f, bool sideSpace = true) {
if (sideSpace) {
bool clicked;
using (new EditorGUILayout.HorizontalScope()) {
EditorGUILayout.Space();
clicked = GUILayout.Button(content, GUILayout.MaxWidth(CenterButtonMaxWidth), GUILayout.Height(height));
EditorGUILayout.Space();
}
EditorGUILayout.Space();
return clicked;
} else {
return GUILayout.Button(content, GUILayout.MaxWidth(CenterButtonMaxWidth), GUILayout.Height(height));
}
}
#endregion
#region Multi-Editing Helpers

View File

@ -1,80 +1,72 @@
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System.Collections;
using Spine;
namespace Spine.Unity.Modules {
public class AtlasRegionAttacher : MonoBehaviour {
[System.Serializable]
public class SlotRegionPair {
[SpineSlot]
public string slot;
[SpineAtlasRegion]
public string region;
}
public AtlasAsset atlasAsset;
public SlotRegionPair[] attachments;
Atlas atlas;
void Awake () {
GetComponent<SkeletonRenderer>().OnRebuild += Apply;
}
void Apply (SkeletonRenderer skeletonRenderer) {
atlas = atlasAsset.GetAtlas();
AtlasAttachmentLoader loader = new AtlasAttachmentLoader(atlas);
float scaleMultiplier = skeletonRenderer.skeletonDataAsset.scale;
var enumerator = attachments.GetEnumerator();
while (enumerator.MoveNext()) {
var entry = (SlotRegionPair)enumerator.Current;
var regionAttachment = loader.NewRegionAttachment(null, entry.region, entry.region);
regionAttachment.Width = regionAttachment.RegionOriginalWidth * scaleMultiplier;
regionAttachment.Height = regionAttachment.RegionOriginalHeight * scaleMultiplier;
regionAttachment.SetColor(new Color(1, 1, 1, 1));
regionAttachment.UpdateOffset();
var slot = skeletonRenderer.skeleton.FindSlot(entry.slot);
slot.Attachment = regionAttachment;
}
}
}
}
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System.Collections;
using Spine;
using Spine.Unity.Modules.AttachmentTools;
namespace Spine.Unity.Modules {
public class AtlasRegionAttacher : MonoBehaviour {
[System.Serializable]
public class SlotRegionPair {
[SpineSlot]
public string slot;
[SpineAtlasRegion]
public string region;
}
public AtlasAsset atlasAsset;
public SlotRegionPair[] attachments;
Atlas atlas;
void Awake () {
GetComponent<SkeletonRenderer>().OnRebuild += Apply;
}
void Apply (SkeletonRenderer skeletonRenderer) {
atlas = atlasAsset.GetAtlas();
float scale = skeletonRenderer.skeletonDataAsset.scale;
var enumerator = attachments.GetEnumerator();
while (enumerator.MoveNext()) {
var entry = (SlotRegionPair)enumerator.Current;
var slot = skeletonRenderer.skeleton.FindSlot(entry.slot);
var region = atlas.FindRegion(entry.region);
slot.Attachment = region.ToRegionAttachment(entry.region, scale);
}
}
}
}

View File

@ -146,12 +146,6 @@ namespace Spine.Unity.Modules.AttachmentTools {
// (AtlasAttachmentLoader.cs)
var attachment = new RegionAttachment(attachmentName);
attachment.scaleX = 1;
attachment.scaleY = 1;
attachment.SetColor(Color.white);
attachment.width = region.width * scale;
attachment.height = region.height * scale;
attachment.RendererObject = region;
attachment.SetUVs(region.u, region.v, region.u2, region.v2, region.rotate);
attachment.regionOffsetX = region.offsetX;
@ -161,9 +155,48 @@ namespace Spine.Unity.Modules.AttachmentTools {
attachment.regionOriginalWidth = region.originalWidth;
attachment.regionOriginalHeight = region.originalHeight;
attachment.Path = region.name;
attachment.scaleX = 1;
attachment.scaleY = 1;
attachment.rotation = 0;
// pass OriginalWidth and OriginalHeight because UpdateOffset uses it in its calculation.
attachment.width = attachment.regionOriginalWidth * scale;
attachment.height = attachment.regionOriginalHeight * scale;
attachment.SetColor(Color.white);
attachment.UpdateOffset();
return attachment;
}
/// <summary> Sets the scale. Call regionAttachment.UpdateOffset to apply the change.</summary>
public static void SetScale (this RegionAttachment regionAttachment, Vector2 scale) {
regionAttachment.scaleX = scale.x;
regionAttachment.scaleY = scale.y;
}
/// <summary> Sets the scale. Call regionAttachment.UpdateOffset to apply the change.</summary>
public static void SetScale (this RegionAttachment regionAttachment, float x, float y) {
regionAttachment.scaleX = x;
regionAttachment.scaleY = y;
}
/// <summary> Sets the position offset. Call regionAttachment.UpdateOffset to apply the change.</summary>
public static void SetPositionOffset (this RegionAttachment regionAttachment, Vector2 offset) {
regionAttachment.x = offset.x;
regionAttachment.y = offset.y;
}
/// <summary> Sets the position offset. Call regionAttachment.UpdateOffset to apply the change.</summary>
public static void SetPositionOffset (this RegionAttachment regionAttachment, float x, float y) {
regionAttachment.x = x;
regionAttachment.y = y;
}
/// <summary> Sets the rotation. Call regionAttachment.UpdateOffset to apply the change.</summary>
public static void SetRotation (this RegionAttachment regionAttachment, float rotation) {
regionAttachment.rotation = rotation;
}
#endregion
}
@ -265,9 +298,9 @@ namespace Spine.Unity.Modules.AttachmentTools {
/// <summary>
/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas comprised of all the regions from the original skin.</summary>
/// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
public static Skin GetRepackedSkin (this Skin o, string skinName, Shader shader, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2) {
public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2) {
var skinAttachments = o.Attachments;
var newSkin = new Skin(skinName);
var newSkin = new Skin(newName);
var repackedAttachments = new List<Attachment>();
var texturesToPack = new List<Texture2D>();
@ -282,14 +315,14 @@ namespace Spine.Unity.Modules.AttachmentTools {
}
var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize);
newTexture.name = skinName;
newTexture.name = newName;
var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
var newMaterial = new Material(shader);
newMaterial.name = skinName;
newMaterial.name = newName;
newMaterial.mainTexture = newTexture;
var page = newMaterial.ToSpineAtlasPage();
page.name = skinName;
page.name = newName;
for (int i = 0, n = repackedAttachments.Count; i < n; i++) {
var a = repackedAttachments[i];
@ -308,13 +341,11 @@ namespace Spine.Unity.Modules.AttachmentTools {
return Sprite.Create(ar.GetMainTexture(), ar.GetUnityRect(), new Vector2(0.5f, 0.5f), pixelsPerUnit);
}
static Texture2D ToTexture (this AtlasRegion ar, bool applyImmediately = true) {
internal static Texture2D ToTexture (this AtlasRegion ar, bool applyImmediately = true) {
Texture2D sourceTexture = ar.GetMainTexture();
Texture2D output = new Texture2D(ar.width, ar.height);
output.name = ar.name;
Rect r = ar.GetUnityRect(sourceTexture.height);
Texture2D output = new Texture2D((int)r.width, (int)r.height);
output.name = ar.name;
Color[] pixelBuffer = sourceTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height);
output.SetPixels(pixelBuffer);
@ -327,7 +358,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
static Texture2D ToTexture (this Sprite s, bool applyImmediately = true) {
var spriteTexture = s.texture;
var r = s.textureRect;
var spritePixels = spriteTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height); // TODO: Test
var spritePixels = spriteTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height);
var newTexture = new Texture2D((int)r.width, (int)r.height);
newTexture.SetPixels(spritePixels);
@ -363,8 +394,11 @@ namespace Spine.Unity.Modules.AttachmentTools {
/// <summary>
/// Returns a Rect of the AtlasRegion according to Spine texture coordinates. (x-right, y-down)</summary>
static Rect GetSpineAtlasRect (this AtlasRegion region) {
return new Rect(region.x, region.y, region.width, region.height);
static Rect GetSpineAtlasRect (this AtlasRegion region, bool includeRotate = true) {
if (includeRotate && region.rotate)
return new Rect(region.x, region.y, region.height, region.width);
else
return new Rect(region.x, region.y, region.width, region.height);
}
/// <summary>
@ -484,7 +518,9 @@ namespace Spine.Unity.Modules.AttachmentTools {
if (includeDefaultSkin)
defaultSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
activeSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
if (activeSkin != null)
activeSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
return newSkin;
}

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