mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[unity] Updated examples, modules and editors.
This commit is contained in:
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@ -358,7 +358,7 @@ RectTransform:
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m_RootOrder: 0
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m_RootOrder: 0
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0.000004069, y: 1363}
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m_AnchoredPosition: {x: 0.000004069, y: 0}
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m_SizeDelta: {x: 0, y: 1872}
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m_SizeDelta: {x: 0, y: 1872}
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m_Pivot: {x: 0, y: 1}
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m_Pivot: {x: 0, y: 1}
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--- !u!1 &611702901
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--- !u!1 &611702901
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@ -996,7 +996,7 @@ MonoBehaviour:
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m_TargetGraphic: {fileID: 2091633436}
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m_TargetGraphic: {fileID: 2091633436}
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m_HandleRect: {fileID: 2091633435}
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m_HandleRect: {fileID: 2091633435}
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m_Direction: 2
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m_Direction: 2
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m_Value: 0
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m_Value: 1
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m_Size: 0.2719017
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m_Size: 0.2719017
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m_NumberOfSteps: 0
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m_NumberOfSteps: 0
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m_OnValueChanged:
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m_OnValueChanged:
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@ -31,188 +31,174 @@
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// Contributed by: Mitch Thompson
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// Contributed by: Mitch Thompson
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using UnityEngine;
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using UnityEngine;
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using System.Collections;
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using Spine.Unity;
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using Spine.Unity;
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[RequireComponent(typeof(CharacterController))]
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namespace Spine.Unity.Examples {
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public class BasicPlatformerController : MonoBehaviour {
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[RequireComponent(typeof(CharacterController))]
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public class BasicPlatformerController : MonoBehaviour {
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#if UNITY_4_5
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[Header("Controls")]
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[Header("Controls")]
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public string XAxis = "Horizontal";
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#endif
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public string YAxis = "Vertical";
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public string XAxis = "Horizontal";
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public string JumpButton = "Jump";
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public string YAxis = "Vertical";
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public string JumpButton = "Jump";
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#if UNITY_4_5
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[Header("Moving")]
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[Header("Moving")]
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public float walkSpeed = 4;
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#endif
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public float runSpeed = 10;
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public float walkSpeed = 4;
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public float gravity = 65;
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public float runSpeed = 10;
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public float gravity = 65;
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#if UNITY_4_5
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[Header("Jumping")]
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[Header("Jumping")]
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public float jumpSpeed = 25;
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#endif
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public float jumpDuration = 0.5f;
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public float jumpSpeed = 25;
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public float jumpInterruptFactor = 100;
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public float jumpDuration = 0.5f;
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public float forceCrouchVelocity = 25;
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public float jumpInterruptFactor = 100;
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public float forceCrouchDuration = 0.5f;
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public float forceCrouchVelocity = 25;
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public float forceCrouchDuration = 0.5f;
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#if UNITY_4_5
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[Header("Graphics")]
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[Header("Graphics")]
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public Transform graphicsRoot;
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#endif
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public SkeletonAnimation skeletonAnimation;
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public Transform graphicsRoot;
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public SkeletonAnimation skeletonAnimation;
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#if UNITY_4_5
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[Header("Animation")]
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[Header("Animation")]
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[SpineAnimation(dataField: "skeletonAnimation")]
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#endif
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public string walkName = "Walk";
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[SpineAnimation(dataField: "skeletonAnimation")]
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string walkName = "Walk";
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public string runName = "Run";
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[SpineAnimation(dataField: "skeletonAnimation")]
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string runName = "Run";
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public string idleName = "Idle";
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[SpineAnimation(dataField: "skeletonAnimation")]
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string idleName = "Idle";
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public string jumpName = "Jump";
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[SpineAnimation(dataField: "skeletonAnimation")]
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string jumpName = "Jump";
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public string fallName = "Fall";
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[SpineAnimation(dataField: "skeletonAnimation")]
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string fallName = "Fall";
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public string crouchName = "Crouch";
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string crouchName = "Crouch";
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#if UNITY_4_5
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[Header("Audio")]
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[Header("Audio")]
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public AudioSource jumpAudioSource;
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#endif
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public AudioSource hardfallAudioSource;
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public AudioSource jumpAudioSource;
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public AudioSource footstepAudioSource;
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public AudioSource hardfallAudioSource;
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[SpineEvent]
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public AudioSource footstepAudioSource;
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public string footstepEventName = "Footstep";
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[SpineEvent]
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CharacterController controller;
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public string footstepEventName = "Footstep";
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Vector2 velocity = Vector2.zero;
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CharacterController controller;
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Vector2 lastVelocity = Vector2.zero;
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Vector2 velocity = Vector2.zero;
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bool lastGrounded = false;
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Vector2 lastVelocity = Vector2.zero;
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float jumpEndTime = 0;
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bool lastGrounded = false;
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bool jumpInterrupt = false;
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float jumpEndTime = 0;
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float forceCrouchEndTime;
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bool jumpInterrupt = false;
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Quaternion flippedRotation = Quaternion.Euler(0, 180, 0);
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float forceCrouchEndTime;
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Quaternion flippedRotation = Quaternion.Euler(0, 180, 0);
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void Awake () {
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void Awake () {
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controller = GetComponent<CharacterController>();
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controller = GetComponent<CharacterController>();
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}
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void Start () {
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// Register a callback for Spine Events (in this case, Footstep)
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skeletonAnimation.state.Event += HandleEvent;
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}
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void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
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// Play some sound if footstep event fired
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if (e.Data.Name == footstepEventName) {
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footstepAudioSource.Stop();
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footstepAudioSource.pitch = GetRandomPitch(0.2f);
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footstepAudioSource.Play();
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}
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}
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void Update () {
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//control inputs
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float x = Input.GetAxis(XAxis);
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float y = Input.GetAxis(YAxis);
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//check for force crouch
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bool crouching = (controller.isGrounded && y < -0.5f) || (forceCrouchEndTime > Time.time);
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velocity.x = 0;
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//Calculate control velocity
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if (!crouching) {
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if (Input.GetButtonDown(JumpButton) && controller.isGrounded) {
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//jump
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jumpAudioSource.Stop();
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jumpAudioSource.Play();
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velocity.y = jumpSpeed;
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jumpEndTime = Time.time + jumpDuration;
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} else if (Time.time < jumpEndTime && Input.GetButtonUp(JumpButton)) {
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jumpInterrupt = true;
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}
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if (x != 0) {
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//walk or run
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velocity.x = Mathf.Abs(x) > 0.6f ? runSpeed : walkSpeed;
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velocity.x *= Mathf.Sign(x);
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}
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if (jumpInterrupt) {
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//interrupt jump and smoothly cut Y velocity
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if (velocity.y > 0) {
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velocity.y = Mathf.MoveTowards(velocity.y, 0, Time.deltaTime * 100);
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} else {
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jumpInterrupt = false;
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}
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}
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}
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}
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//apply gravity F = mA (Learn it, love it, live it)
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void Start () {
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velocity.y -= gravity * Time.deltaTime;
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// Register a callback for Spine Events (in this case, Footstep)
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skeletonAnimation.state.Event += HandleEvent;
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//move
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controller.Move(new Vector3(velocity.x, velocity.y, 0) * Time.deltaTime);
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if (controller.isGrounded) {
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//cancel out Y velocity if on ground
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velocity.y = -gravity * Time.deltaTime;
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jumpInterrupt = false;
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}
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}
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void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
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Vector2 deltaVelocity = lastVelocity - velocity;
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// Play some sound if footstep event fired
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if (e.Data.Name == footstepEventName) {
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if (!lastGrounded && controller.isGrounded) {
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footstepAudioSource.Stop();
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//detect hard fall
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footstepAudioSource.pitch = GetRandomPitch(0.2f);
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if ((gravity * Time.deltaTime) - deltaVelocity.y > forceCrouchVelocity) {
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forceCrouchEndTime = Time.time + forceCrouchDuration;
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hardfallAudioSource.Play();
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} else {
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//play footstep audio if light fall because why not
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footstepAudioSource.Play();
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footstepAudioSource.Play();
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}
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}
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}
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}
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//graphics updates
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void Update () {
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if (controller.isGrounded) {
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//control inputs
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if (crouching) { //crouch
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float x = Input.GetAxis(XAxis);
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skeletonAnimation.AnimationName = crouchName;
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float y = Input.GetAxis(YAxis);
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} else {
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//check for force crouch
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if (x == 0) //idle
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bool crouching = (controller.isGrounded && y < -0.5f) || (forceCrouchEndTime > Time.time);
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skeletonAnimation.AnimationName = idleName;
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velocity.x = 0;
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else //move
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skeletonAnimation.AnimationName = Mathf.Abs(x) > 0.6f ? runName : walkName;
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//Calculate control velocity
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if (!crouching) {
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if (Input.GetButtonDown(JumpButton) && controller.isGrounded) {
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//jump
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jumpAudioSource.Stop();
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jumpAudioSource.Play();
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velocity.y = jumpSpeed;
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jumpEndTime = Time.time + jumpDuration;
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} else if (Time.time < jumpEndTime && Input.GetButtonUp(JumpButton)) {
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jumpInterrupt = true;
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}
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if (x != 0) {
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//walk or run
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velocity.x = Mathf.Abs(x) > 0.6f ? runSpeed : walkSpeed;
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velocity.x *= Mathf.Sign(x);
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}
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if (jumpInterrupt) {
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//interrupt jump and smoothly cut Y velocity
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if (velocity.y > 0) {
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velocity.y = Mathf.MoveTowards(velocity.y, 0, Time.deltaTime * 100);
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} else {
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jumpInterrupt = false;
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}
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}
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}
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}
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} else {
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if (velocity.y > 0) //jump
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skeletonAnimation.AnimationName = jumpName;
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else //fall
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skeletonAnimation.AnimationName = fallName;
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}
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//flip left or right
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//apply gravity F = mA (Learn it, love it, live it)
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if (x > 0)
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velocity.y -= gravity * Time.deltaTime;
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graphicsRoot.localRotation = Quaternion.identity;
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else if (x < 0)
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//move
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controller.Move(new Vector3(velocity.x, velocity.y, 0) * Time.deltaTime);
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if (controller.isGrounded) {
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//cancel out Y velocity if on ground
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velocity.y = -gravity * Time.deltaTime;
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jumpInterrupt = false;
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}
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Vector2 deltaVelocity = lastVelocity - velocity;
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if (!lastGrounded && controller.isGrounded) {
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//detect hard fall
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if ((gravity * Time.deltaTime) - deltaVelocity.y > forceCrouchVelocity) {
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forceCrouchEndTime = Time.time + forceCrouchDuration;
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hardfallAudioSource.Play();
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} else {
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//play footstep audio if light fall because why not
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footstepAudioSource.Play();
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}
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}
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//graphics updates
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if (controller.isGrounded) {
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if (crouching) { //crouch
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skeletonAnimation.AnimationName = crouchName;
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} else {
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if (x == 0) //idle
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skeletonAnimation.AnimationName = idleName;
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else //move
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skeletonAnimation.AnimationName = Mathf.Abs(x) > 0.6f ? runName : walkName;
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}
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} else {
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if (velocity.y > 0) //jump
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skeletonAnimation.AnimationName = jumpName;
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else //fall
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skeletonAnimation.AnimationName = fallName;
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}
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//flip left or right
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if (x > 0)
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graphicsRoot.localRotation = Quaternion.identity;
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else if (x < 0)
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graphicsRoot.localRotation = flippedRotation;
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graphicsRoot.localRotation = flippedRotation;
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//store previous state
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//store previous state
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lastVelocity = velocity;
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lastVelocity = velocity;
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lastGrounded = controller.isGrounded;
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lastGrounded = controller.isGrounded;
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}
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static float GetRandomPitch (float maxOffset) {
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return 1f + Random.Range(-maxOffset, maxOffset);
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}
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}
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}
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}
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#region Utility
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static float GetRandomPitch (float maxOffset) {
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return 1f + Random.Range(-maxOffset, maxOffset);
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}
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#endregion
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}
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@ -31,22 +31,23 @@
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// Contributed by: Mitch Thompson
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// Contributed by: Mitch Thompson
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using UnityEngine;
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using UnityEngine;
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using System.Collections;
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public class ConstrainedCamera : MonoBehaviour {
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namespace Spine.Unity.Examples {
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public Transform target;
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public class ConstrainedCamera : MonoBehaviour {
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public Vector3 offset;
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public Transform target;
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public Vector3 min;
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public Vector3 offset;
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public Vector3 max;
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public Vector3 min;
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public float smoothing = 5f;
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public Vector3 max;
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public float smoothing = 5f;
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// Update is called once per frame
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// Update is called once per frame
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void LateUpdate () {
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void LateUpdate () {
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Vector3 goalPoint = target.position + offset;
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Vector3 goalPoint = target.position + offset;
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goalPoint.x = Mathf.Clamp(goalPoint.x, min.x, max.x);
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goalPoint.x = Mathf.Clamp(goalPoint.x, min.x, max.x);
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goalPoint.y = Mathf.Clamp(goalPoint.y, min.y, max.y);
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goalPoint.y = Mathf.Clamp(goalPoint.y, min.y, max.y);
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goalPoint.z = Mathf.Clamp(goalPoint.z, min.z, max.z);
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goalPoint.z = Mathf.Clamp(goalPoint.z, min.z, max.z);
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transform.position = Vector3.Lerp(transform.position, goalPoint, smoothing * Time.deltaTime);
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transform.position = Vector3.Lerp(transform.position, goalPoint, smoothing * Time.deltaTime);
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}
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}
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}
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}
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}
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@ -32,54 +32,54 @@ using UnityEngine;
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using System.Collections;
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using System.Collections;
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using Spine.Unity;
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using Spine.Unity;
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public class Raptor : MonoBehaviour {
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namespace Spine.Unity.Examples {
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public class Raptor : MonoBehaviour {
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#region Inspector
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#region Inspector
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[SpineAnimation]
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[SpineAnimation]
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public string walk = "walk";
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public string walk = "walk";
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[SpineAnimation]
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[SpineAnimation]
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public string gungrab = "gungrab";
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public string gungrab = "gungrab";
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[SpineAnimation]
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[SpineAnimation]
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public string gunkeep = "gunkeep";
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public string gunkeep = "gunkeep";
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[SpineEvent]
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[SpineEvent]
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public string footstepEvent = "footstep";
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public string footstepEvent = "footstep";
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public AudioSource footstepAudioSource;
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public AudioSource footstepAudioSource;
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#endregion
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#endregion
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SkeletonAnimation skeletonAnimation;
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SkeletonAnimation skeletonAnimation;
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void Start () {
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void Start () {
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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skeletonAnimation.state.Event += HandleEvent;
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skeletonAnimation.state.Event += HandleEvent;
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StartCoroutine(GunGrabRoutine());
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StartCoroutine(GunGrabRoutine());
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}
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void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
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if (e.Data.Name == footstepEvent) {
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||||||
footstepAudioSource.pitch = 0.5f + Random.Range(-0.2f, 0.2f);
|
|
||||||
footstepAudioSource.Play();
|
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
IEnumerator GunGrabRoutine () {
|
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
|
||||||
// Play the walk animation on track 0.
|
if (e.Data.Name == footstepEvent) {
|
||||||
skeletonAnimation.state.SetAnimation(0, walk, true);
|
footstepAudioSource.pitch = 0.5f + Random.Range(-0.2f, 0.2f);
|
||||||
|
footstepAudioSource.Play();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Repeatedly play the gungrab and gunkeep animation on track 1.
|
IEnumerator GunGrabRoutine () {
|
||||||
while (true) {
|
// 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, gungrab, false);
|
|
||||||
|
|
||||||
yield return new WaitForSeconds(Random.Range(0.5f, 3f));
|
// Repeatedly play the gungrab and gunkeep animation on track 1.
|
||||||
skeletonAnimation.state.SetAnimation(1, gunkeep, false);
|
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);
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
}
|
||||||
}
|
|
||||||
@ -32,61 +32,64 @@ using UnityEngine;
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using Spine.Unity;
|
using Spine.Unity;
|
||||||
|
|
||||||
public class SpineBeginnerTwo : MonoBehaviour {
|
namespace Spine.Unity.Examples {
|
||||||
|
public class SpineBeginnerTwo : MonoBehaviour {
|
||||||
|
|
||||||
#region Inspector
|
#region Inspector
|
||||||
// [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation.
|
// [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation.
|
||||||
[SpineAnimation]
|
[SpineAnimation]
|
||||||
public string runAnimationName;
|
public string runAnimationName;
|
||||||
|
|
||||||
[SpineAnimation]
|
[SpineAnimation]
|
||||||
public string idleAnimationName;
|
public string idleAnimationName;
|
||||||
|
|
||||||
[SpineAnimation]
|
[SpineAnimation]
|
||||||
public string walkAnimationName;
|
public string walkAnimationName;
|
||||||
|
|
||||||
[SpineAnimation]
|
[SpineAnimation]
|
||||||
public string shootAnimationName;
|
public string shootAnimationName;
|
||||||
#endregion
|
#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.
|
// 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.AnimationState spineAnimationState;
|
||||||
public Spine.Skeleton skeleton;
|
public Spine.Skeleton skeleton;
|
||||||
|
|
||||||
void Start () {
|
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.
|
// 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>();
|
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||||
spineAnimationState = skeletonAnimation.state;
|
spineAnimationState = skeletonAnimation.state;
|
||||||
skeleton = skeletonAnimation.skeleton;
|
skeleton = skeletonAnimation.skeleton;
|
||||||
|
|
||||||
StartCoroutine(DoDemoRoutine());
|
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.
|
|
||||||
|
|
||||||
spineAnimationState.SetAnimation(0, walkAnimationName, true);
|
/// <summary>This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.</summary>
|
||||||
yield return new WaitForSeconds(1.5f);
|
IEnumerator DoDemoRoutine () {
|
||||||
|
|
||||||
// skeletonAnimation.AnimationName = runAnimationName; // this line also works for quick testing/simple uses.
|
while (true) {
|
||||||
spineAnimationState.SetAnimation(0, runAnimationName, true);
|
// SetAnimation is the basic way to set an animation.
|
||||||
yield return new WaitForSeconds(1.5f);
|
// 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);
|
spineAnimationState.SetAnimation(0, walkAnimationName, true);
|
||||||
yield return new WaitForSeconds(1f);
|
yield return new WaitForSeconds(1.5f);
|
||||||
|
|
||||||
skeleton.FlipX = true; // skeleton allows you to flip the skeleton.
|
// skeletonAnimation.AnimationName = runAnimationName; // this line also works for quick testing/simple uses.
|
||||||
yield return new WaitForSeconds(0.5f);
|
spineAnimationState.SetAnimation(0, runAnimationName, true);
|
||||||
skeleton.FlipX = false;
|
yield return new WaitForSeconds(1.5f);
|
||||||
yield return new WaitForSeconds(0.5f);
|
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -32,20 +32,22 @@ using UnityEngine;
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using Spine.Unity;
|
using Spine.Unity;
|
||||||
|
|
||||||
public class SpineBlinkPlayer : MonoBehaviour {
|
namespace Spine.Unity.Examples {
|
||||||
const int BlinkTrack = 1;
|
public class SpineBlinkPlayer : MonoBehaviour {
|
||||||
|
const int BlinkTrack = 1;
|
||||||
|
|
||||||
[SpineAnimation]
|
[SpineAnimation]
|
||||||
public string blinkAnimation;
|
public string blinkAnimation;
|
||||||
public float minimumDelay = 0.15f;
|
public float minimumDelay = 0.15f;
|
||||||
public float maximumDelay = 3f;
|
public float maximumDelay = 3f;
|
||||||
|
|
||||||
IEnumerator Start () {
|
IEnumerator Start () {
|
||||||
var skeletonAnimation = GetComponent<SkeletonAnimation>(); if (skeletonAnimation == null) yield break;
|
var skeletonAnimation = GetComponent<SkeletonAnimation>(); if (skeletonAnimation == null) yield break;
|
||||||
while (true) {
|
while (true) {
|
||||||
skeletonAnimation.state.SetAnimation(SpineBlinkPlayer.BlinkTrack, blinkAnimation, false);
|
skeletonAnimation.state.SetAnimation(SpineBlinkPlayer.BlinkTrack, blinkAnimation, false);
|
||||||
yield return new WaitForSeconds(Random.Range(minimumDelay, maximumDelay));
|
yield return new WaitForSeconds(Random.Range(minimumDelay, maximumDelay));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -31,34 +31,33 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System.Collections;
|
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 SpineboyBeginnerModel model;
|
||||||
public string horizontalAxis = "Horizontal";
|
|
||||||
public string attackButton = "Fire1";
|
|
||||||
public string jumpButton = "Jump";
|
|
||||||
|
|
||||||
public SpineboyBeginnerModel model;
|
void OnValidate () {
|
||||||
|
if (model == null)
|
||||||
|
model = GetComponent<SpineboyBeginnerModel>();
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
void OnValidate () {
|
void Update () {
|
||||||
if (model == null)
|
if (model == null) return;
|
||||||
model = GetComponent<SpineboyBeginnerModel>();
|
|
||||||
|
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();
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -31,83 +31,85 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|
||||||
[SelectionBase]
|
namespace Spine.Unity.Examples {
|
||||||
public class SpineboyBeginnerModel : MonoBehaviour {
|
[SelectionBase]
|
||||||
|
public class SpineboyBeginnerModel : MonoBehaviour {
|
||||||
|
|
||||||
#region Inspector
|
#region Inspector
|
||||||
[Header("Current State")]
|
[Header("Current State")]
|
||||||
public SpineBeginnerBodyState state;
|
public SpineBeginnerBodyState state;
|
||||||
public bool facingLeft;
|
public bool facingLeft;
|
||||||
[Range(-1f, 1f)]
|
[Range(-1f, 1f)]
|
||||||
public float currentSpeed;
|
public float currentSpeed;
|
||||||
|
|
||||||
[Header("Balance")]
|
[Header("Balance")]
|
||||||
public float shootInterval = 0.12f;
|
public float shootInterval = 0.12f;
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
float lastShootTime;
|
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.
|
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
|
#region API
|
||||||
public void TryJump () {
|
public void TryJump () {
|
||||||
StartCoroutine(JumpRoutine());
|
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;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
public void TryShoot () {
|
||||||
#endregion
|
float currentTime = Time.time;
|
||||||
|
|
||||||
IEnumerator JumpRoutine () {
|
if (currentTime - lastShootTime > shootInterval) {
|
||||||
if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
|
lastShootTime = currentTime;
|
||||||
|
if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
|
||||||
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;
|
|
||||||
}
|
}
|
||||||
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,
|
||||||
public enum SpineBeginnerBodyState {
|
Running,
|
||||||
Idle,
|
Jumping
|
||||||
Running,
|
}
|
||||||
Jumping
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -32,113 +32,115 @@ using UnityEngine;
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using Spine.Unity;
|
using Spine.Unity;
|
||||||
|
|
||||||
public class SpineboyBeginnerView : MonoBehaviour {
|
namespace Spine.Unity.Examples {
|
||||||
|
public class SpineboyBeginnerView : MonoBehaviour {
|
||||||
#region Inspector
|
|
||||||
[Header("Components")]
|
|
||||||
public SpineboyBeginnerModel model;
|
|
||||||
public SkeletonAnimation skeletonAnimation;
|
|
||||||
//public ParticleSystem gunParticles;
|
|
||||||
|
|
||||||
[SpineAnimation] public string run, idle, shoot, jump;
|
#region Inspector
|
||||||
[SpineEvent] public string footstepEventName;
|
[Header("Components")]
|
||||||
|
public SpineboyBeginnerModel model;
|
||||||
|
public SkeletonAnimation skeletonAnimation;
|
||||||
|
|
||||||
[Header("Audio")]
|
[SpineAnimation] public string run, idle, shoot, jump;
|
||||||
public float footstepPitchOffset = 0.2f;
|
[SpineEvent] public string footstepEventName;
|
||||||
public float gunsoundPitchOffset = 0.13f;
|
|
||||||
public AudioSource footstepSource, gunSource, jumpSource;
|
|
||||||
|
|
||||||
[Header("Effects")]
|
[Header("Audio")]
|
||||||
public ParticleSystem gunParticles;
|
public float footstepPitchOffset = 0.2f;
|
||||||
#endregion
|
public float gunsoundPitchOffset = 0.13f;
|
||||||
|
public AudioSource footstepSource, gunSource, jumpSource;
|
||||||
|
|
||||||
SpineBeginnerBodyState previousViewState;
|
[Header("Effects")]
|
||||||
|
public ParticleSystem gunParticles;
|
||||||
|
#endregion
|
||||||
|
|
||||||
void Start () {
|
SpineBeginnerBodyState previousViewState;
|
||||||
if (skeletonAnimation == null) return;
|
|
||||||
model.ShootEvent += PlayShoot;
|
|
||||||
skeletonAnimation.state.Event += HandleEvent;
|
|
||||||
}
|
|
||||||
|
|
||||||
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
|
void Start () {
|
||||||
if (e.Data.Name == footstepEventName)
|
if (skeletonAnimation == null) return;
|
||||||
PlayFootstepSound();
|
model.ShootEvent += PlayShoot;
|
||||||
}
|
skeletonAnimation.state.Event += HandleEvent;
|
||||||
|
|
||||||
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
|
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
|
||||||
var currentModelState = model.state;
|
if (e.Data.Name == footstepEventName)
|
||||||
|
PlayFootstepSound();
|
||||||
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();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if (newModelState == SpineBeginnerBodyState.Jumping) {
|
void Update () {
|
||||||
jumpSource.Play();
|
if (skeletonAnimation == null) return;
|
||||||
nextAnimation = jump;
|
if (model == null) return;
|
||||||
} else {
|
|
||||||
if (newModelState == SpineBeginnerBodyState.Running) {
|
if (skeletonAnimation.skeleton.FlipX != model.facingLeft) { // Detect changes in model.facingLeft
|
||||||
nextAnimation = run;
|
Turn(model.facingLeft);
|
||||||
} else {
|
|
||||||
nextAnimation = idle;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// 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
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -13,7 +13,7 @@ SceneSettings:
|
|||||||
--- !u!104 &2
|
--- !u!104 &2
|
||||||
RenderSettings:
|
RenderSettings:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
serializedVersion: 6
|
serializedVersion: 7
|
||||||
m_Fog: 0
|
m_Fog: 0
|
||||||
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
|
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
|
||||||
m_FogMode: 3
|
m_FogMode: 3
|
||||||
@ -37,12 +37,12 @@ RenderSettings:
|
|||||||
m_ReflectionIntensity: 1
|
m_ReflectionIntensity: 1
|
||||||
m_CustomReflection: {fileID: 0}
|
m_CustomReflection: {fileID: 0}
|
||||||
m_Sun: {fileID: 0}
|
m_Sun: {fileID: 0}
|
||||||
|
m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
--- !u!157 &4
|
--- !u!157 &4
|
||||||
LightmapSettings:
|
LightmapSettings:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
serializedVersion: 6
|
serializedVersion: 7
|
||||||
m_GIWorkflowMode: 1
|
m_GIWorkflowMode: 1
|
||||||
m_LightmapsMode: 1
|
|
||||||
m_GISettings:
|
m_GISettings:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_BounceScale: 1
|
m_BounceScale: 1
|
||||||
@ -53,17 +53,22 @@ LightmapSettings:
|
|||||||
m_EnableBakedLightmaps: 1
|
m_EnableBakedLightmaps: 1
|
||||||
m_EnableRealtimeLightmaps: 0
|
m_EnableRealtimeLightmaps: 0
|
||||||
m_LightmapEditorSettings:
|
m_LightmapEditorSettings:
|
||||||
serializedVersion: 3
|
serializedVersion: 4
|
||||||
m_Resolution: 1
|
m_Resolution: 1
|
||||||
m_BakeResolution: 50
|
m_BakeResolution: 50
|
||||||
m_TextureWidth: 1024
|
m_TextureWidth: 1024
|
||||||
m_TextureHeight: 1024
|
m_TextureHeight: 1024
|
||||||
|
m_AO: 0
|
||||||
m_AOMaxDistance: 1
|
m_AOMaxDistance: 1
|
||||||
m_Padding: 2
|
|
||||||
m_CompAOExponent: 0
|
m_CompAOExponent: 0
|
||||||
|
m_CompAOExponentDirect: 0
|
||||||
|
m_Padding: 2
|
||||||
m_LightmapParameters: {fileID: 0}
|
m_LightmapParameters: {fileID: 0}
|
||||||
|
m_LightmapsBakeMode: 1
|
||||||
m_TextureCompression: 0
|
m_TextureCompression: 0
|
||||||
|
m_DirectLightInLightProbes: 1
|
||||||
m_FinalGather: 0
|
m_FinalGather: 0
|
||||||
|
m_FinalGatherFiltering: 1
|
||||||
m_FinalGatherRayCount: 1024
|
m_FinalGatherRayCount: 1024
|
||||||
m_ReflectionCompression: 2
|
m_ReflectionCompression: 2
|
||||||
m_LightingDataAsset: {fileID: 0}
|
m_LightingDataAsset: {fileID: 0}
|
||||||
@ -168,6 +173,7 @@ Transform:
|
|||||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
m_LocalPosition: {x: 0, y: 1, z: -10}
|
m_LocalPosition: {x: 0, y: 1, z: -10}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_Children: []
|
m_Children: []
|
||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
m_RootOrder: 0
|
m_RootOrder: 0
|
||||||
@ -248,9 +254,9 @@ MonoBehaviour:
|
|||||||
renderMeshes: 1
|
renderMeshes: 1
|
||||||
immutableTriangles: 0
|
immutableTriangles: 0
|
||||||
pmaVertexColors: 1
|
pmaVertexColors: 1
|
||||||
|
clearStateOnDisable: 0
|
||||||
calculateNormals: 0
|
calculateNormals: 0
|
||||||
calculateTangents: 0
|
calculateTangents: 0
|
||||||
frontFacing: 0
|
|
||||||
logErrors: 0
|
logErrors: 0
|
||||||
disableRenderingOnOverride: 1
|
disableRenderingOnOverride: 1
|
||||||
_animationName:
|
_animationName:
|
||||||
@ -265,17 +271,20 @@ MeshRenderer:
|
|||||||
m_Enabled: 1
|
m_Enabled: 1
|
||||||
m_CastShadows: 1
|
m_CastShadows: 1
|
||||||
m_ReceiveShadows: 1
|
m_ReceiveShadows: 1
|
||||||
|
m_MotionVectors: 1
|
||||||
|
m_LightProbeUsage: 0
|
||||||
|
m_ReflectionProbeUsage: 1
|
||||||
m_Materials:
|
m_Materials:
|
||||||
- {fileID: 2100000, guid: 5a3598dafa118754db95756064347da7, type: 2}
|
- {fileID: 2100000, guid: 5a3598dafa118754db95756064347da7, type: 2}
|
||||||
m_SubsetIndices:
|
m_SubsetIndices:
|
||||||
m_StaticBatchRoot: {fileID: 0}
|
m_StaticBatchRoot: {fileID: 0}
|
||||||
m_UseLightProbes: 0
|
|
||||||
m_ReflectionProbeUsage: 1
|
|
||||||
m_ProbeAnchor: {fileID: 0}
|
m_ProbeAnchor: {fileID: 0}
|
||||||
|
m_LightProbeVolumeOverride: {fileID: 0}
|
||||||
m_ScaleInLightmap: 1
|
m_ScaleInLightmap: 1
|
||||||
m_PreserveUVs: 0
|
m_PreserveUVs: 0
|
||||||
m_IgnoreNormalsForChartDetection: 0
|
m_IgnoreNormalsForChartDetection: 0
|
||||||
m_ImportantGI: 0
|
m_ImportantGI: 0
|
||||||
|
m_SelectedWireframeHidden: 0
|
||||||
m_MinimumChartSize: 4
|
m_MinimumChartSize: 4
|
||||||
m_AutoUVMaxDistance: 0.5
|
m_AutoUVMaxDistance: 0.5
|
||||||
m_AutoUVMaxAngle: 89
|
m_AutoUVMaxAngle: 89
|
||||||
@ -298,6 +307,7 @@ Transform:
|
|||||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_Children: []
|
m_Children: []
|
||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
m_RootOrder: 1
|
m_RootOrder: 1
|
||||||
|
|||||||
@ -13,7 +13,7 @@ SceneSettings:
|
|||||||
--- !u!104 &2
|
--- !u!104 &2
|
||||||
RenderSettings:
|
RenderSettings:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
serializedVersion: 6
|
serializedVersion: 7
|
||||||
m_Fog: 0
|
m_Fog: 0
|
||||||
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
|
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
|
||||||
m_FogMode: 3
|
m_FogMode: 3
|
||||||
@ -37,12 +37,12 @@ RenderSettings:
|
|||||||
m_ReflectionIntensity: 1
|
m_ReflectionIntensity: 1
|
||||||
m_CustomReflection: {fileID: 0}
|
m_CustomReflection: {fileID: 0}
|
||||||
m_Sun: {fileID: 0}
|
m_Sun: {fileID: 0}
|
||||||
|
m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
--- !u!157 &4
|
--- !u!157 &4
|
||||||
LightmapSettings:
|
LightmapSettings:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
serializedVersion: 6
|
serializedVersion: 7
|
||||||
m_GIWorkflowMode: 1
|
m_GIWorkflowMode: 1
|
||||||
m_LightmapsMode: 1
|
|
||||||
m_GISettings:
|
m_GISettings:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_BounceScale: 1
|
m_BounceScale: 1
|
||||||
@ -53,17 +53,22 @@ LightmapSettings:
|
|||||||
m_EnableBakedLightmaps: 1
|
m_EnableBakedLightmaps: 1
|
||||||
m_EnableRealtimeLightmaps: 0
|
m_EnableRealtimeLightmaps: 0
|
||||||
m_LightmapEditorSettings:
|
m_LightmapEditorSettings:
|
||||||
serializedVersion: 3
|
serializedVersion: 4
|
||||||
m_Resolution: 1
|
m_Resolution: 1
|
||||||
m_BakeResolution: 50
|
m_BakeResolution: 50
|
||||||
m_TextureWidth: 1024
|
m_TextureWidth: 1024
|
||||||
m_TextureHeight: 1024
|
m_TextureHeight: 1024
|
||||||
|
m_AO: 0
|
||||||
m_AOMaxDistance: 1
|
m_AOMaxDistance: 1
|
||||||
m_Padding: 2
|
|
||||||
m_CompAOExponent: 0
|
m_CompAOExponent: 0
|
||||||
|
m_CompAOExponentDirect: 0
|
||||||
|
m_Padding: 2
|
||||||
m_LightmapParameters: {fileID: 0}
|
m_LightmapParameters: {fileID: 0}
|
||||||
|
m_LightmapsBakeMode: 1
|
||||||
m_TextureCompression: 0
|
m_TextureCompression: 0
|
||||||
|
m_DirectLightInLightProbes: 1
|
||||||
m_FinalGather: 0
|
m_FinalGather: 0
|
||||||
|
m_FinalGatherFiltering: 1
|
||||||
m_FinalGatherRayCount: 1024
|
m_FinalGatherRayCount: 1024
|
||||||
m_ReflectionCompression: 2
|
m_ReflectionCompression: 2
|
||||||
m_LightingDataAsset: {fileID: 0}
|
m_LightingDataAsset: {fileID: 0}
|
||||||
@ -108,7 +113,7 @@ Light:
|
|||||||
m_PrefabInternal: {fileID: 0}
|
m_PrefabInternal: {fileID: 0}
|
||||||
m_GameObject: {fileID: 133751936}
|
m_GameObject: {fileID: 133751936}
|
||||||
m_Enabled: 1
|
m_Enabled: 1
|
||||||
serializedVersion: 6
|
serializedVersion: 7
|
||||||
m_Type: 1
|
m_Type: 1
|
||||||
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||||
m_Intensity: 1.1
|
m_Intensity: 1.1
|
||||||
@ -116,8 +121,9 @@ Light:
|
|||||||
m_SpotAngle: 30
|
m_SpotAngle: 30
|
||||||
m_CookieSize: 10
|
m_CookieSize: 10
|
||||||
m_Shadows:
|
m_Shadows:
|
||||||
m_Type: 1
|
m_Type: 2
|
||||||
m_Resolution: -1
|
m_Resolution: -1
|
||||||
|
m_CustomResolution: -1
|
||||||
m_Strength: 1
|
m_Strength: 1
|
||||||
m_Bias: 0.05
|
m_Bias: 0.05
|
||||||
m_NormalBias: 0.4
|
m_NormalBias: 0.4
|
||||||
@ -130,10 +136,10 @@ Light:
|
|||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_Bits: 4294967295
|
m_Bits: 4294967295
|
||||||
m_Lightmapping: 1
|
m_Lightmapping: 1
|
||||||
|
m_AreaSize: {x: 1, y: 1}
|
||||||
m_BounceIntensity: 1
|
m_BounceIntensity: 1
|
||||||
m_ShadowRadius: 0
|
m_ShadowRadius: 0
|
||||||
m_ShadowAngle: 0
|
m_ShadowAngle: 0
|
||||||
m_AreaSize: {x: 1, y: 1}
|
|
||||||
--- !u!4 &133751938
|
--- !u!4 &133751938
|
||||||
Transform:
|
Transform:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
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@ -147,53 +153,6 @@ Transform:
|
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m_Children: []
|
m_Children: []
|
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m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
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m_RootOrder: 0
|
m_RootOrder: 0
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--- !u!1001 &244083694
|
|
||||||
Prefab:
|
|
||||||
m_ObjectHideFlags: 0
|
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||||||
serializedVersion: 2
|
|
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m_MinimumChartSize: 4
|
m_MinimumChartSize: 4
|
||||||
m_AutoUVMaxDistance: 0.5
|
m_AutoUVMaxDistance: 0.5
|
||||||
m_AutoUVMaxAngle: 89
|
m_AutoUVMaxAngle: 89
|
||||||
@ -360,6 +373,7 @@ Transform:
|
|||||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_Children: []
|
m_Children: []
|
||||||
m_Father: {fileID: 1918225119}
|
m_Father: {fileID: 1918225119}
|
||||||
m_RootOrder: 0
|
m_RootOrder: 0
|
||||||
@ -390,6 +404,7 @@ Transform:
|
|||||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
m_LocalPosition: {x: -1.3629907, y: 3.7230203, z: 0}
|
m_LocalPosition: {x: -1.3629907, y: 3.7230203, z: 0}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_Children: []
|
m_Children: []
|
||||||
m_Father: {fileID: 93048079}
|
m_Father: {fileID: 93048079}
|
||||||
m_RootOrder: 2
|
m_RootOrder: 2
|
||||||
@ -402,17 +417,20 @@ ParticleSystemRenderer:
|
|||||||
m_Enabled: 1
|
m_Enabled: 1
|
||||||
m_CastShadows: 1
|
m_CastShadows: 1
|
||||||
m_ReceiveShadows: 1
|
m_ReceiveShadows: 1
|
||||||
|
m_MotionVectors: 1
|
||||||
|
m_LightProbeUsage: 1
|
||||||
|
m_ReflectionProbeUsage: 0
|
||||||
m_Materials:
|
m_Materials:
|
||||||
- {fileID: 10754, guid: 0000000000000000e000000000000000, type: 0}
|
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
|
||||||
m_SubsetIndices:
|
m_SubsetIndices:
|
||||||
m_StaticBatchRoot: {fileID: 0}
|
m_StaticBatchRoot: {fileID: 0}
|
||||||
m_UseLightProbes: 1
|
|
||||||
m_ReflectionProbeUsage: 0
|
|
||||||
m_ProbeAnchor: {fileID: 0}
|
m_ProbeAnchor: {fileID: 0}
|
||||||
|
m_LightProbeVolumeOverride: {fileID: 0}
|
||||||
m_ScaleInLightmap: 1
|
m_ScaleInLightmap: 1
|
||||||
m_PreserveUVs: 0
|
m_PreserveUVs: 0
|
||||||
m_IgnoreNormalsForChartDetection: 0
|
m_IgnoreNormalsForChartDetection: 0
|
||||||
m_ImportantGI: 0
|
m_ImportantGI: 0
|
||||||
|
m_SelectedWireframeHidden: 0
|
||||||
m_MinimumChartSize: 4
|
m_MinimumChartSize: 4
|
||||||
m_AutoUVMaxDistance: 0.5
|
m_AutoUVMaxDistance: 0.5
|
||||||
m_AutoUVMaxAngle: 89
|
m_AutoUVMaxAngle: 89
|
||||||
@ -449,14 +467,15 @@ MonoBehaviour:
|
|||||||
boneName: front_fist
|
boneName: front_fist
|
||||||
followZPosition: 0
|
followZPosition: 0
|
||||||
followBoneRotation: 0
|
followBoneRotation: 0
|
||||||
resetOnAwake: 1
|
followSkeletonFlip: 0
|
||||||
|
initializeOnAwake: 1
|
||||||
--- !u!198 &565117365
|
--- !u!198 &565117365
|
||||||
ParticleSystem:
|
ParticleSystem:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
m_PrefabParentObject: {fileID: 0}
|
m_PrefabParentObject: {fileID: 0}
|
||||||
m_PrefabInternal: {fileID: 0}
|
m_PrefabInternal: {fileID: 0}
|
||||||
m_GameObject: {fileID: 565117361}
|
m_GameObject: {fileID: 565117361}
|
||||||
serializedVersion: 2
|
serializedVersion: 4
|
||||||
lengthInSec: 5
|
lengthInSec: 5
|
||||||
startDelay:
|
startDelay:
|
||||||
scalar: 0
|
scalar: 0
|
||||||
@ -494,12 +513,13 @@ ParticleSystem:
|
|||||||
m_RotationOrder: 4
|
m_RotationOrder: 4
|
||||||
minMaxState: 0
|
minMaxState: 0
|
||||||
speed: 1
|
speed: 1
|
||||||
randomSeed: 0
|
|
||||||
looping: 1
|
looping: 1
|
||||||
prewarm: 0
|
prewarm: 0
|
||||||
playOnAwake: 1
|
playOnAwake: 1
|
||||||
moveWithTransform: 0
|
moveWithTransform: 0
|
||||||
|
autoRandomSeed: 1
|
||||||
scalingMode: 1
|
scalingMode: 1
|
||||||
|
randomSeed: 0
|
||||||
InitialModule:
|
InitialModule:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
enabled: 1
|
enabled: 1
|
||||||
@ -574,6 +594,7 @@ ParticleSystem:
|
|||||||
m_RotationOrder: 4
|
m_RotationOrder: 4
|
||||||
minMaxState: 0
|
minMaxState: 0
|
||||||
startColor:
|
startColor:
|
||||||
|
serializedVersion: 2
|
||||||
maxGradient:
|
maxGradient:
|
||||||
key0:
|
key0:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
@ -660,12 +681,8 @@ ParticleSystem:
|
|||||||
atime7: 0
|
atime7: 0
|
||||||
m_NumColorKeys: 2
|
m_NumColorKeys: 2
|
||||||
m_NumAlphaKeys: 2
|
m_NumAlphaKeys: 2
|
||||||
minColor:
|
minColor: {r: 1, g: 1, b: 1, a: 1}
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||||||
serializedVersion: 2
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maxColor: {r: 1, g: 0.5176471, b: 0, a: 1}
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rgba: 4294967295
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|
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maxColor:
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|
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serializedVersion: 2
|
|
||||||
rgba: 4278224127
|
|
||||||
minMaxState: 0
|
minMaxState: 0
|
||||||
startSize:
|
startSize:
|
||||||
scalar: 0.5
|
scalar: 0.5
|
||||||
@ -702,6 +719,76 @@ ParticleSystem:
|
|||||||
m_PostInfinity: 2
|
m_PostInfinity: 2
|
||||||
m_RotationOrder: 4
|
m_RotationOrder: 4
|
||||||
minMaxState: 0
|
minMaxState: 0
|
||||||
|
startSizeY:
|
||||||
|
scalar: 1
|
||||||
|
maxCurve:
|
||||||
|
serializedVersion: 2
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||||||
|
m_Curve:
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||||||
|
- time: 0
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|
value: 1
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|
inSlope: 0
|
||||||
|
outSlope: 0
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|
tangentMode: 0
|
||||||
|
- time: 1
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|
value: 1
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|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
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||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
minCurve:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve:
|
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|
- time: 0
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value: 0
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|
inSlope: 0
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||||||
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outSlope: 0
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||||||
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tangentMode: 0
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||||||
|
- time: 1
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value: 0
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|
inSlope: 0
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||||||
|
outSlope: 0
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||||||
|
tangentMode: 0
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
minMaxState: 0
|
||||||
|
startSizeZ:
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||||||
|
scalar: 1
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||||||
|
maxCurve:
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||||||
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serializedVersion: 2
|
||||||
|
m_Curve:
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|
- time: 0
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value: 1
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|
inSlope: 0
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outSlope: 0
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tangentMode: 0
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- time: 1
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value: 1
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inSlope: 0
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||||||
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outSlope: 0
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||||||
|
tangentMode: 0
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||||||
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m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
minCurve:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve:
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- time: 0
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value: 0
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inSlope: 0
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outSlope: 0
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tangentMode: 0
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- time: 1
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|
value: 0
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|
inSlope: 0
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outSlope: 0
|
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|
tangentMode: 0
|
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|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
minMaxState: 0
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startRotationX:
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startRotationX:
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scalar: 0
|
scalar: 0
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maxCurve:
|
maxCurve:
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@ -810,6 +897,7 @@ ParticleSystem:
|
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randomizeRotationDirection: 0
|
randomizeRotationDirection: 0
|
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gravityModifier: 0
|
gravityModifier: 0
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maxNumParticles: 100
|
maxNumParticles: 100
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|
size3D: 0
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rotation3D: 0
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rotation3D: 0
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ShapeModule:
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ShapeModule:
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serializedVersion: 2
|
serializedVersion: 2
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@ -925,6 +1013,77 @@ ParticleSystem:
|
|||||||
m_PostInfinity: 2
|
m_PostInfinity: 2
|
||||||
m_RotationOrder: 4
|
m_RotationOrder: 4
|
||||||
minMaxState: 1
|
minMaxState: 1
|
||||||
|
y:
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|
scalar: 1
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|
maxCurve:
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serializedVersion: 2
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m_Curve:
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|
- time: 0
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|
value: 1
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|
inSlope: 0
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|
outSlope: 0
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|
tangentMode: 0
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|
- time: 1
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|
value: 1
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|
inSlope: 0
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|
outSlope: 0
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|
tangentMode: 0
|
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|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
minCurve:
|
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|
serializedVersion: 2
|
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|
m_Curve:
|
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|
- time: 0
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value: 0
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inSlope: 0
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outSlope: 0
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tangentMode: 0
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|
- time: 1
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value: 0
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inSlope: 0
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|
outSlope: 0
|
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|
tangentMode: 0
|
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|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
minMaxState: 1
|
||||||
|
z:
|
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|
scalar: 1
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||||||
|
maxCurve:
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|
serializedVersion: 2
|
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|
m_Curve:
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|
- time: 0
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|
value: 1
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|
inSlope: 0
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|
outSlope: 0
|
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|
tangentMode: 0
|
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|
- time: 1
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|
value: 1
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|
inSlope: 0
|
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|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
minCurve:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve:
|
||||||
|
- time: 0
|
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|
value: 0
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|
inSlope: 0
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|
outSlope: 0
|
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tangentMode: 0
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|
- time: 1
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|
value: 0
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|
inSlope: 0
|
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|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
minMaxState: 1
|
||||||
|
separateAxes: 0
|
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RotationModule:
|
RotationModule:
|
||||||
enabled: 0
|
enabled: 0
|
||||||
x:
|
x:
|
||||||
@ -1036,6 +1195,7 @@ ParticleSystem:
|
|||||||
ColorModule:
|
ColorModule:
|
||||||
enabled: 0
|
enabled: 0
|
||||||
gradient:
|
gradient:
|
||||||
|
serializedVersion: 2
|
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maxGradient:
|
maxGradient:
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key0:
|
key0:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
@ -1122,17 +1282,13 @@ ParticleSystem:
|
|||||||
atime7: 0
|
atime7: 0
|
||||||
m_NumColorKeys: 2
|
m_NumColorKeys: 2
|
||||||
m_NumAlphaKeys: 2
|
m_NumAlphaKeys: 2
|
||||||
minColor:
|
minColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
serializedVersion: 2
|
maxColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
rgba: 4294967295
|
|
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maxColor:
|
|
||||||
serializedVersion: 2
|
|
||||||
rgba: 4294967295
|
|
||||||
minMaxState: 1
|
minMaxState: 1
|
||||||
UVModule:
|
UVModule:
|
||||||
enabled: 0
|
enabled: 0
|
||||||
frameOverTime:
|
frameOverTime:
|
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scalar: 1
|
scalar: 0.9999
|
||||||
maxCurve:
|
maxCurve:
|
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serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_Curve:
|
m_Curve:
|
||||||
@ -1166,11 +1322,47 @@ ParticleSystem:
|
|||||||
m_PostInfinity: 2
|
m_PostInfinity: 2
|
||||||
m_RotationOrder: 4
|
m_RotationOrder: 4
|
||||||
minMaxState: 1
|
minMaxState: 1
|
||||||
|
startFrame:
|
||||||
|
scalar: 0
|
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|
maxCurve:
|
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|
serializedVersion: 2
|
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|
m_Curve:
|
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|
- time: 0
|
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|
value: 1
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|
inSlope: 0
|
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|
outSlope: 0
|
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|
tangentMode: 0
|
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|
- time: 1
|
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|
value: 1
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|
inSlope: 0
|
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|
outSlope: 0
|
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|
tangentMode: 0
|
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|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
minCurve:
|
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|
serializedVersion: 2
|
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|
m_Curve:
|
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|
- time: 0
|
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|
value: 0
|
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|
inSlope: 0
|
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|
outSlope: 0
|
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|
tangentMode: 0
|
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|
- time: 1
|
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|
value: 0
|
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|
inSlope: 0
|
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|
outSlope: 0
|
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|
tangentMode: 0
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
minMaxState: 0
|
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tilesX: 1
|
tilesX: 1
|
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tilesY: 1
|
tilesY: 1
|
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animationType: 0
|
animationType: 0
|
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rowIndex: 0
|
rowIndex: 0
|
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cycles: 1
|
cycles: 1
|
||||||
|
uvChannelMask: -1
|
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randomRow: 1
|
randomRow: 1
|
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VelocityModule:
|
VelocityModule:
|
||||||
enabled: 0
|
enabled: 0
|
||||||
@ -1612,7 +1804,78 @@ ParticleSystem:
|
|||||||
m_PostInfinity: 2
|
m_PostInfinity: 2
|
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m_RotationOrder: 4
|
m_RotationOrder: 4
|
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minMaxState: 1
|
minMaxState: 1
|
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|
y:
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|
scalar: 1
|
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|
maxCurve:
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|
serializedVersion: 2
|
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|
m_Curve:
|
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|
- time: 0
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|
value: 1
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|
inSlope: 0
|
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|
outSlope: 0
|
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|
tangentMode: 0
|
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|
- time: 1
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|
value: 1
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|
inSlope: 0
|
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|
outSlope: 0
|
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|
tangentMode: 0
|
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|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
minCurve:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve:
|
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|
- time: 0
|
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|
value: 0
|
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|
inSlope: 0
|
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|
outSlope: 0
|
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|
tangentMode: 0
|
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|
- time: 1
|
||||||
|
value: 0
|
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|
inSlope: 0
|
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|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
minMaxState: 1
|
||||||
|
z:
|
||||||
|
scalar: 1
|
||||||
|
maxCurve:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve:
|
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|
- time: 0
|
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|
value: 1
|
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|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
- time: 1
|
||||||
|
value: 1
|
||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
minCurve:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve:
|
||||||
|
- time: 0
|
||||||
|
value: 0
|
||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
- time: 1
|
||||||
|
value: 0
|
||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
minMaxState: 1
|
||||||
range: {x: 0, y: 1}
|
range: {x: 0, y: 1}
|
||||||
|
separateAxes: 0
|
||||||
RotationBySpeedModule:
|
RotationBySpeedModule:
|
||||||
enabled: 0
|
enabled: 0
|
||||||
x:
|
x:
|
||||||
@ -1725,6 +1988,7 @@ ParticleSystem:
|
|||||||
ColorBySpeedModule:
|
ColorBySpeedModule:
|
||||||
enabled: 0
|
enabled: 0
|
||||||
gradient:
|
gradient:
|
||||||
|
serializedVersion: 2
|
||||||
maxGradient:
|
maxGradient:
|
||||||
key0:
|
key0:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
@ -1811,17 +2075,13 @@ ParticleSystem:
|
|||||||
atime7: 0
|
atime7: 0
|
||||||
m_NumColorKeys: 2
|
m_NumColorKeys: 2
|
||||||
m_NumAlphaKeys: 2
|
m_NumAlphaKeys: 2
|
||||||
minColor:
|
minColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
serializedVersion: 2
|
maxColor: {r: 1, g: 1, b: 1, a: 1}
|
||||||
rgba: 4294967295
|
|
||||||
maxColor:
|
|
||||||
serializedVersion: 2
|
|
||||||
rgba: 4294967295
|
|
||||||
minMaxState: 1
|
minMaxState: 1
|
||||||
range: {x: 0, y: 1}
|
range: {x: 0, y: 1}
|
||||||
CollisionModule:
|
CollisionModule:
|
||||||
enabled: 0
|
enabled: 0
|
||||||
serializedVersion: 2
|
serializedVersion: 3
|
||||||
type: 0
|
type: 0
|
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collisionMode: 0
|
collisionMode: 0
|
||||||
plane0: {fileID: 0}
|
plane0: {fileID: 0}
|
||||||
@ -1936,6 +2196,7 @@ ParticleSystem:
|
|||||||
m_RotationOrder: 4
|
m_RotationOrder: 4
|
||||||
minMaxState: 0
|
minMaxState: 0
|
||||||
minKillSpeed: 0
|
minKillSpeed: 0
|
||||||
|
maxKillSpeed: 10000
|
||||||
radiusScale: 1
|
radiusScale: 1
|
||||||
collidesWith:
|
collidesWith:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
@ -1946,6 +2207,19 @@ ParticleSystem:
|
|||||||
collisionMessages: 0
|
collisionMessages: 0
|
||||||
collidesWithDynamic: 1
|
collidesWithDynamic: 1
|
||||||
interiorCollisions: 1
|
interiorCollisions: 1
|
||||||
|
TriggerModule:
|
||||||
|
enabled: 0
|
||||||
|
collisionShape0: {fileID: 0}
|
||||||
|
collisionShape1: {fileID: 0}
|
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|
collisionShape2: {fileID: 0}
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|
collisionShape3: {fileID: 0}
|
||||||
|
collisionShape4: {fileID: 0}
|
||||||
|
collisionShape5: {fileID: 0}
|
||||||
|
inside: 1
|
||||||
|
outside: 0
|
||||||
|
enter: 0
|
||||||
|
exit: 0
|
||||||
|
radiusScale: 1
|
||||||
SubModule:
|
SubModule:
|
||||||
enabled: 0
|
enabled: 0
|
||||||
subEmitterBirth: {fileID: 0}
|
subEmitterBirth: {fileID: 0}
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@ -2037,6 +2311,7 @@ RectTransform:
|
|||||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||||
m_LocalScale: {x: 0.02, y: 0.02, z: 0.1}
|
m_LocalScale: {x: 0.02, y: 0.02, z: 0.1}
|
||||||
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_Children:
|
m_Children:
|
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- {fileID: 1618699050}
|
- {fileID: 1618699050}
|
||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
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@ -2071,17 +2346,20 @@ SpriteRenderer:
|
|||||||
m_Enabled: 1
|
m_Enabled: 1
|
||||||
m_CastShadows: 0
|
m_CastShadows: 0
|
||||||
m_ReceiveShadows: 0
|
m_ReceiveShadows: 0
|
||||||
|
m_MotionVectors: 1
|
||||||
|
m_LightProbeUsage: 0
|
||||||
|
m_ReflectionProbeUsage: 0
|
||||||
m_Materials:
|
m_Materials:
|
||||||
- {fileID: 10754, guid: 0000000000000000e000000000000000, type: 0}
|
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
|
||||||
m_SubsetIndices:
|
m_SubsetIndices:
|
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m_StaticBatchRoot: {fileID: 0}
|
m_StaticBatchRoot: {fileID: 0}
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m_UseLightProbes: 0
|
|
||||||
m_ReflectionProbeUsage: 0
|
|
||||||
m_ProbeAnchor: {fileID: 0}
|
m_ProbeAnchor: {fileID: 0}
|
||||||
|
m_LightProbeVolumeOverride: {fileID: 0}
|
||||||
m_ScaleInLightmap: 1
|
m_ScaleInLightmap: 1
|
||||||
m_PreserveUVs: 0
|
m_PreserveUVs: 0
|
||||||
m_IgnoreNormalsForChartDetection: 0
|
m_IgnoreNormalsForChartDetection: 0
|
||||||
m_ImportantGI: 0
|
m_ImportantGI: 0
|
||||||
|
m_SelectedWireframeHidden: 1
|
||||||
m_MinimumChartSize: 4
|
m_MinimumChartSize: 4
|
||||||
m_AutoUVMaxDistance: 0.5
|
m_AutoUVMaxDistance: 0.5
|
||||||
m_AutoUVMaxAngle: 89
|
m_AutoUVMaxAngle: 89
|
||||||
@ -2101,6 +2379,7 @@ Transform:
|
|||||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
m_LocalPosition: {x: 0, y: 0, z: 0}
|
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m_LocalScale: {x: 5.5483284, y: 48.482475, z: 1}
|
m_LocalScale: {x: 5.5483284, y: 48.482475, z: 1}
|
||||||
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
m_Children: []
|
m_Children: []
|
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m_Father: {fileID: 1675659861}
|
m_Father: {fileID: 1675659861}
|
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m_RootOrder: 0
|
m_RootOrder: 0
|
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@ -2129,6 +2408,7 @@ Transform:
|
|||||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
m_LocalPosition: {x: 0.06, y: 0, z: 0}
|
m_LocalPosition: {x: 0.06, y: 0, z: 0}
|
||||||
m_LocalScale: {x: 4.661441, y: 48.482475, z: 1}
|
m_LocalScale: {x: 4.661441, y: 48.482475, z: 1}
|
||||||
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
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m_Children: []
|
m_Children: []
|
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m_Father: {fileID: 1675659861}
|
m_Father: {fileID: 1675659861}
|
||||||
m_RootOrder: 1
|
m_RootOrder: 1
|
||||||
@ -2141,17 +2421,20 @@ SpriteRenderer:
|
|||||||
m_Enabled: 1
|
m_Enabled: 1
|
||||||
m_CastShadows: 0
|
m_CastShadows: 0
|
||||||
m_ReceiveShadows: 0
|
m_ReceiveShadows: 0
|
||||||
|
m_MotionVectors: 1
|
||||||
|
m_LightProbeUsage: 0
|
||||||
|
m_ReflectionProbeUsage: 0
|
||||||
m_Materials:
|
m_Materials:
|
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- {fileID: 10754, guid: 0000000000000000e000000000000000, type: 0}
|
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
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m_SubsetIndices:
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m_SubsetIndices:
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m_StaticBatchRoot: {fileID: 0}
|
m_StaticBatchRoot: {fileID: 0}
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m_UseLightProbes: 0
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|
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m_ReflectionProbeUsage: 0
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|
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m_ProbeAnchor: {fileID: 0}
|
m_ProbeAnchor: {fileID: 0}
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|
m_LightProbeVolumeOverride: {fileID: 0}
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m_ScaleInLightmap: 1
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m_ScaleInLightmap: 1
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||||||
m_PreserveUVs: 0
|
m_PreserveUVs: 0
|
||||||
m_IgnoreNormalsForChartDetection: 0
|
m_IgnoreNormalsForChartDetection: 0
|
||||||
m_ImportantGI: 0
|
m_ImportantGI: 0
|
||||||
|
m_SelectedWireframeHidden: 1
|
||||||
m_MinimumChartSize: 4
|
m_MinimumChartSize: 4
|
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m_AutoUVMaxDistance: 0.5
|
m_AutoUVMaxDistance: 0.5
|
||||||
m_AutoUVMaxAngle: 89
|
m_AutoUVMaxAngle: 89
|
||||||
@ -2187,6 +2470,7 @@ Transform:
|
|||||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
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m_LocalPosition: {x: 0.44, y: 0, z: 0}
|
m_LocalPosition: {x: 0.44, y: 0, z: 0}
|
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m_LocalScale: {x: 0.44441086, y: 48.482475, z: 1}
|
m_LocalScale: {x: 0.44441086, y: 48.482475, z: 1}
|
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|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 1675659861}
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m_Father: {fileID: 1675659861}
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m_RootOrder: 2
|
m_RootOrder: 2
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@ -2199,17 +2483,20 @@ SpriteRenderer:
|
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m_Enabled: 1
|
m_Enabled: 1
|
||||||
m_CastShadows: 0
|
m_CastShadows: 0
|
||||||
m_ReceiveShadows: 0
|
m_ReceiveShadows: 0
|
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|
m_MotionVectors: 1
|
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|
m_LightProbeUsage: 0
|
||||||
|
m_ReflectionProbeUsage: 0
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m_Materials:
|
m_Materials:
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- {fileID: 10754, guid: 0000000000000000e000000000000000, type: 0}
|
- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
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m_SubsetIndices:
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m_SubsetIndices:
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m_StaticBatchRoot: {fileID: 0}
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m_StaticBatchRoot: {fileID: 0}
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m_UseLightProbes: 0
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m_ReflectionProbeUsage: 0
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m_ProbeAnchor: {fileID: 0}
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m_ProbeAnchor: {fileID: 0}
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m_LightProbeVolumeOverride: {fileID: 0}
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m_ScaleInLightmap: 1
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m_ScaleInLightmap: 1
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m_PreserveUVs: 0
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m_PreserveUVs: 0
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m_IgnoreNormalsForChartDetection: 0
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m_IgnoreNormalsForChartDetection: 0
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m_ImportantGI: 0
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m_ImportantGI: 0
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|
m_SelectedWireframeHidden: 1
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m_MinimumChartSize: 4
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m_MinimumChartSize: 4
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
|
m_AutoUVMaxAngle: 89
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@ -2303,6 +2590,7 @@ Transform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: -10}
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m_LocalPosition: {x: 0, y: 0, z: -10}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 0}
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m_Father: {fileID: 0}
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m_RootOrder: 0
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m_RootOrder: 0
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@ -2332,6 +2620,7 @@ RectTransform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
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|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 624843597}
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m_Father: {fileID: 624843597}
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m_RootOrder: 0
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m_RootOrder: 0
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@ -2422,17 +2711,20 @@ MeshRenderer:
|
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m_Enabled: 1
|
m_Enabled: 1
|
||||||
m_CastShadows: 1
|
m_CastShadows: 1
|
||||||
m_ReceiveShadows: 1
|
m_ReceiveShadows: 1
|
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|
m_MotionVectors: 1
|
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|
m_LightProbeUsage: 1
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||||||
|
m_ReflectionProbeUsage: 1
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m_Materials:
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m_Materials:
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- {fileID: 2100000, guid: 1455e88fdb81ccc45bdeaedd657bad4d, type: 2}
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m_SubsetIndices:
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m_SubsetIndices:
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m_StaticBatchRoot: {fileID: 0}
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m_StaticBatchRoot: {fileID: 0}
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m_UseLightProbes: 1
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m_ReflectionProbeUsage: 1
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m_ProbeAnchor: {fileID: 0}
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m_ProbeAnchor: {fileID: 0}
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m_LightProbeVolumeOverride: {fileID: 0}
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m_ScaleInLightmap: 1
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m_ScaleInLightmap: 1
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m_PreserveUVs: 0
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m_PreserveUVs: 0
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m_IgnoreNormalsForChartDetection: 0
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m_IgnoreNormalsForChartDetection: 0
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m_ImportantGI: 0
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m_ImportantGI: 0
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m_SelectedWireframeHidden: 0
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m_MinimumChartSize: 4
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m_MinimumChartSize: 4
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
|
m_AutoUVMaxAngle: 89
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@ -2455,6 +2747,7 @@ Transform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 93048079}
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m_Father: {fileID: 93048079}
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m_RootOrder: 1
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m_RootOrder: 1
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@ -2482,6 +2775,7 @@ Transform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 3.5889997, y: 0.001999855, z: 0}
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m_LocalPosition: {x: 3.5889997, y: 0.001999855, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_Children:
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m_Children:
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- {fileID: 774732877}
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- {fileID: 774732877}
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- {fileID: 1149289854}
|
- {fileID: 1149289854}
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@ -2526,17 +2820,20 @@ MeshRenderer:
|
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m_Enabled: 1
|
m_Enabled: 1
|
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m_CastShadows: 1
|
m_CastShadows: 1
|
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m_ReceiveShadows: 1
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m_ReceiveShadows: 1
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|
m_MotionVectors: 1
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m_LightProbeUsage: 1
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|
m_ReflectionProbeUsage: 1
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m_Materials:
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m_Materials:
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- {fileID: 2100000, guid: 4083cd422558e2540a62bbafb94f57b5, type: 2}
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m_SubsetIndices:
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m_StaticBatchRoot: {fileID: 0}
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m_StaticBatchRoot: {fileID: 0}
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m_UseLightProbes: 1
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m_ReflectionProbeUsage: 1
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m_ProbeAnchor: {fileID: 0}
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m_ProbeAnchor: {fileID: 0}
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m_LightProbeVolumeOverride: {fileID: 0}
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m_ScaleInLightmap: 1
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m_ScaleInLightmap: 1
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m_PreserveUVs: 0
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m_PreserveUVs: 0
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m_IgnoreNormalsForChartDetection: 0
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m_IgnoreNormalsForChartDetection: 0
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m_ImportantGI: 0
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m_ImportantGI: 0
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m_SelectedWireframeHidden: 0
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m_MinimumChartSize: 4
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m_MinimumChartSize: 4
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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m_AutoUVMaxAngle: 89
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@ -2559,6 +2856,7 @@ Transform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_Children: []
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m_Father: {fileID: 1918225119}
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m_Father: {fileID: 1918225119}
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m_RootOrder: 1
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m_RootOrder: 1
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@ -2600,17 +2898,20 @@ MeshRenderer:
|
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File diff suppressed because it is too large
Load Diff
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orthographic size: 5
|
||||||
|
m_Depth: -1
|
||||||
|
m_CullingMask:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Bits: 4294967295
|
||||||
|
m_RenderingPath: -1
|
||||||
|
m_TargetTexture: {fileID: 0}
|
||||||
|
m_TargetDisplay: 0
|
||||||
|
m_TargetEye: 3
|
||||||
|
m_HDR: 0
|
||||||
|
m_OcclusionCulling: 1
|
||||||
|
m_StereoConvergence: 10
|
||||||
|
m_StereoSeparation: 0.022
|
||||||
|
m_StereoMirrorMode: 0
|
||||||
|
--- !u!4 &1667748205
|
||||||
|
Transform:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_PrefabParentObject: {fileID: 0}
|
||||||
|
m_PrefabInternal: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 1667748200}
|
||||||
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
|
m_LocalPosition: {x: 0, y: 0, z: -10}
|
||||||
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
|
m_Children: []
|
||||||
|
m_Father: {fileID: 0}
|
||||||
|
m_RootOrder: 0
|
||||||
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0862248ab668ce749845b0d7de5c6355
|
||||||
|
timeCreated: 1479531945
|
||||||
|
licenseType: Free
|
||||||
|
DefaultImporter:
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -1,4 +1,4 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes Software License v2.5
|
* Spine Runtimes Software License v2.5
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013-2016, Esoteric Software
|
* Copyright (c) 2013-2016, Esoteric Software
|
||||||
@ -28,22 +28,36 @@
|
|||||||
* POSSIBILITY OF SUCH DAMAGE.
|
* POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
// Contributed by: Mitch Thompson
|
|
||||||
|
|
||||||
using UnityEngine;
|
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")]
|
int currentHealth = 100;
|
||||||
public string attachmentPath;
|
const int maxHealth = 100;
|
||||||
|
|
||||||
[SpineSlot]
|
void Update () {
|
||||||
public string targetSlot;
|
if (Input.GetKeyDown(KeyCode.Space)) {
|
||||||
|
currentHealth -= 10;
|
||||||
|
healthText.text = currentHealth + "/" + maxHealth;
|
||||||
|
|
||||||
void Start() {
|
if (currentHealth > 0) {
|
||||||
GetComponent<SkeletonRenderer>().skeleton.FindSlot(targetSlot).Attachment = SpineAttachment.GetAttachment(attachmentPath, skeletonDataSource);
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
@ -1,5 +1,7 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 5053fe97a7657b5418b0c307b7338b0c
|
guid: 7eab8e63d650dc74c80d142cd4b9fe4b
|
||||||
|
timeCreated: 1480095094
|
||||||
|
licenseType: Free
|
||||||
MonoImporter:
|
MonoImporter:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
defaultReferences: []
|
defaultReferences: []
|
||||||
@ -34,69 +34,71 @@ using UnityEngine;
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using Spine.Unity;
|
using Spine.Unity;
|
||||||
|
|
||||||
public class FootSoldierExample : MonoBehaviour {
|
namespace Spine.Unity.Examples {
|
||||||
[SpineAnimation("Idle")]
|
public class FootSoldierExample : MonoBehaviour {
|
||||||
public string idleAnimation;
|
[SpineAnimation("Idle")]
|
||||||
|
public string idleAnimation;
|
||||||
|
|
||||||
[SpineAnimation]
|
[SpineAnimation]
|
||||||
public string attackAnimation;
|
public string attackAnimation;
|
||||||
|
|
||||||
[SpineAnimation]
|
[SpineAnimation]
|
||||||
public string moveAnimation;
|
public string moveAnimation;
|
||||||
|
|
||||||
[SpineSlot]
|
[SpineSlot]
|
||||||
public string eyesSlot;
|
public string eyesSlot;
|
||||||
|
|
||||||
[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
|
[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
|
||||||
public string eyesOpenAttachment;
|
public string eyesOpenAttachment;
|
||||||
|
|
||||||
[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
|
[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
|
||||||
public string blinkAttachment;
|
public string blinkAttachment;
|
||||||
|
|
||||||
[Range(0, 0.2f)]
|
[Range(0, 0.2f)]
|
||||||
public float blinkDuration = 0.05f;
|
public float blinkDuration = 0.05f;
|
||||||
|
|
||||||
public KeyCode attackKey = KeyCode.Mouse0;
|
public KeyCode attackKey = KeyCode.Mouse0;
|
||||||
public KeyCode rightKey = KeyCode.D;
|
public KeyCode rightKey = KeyCode.D;
|
||||||
public KeyCode leftKey = KeyCode.A;
|
public KeyCode leftKey = KeyCode.A;
|
||||||
|
|
||||||
public float moveSpeed = 3;
|
public float moveSpeed = 3;
|
||||||
|
|
||||||
private SkeletonAnimation skeletonAnimation;
|
SkeletonAnimation skeletonAnimation;
|
||||||
|
|
||||||
void Awake() {
|
void Awake () {
|
||||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||||
skeletonAnimation.OnRebuild += Apply;
|
skeletonAnimation.OnRebuild += Apply;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Apply(SkeletonRenderer skeletonRenderer) {
|
void Apply (SkeletonRenderer skeletonRenderer) {
|
||||||
StartCoroutine("Blink");
|
StartCoroutine("Blink");
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update() {
|
void Update () {
|
||||||
if (Input.GetKey(attackKey)) {
|
if (Input.GetKey(attackKey)) {
|
||||||
skeletonAnimation.AnimationName = attackAnimation;
|
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);
|
|
||||||
} else {
|
} 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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -29,36 +29,40 @@
|
|||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System.Collections;
|
|
||||||
using Spine;
|
using Spine;
|
||||||
using Spine.Unity;
|
using Spine.Unity;
|
||||||
|
|
||||||
public class Goblins : MonoBehaviour {
|
namespace Spine.Unity.Examples {
|
||||||
private bool girlSkin;
|
public class Goblins : MonoBehaviour {
|
||||||
private SkeletonAnimation skeletonAnimation;
|
SkeletonAnimation skeletonAnimation;
|
||||||
private Bone headBone;
|
Bone headBone;
|
||||||
|
bool 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.
|
[Range(-360, 360)]
|
||||||
public void UpdateLocal (ISkeletonAnimation skeletonRenderer) {
|
public float extraRotation;
|
||||||
headBone.Rotation += 15;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void OnMouseDown () {
|
|
||||||
skeletonAnimation.skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
|
|
||||||
skeletonAnimation.skeleton.SetSlotsToSetupPose();
|
|
||||||
|
|
||||||
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) {
|
public void OnMouseDown () {
|
||||||
skeletonAnimation.skeleton.SetAttachment("right hand item", null);
|
skeletonAnimation.skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
|
||||||
skeletonAnimation.skeleton.SetAttachment("left hand item", "spear");
|
skeletonAnimation.skeleton.SetSlotsToSetupPose();
|
||||||
} else
|
|
||||||
skeletonAnimation.skeleton.SetAttachment("left hand item", "dagger");
|
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");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
112
spine-unity/Assets/Examples/Scripts/MixAndMatch.cs
Normal file
112
spine-unity/Assets/Examples/Scripts/MixAndMatch.cs
Normal file
@ -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);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
12
spine-unity/Assets/Examples/Scripts/MixAndMatch.cs.meta
Normal file
12
spine-unity/Assets/Examples/Scripts/MixAndMatch.cs.meta
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: fdd7c8b428f700c438a6a14addca0346
|
||||||
|
timeCreated: 1480089275
|
||||||
|
licenseType: Free
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -32,85 +32,76 @@ using UnityEngine;
|
|||||||
using System.Collections;
|
using System.Collections;
|
||||||
using Spine.Unity;
|
using Spine.Unity;
|
||||||
|
|
||||||
public class RaggedySpineboy : MonoBehaviour {
|
namespace Spine.Unity.Examples {
|
||||||
|
public class RaggedySpineboy : MonoBehaviour {
|
||||||
|
|
||||||
public LayerMask groundMask;
|
public LayerMask groundMask;
|
||||||
public float restoreDuration = 0.5f;
|
public float restoreDuration = 0.5f;
|
||||||
public Vector2 launchVelocity = new Vector2(50,100);
|
public Vector2 launchVelocity = new Vector2(50,100);
|
||||||
|
|
||||||
Spine.Unity.Modules.SkeletonRagdoll2D ragdoll;
|
Spine.Unity.Modules.SkeletonRagdoll2D ragdoll;
|
||||||
Collider2D naturalCollider;
|
Collider2D naturalCollider;
|
||||||
|
|
||||||
void Start () {
|
void Start () {
|
||||||
|
ragdoll = GetComponent<Spine.Unity.Modules.SkeletonRagdoll2D>();
|
||||||
ragdoll = GetComponent<Spine.Unity.Modules.SkeletonRagdoll2D>();
|
naturalCollider = GetComponent<Collider2D>();
|
||||||
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;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
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());
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
12
spine-unity/Assets/Examples/Scripts/Rotator.cs
Normal file
12
spine-unity/Assets/Examples/Scripts/Rotator.cs
Normal file
@ -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));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
12
spine-unity/Assets/Examples/Scripts/Rotator.cs.meta
Normal file
12
spine-unity/Assets/Examples/Scripts/Rotator.cs.meta
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 12e291cb54756d04c9dd53ad6e00a126
|
||||||
|
timeCreated: 1479532891
|
||||||
|
licenseType: Free
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -29,46 +29,47 @@
|
|||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System.Collections;
|
|
||||||
using Spine.Unity;
|
using Spine.Unity;
|
||||||
|
|
||||||
[ExecuteInEditMode]
|
namespace Spine.Unity.Examples {
|
||||||
[RequireComponent(typeof(SkeletonRenderer))]
|
[ExecuteInEditMode]
|
||||||
public class SpineGauge : MonoBehaviour {
|
[RequireComponent(typeof(SkeletonRenderer))]
|
||||||
|
public class SpineGauge : MonoBehaviour {
|
||||||
|
|
||||||
#region Inspector
|
#region Inspector
|
||||||
[Range(0,1)]
|
[Range(0,1)]
|
||||||
public float fillPercent = 0;
|
public float fillPercent = 0;
|
||||||
|
|
||||||
[SpineAnimation]
|
[SpineAnimation]
|
||||||
public string fillAnimationName;
|
public string fillAnimationName;
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
SkeletonRenderer skeletonRenderer;
|
SkeletonRenderer skeletonRenderer;
|
||||||
Spine.Animation fillAnimation;
|
Spine.Animation fillAnimation;
|
||||||
|
|
||||||
void Awake () {
|
void Awake () {
|
||||||
skeletonRenderer = GetComponent<SkeletonRenderer>();
|
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;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
fillAnimation.Apply(skeleton, 0, x, false, null, 1f, true, false);
|
|
||||||
|
|
||||||
skeleton.Update(Time.deltaTime);
|
void Update () {
|
||||||
skeleton.UpdateWorldTransform();
|
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();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -33,25 +33,28 @@ using UnityEngine;
|
|||||||
using Spine;
|
using Spine;
|
||||||
using Spine.Unity;
|
using Spine.Unity;
|
||||||
|
|
||||||
public class Spineboy : MonoBehaviour {
|
namespace Spine.Unity.Examples {
|
||||||
SkeletonAnimation skeletonAnimation;
|
public class Spineboy : MonoBehaviour {
|
||||||
|
SkeletonAnimation skeletonAnimation;
|
||||||
|
|
||||||
public void Start () {
|
public void Start () {
|
||||||
skeletonAnimation = GetComponent<SkeletonAnimation>(); // Get the SkeletonAnimation component for the GameObject this script is attached to.
|
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.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.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, "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, "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.
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -34,48 +34,52 @@ using Spine.Unity;
|
|||||||
|
|
||||||
using Spine.Unity.Modules;
|
using Spine.Unity.Modules;
|
||||||
|
|
||||||
public class SpineboyPole : MonoBehaviour {
|
namespace Spine.Unity.Examples {
|
||||||
public SkeletonAnimation skeletonAnimation;
|
public class SpineboyPole : MonoBehaviour {
|
||||||
public SkeletonRenderSeparator separator;
|
public SkeletonAnimation skeletonAnimation;
|
||||||
|
public SkeletonRenderSeparator separator;
|
||||||
|
|
||||||
[Space(18)]
|
[Space(18)]
|
||||||
[SpineAnimation]
|
[SpineAnimation]
|
||||||
public string run;
|
public string run;
|
||||||
[SpineAnimation]
|
[SpineAnimation]
|
||||||
public string pole;
|
public string pole;
|
||||||
public float startX;
|
public float startX;
|
||||||
public float endX;
|
public float endX;
|
||||||
|
|
||||||
const float Speed = 18f;
|
const float Speed = 18f;
|
||||||
const float RunTimeScale = 1.5f;
|
const float RunTimeScale = 1.5f;
|
||||||
|
|
||||||
IEnumerator Start () {
|
IEnumerator Start () {
|
||||||
var state = skeletonAnimation.state;
|
var state = skeletonAnimation.state;
|
||||||
|
|
||||||
while (true) {
|
while (true) {
|
||||||
// Run phase
|
// Run phase
|
||||||
SetXPosition(startX);
|
SetXPosition(startX);
|
||||||
separator.enabled = false; // Disable Separator during run.
|
separator.enabled = false; // Disable Separator during run.
|
||||||
state.SetAnimation(0, run, true);
|
state.SetAnimation(0, run, true);
|
||||||
state.TimeScale = RunTimeScale;
|
state.TimeScale = RunTimeScale;
|
||||||
|
|
||||||
while (transform.localPosition.x < endX) {
|
while (transform.localPosition.x < endX) {
|
||||||
transform.Translate(Vector3.right * Speed * Time.deltaTime);
|
transform.Translate(Vector3.right * Speed * Time.deltaTime);
|
||||||
yield return null;
|
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
|
void SetXPosition (float x) {
|
||||||
SetXPosition(endX);
|
var tp = transform.localPosition;
|
||||||
separator.enabled = true; // Enable Separator when hit
|
tp.x = x;
|
||||||
var poleTrack = state.SetAnimation(0, pole, false);
|
transform.localPosition = tp;
|
||||||
yield return new WaitForSpineAnimationComplete(poleTrack);
|
|
||||||
yield return new WaitForSeconds(1f);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void SetXPosition (float x) {
|
|
||||||
var tp = transform.localPosition;
|
|
||||||
tp.x = x;
|
|
||||||
transform.localPosition = tp;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,9 +1,30 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 6bc52290ef03f2846ba38d67e2823598
|
guid: 6bc52290ef03f2846ba38d67e2823598
|
||||||
timeCreated: 1467205225
|
timeCreated: 1479419653
|
||||||
licenseType: Free
|
licenseType: Free
|
||||||
TextureImporter:
|
TextureImporter:
|
||||||
fileIDToRecycleName: {}
|
fileIDToRecycleName:
|
||||||
|
21300000: L_rear_thigh
|
||||||
|
21300002: L_wing01
|
||||||
|
21300004: L_wing02
|
||||||
|
21300006: L_wing03
|
||||||
|
21300008: L_wing05
|
||||||
|
21300010: L_wing06
|
||||||
|
21300012: R_wing01
|
||||||
|
21300014: R_wing02
|
||||||
|
21300016: R_wing03
|
||||||
|
21300018: R_wing05
|
||||||
|
21300020: R_wing06
|
||||||
|
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m_LocalPosition: {x: 0, y: 0, z: 0}
|
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
|
||||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
|
||||||
m_Children: []
|
|
||||||
m_Father: {fileID: 0}
|
|
||||||
m_RootOrder: 0
|
|
||||||
--- !u!23 &2300000
|
|
||||||
MeshRenderer:
|
|
||||||
m_ObjectHideFlags: 1
|
|
||||||
m_PrefabParentObject: {fileID: 0}
|
|
||||||
m_PrefabInternal: {fileID: 100100000}
|
|
||||||
m_GameObject: {fileID: 100000}
|
|
||||||
m_Enabled: 1
|
|
||||||
m_CastShadows: 1
|
|
||||||
m_ReceiveShadows: 1
|
|
||||||
m_Materials:
|
|
||||||
- {fileID: 2100000, guid: 4083cd422558e2540a62bbafb94f57b5, type: 2}
|
|
||||||
m_SubsetIndices:
|
|
||||||
m_StaticBatchRoot: {fileID: 0}
|
|
||||||
m_UseLightProbes: 0
|
|
||||||
m_ReflectionProbeUsage: 1
|
|
||||||
m_ProbeAnchor: {fileID: 0}
|
|
||||||
m_ScaleInLightmap: 1
|
|
||||||
m_PreserveUVs: 0
|
|
||||||
m_IgnoreNormalsForChartDetection: 0
|
|
||||||
m_ImportantGI: 0
|
|
||||||
m_MinimumChartSize: 4
|
|
||||||
m_AutoUVMaxDistance: 0.5
|
|
||||||
m_AutoUVMaxAngle: 89
|
|
||||||
m_LightmapParameters: {fileID: 0}
|
|
||||||
m_SortingLayerID: 0
|
|
||||||
m_SortingOrder: 0
|
|
||||||
--- !u!33 &3300000
|
|
||||||
MeshFilter:
|
|
||||||
m_ObjectHideFlags: 1
|
|
||||||
m_PrefabParentObject: {fileID: 0}
|
|
||||||
m_PrefabInternal: {fileID: 100100000}
|
|
||||||
m_GameObject: {fileID: 100000}
|
|
||||||
m_Mesh: {fileID: 0}
|
|
||||||
--- !u!114 &11400000
|
|
||||||
MonoBehaviour:
|
|
||||||
m_ObjectHideFlags: 1
|
|
||||||
m_PrefabParentObject: {fileID: 0}
|
|
||||||
m_PrefabInternal: {fileID: 100100000}
|
|
||||||
m_GameObject: {fileID: 100000}
|
|
||||||
m_Enabled: 1
|
|
||||||
m_EditorHideFlags: 0
|
|
||||||
m_Script: {fileID: 11500000, guid: d247ba06193faa74d9335f5481b2b56c, type: 3}
|
|
||||||
m_Name:
|
|
||||||
m_EditorClassIdentifier:
|
|
||||||
skeletonDataAsset: {fileID: 11400000, guid: 44691b56ed7d1f04da0cbc2a52a91b8d, type: 2}
|
|
||||||
initialSkinName: default
|
|
||||||
separatorSlotNames: []
|
|
||||||
zSpacing: 0
|
|
||||||
renderMeshes: 1
|
|
||||||
immutableTriangles: 0
|
|
||||||
pmaVertexColors: 1
|
|
||||||
calculateNormals: 0
|
|
||||||
calculateTangents: 0
|
|
||||||
logErrors: 0
|
|
||||||
disableRenderingOnOverride: 1
|
|
||||||
_animationName:
|
|
||||||
loop: 0
|
|
||||||
timeScale: 1
|
|
||||||
--- !u!1001 &100100000
|
|
||||||
Prefab:
|
|
||||||
m_ObjectHideFlags: 1
|
|
||||||
serializedVersion: 2
|
|
||||||
m_Modification:
|
|
||||||
m_TransformParent: {fileID: 0}
|
|
||||||
m_Modifications: []
|
|
||||||
m_RemovedComponents: []
|
|
||||||
m_ParentPrefab: {fileID: 0}
|
|
||||||
m_RootGameObject: {fileID: 100000}
|
|
||||||
m_IsPrefabParent: 1
|
|
||||||
@ -1,4 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: ed853f063cea77148a02e1760747f8d5
|
|
||||||
NativeFormatImporter:
|
|
||||||
userData:
|
|
||||||
@ -78,6 +78,7 @@ namespace Spine.Unity.Editor {
|
|||||||
GUIStyle activePlayButtonStyle, idlePlayButtonStyle;
|
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.");
|
readonly GUIContent DefaultMixLabel = new GUIContent("Default Mix Duration", "Sets 'SkeletonDataAsset.defaultMix' in the asset and 'AnimationState.data.defaultMix' at runtime load time.");
|
||||||
|
|
||||||
|
|
||||||
void OnEnable () {
|
void OnEnable () {
|
||||||
SpineEditorUtilities.ConfirmInitialization();
|
SpineEditorUtilities.ConfirmInitialization();
|
||||||
|
|
||||||
@ -122,9 +123,9 @@ namespace Spine.Unity.Editor {
|
|||||||
}
|
}
|
||||||
|
|
||||||
override public void OnInspectorGUI () {
|
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);
|
idlePlayButtonStyle = idlePlayButtonStyle ?? new GUIStyle(EditorStyles.miniButton);
|
||||||
if (activePlayButtonStyle == null) {
|
if (activePlayButtonStyle == null) {
|
||||||
activePlayButtonStyle = new GUIStyle(idlePlayButtonStyle);
|
activePlayButtonStyle = new GUIStyle(idlePlayButtonStyle);
|
||||||
@ -135,27 +136,33 @@ namespace Spine.Unity.Editor {
|
|||||||
serializedObject.Update();
|
serializedObject.Update();
|
||||||
|
|
||||||
EditorGUILayout.LabelField(new GUIContent(target.name + " (SkeletonDataAsset)", SpineEditorUtilities.Icons.spine), EditorStyles.whiteLargeLabel);
|
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();
|
EditorGUI.BeginChangeCheck();
|
||||||
|
|
||||||
// SkeletonData
|
// SkeletonData
|
||||||
using (new SpineInspectorUtility.BoxScope()) {
|
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(skeletonJSON, new GUIContent(skeletonJSON.displayName, SpineEditorUtilities.Icons.spine));
|
||||||
EditorGUILayout.PropertyField(scale);
|
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
|
// Atlas
|
||||||
using (new SpineInspectorUtility.BoxScope()) {
|
using (new SpineInspectorUtility.BoxScope()) {
|
||||||
EditorGUILayout.LabelField("Atlas", EditorStyles.boldLabel);
|
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.
|
// If m_skeletonAnimation is lazy-instantiated elsewhere, this can cause contents to change between Layout and Repaint events, causing GUILayout control count errors.
|
||||||
InitPreview();
|
InitPreview();
|
||||||
if (m_skeletonData != null) {
|
if (m_skeletonData != null) {
|
||||||
|
GUILayout.Space(20f);
|
||||||
|
|
||||||
using (new SpineInspectorUtility.BoxScope()) {
|
using (new SpineInspectorUtility.BoxScope()) {
|
||||||
EditorGUILayout.LabelField("Mix Settings", EditorStyles.boldLabel);
|
EditorGUILayout.LabelField("Mix Settings", EditorStyles.boldLabel);
|
||||||
DrawAnimationStateInfo();
|
DrawAnimationStateInfo();
|
||||||
|
|||||||
@ -322,17 +322,21 @@ namespace Spine.Unity.Editor {
|
|||||||
|
|
||||||
[CustomPropertyDrawer(typeof(SpineAtlasRegion))]
|
[CustomPropertyDrawer(typeof(SpineAtlasRegion))]
|
||||||
public class SpineAtlasRegionDrawer : PropertyDrawer {
|
public class SpineAtlasRegionDrawer : PropertyDrawer {
|
||||||
Component component;
|
|
||||||
SerializedProperty atlasProp;
|
SerializedProperty atlasProp;
|
||||||
|
|
||||||
|
protected SpineAtlasRegion TargetAttribute { get { return (SpineAtlasRegion)attribute; } }
|
||||||
|
|
||||||
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
|
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
|
||||||
if (property.propertyType != SerializedPropertyType.String) {
|
if (property.propertyType != SerializedPropertyType.String) {
|
||||||
EditorGUI.LabelField(position, "ERROR:", "May only apply to type string");
|
EditorGUI.LabelField(position, "ERROR:", "May only apply to type string");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
string atlasAssetFieldName = TargetAttribute.atlasAssetField;
|
||||||
|
if (string.IsNullOrEmpty(atlasAssetFieldName))
|
||||||
|
atlasAssetFieldName = "atlasAsset";
|
||||||
|
|
||||||
component = (Component)property.serializedObject.targetObject;
|
atlasProp = property.serializedObject.FindProperty(atlasAssetFieldName);
|
||||||
atlasProp = component != null ? property.serializedObject.FindProperty("atlasAsset") : null;
|
|
||||||
|
|
||||||
if (atlasProp == null) {
|
if (atlasProp == null) {
|
||||||
EditorGUI.LabelField(position, "ERROR:", "Must have AtlasAsset variable!");
|
EditorGUI.LabelField(position, "ERROR:", "Must have AtlasAsset variable!");
|
||||||
|
|||||||
@ -321,48 +321,51 @@ namespace Spine.Unity.Editor {
|
|||||||
Plane plane = (rectTransform == null) ? new Plane(Vector3.back, Vector3.zero) : new Plane(-rectTransform.forward, rectTransform.position);
|
Plane plane = (rectTransform == null) ? new Plane(Vector3.back, Vector3.zero) : new Plane(-rectTransform.forward, rectTransform.position);
|
||||||
Vector3 spawnPoint = MousePointToWorldPoint2D(mousePos, sceneview.camera, plane);
|
Vector3 spawnPoint = MousePointToWorldPoint2D(mousePos, sceneview.camera, plane);
|
||||||
|
|
||||||
var menu = new GenericMenu();
|
ShowInstantiateContextMenu(skeletonDataAsset, spawnPoint);
|
||||||
// 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 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) {
|
public static void HandleSkeletonComponentDrop (object menuData) {
|
||||||
var data = (SpawnMenuData)menuData;
|
var data = (SpawnMenuData)menuData;
|
||||||
|
|
||||||
@ -379,7 +382,7 @@ namespace Spine.Unity.Editor {
|
|||||||
var transform = newGameObject.transform;
|
var transform = newGameObject.transform;
|
||||||
|
|
||||||
var activeGameObject = Selection.activeGameObject;
|
var activeGameObject = Selection.activeGameObject;
|
||||||
if (activeGameObject != null)
|
if (isUI && activeGameObject != null)
|
||||||
transform.SetParent(activeGameObject.transform, false);
|
transform.SetParent(activeGameObject.transform, false);
|
||||||
|
|
||||||
newGameObject.transform.position = isUI ? data.spawnPoint : RoundVector(data.spawnPoint, 2);
|
newGameObject.transform.position = isUI ? data.spawnPoint : RoundVector(data.spawnPoint, 2);
|
||||||
|
|||||||
@ -169,6 +169,21 @@ namespace Spine.Unity.Editor {
|
|||||||
return GUILayout.Button(content, GUILayout.MaxWidth(CenterButtonMaxWidth), GUILayout.Height(CenterButtonHeight));
|
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
|
#endregion
|
||||||
|
|
||||||
#region Multi-Editing Helpers
|
#region Multi-Editing Helpers
|
||||||
|
|||||||
@ -1,80 +1,72 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes Software License v2.5
|
* Spine Runtimes Software License v2.5
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013-2016, Esoteric Software
|
* Copyright (c) 2013-2016, Esoteric Software
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
||||||
* non-transferable license to use, install, execute, and perform the Spine
|
* non-transferable license to use, install, execute, and perform the Spine
|
||||||
* Runtimes software and derivative works solely for personal or internal
|
* Runtimes software and derivative works solely for personal or internal
|
||||||
* use. Without the written permission of Esoteric Software (see Section 2 of
|
* use. Without the written permission of Esoteric Software (see Section 2 of
|
||||||
* the Spine Software License Agreement), you may not (a) modify, translate,
|
* the Spine Software License Agreement), you may not (a) modify, translate,
|
||||||
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
||||||
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
||||||
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||||||
* or other intellectual property or proprietary rights notices on or in the
|
* or other intellectual property or proprietary rights notices on or in the
|
||||||
* Software, including any copy thereof. Redistributions in binary or source
|
* Software, including any copy thereof. Redistributions in binary or source
|
||||||
* form must include this license and terms.
|
* form must include this license and terms.
|
||||||
*
|
*
|
||||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
||||||
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||||
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||||||
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||||
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
||||||
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
||||||
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
* 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
|
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||||
* POSSIBILITY OF SUCH DAMAGE.
|
* POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
using Spine;
|
using Spine;
|
||||||
|
using Spine.Unity.Modules.AttachmentTools;
|
||||||
namespace Spine.Unity.Modules {
|
|
||||||
public class AtlasRegionAttacher : MonoBehaviour {
|
namespace Spine.Unity.Modules {
|
||||||
|
public class AtlasRegionAttacher : MonoBehaviour {
|
||||||
[System.Serializable]
|
|
||||||
public class SlotRegionPair {
|
[System.Serializable]
|
||||||
[SpineSlot]
|
public class SlotRegionPair {
|
||||||
public string slot;
|
[SpineSlot]
|
||||||
|
public string slot;
|
||||||
[SpineAtlasRegion]
|
|
||||||
public string region;
|
[SpineAtlasRegion]
|
||||||
}
|
public string region;
|
||||||
|
}
|
||||||
public AtlasAsset atlasAsset;
|
|
||||||
public SlotRegionPair[] attachments;
|
public AtlasAsset atlasAsset;
|
||||||
|
public SlotRegionPair[] attachments;
|
||||||
Atlas atlas;
|
|
||||||
|
Atlas atlas;
|
||||||
void Awake () {
|
|
||||||
GetComponent<SkeletonRenderer>().OnRebuild += Apply;
|
void Awake () {
|
||||||
}
|
GetComponent<SkeletonRenderer>().OnRebuild += Apply;
|
||||||
|
}
|
||||||
|
|
||||||
void Apply (SkeletonRenderer skeletonRenderer) {
|
void Apply (SkeletonRenderer skeletonRenderer) {
|
||||||
atlas = atlasAsset.GetAtlas();
|
atlas = atlasAsset.GetAtlas();
|
||||||
|
float scale = skeletonRenderer.skeletonDataAsset.scale;
|
||||||
AtlasAttachmentLoader loader = new AtlasAttachmentLoader(atlas);
|
|
||||||
|
var enumerator = attachments.GetEnumerator();
|
||||||
float scaleMultiplier = skeletonRenderer.skeletonDataAsset.scale;
|
while (enumerator.MoveNext()) {
|
||||||
|
var entry = (SlotRegionPair)enumerator.Current;
|
||||||
var enumerator = attachments.GetEnumerator();
|
|
||||||
while (enumerator.MoveNext()) {
|
var slot = skeletonRenderer.skeleton.FindSlot(entry.slot);
|
||||||
var entry = (SlotRegionPair)enumerator.Current;
|
var region = atlas.FindRegion(entry.region);
|
||||||
var regionAttachment = loader.NewRegionAttachment(null, entry.region, entry.region);
|
slot.Attachment = region.ToRegionAttachment(entry.region, scale);
|
||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -146,12 +146,6 @@ namespace Spine.Unity.Modules.AttachmentTools {
|
|||||||
// (AtlasAttachmentLoader.cs)
|
// (AtlasAttachmentLoader.cs)
|
||||||
var attachment = new RegionAttachment(attachmentName);
|
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.RendererObject = region;
|
||||||
attachment.SetUVs(region.u, region.v, region.u2, region.v2, region.rotate);
|
attachment.SetUVs(region.u, region.v, region.u2, region.v2, region.rotate);
|
||||||
attachment.regionOffsetX = region.offsetX;
|
attachment.regionOffsetX = region.offsetX;
|
||||||
@ -161,9 +155,48 @@ namespace Spine.Unity.Modules.AttachmentTools {
|
|||||||
attachment.regionOriginalWidth = region.originalWidth;
|
attachment.regionOriginalWidth = region.originalWidth;
|
||||||
attachment.regionOriginalHeight = region.originalHeight;
|
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();
|
attachment.UpdateOffset();
|
||||||
return attachment;
|
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
|
#endregion
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -265,9 +298,9 @@ namespace Spine.Unity.Modules.AttachmentTools {
|
|||||||
/// <summary>
|
/// <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>
|
/// 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>
|
/// <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 skinAttachments = o.Attachments;
|
||||||
var newSkin = new Skin(skinName);
|
var newSkin = new Skin(newName);
|
||||||
|
|
||||||
var repackedAttachments = new List<Attachment>();
|
var repackedAttachments = new List<Attachment>();
|
||||||
var texturesToPack = new List<Texture2D>();
|
var texturesToPack = new List<Texture2D>();
|
||||||
@ -282,14 +315,14 @@ namespace Spine.Unity.Modules.AttachmentTools {
|
|||||||
}
|
}
|
||||||
|
|
||||||
var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize);
|
var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize);
|
||||||
newTexture.name = skinName;
|
newTexture.name = newName;
|
||||||
var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
|
var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
|
||||||
|
|
||||||
var newMaterial = new Material(shader);
|
var newMaterial = new Material(shader);
|
||||||
newMaterial.name = skinName;
|
newMaterial.name = newName;
|
||||||
newMaterial.mainTexture = newTexture;
|
newMaterial.mainTexture = newTexture;
|
||||||
var page = newMaterial.ToSpineAtlasPage();
|
var page = newMaterial.ToSpineAtlasPage();
|
||||||
page.name = skinName;
|
page.name = newName;
|
||||||
|
|
||||||
for (int i = 0, n = repackedAttachments.Count; i < n; i++) {
|
for (int i = 0, n = repackedAttachments.Count; i < n; i++) {
|
||||||
var a = repackedAttachments[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);
|
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 sourceTexture = ar.GetMainTexture();
|
||||||
|
|
||||||
Texture2D output = new Texture2D(ar.width, ar.height);
|
|
||||||
output.name = ar.name;
|
|
||||||
|
|
||||||
Rect r = ar.GetUnityRect(sourceTexture.height);
|
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);
|
Color[] pixelBuffer = sourceTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height);
|
||||||
output.SetPixels(pixelBuffer);
|
output.SetPixels(pixelBuffer);
|
||||||
|
|
||||||
@ -327,7 +358,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
|
|||||||
static Texture2D ToTexture (this Sprite s, bool applyImmediately = true) {
|
static Texture2D ToTexture (this Sprite s, bool applyImmediately = true) {
|
||||||
var spriteTexture = s.texture;
|
var spriteTexture = s.texture;
|
||||||
var r = s.textureRect;
|
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);
|
var newTexture = new Texture2D((int)r.width, (int)r.height);
|
||||||
newTexture.SetPixels(spritePixels);
|
newTexture.SetPixels(spritePixels);
|
||||||
|
|
||||||
@ -363,8 +394,11 @@ namespace Spine.Unity.Modules.AttachmentTools {
|
|||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Returns a Rect of the AtlasRegion according to Spine texture coordinates. (x-right, y-down)</summary>
|
/// Returns a Rect of the AtlasRegion according to Spine texture coordinates. (x-right, y-down)</summary>
|
||||||
static Rect GetSpineAtlasRect (this AtlasRegion region) {
|
static Rect GetSpineAtlasRect (this AtlasRegion region, bool includeRotate = true) {
|
||||||
return new Rect(region.x, region.y, region.width, region.height);
|
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>
|
/// <summary>
|
||||||
@ -484,7 +518,9 @@ namespace Spine.Unity.Modules.AttachmentTools {
|
|||||||
|
|
||||||
if (includeDefaultSkin)
|
if (includeDefaultSkin)
|
||||||
defaultSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
|
defaultSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
|
||||||
activeSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
|
|
||||||
|
if (activeSkin != null)
|
||||||
|
activeSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
|
||||||
|
|
||||||
return newSkin;
|
return newSkin;
|
||||||
}
|
}
|
||||||
|
|||||||
Some files were not shown because too many files have changed in this diff Show More
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x
Reference in New Issue
Block a user