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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Added SkeletonAnimationMulti methods SetActiveSkeleton(int index) and getter property SkeletonAnimations, some code cleanup.
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@ -90,6 +90,7 @@
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* Added outline shader parameter `Advanced - Opaque Alpha` which can be used to exclude problematic semi-transparent areas, which may receive an undesired large outline color overlay otherwise.
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* Added outline shader parameter `Advanced - Opaque Alpha` which can be used to exclude problematic semi-transparent areas, which may receive an undesired large outline color overlay otherwise.
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* Added Spine Preferences setting `Prefabs` - `Optimize Preview Meshes`. When enabled, Spine prefab preview meshes will be removed in a pre-build step to reduce build size. This increases build time as all prefabs in the project will be processed. Defaults to false to not slow down builds substantially every time.
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* Added Spine Preferences setting `Prefabs` - `Optimize Preview Meshes`. When enabled, Spine prefab preview meshes will be removed in a pre-build step to reduce build size. This increases build time as all prefabs in the project will be processed. Defaults to false to not slow down builds substantially every time.
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* Added Spine Preferences setting `Reload SkeletonData after Play`. When enabled, the shared `SkeletonData` of all skeletons in the active scene is reloaded (from the `.json` or `.skel.bytes` file) after exiting play-mode. You can disable this setting to avoid the reloading delay if you can ensure that there are no (accidental) modifications to the shared `SkeletonData` during play-mode (otherwise it would carry over its effect into subsequent plays). Defaults to `true` (the safe setting), which maintains existing behaviour.
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* Added Spine Preferences setting `Reload SkeletonData after Play`. When enabled, the shared `SkeletonData` of all skeletons in the active scene is reloaded (from the `.json` or `.skel.bytes` file) after exiting play-mode. You can disable this setting to avoid the reloading delay if you can ensure that there are no (accidental) modifications to the shared `SkeletonData` during play-mode (otherwise it would carry over its effect into subsequent plays). Defaults to `true` (the safe setting), which maintains existing behaviour.
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* Added `SkeletonAnimationMulti` sample component methods `SetActiveSkeleton(int index)` and getter property `SkeletonAnimations` to more easily apply changes at all SkeletonAnimation instances instead of only the active one.
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* **Breaking changes**
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* **Breaking changes**
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* Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead.
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* Made `SkeletonGraphic.unscaledTime` parameter protected, use the new property `UnscaledTime` instead.
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@ -56,17 +56,24 @@ namespace Spine.Unity {
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SkeletonAnimation currentSkeletonAnimation;
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SkeletonAnimation currentSkeletonAnimation;
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void Clear () {
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void Clear () {
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foreach (var s in skeletonAnimations)
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foreach (SkeletonAnimation skeletonAnimation in skeletonAnimations)
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Destroy(s.gameObject);
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Destroy(skeletonAnimation.gameObject);
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skeletonAnimations.Clear();
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skeletonAnimations.Clear();
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animationNameTable.Clear();
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animationNameTable.Clear();
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animationSkeletonTable.Clear();
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animationSkeletonTable.Clear();
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}
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}
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void SetActiveSkeleton (int index) {
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if (index < 0 || index >= skeletonAnimations.Count)
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SetActiveSkeleton(null);
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else
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SetActiveSkeleton(skeletonAnimations[index]);
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}
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void SetActiveSkeleton (SkeletonAnimation skeletonAnimation) {
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void SetActiveSkeleton (SkeletonAnimation skeletonAnimation) {
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foreach (var sa in skeletonAnimations)
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foreach (SkeletonAnimation iter in skeletonAnimations)
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sa.gameObject.SetActive(sa == skeletonAnimation);
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iter.gameObject.SetActive(iter == skeletonAnimation);
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currentSkeletonAnimation = skeletonAnimation;
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currentSkeletonAnimation = skeletonAnimation;
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}
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}
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@ -81,34 +88,35 @@ namespace Spine.Unity {
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public Dictionary<Animation, SkeletonAnimation> AnimationSkeletonTable { get { return this.animationSkeletonTable; } }
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public Dictionary<Animation, SkeletonAnimation> AnimationSkeletonTable { get { return this.animationSkeletonTable; } }
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public Dictionary<string, Animation> AnimationNameTable { get { return this.animationNameTable; } }
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public Dictionary<string, Animation> AnimationNameTable { get { return this.animationNameTable; } }
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public SkeletonAnimation CurrentSkeletonAnimation { get { return this.currentSkeletonAnimation; } }
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public SkeletonAnimation CurrentSkeletonAnimation { get { return this.currentSkeletonAnimation; } }
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public List<SkeletonAnimation> SkeletonAnimations { get { return skeletonAnimations; } }
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public void Initialize (bool overwrite) {
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public void Initialize (bool overwrite) {
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if (skeletonAnimations.Count != 0 && !overwrite) return;
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if (skeletonAnimations.Count != 0 && !overwrite) return;
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Clear();
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Clear();
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var settings = this.meshGeneratorSettings;
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MeshGenerator.Settings settings = this.meshGeneratorSettings;
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Transform thisTransform = this.transform;
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Transform thisTransform = this.transform;
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foreach (var sda in skeletonDataAssets) {
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foreach (SkeletonDataAsset dataAsset in skeletonDataAssets) {
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var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(sda);
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SkeletonAnimation newSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(dataAsset);
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sa.transform.SetParent(thisTransform, false);
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newSkeletonAnimation.transform.SetParent(thisTransform, false);
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sa.SetMeshSettings(settings);
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newSkeletonAnimation.SetMeshSettings(settings);
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sa.initialFlipX = this.initialFlipX;
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newSkeletonAnimation.initialFlipX = this.initialFlipX;
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sa.initialFlipY = this.initialFlipY;
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newSkeletonAnimation.initialFlipY = this.initialFlipY;
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var skeleton = sa.skeleton;
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Skeleton skeleton = newSkeletonAnimation.skeleton;
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skeleton.ScaleX = this.initialFlipX ? -1 : 1;
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skeleton.ScaleX = this.initialFlipX ? -1 : 1;
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skeleton.ScaleY = this.initialFlipY ? -1 : 1;
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skeleton.ScaleY = this.initialFlipY ? -1 : 1;
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sa.Initialize(false);
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newSkeletonAnimation.Initialize(false);
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skeletonAnimations.Add(sa);
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skeletonAnimations.Add(newSkeletonAnimation);
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}
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}
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// Build cache
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// Build cache
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var animationNameTable = this.animationNameTable;
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Dictionary<string, Animation> animationNameTable = this.animationNameTable;
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var animationSkeletonTable = this.animationSkeletonTable;
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Dictionary<Animation, SkeletonAnimation> animationSkeletonTable = this.animationSkeletonTable;
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foreach (var skeletonAnimation in skeletonAnimations) {
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foreach (SkeletonAnimation skeletonAnimation in skeletonAnimations) {
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foreach (var animationObject in skeletonAnimation.Skeleton.Data.Animations) {
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foreach (Animation animationObject in skeletonAnimation.Skeleton.Data.Animations) {
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animationNameTable[animationObject.Name] = animationObject;
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animationNameTable[animationObject.Name] = animationObject;
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animationSkeletonTable[animationObject] = skeletonAnimation;
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animationSkeletonTable[animationObject] = skeletonAnimation;
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}
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}
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@ -119,7 +127,6 @@ namespace Spine.Unity {
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}
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}
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public Animation FindAnimation (string animationName) {
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public Animation FindAnimation (string animationName) {
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// Analysis disable once LocalVariableHidesMember
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Animation animation;
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Animation animation;
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animationNameTable.TryGetValue(animationName, out animation);
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animationNameTable.TryGetValue(animationName, out animation);
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return animation;
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return animation;
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@ -138,11 +145,10 @@ namespace Spine.Unity {
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if (skeletonAnimation != null) {
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if (skeletonAnimation != null) {
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SetActiveSkeleton(skeletonAnimation);
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SetActiveSkeleton(skeletonAnimation);
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skeletonAnimation.skeleton.SetToSetupPose();
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skeletonAnimation.skeleton.SetToSetupPose();
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var trackEntry = skeletonAnimation.state.SetAnimation(MainTrackIndex, animation, loop);
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TrackEntry trackEntry = skeletonAnimation.state.SetAnimation(MainTrackIndex, animation, loop);
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skeletonAnimation.Update(0);
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skeletonAnimation.Update(0);
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return trackEntry;
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return trackEntry;
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}
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}
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return null;
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return null;
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}
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}
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