mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-16 03:51:37 +08:00
Merge branch 'master' into 3.6-beta
This commit is contained in:
commit
a04c0088cb
@ -64,6 +64,7 @@ struct spTrackEntry {
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float* timelinesRotation;
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int timelinesRotationCount;
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void* rendererObject;
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void* userData;
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#ifdef __cplusplus
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spTrackEntry() :
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@ -32,38 +32,47 @@ using System;
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using System.Collections.Generic;
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namespace Spine {
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/// <summary>Stores attachments by slot index and attachment name.</summary>
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/// <summary>Stores attachments by slot index and attachment name.
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/// <para>See SkeletonData <see cref="Spine.SkeletonData.DefaultSkin"/>, Skeleton <see cref="Spine.Skeleton.Skin"/>, and
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/// <a href="http://esotericsoftware.com/spine-runtime-skins">Runtime skins</a> in the Spine Runtimes Guide.</para>
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/// </summary>
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public class Skin {
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internal String name;
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private Dictionary<AttachmentKeyTuple, Attachment> attachments =
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new Dictionary<AttachmentKeyTuple, Attachment>(AttachmentKeyTupleComparer.Instance);
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public String Name { get { return name; } }
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public string Name { get { return name; } }
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public Dictionary<AttachmentKeyTuple, Attachment> Attachments { get { return attachments; } }
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public Skin (String name) {
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public Skin (string name) {
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if (name == null) throw new ArgumentNullException("name", "name cannot be null.");
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this.name = name;
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}
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public void AddAttachment (int slotIndex, String name, Attachment attachment) {
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public void AddAttachment (int slotIndex, string name, Attachment attachment) {
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if (attachment == null) throw new ArgumentNullException("attachment", "attachment cannot be null.");
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attachments[new AttachmentKeyTuple(slotIndex, name)] = attachment;
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}
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/// <returns>May be null.</returns>
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public Attachment GetAttachment (int slotIndex, String name) {
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public Attachment GetAttachment (int slotIndex, string name) {
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Attachment attachment;
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attachments.TryGetValue(new AttachmentKeyTuple(slotIndex, name), out attachment);
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return attachment;
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}
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public void FindNamesForSlot (int slotIndex, List<String> names) {
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/// <summary>Finds the skin keys for a given slot. The results are added to the passed List(names).</summary>
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/// <param name="slotIndex">The target slotIndex. To find the slot index, use <see cref="Spine.Skeleton.FindSlotIndex"/> or <see cref="Spine.SkeletonData.FindSlotIndex"/>
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/// <param name="names">Found skin key names will be added to this list.</param>
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public void FindNamesForSlot (int slotIndex, List<string> names) {
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if (names == null) throw new ArgumentNullException("names", "names cannot be null.");
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foreach (AttachmentKeyTuple key in attachments.Keys)
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if (key.slotIndex == slotIndex) names.Add(key.name);
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}
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/// <summary>Finds the attachments for a given slot. The results are added to the passed List(Attachment).</summary>
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/// <param name="slotIndex">The target slotIndex. To find the slot index, use <see cref="Spine.Skeleton.FindSlotIndex"/> or <see cref="Spine.SkeletonData.FindSlotIndex"/>
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/// <param name="attachments">Found Attachments will be added to this list.</param>
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public void FindAttachmentsForSlot (int slotIndex, List<Attachment> attachments) {
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if (attachments == null) throw new ArgumentNullException("attachments", "attachments cannot be null.");
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foreach (KeyValuePair<AttachmentKeyTuple, Attachment> entry in this.attachments)
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@ -664,14 +664,24 @@ public class SkeletonViewer extends ApplicationAdapter {
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button.addListener(trackButtonListener);
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Gdx.input.setInputProcessor(new InputMultiplexer(stage, new InputAdapter() {
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float offsetX;
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float offsetY;
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public boolean touchDown (int screenX, int screenY, int pointer, int button) {
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touchDragged(screenX, screenY, pointer);
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offsetX = screenX;
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offsetY = Gdx.graphics.getHeight() - screenY;
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return false;
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}
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public boolean touchDragged (int screenX, int screenY, int pointer) {
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skeletonX = screenX;
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skeletonY = Gdx.graphics.getHeight() - screenY;
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float deltaX = screenX - offsetX;
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float deltaY = Gdx.graphics.getHeight() - screenY - offsetY;
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skeletonX += deltaX;
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skeletonY += deltaY;
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offsetX = screenX;
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offsetY = Gdx.graphics.getHeight() - screenY;
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return false;
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}
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@ -1,7 +1,7 @@
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# spine-ue4
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The spine-ue4 runtime provides functionality to load, manipulate and render [Spine](http://esotericsoftware.com) skeletal animation data using [Unreal Engine 4.15+](https://www.unrealengine.com/). spine-ue4 is based on [spine-c](https://github.com/EsotericSoftware/spine-runtimes/tree/master/spine-c).
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# WARNING This plugin will only work with Unreal Engine 4.15 and later versions as these include a [fix](https://github.com/EpicGames/UnrealEngine/pull/3015) for compiling plain `.c` files in Visual Studio.
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### WARNING This plugin will only work with Unreal Engine 4.15 and later when this [fix](https://github.com/EpicGames/UnrealEngine/pull/3185) for compiling plain `.c` files is applied.
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## Licensing
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@ -93,7 +93,7 @@ namespace Spine.Unity.Examples {
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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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skeletonAnimation.AnimationState.Event += HandleEvent;
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}
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void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
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@ -59,8 +59,8 @@ namespace Spine.Unity.Examples {
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void Start () {
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// 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.
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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spineAnimationState = skeletonAnimation.state;
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skeleton = skeletonAnimation.skeleton;
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spineAnimationState = skeletonAnimation.AnimationState;
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skeleton = skeletonAnimation.Skeleton;
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StartCoroutine(DoDemoRoutine());
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}
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@ -44,7 +44,7 @@ namespace Spine.Unity.Examples {
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IEnumerator Start () {
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var skeletonAnimation = GetComponent<SkeletonAnimation>(); if (skeletonAnimation == null) yield break;
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while (true) {
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skeletonAnimation.state.SetAnimation(SpineBlinkPlayer.BlinkTrack, blinkAnimation, false);
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skeletonAnimation.AnimationState.SetAnimation(SpineBlinkPlayer.BlinkTrack, blinkAnimation, false);
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yield return new WaitForSeconds(Random.Range(minimumDelay, maximumDelay));
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}
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}
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@ -57,7 +57,7 @@ namespace Spine.Unity.Examples {
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void Start () {
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if (skeletonAnimation == null) return;
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model.ShootEvent += PlayShoot;
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skeletonAnimation.state.Event += HandleEvent;
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skeletonAnimation.AnimationState.Event += HandleEvent;
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}
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void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
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@ -104,7 +104,7 @@ namespace Spine.Unity.Examples {
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}
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}
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skeletonAnimation.state.SetAnimation(0, nextAnimation, true);
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skeletonAnimation.AnimationState.SetAnimation(0, nextAnimation, true);
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}
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void PlayFootstepSound () {
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@ -114,7 +114,7 @@ namespace Spine.Unity.Examples {
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[ContextMenu("Check Tracks")]
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void CheckTracks () {
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var state = skeletonAnimation.state;
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var state = skeletonAnimation.AnimationState;
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Debug.Log(state.GetCurrent(0));
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Debug.Log(state.GetCurrent(1));
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}
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@ -122,7 +122,7 @@ namespace Spine.Unity.Examples {
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#region Transient Actions
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public void PlayShoot () {
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// Play the shoot animation on track 1.
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skeletonAnimation.state.SetAnimation(1, shoot, false);
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skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
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//skeletonAnimation.state.AddEmptyAnimation(1, 0.1f, 0f);
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gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
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gunSource.Play();
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@ -131,7 +131,7 @@ namespace Spine.Unity.Examples {
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}
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public void Turn (bool facingLeft) {
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skeletonAnimation.skeleton.FlipX = facingLeft;
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skeletonAnimation.Skeleton.FlipX = facingLeft;
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// Maybe play a transient turning animation too, then call ChangeStableAnimation.
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}
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#endregion
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@ -47,13 +47,13 @@ namespace Spine.Unity.Examples {
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healthText.text = currentHealth + "/" + maxHealth;
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if (currentHealth > 0) {
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spineboy.state.SetAnimation(0, "hit", false);
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spineboy.state.AddAnimation(0, "idle", true, 0);
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spineboy.AnimationState.SetAnimation(0, "hit", false);
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spineboy.AnimationState.AddAnimation(0, "idle", true, 0);
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gauge.fillPercent = (float)currentHealth/(float)maxHealth;
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} else {
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if (currentHealth >= 0) {
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gauge.fillPercent = 0;
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spineboy.state.SetAnimation(0, "death", false).TrackEnd = float.PositiveInfinity;
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spineboy.AnimationState.SetAnimation(0, "death", false).TrackEnd = float.PositiveInfinity;
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}
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}
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}
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@ -80,11 +80,11 @@ namespace Spine.Unity.Examples {
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} else {
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if (Input.GetKey(rightKey)) {
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skeletonAnimation.AnimationName = moveAnimation;
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skeletonAnimation.skeleton.FlipX = false;
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skeletonAnimation.Skeleton.FlipX = false;
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transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
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} else if(Input.GetKey(leftKey)) {
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skeletonAnimation.AnimationName = moveAnimation;
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skeletonAnimation.skeleton.FlipX = true;
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skeletonAnimation.Skeleton.FlipX = true;
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transform.Translate(-moveSpeed * Time.deltaTime, 0, 0);
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} else {
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skeletonAnimation.AnimationName = idleAnimation;
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@ -95,9 +95,9 @@ namespace Spine.Unity.Examples {
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IEnumerator Blink() {
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while (true) {
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yield return new WaitForSeconds(Random.Range(0.25f, 3f));
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skeletonAnimation.skeleton.SetAttachment(eyesSlot, blinkAttachment);
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skeletonAnimation.Skeleton.SetAttachment(eyesSlot, blinkAttachment);
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yield return new WaitForSeconds(blinkDuration);
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skeletonAnimation.skeleton.SetAttachment(eyesSlot, eyesOpenAttachment);
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skeletonAnimation.Skeleton.SetAttachment(eyesSlot, eyesOpenAttachment);
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}
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}
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}
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@ -43,7 +43,7 @@ namespace Spine.Unity.Examples {
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public void Start () {
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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headBone = skeletonAnimation.skeleton.FindBone("head");
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headBone = skeletonAnimation.Skeleton.FindBone("head");
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skeletonAnimation.UpdateLocal += UpdateLocal;
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}
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@ -53,16 +53,16 @@ namespace Spine.Unity.Examples {
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}
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public void OnMouseDown () {
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skeletonAnimation.skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
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skeletonAnimation.skeleton.SetSlotsToSetupPose();
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skeletonAnimation.Skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
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skeletonAnimation.Skeleton.SetSlotsToSetupPose();
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girlSkin = !girlSkin;
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if (girlSkin) {
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skeletonAnimation.skeleton.SetAttachment("right hand item", null);
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skeletonAnimation.skeleton.SetAttachment("left hand item", "spear");
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skeletonAnimation.Skeleton.SetAttachment("right hand item", null);
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skeletonAnimation.Skeleton.SetAttachment("left hand item", "spear");
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} else
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skeletonAnimation.skeleton.SetAttachment("left hand item", "dagger");
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skeletonAnimation.Skeleton.SetAttachment("left hand item", "dagger");
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}
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}
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}
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@ -76,7 +76,7 @@ namespace Spine.Unity.Examples {
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// Case 1: Create an attachment from an atlas.
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RegionAttachment newHand = handSource.GetAtlas().FindRegion(handRegion).ToRegionAttachment("new hand");
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newHand.SetPositionOffset(newHandOffset);
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newHand.rotation = newHandRotation;
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newHand.Rotation = newHandRotation;
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newHand.UpdateOffset();
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int handSlotIndex = skeleton.FindSlotIndex(handSlot);
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handTexture = newHand.GetRegion().ToTexture();
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@ -29,7 +29,6 @@
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*****************************************************************************/
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using UnityEngine;
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using Spine;
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using Spine.Unity;
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@ -39,21 +38,22 @@ namespace Spine.Unity.Examples {
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public void Start () {
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skeletonAnimation = GetComponent<SkeletonAnimation>(); // Get the SkeletonAnimation component for the GameObject this script is attached to.
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var animationState = skeletonAnimation.AnimationState;
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skeletonAnimation.state.Event += HandleEvent;; // Call our method any time an animation fires an event.
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skeletonAnimation.state.End += (entry) => Debug.Log("start: " + entry.trackIndex); // A lambda can be used for the callback instead of a method.
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animationState.Event += HandleEvent;; // Call our method any time an animation fires an event.
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animationState.End += (entry) => Debug.Log("start: " + entry.TrackIndex); // A lambda can be used for the callback instead of a method.
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skeletonAnimation.state.AddAnimation(0, "jump", false, 2); // Queue jump to be played on track 0 two seconds after the starting animation.
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skeletonAnimation.state.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
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animationState.AddAnimation(0, "jump", false, 2); // Queue jump to be played on track 0 two seconds after the starting animation.
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animationState.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
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}
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void HandleEvent (TrackEntry trackEntry, Spine.Event e) {
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Debug.Log(trackEntry.trackIndex + " " + trackEntry.animation.name + ": event " + e + ", " + e.Int);
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Debug.Log(trackEntry.TrackIndex + " " + trackEntry.Animation.Name + ": event " + e + ", " + e.Int);
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}
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public void OnMouseDown () {
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skeletonAnimation.state.SetAnimation(0, "jump", false); // Set jump to be played on track 0 immediately.
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skeletonAnimation.state.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
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skeletonAnimation.AnimationState.SetAnimation(0, "jump", false); // Set jump to be played on track 0 immediately.
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skeletonAnimation.AnimationState.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
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}
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}
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@ -74,6 +74,13 @@ namespace Spine.Unity.Editor {
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targetBoneFollower = (BoneFollower)target;
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if (targetBoneFollower.SkeletonRenderer != null)
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targetBoneFollower.SkeletonRenderer.Initialize(false);
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if (!targetBoneFollower.valid || needsReset) {
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targetBoneFollower.Initialize();
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targetBoneFollower.LateUpdate();
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needsReset = false;
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SceneView.RepaintAll();
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}
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}
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public void OnSceneGUI () {
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@ -114,7 +121,7 @@ namespace Spine.Unity.Editor {
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return;
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}
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if (needsReset) {
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if (needsReset && UnityEngine.Event.current.type == EventType.Layout) {
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targetBoneFollower.Initialize();
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targetBoneFollower.LateUpdate();
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needsReset = false;
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@ -143,11 +150,8 @@ namespace Spine.Unity.Editor {
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if (targetBoneFollower.valid) {
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EditorGUI.BeginChangeCheck();
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EditorGUILayout.PropertyField(boneName);
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if (EditorGUI.EndChangeCheck()) {
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serializedObject.ApplyModifiedProperties();
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needsReset = true;
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serializedObject.Update();
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}
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needsReset |= EditorGUI.EndChangeCheck();
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EditorGUILayout.PropertyField(followBoneRotation);
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EditorGUILayout.PropertyField(followZPosition);
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EditorGUILayout.PropertyField(followLocalScale);
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@ -169,8 +173,10 @@ namespace Spine.Unity.Editor {
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var current = UnityEngine.Event.current;
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bool wasUndo = (current.type == EventType.ValidateCommand && current.commandName == "UndoRedoPerformed");
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if (serializedObject.ApplyModifiedProperties() || wasUndo)
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if (wasUndo)
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targetBoneFollower.Initialize();
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serializedObject.ApplyModifiedProperties();
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}
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}
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@ -341,7 +341,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
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return Sprite.Create(ar.GetMainTexture(), ar.GetUnityRect(), new Vector2(0.5f, 0.5f), pixelsPerUnit);
|
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}
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internal static Texture2D ToTexture (this AtlasRegion ar, bool applyImmediately = true) {
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public static Texture2D ToTexture (this AtlasRegion ar, bool applyImmediately = true) {
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Texture2D sourceTexture = ar.GetMainTexture();
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Rect r = ar.GetUnityRect(sourceTexture.height);
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Texture2D output = new Texture2D((int)r.width, (int)r.height);
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||||
1
spine-unity/Assets/spine-unity/version.txt
Normal file
1
spine-unity/Assets/spine-unity/version.txt
Normal file
@ -0,0 +1 @@
|
||||
This Spine-Unity runtime works with data exported from Spine Editor version: 3.5.xx
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8
spine-unity/Assets/spine-unity/version.txt.meta
Normal file
8
spine-unity/Assets/spine-unity/version.txt.meta
Normal file
@ -0,0 +1,8 @@
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||||
fileFormatVersion: 2
|
||||
guid: 80c06a67282e71043a4b1fad3e0c5654
|
||||
timeCreated: 1485965987
|
||||
licenseType: Free
|
||||
TextScriptImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
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