Merge branch '4.0' into 4.1-beta

This commit is contained in:
Harald Csaszar 2021-11-03 20:06:47 +01:00
commit a135288a7c

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@ -30,7 +30,7 @@
// Contributed by: Mitch Thompson // Contributed by: Mitch Thompson
#if UNITY_2019_2 || UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 // note: 2020.3+ uses old bahavior again #if UNITY_2019_2 || UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 // note: 2020.3+ uses old bahavior again
#define HINGE_JOINT_NEW_BEHAVIOUR #define HINGE_JOINT_2019_BEHAVIOUR
#endif #endif
using System.Collections; using System.Collections;
@ -42,7 +42,7 @@ namespace Spine.Unity.Examples {
public class SkeletonRagdoll2D : MonoBehaviour { public class SkeletonRagdoll2D : MonoBehaviour {
static Transform parentSpaceHelper; static Transform parentSpaceHelper;
#region Inspector #region Inspector
[Header("Hierarchy")] [Header("Hierarchy")]
[SpineBone] [SpineBone]
public string startingBoneName = ""; public string startingBoneName = "";
@ -72,7 +72,7 @@ namespace Spine.Unity.Examples {
[Range(0, 1)] [Range(0, 1)]
public float mix = 1; public float mix = 1;
public bool oldRagdollBehaviour = false; public bool oldRagdollBehaviour = false;
#endregion #endregion
ISkeletonAnimation targetSkeletonComponent; ISkeletonAnimation targetSkeletonComponent;
Skeleton skeleton; Skeleton skeleton;
@ -110,7 +110,7 @@ namespace Spine.Unity.Examples {
} }
} }
#region API #region API
public Rigidbody2D[] RigidbodyArray { public Rigidbody2D[] RigidbodyArray {
get { get {
if (!isActive) if (!isActive)
@ -174,7 +174,7 @@ namespace Spine.Unity.Examples {
joint.GetComponent<Rigidbody2D>().mass = joint.connectedBody.mass * massFalloffFactor; joint.GetComponent<Rigidbody2D>().mass = joint.connectedBody.mass * massFalloffFactor;
#if HINGE_JOINT_NEW_BEHAVIOUR #if HINGE_JOINT_2019_BEHAVIOUR
float referenceAngle = (rbParent.transform.eulerAngles.z - t.eulerAngles.z + 360f) % 360f; float referenceAngle = (rbParent.transform.eulerAngles.z - t.eulerAngles.z + 360f) % 360f;
float minAngle = referenceAngle - rotationLimit; float minAngle = referenceAngle - rotationLimit;
float maxAngle = referenceAngle + rotationLimit; float maxAngle = referenceAngle + rotationLimit;
@ -299,7 +299,7 @@ namespace Spine.Unity.Examples {
var bone = skeleton.FindBone(boneName); var bone = skeleton.FindBone(boneName);
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody2D>() : null; return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody2D>() : null;
} }
#endregion #endregion
/// <summary>Generates the ragdoll simulation's Transform and joint setup.</summary> /// <summary>Generates the ragdoll simulation's Transform and joint setup.</summary>
void RecursivelyCreateBoneProxies (Bone b) { void RecursivelyCreateBoneProxies (Bone b) {