[unity] Update examples.

This commit is contained in:
pharan 2018-06-08 01:50:00 +08:00
parent 8cb2197da3
commit a23477aa06
71 changed files with 1675 additions and 4633 deletions

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@ -10,7 +10,7 @@ namespace Spine.Unity.Examples {
public Texture2D[] textures;
public Material materialPropertySource;
AtlasAsset runtimeAtlasAsset;
SpineAtlasAsset runtimeAtlasAsset;
SkeletonDataAsset runtimeSkeletonDataAsset;
SkeletonAnimation runtimeSkeletonAnimation;
@ -19,7 +19,7 @@ namespace Spine.Unity.Examples {
// 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset)
// 3. Create SkeletonAnimation (needs a valid SkeletonDataAsset)
runtimeAtlasAsset = AtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true);
runtimeAtlasAsset = SpineAtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true);
runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);
}

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@ -32,6 +32,7 @@ using UnityEngine;
using Spine.Unity;
namespace Spine.Unity.Examples {
[RequireComponent(typeof(CharacterController))]
public class BasicPlatformerController : MonoBehaviour {
@ -56,6 +57,7 @@ namespace Spine.Unity.Examples {
public SkeletonAnimation skeletonAnimation;
[Header("Animation")]
public TransitionDictionaryExample transitions;
public AnimationReferenceAsset walk;
public AnimationReferenceAsset run;
public AnimationReferenceAsset idle;
@ -149,6 +151,7 @@ namespace Spine.Unity.Examples {
controller.Move(velocity * dt);
// Animation
// Determine target animation.
if (isGrounded) {
if (doCrouch) {
targetAnimation = crouch;
@ -162,17 +165,23 @@ namespace Spine.Unity.Examples {
targetAnimation = velocity.y > 0 ? jump : fall;
}
// Handle change in target animation.
if (previousTargetAnimation != targetAnimation) {
if (targetAnimation == run && previousTargetAnimation == fall) {
skeletonAnimation.AnimationState.SetAnimation(0, runFromFall, false);
skeletonAnimation.AnimationState.AddAnimation(0, run, true, 0f);
Animation transition = null;
if (transitions != null && previousTargetAnimation != null) {
transition = transitions.GetTransition(previousTargetAnimation, targetAnimation);
}
if (transition != null) {
skeletonAnimation.AnimationState.SetAnimation(0, transition, false).MixDuration = 0.05f;
skeletonAnimation.AnimationState.AddAnimation(0, targetAnimation, true, 0f);
} else {
skeletonAnimation.AnimationState.SetAnimation(0, targetAnimation, true);
}
}
previousTargetAnimation = targetAnimation;
// Face intended direction.
if (input.x != 0)
skeletonAnimation.Skeleton.FlipX = input.x < 0;

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@ -0,0 +1,35 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
// This is an example of how you could store animation transitions for use in your animation system.
// More ideally, this would be stored in a ScriptableObject in asset form rather than in a MonoBehaviour.
public sealed class TransitionDictionaryExample : MonoBehaviour {
[System.Serializable]
public struct SerializedEntry {
public AnimationReferenceAsset from;
public AnimationReferenceAsset to;
public AnimationReferenceAsset transition;
}
[SerializeField]
List<SerializedEntry> transitions = new List<SerializedEntry>();
readonly Dictionary<AnimationStateData.AnimationPair, Animation> dictionary = new Dictionary<AnimationStateData.AnimationPair, Animation>();
void Start () {
dictionary.Clear();
foreach (var e in transitions) {
dictionary.Add(new AnimationStateData.AnimationPair(e.from.Animation, e.to.Animation), e.transition.Animation);
}
}
public Animation GetTransition (Animation from, Animation to) {
Animation result;
dictionary.TryGetValue(new AnimationStateData.AnimationPair(from, to), out result);
return result;
}
}
}

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@ -44,7 +44,7 @@ namespace Spine.Unity.Examples {
collectedSkin.Append(equipsSkin);
// 2. Create a repacked skin.
var repackedSkin = collectedSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].materials[0], out runtimeMaterial, out runtimeAtlas);
var repackedSkin = collectedSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas);
collectedSkin.Clear();
// 3. Use the repacked skin.

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@ -67,7 +67,7 @@ namespace Spine.Unity.Examples {
if (sourceMaterial == null) {
var skeletonAnimation = GetComponent<SkeletonAnimation>();
if (skeletonAnimation != null)
sourceMaterial = skeletonAnimation.SkeletonDataAsset.atlasAssets[0].materials[0];
sourceMaterial = skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
}
}

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@ -66,7 +66,7 @@ namespace Spine.Unity.Examples {
if (sourceMaterial == null) {
var skeletonGraphic = GetComponent<SkeletonGraphic>();
if (skeletonGraphic != null)
sourceMaterial = skeletonGraphic.SkeletonDataAsset.atlasAssets[0].materials[0];
sourceMaterial = skeletonGraphic.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
}
}

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@ -44,7 +44,7 @@ namespace Spine.Unity.Modules {
[SpineAtlasRegion] public string region;
}
[SerializeField] protected AtlasAsset atlasAsset;
[SerializeField] protected SpineAtlasAsset atlasAsset;
[SerializeField] protected bool inheritProperties = true;
[SerializeField] protected List<SlotRegionPair> attachments = new List<SlotRegionPair>();

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@ -56,7 +56,7 @@ namespace Spine.Unity.Examples {
if (skeletonRenderer == null) return;
var skeleton = skeletonRenderer.skeleton; if (skeleton == null) return;
fillAnimation.Animation.Apply(skeleton, 0, percent, false, null, 1f, MixPose.Setup, MixDirection.In);
fillAnimation.Animation.Apply(skeleton, 0, percent, false, null, 1f, MixBlend.Setup, MixDirection.In);
skeleton.Update(Time.deltaTime);
skeleton.UpdateWorldTransform();

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