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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Simplified UpdateWorldTransform at all ISkeletonAnimation components, removed options added in commit 2a31b4d. Added missing old changelog entry.
This commit is contained in:
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2eb1033b65
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ae67ba9b8d
@ -57,6 +57,7 @@
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* **Breaking changes**
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* **Breaking changes**
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* Changed `SpineShaderWithOutlineGUI` outline related methods from `private` to `protected virtual` to allow for custom shader GUI subclasses to switch to different outline shaders.
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* Changed `SpineShaderWithOutlineGUI` outline related methods from `private` to `protected virtual` to allow for custom shader GUI subclasses to switch to different outline shaders.
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* Changed `BoneFollower` and `BoneFollowerGraphic` methods `LateUpdate` and `Initialize` to `virtual` to allow easier overriding for e.g. positional offset in custom subclasses.
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* Changed `BoneFollower` and `BoneFollowerGraphic` methods `LateUpdate` and `Initialize` to `virtual` to allow easier overriding for e.g. positional offset in custom subclasses.
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* `MeshGenerator` received a new optimization option to avoid rendering fully transparent attachments at slot alpha 0 by default. Comment out `#define SLOT_ALPHA_DISABLES_ATTACHMENT` in `MeshGenerator.cs` to revert to previous behaviour. You may only need this option disabled when utilizing a custom shader which uses vertex color alpha for purposes other than transparency.
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* **Changes of default values**
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* **Changes of default values**
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@ -83,15 +83,11 @@ namespace Spine.Unity {
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/// </summary>
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/// </summary>
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public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } }
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public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } }
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/// <summary><para>
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/// <summary>
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/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
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/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
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/// Using this callback will cause the world space values to be solved an extra time.
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/// Using this callback will cause the world space values to be solved an extra time.
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/// Use this callback if want to use bone world space values, and also set bone local values.
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/// Use this callback if want to use bone world space values, and also set bone local values.
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/// </para><para>
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/// </summary>
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/// When used in combination with PhysicsConstraints at your skeleton, you might want to consider adjusting
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/// <see cref="MainPhysicsUpdate"/> and <see cref="AdditionalPhysicsUpdate"/> to save updates by setting one to
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/// <see cref="Skeleton.Physics.Pose"/>.
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/// </para></summary>
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public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } }
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public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } }
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/// <summary>
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/// <summary>
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@ -109,15 +105,6 @@ namespace Spine.Unity {
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/// Instance SkeletonAnimation.timeScale will still be applied.</summary>
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/// Instance SkeletonAnimation.timeScale will still be applied.</summary>
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[SerializeField] protected bool unscaledTime;
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[SerializeField] protected bool unscaledTime;
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public bool UnscaledTime { get { return unscaledTime; } set { unscaledTime = value; } }
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public bool UnscaledTime { get { return unscaledTime; } set { unscaledTime = value; } }
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protected Skeleton.Physics mainPhysicsUpdate = Skeleton.Physics.Update;
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protected Skeleton.Physics additionalPhysicsUpdate = Skeleton.Physics.Update;
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/// <summary>Physics update mode used in the main call to skeleton.UpdateWorldTransform().</summary>
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public Skeleton.Physics MainPhysicsUpdate { get { return mainPhysicsUpdate; } set { mainPhysicsUpdate = value; } }
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/// <summary>Physics update mode used at optional additional calls to skeleton.UpdateWorldTransform(),
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/// such as after the <see cref="UpdateWorld"/> callback if a method is subscribed at the UpdateWorld delegate.
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/// </summary>
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public Skeleton.Physics AdditionalPhysicsUpdate { get { return additionalPhysicsUpdate; } set { additionalPhysicsUpdate = value; } }
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#endregion
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#endregion
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#region Serialized state and Beginner API
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#region Serialized state and Beginner API
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@ -278,11 +265,12 @@ namespace Spine.Unity {
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if (_UpdateLocal != null)
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if (_UpdateLocal != null)
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_UpdateLocal(this);
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_UpdateLocal(this);
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UpdateWorldTransform(mainPhysicsUpdate);
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if (_UpdateWorld == null) {
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UpdateWorldTransform(Skeleton.Physics.Update);
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if (_UpdateWorld != null) {
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} else {
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UpdateWorldTransform(Skeleton.Physics.Pose);
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_UpdateWorld(this);
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_UpdateWorld(this);
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UpdateWorldTransform(additionalPhysicsUpdate);
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UpdateWorldTransform(Skeleton.Physics.Update);
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}
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}
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if (_UpdateComplete != null) {
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if (_UpdateComplete != null) {
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@ -403,11 +403,12 @@ namespace Spine.Unity {
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if (UpdateLocal != null)
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if (UpdateLocal != null)
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UpdateLocal(this);
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UpdateLocal(this);
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UpdateWorldTransform(mainPhysicsUpdate);
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if (UpdateWorld == null) {
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UpdateWorldTransform(Skeleton.Physics.Update);
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if (UpdateWorld != null) {
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} else {
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UpdateWorldTransform(Skeleton.Physics.Pose);
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UpdateWorld(this);
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UpdateWorld(this);
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UpdateWorldTransform(additionalPhysicsUpdate);
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UpdateWorldTransform(Skeleton.Physics.Update);
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}
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}
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if (UpdateComplete != null)
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if (UpdateComplete != null)
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@ -644,15 +645,6 @@ namespace Spine.Unity {
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[SerializeField] protected bool unscaledTime;
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[SerializeField] protected bool unscaledTime;
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public bool UnscaledTime { get { return unscaledTime; } set { unscaledTime = value; } }
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public bool UnscaledTime { get { return unscaledTime; } set { unscaledTime = value; } }
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protected Skeleton.Physics mainPhysicsUpdate = Skeleton.Physics.Update;
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protected Skeleton.Physics additionalPhysicsUpdate = Skeleton.Physics.Update;
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/// <summary>Physics update mode used in the main call to skeleton.UpdateWorldTransform().</summary>
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public Skeleton.Physics MainPhysicsUpdate { get { return mainPhysicsUpdate; } set { mainPhysicsUpdate = value; } }
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/// <summary>Physics update mode used at optional additional calls to skeleton.UpdateWorldTransform(),
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/// such as after the <see cref="UpdateWorld"/> callback if a method is subscribed at the UpdateWorld delegate.
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/// </summary>
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public Skeleton.Physics AdditionalPhysicsUpdate { get { return additionalPhysicsUpdate; } set { additionalPhysicsUpdate = value; } }
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/// <summary> Occurs after the vertex data populated every frame, before the vertices are pushed into the mesh.</summary>
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/// <summary> Occurs after the vertex data populated every frame, before the vertices are pushed into the mesh.</summary>
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public event Spine.Unity.MeshGeneratorDelegate OnPostProcessVertices;
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public event Spine.Unity.MeshGeneratorDelegate OnPostProcessVertices;
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@ -63,15 +63,11 @@ namespace Spine.Unity {
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/// Use this callback when you want to set bone local values.</summary>
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/// Use this callback when you want to set bone local values.</summary>
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public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } }
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public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } }
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/// <summary><para>
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/// <summary>
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/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
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/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
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/// Using this callback will cause the world space values to be solved an extra time.
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/// Using this callback will cause the world space values to be solved an extra time.
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/// Use this callback if want to use bone world space values, and also set bone local values.
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/// Use this callback if want to use bone world space values, and also set bone local values.
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/// </para><para>
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/// </summary>
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/// When used in combination with PhysicsConstraints at your skeleton, you might want to consider adjusting
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/// <see cref="MainPhysicsUpdate"/> and <see cref="AdditionalPhysicsUpdate"/> to save updates by setting one to
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/// <see cref="Skeleton.Physics.Pose"/>.
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/// </para></summary>
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public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } }
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public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } }
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/// <summary>
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/// <summary>
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@ -82,15 +78,6 @@ namespace Spine.Unity {
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[SerializeField] protected UpdateTiming updateTiming = UpdateTiming.InUpdate;
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[SerializeField] protected UpdateTiming updateTiming = UpdateTiming.InUpdate;
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public UpdateTiming UpdateTiming { get { return updateTiming; } set { updateTiming = value; } }
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public UpdateTiming UpdateTiming { get { return updateTiming; } set { updateTiming = value; } }
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protected Skeleton.Physics mainPhysicsUpdate = Skeleton.Physics.Update;
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protected Skeleton.Physics additionalPhysicsUpdate = Skeleton.Physics.Update;
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/// <summary>Physics update mode used in the main call to skeleton.UpdateWorldTransform().</summary>
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public Skeleton.Physics MainPhysicsUpdate { get { return mainPhysicsUpdate; } set { mainPhysicsUpdate = value; } }
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/// <summary>Physics update mode used at optional additional calls to skeleton.UpdateWorldTransform(),
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/// such as after the <see cref="UpdateWorld"/> callback if a method is subscribed at the UpdateWorld delegate.
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/// </summary>
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public Skeleton.Physics AdditionalPhysicsUpdate { get { return additionalPhysicsUpdate; } set { additionalPhysicsUpdate = value; } }
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#endregion
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#endregion
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public override void Initialize (bool overwrite, bool quiet = false) {
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public override void Initialize (bool overwrite, bool quiet = false) {
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@ -170,11 +157,12 @@ namespace Spine.Unity {
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if (_UpdateLocal != null)
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if (_UpdateLocal != null)
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_UpdateLocal(this);
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_UpdateLocal(this);
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UpdateWorldTransform(mainPhysicsUpdate);
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if (_UpdateWorld == null) {
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UpdateWorldTransform(Skeleton.Physics.Update);
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if (_UpdateWorld != null) {
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} else {
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UpdateWorldTransform(Skeleton.Physics.Pose);
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_UpdateWorld(this);
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_UpdateWorld(this);
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UpdateWorldTransform(additionalPhysicsUpdate);
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UpdateWorldTransform(Skeleton.Physics.Update);
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}
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}
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if (_UpdateComplete != null)
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if (_UpdateComplete != null)
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@ -63,8 +63,6 @@ namespace Spine.Unity {
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event UpdateBonesDelegate UpdateComplete;
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event UpdateBonesDelegate UpdateComplete;
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Skeleton Skeleton { get; }
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Skeleton Skeleton { get; }
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UpdateTiming UpdateTiming { get; set; }
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UpdateTiming UpdateTiming { get; set; }
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Skeleton.Physics MainPhysicsUpdate { get; set; }
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Skeleton.Physics AdditionalPhysicsUpdate { get; set; }
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}
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}
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/// <summary>Holds a reference to a SkeletonDataAsset.</summary>
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/// <summary>Holds a reference to a SkeletonDataAsset.</summary>
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.spine-unity",
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"name": "com.esotericsoftware.spine.spine-unity",
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"displayName": "spine-unity Runtime",
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"displayName": "spine-unity Runtime",
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"description": "This plugin provides the spine-unity runtime core.",
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"description": "This plugin provides the spine-unity runtime core.",
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"version": "4.2.37",
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"version": "4.2.38",
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"unity": "2018.3",
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"unity": "2018.3",
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"author": {
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"author": {
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"name": "Esoteric Software",
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"name": "Esoteric Software",
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