Merge branch '3.7-beta' into 3.7-beta-cpp

This commit is contained in:
badlogic 2018-12-04 16:38:26 +01:00
commit bd3d9ee36a
9 changed files with 86 additions and 13 deletions

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@ -38,7 +38,7 @@ using std::min;
using std::max;
using std::vector;
namespace spine {
namespace spine {
typedef struct _TrackEntryListeners {
StartListener startListener;
@ -112,6 +112,8 @@ void SkeletonAnimation::initialize () {
_state = new (__FILE__, __LINE__) AnimationState(new (__FILE__, __LINE__) AnimationStateData(_skeleton->getData()));
_state->setRendererObject(this);
_state->setListener(animationCallback);
_firstDraw = true;
}
SkeletonAnimation::SkeletonAnimation ()
@ -126,12 +128,20 @@ SkeletonAnimation::~SkeletonAnimation () {
void SkeletonAnimation::update (float deltaTime) {
super::update(deltaTime);
deltaTime *= _timeScale;
_state->update(deltaTime);
_state->apply(*_skeleton);
deltaTime *= _timeScale;
_state->update(deltaTime);
_state->apply(*_skeleton);
_skeleton->updateWorldTransform();
}
void SkeletonAnimation::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t transformFlags) {
if (_firstDraw) {
_firstDraw = false;
update(0);
}
super::draw(renderer, transform, transformFlags);
}
void SkeletonAnimation::setAnimationStateData (AnimationStateData* stateData) {
CCASSERT(stateData, "stateData cannot be null.");

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@ -67,6 +67,7 @@ public:
}
virtual void update (float deltaTime) override;
virtual void draw (cocos2d::Renderer* renderer, const cocos2d::Mat4& transform, uint32_t transformFlags) override;
void setAnimationStateData (AnimationStateData* stateData);
void setMix (const std::string& fromAnimation, const std::string& toAnimation, float duration);
@ -109,6 +110,7 @@ protected:
AnimationState* _state;
bool _ownsAnimationStateData;
bool _firstDraw;
StartListener _startListener;
InterruptListener _interruptListener;

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@ -997,7 +997,7 @@ public class AnimationState {
/** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the
* <code>eventThreshold</code>, event timelines are applied while this animation is being mixed out. Defaults to 0, so event
* timelines are not applied for an animation being mixed out. */
* timelines are not applied while this animation is being mixed out. */
public float getEventThreshold () {
return eventThreshold;
}
@ -1008,7 +1008,7 @@ public class AnimationState {
/** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the
* <code>attachmentThreshold</code>, attachment timelines are applied while this animation is being mixed out. Defaults to
* 0, so attachment timelines are not applied for an animation being mixed out. */
* 0, so attachment timelines are not applied while this animation is being mixed out. */
public float getAttachmentThreshold () {
return attachmentThreshold;
}
@ -1019,7 +1019,7 @@ public class AnimationState {
/** When the mix percentage ({@link #getMixTime()} / {@link #getMixDuration()}) is less than the
* <code>drawOrderThreshold</code>, draw order timelines are applied while this animation is being mixed out. Defaults to 0,
* so draw order timelines are not applied for an animation being mixed out. */
* so draw order timelines are not applied while this animation is being mixed out. */
public float getDrawOrderThreshold () {
return drawOrderThreshold;
}

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@ -3,6 +3,11 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
#if UNITY_2018_3 || UNITY_2019
#define NEW_PREFAB_SYSTEM
#endif
namespace Spine.Unity.Editor {
using Editor = UnityEditor.Editor;
@ -11,6 +16,7 @@ namespace Spine.Unity.Editor {
public class SkeletonBakingWindow : EditorWindow {
const bool IsUtilityWindow = true;
#if !NEW_PREFAB_SYSTEM
[MenuItem("CONTEXT/SkeletonDataAsset/Skeleton Baking", false, 5000)]
public static void Init (MenuCommand command) {
var window = EditorWindow.GetWindow<SkeletonBakingWindow>(IsUtilityWindow);
@ -20,6 +26,7 @@ namespace Spine.Unity.Editor {
window.skeletonDataAsset = command.context as SkeletonDataAsset;
window.Show();
}
#endif
public SkeletonDataAsset skeletonDataAsset;
[SpineSkin(dataField:"skeletonDataAsset")]

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@ -477,7 +477,7 @@ namespace Spine.Unity.Editor {
}
} else {
foreach (var slot in skeleton.DrawOrder) {
var slotNames = SkeletonRendererInspector.GetSeparatorSlotMember(skeletonRenderer);
var slotNames = SkeletonRendererInspector.GetSeparatorSlotNames(skeletonRenderer);
for (int i = 0, n = slotNames.Length; i < n; i++) {
if (string.Equals(slotNames[i], slot.Data.Name, System.StringComparison.Ordinal)) {
EditorGUILayout.LabelField(SeparatorString);

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@ -341,7 +341,12 @@ namespace Spine.Unity.Editor {
}
}
public static string[] GetSeparatorSlotMember (SkeletonRenderer skeletonRenderer) {
public static void SetSeparatorSlotNames (SkeletonRenderer skeletonRenderer, string[] newSlotNames) {
var field = SpineInspectorUtility.GetNonPublicField(typeof(SkeletonRenderer), SeparatorSlotNamesFieldName);
field.SetValue(skeletonRenderer, newSlotNames);
}
public static string[] GetSeparatorSlotNames (SkeletonRenderer skeletonRenderer) {
var field = SpineInspectorUtility.GetNonPublicField(typeof(SkeletonRenderer), SeparatorSlotNamesFieldName);
return field.GetValue(skeletonRenderer) as string[];
}

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@ -367,6 +367,47 @@ namespace Spine.Unity {
currentSmartMesh.instructionUsed.Set(currentInstructions);
}
public void FindAndApplySeparatorSlots (string startsWith, bool clearExistingSeparators = true, bool updateStringArray = false) {
if (string.IsNullOrEmpty(startsWith)) return;
FindAndApplySeparatorSlots(
(slotName) => slotName.StartsWith(startsWith),
clearExistingSeparators,
updateStringArray
);
}
public void FindAndApplySeparatorSlots (System.Func<string, bool> slotNamePredicate, bool clearExistingSeparators = true, bool updateStringArray = false) {
if (slotNamePredicate == null) return;
if (!valid) return;
if (clearExistingSeparators)
separatorSlots.Clear();
var slots = skeleton.slots;
foreach (var slot in slots) {
if (slotNamePredicate.Invoke(slot.data.name))
separatorSlots.Add(slot);
}
if (updateStringArray) {
var detectedSeparatorNames = new List<string>();
foreach (var slot in skeleton.slots) {
string slotName = slot.data.name;
if (slotNamePredicate.Invoke(slotName))
detectedSeparatorNames.Add(slotName);
}
if (!clearExistingSeparators) {
string[] originalNames = this.separatorSlotNames;
foreach (string originalName in originalNames)
detectedSeparatorNames.Add(originalName);
}
this.separatorSlotNames = detectedSeparatorNames.ToArray();
}
}
public void ReapplySeparatorSlotNames () {
if (!valid)
return;

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@ -128,10 +128,11 @@ namespace Spine.Unity.Modules {
meshRenderer.SetPropertyBlock(block);
}
public static SkeletonPartsRenderer NewPartsRendererGameObject (Transform parent, string name) {
public static SkeletonPartsRenderer NewPartsRendererGameObject (Transform parent, string name, int sortingOrder = 0) {
var go = new GameObject(name, typeof(MeshFilter), typeof(MeshRenderer));
go.transform.SetParent(parent, false);
var returnComponent = go.AddComponent<SkeletonPartsRenderer>();
returnComponent.MeshRenderer.sortingOrder = sortingOrder;
return returnComponent;
}

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@ -106,6 +106,8 @@ namespace Spine.Unity.Modules {
componentRenderers.Add(spr);
}
srs.OnEnable();
#if UNITY_EDITOR
// Make sure editor updates properly in edit mode.
if (!Application.isPlaying) {
@ -119,7 +121,7 @@ namespace Spine.Unity.Modules {
}
/// <summary>Add a child SkeletonPartsRenderer GameObject to this SkeletonRenderSeparator.</summary>
public void AddPartsRenderer (int sortingOrderIncrement = DefaultSortingOrderIncrement) {
public SkeletonPartsRenderer AddPartsRenderer (int sortingOrderIncrement = DefaultSortingOrderIncrement, string name = null) {
int sortingLayerID = 0;
int sortingOrder = 0;
if (partsRenderers.Count > 0) {
@ -128,13 +130,18 @@ namespace Spine.Unity.Modules {
sortingLayerID = previousMeshRenderer.sortingLayerID;
sortingOrder = previousMeshRenderer.sortingOrder + sortingOrderIncrement;
}
var spr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRenderer.transform, partsRenderers.Count.ToString());
if (string.IsNullOrEmpty(name))
name = partsRenderers.Count.ToString();
var spr = SkeletonPartsRenderer.NewPartsRendererGameObject(skeletonRenderer.transform, name);
partsRenderers.Add(spr);
var mr = spr.MeshRenderer;
mr.sortingLayerID = sortingLayerID;
mr.sortingOrder = sortingOrder;
return spr;
}
#endregion