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[ts] Closes #2370, added SpineCanvas.dispose and callback.
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@ -104,7 +104,7 @@
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* Tint Black: Added support for [Tint Black](http://en.esotericsoftware.com/spine-slots#Tint-black) functionality at all Spine URP shaders (2D and 3D shaders) and at all standard pipeline `Spine/Sprite` shaders. This feature can be enabled via the `Tint Black` material parameter in the Inspector. Note: The URP Sprite shaders provided in the Spine URP Shaders extension UPM package require the latest version of the spine-unity runtime (package version 4.1.12, 2023-05-31 or newer) to display the added material parameters in the Inspector GUI.
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* Added `SkeletonGraphic.MeshScale` property to allow access to calculated mesh scale. `MeshScale` is based on (1) Canvas pixels per unit, and (2) `RectTransform` bounds when using `Layout Scale Mode` other than `None` at `SkeletonGraphic` which scales the skeleton mesh to fit the parent `RectTransform` bounds accordingly.
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* Added `updateSeparatorPartScale` property to `SkeletonGraphic` to let render separator parts follow the scale (lossy scale) of the `SkeletonGraphic` GameObject. Defaults to `false` to maintain existing behaviour.
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* Added experimental `EditorSkeletonPlayer` component to allow Editor playback of the initial animation set at `SkeletonAnimation` or `SkeletonGraphic` components. Add this component to your skeleton GameObject to enable the in-editor animation preview. Allows configurations for continuous playback when selected, deselected, and alternative single-frame preview by setting `Fixed Track Time` to any value other than 0. Limitations: At skeletons with variable material count the Inspector preview may be too unresponsive. It is then recommended to disable the `EditorSkeletonPlayer` component (at the top of the Inspector) to make it responsive again, then you can disable `Play When Selected` and re-enable the component to preview playback only when deselected.
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* Added experimental `EditorSkeletonPlayer` component to allow Editor playback of the initial animation set at `SkeletonAnimation` or `SkeletonGraphic` components. Add this component to your skeleton GameObject to enable the in-editor animation preview. Allows configurations for continuous playback when selected, deselected, and alternative single-frame preview by setting `Fixed Track Time` to any value other than 0. Limitations: At skeletons with variable material count the Inspector preview may be too unresponsive. It is then recommended to disable the `EditorSkeletonPlayer` component (at the top of the Inspector) to make it responsive again, then you can disable `Play When Selected` and re-enable the component to preview playback only when deselected.
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* Added example component `RenderCombinedMesh` to render a combined mesh of multiple meshes or submeshes. This is required by `OutlineOnly` shaders to render a combined outline when using `SkeletonRenderSeparator` or multiple atlas pages which would normally lead to outlines around individual parts. To add a combined outline to your SkeletenRenderer:
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1) Add a child GameObject and move it a bit back (e.g. position Z = 0.01).
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2) Add a `RenderCombinedMesh` component, provided in the `Spine Examples/Scripts/Sample Components` directory.
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@ -168,6 +168,7 @@
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### WebGL backend
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* `PolygonBatcher` can now disable culling automatically if the static variable `PolygonBatcher.disableCulling` is set to true.
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* Added `SpineCanvas`, a simpler way to render a scene via spine-webgl. See `spine-ts/spine-webgl/examples/barebones.html` and `spine-ts/spine-webgl/examples/mix-and-match.html`.
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* Added `SpineCanavs.dispose()` to halt the updating and rendering of the canvas.
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### Canvas backend
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* Improved example.
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@ -32,12 +32,12 @@ import { TimeKeeper, AssetManager, ManagedWebGLRenderingContext, SceneRenderer,
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/** An app running inside a {@link SpineCanvas}. The app life-cycle
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* is as follows:
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*
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* 1. `loadAssets()` is called. The app can queue assets for loading via {@link SpineCanvas#assetManager}.
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* 1. `loadAssets()` is called. The app can queue assets for loading via {@link SpineCanvas.assetManager}.
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* 2. `initialize()` is called when all assets are loaded. The app can setup anything it needs to enter the main application logic.
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* 3. `update()` is called periodically at screen refresh rate. The app can update its state.
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* 4. `render()` is called periodically at screen refresh rate. The app can render its state via {@link SpineCanvas#renderer} or directly via the WebGL context in {@link SpineCanvas.gl}`
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* 4. `render()` is called periodically at screen refresh rate. The app can render its state via {@link SpineCanvas.renderer} or directly via the WebGL context in {@link SpineCanvas.gl}.
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*
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* The `error()` method is called in case the assets could not be loaded.
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* The `error()` method is called in case the assets could not be loaded. The `dispose()` method is called in case the canvas has been disposed via {@link SpineCanvas.dispose}.
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*/
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export interface SpineCanvasApp {
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loadAssets?(canvas: SpineCanvas): void;
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@ -45,6 +45,7 @@ export interface SpineCanvasApp {
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update?(canvas: SpineCanvas, delta: number): void;
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render?(canvas: SpineCanvas): void;
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error?(canvas: SpineCanvas, errors: StringMap<string>): void;
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dispose?(canvas: SpineCanvas): void;
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}
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/** Configuration passed to the {@link SpineCanvas} constructor */
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@ -75,8 +76,10 @@ export class SpineCanvas {
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/** The input processor used to listen to mouse, touch, and keyboard events. */
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readonly input: Input;
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private disposed = false;
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/** Constructs a new spine canvas, rendering to the provided HTML canvas. */
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constructor (canvas: HTMLCanvasElement, config: SpineCanvasConfig) {
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constructor (canvas: HTMLCanvasElement, private config: SpineCanvasConfig) {
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if (!config.pathPrefix) config.pathPrefix = "";
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if (!config.app) config.app = {
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loadAssets: () => { },
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@ -84,6 +87,7 @@ export class SpineCanvas {
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update: () => { },
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render: () => { },
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error: () => { },
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dispose: () => { },
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}
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if (config.webglConfig) config.webglConfig = { alpha: true };
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@ -97,6 +101,7 @@ export class SpineCanvas {
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if (config.app.loadAssets) config.app.loadAssets(this);
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let loop = () => {
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if (this.disposed) return;
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requestAnimationFrame(loop);
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this.time.update();
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if (config.app.update) config.app.update(this, this.time.delta);
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@ -104,6 +109,7 @@ export class SpineCanvas {
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}
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let waitForAssets = () => {
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if (this.disposed) return;
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if (this.assetManager.isLoadingComplete()) {
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if (this.assetManager.hasErrors()) {
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if (config.app.error) config.app.error(this, this.assetManager.getErrors());
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@ -123,4 +129,10 @@ export class SpineCanvas {
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this.gl.clearColor(r, g, b, a);
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this.gl.clear(this.gl.COLOR_BUFFER_BIT);
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}
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/** Disposes the app, so the update() and render() functions are no longer called. Calls the dispose() callback.*/
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dispose() {
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if (this.config.app.dispose) this.config.app.dispose(this);
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this.disposed = true;
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}
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}
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