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[unity] Move Components into their own folder.
This commit is contained in:
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@ -1,184 +1,184 @@
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/******************************************************************************
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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* Spine Runtimes Software License v2.5
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*
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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* All rights reserved.
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||||||
*
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*
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||||||
* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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||||||
* non-transferable license to use, install, execute, and perform the Spine
|
* non-transferable license to use, install, execute, and perform the Spine
|
||||||
* Runtimes software and derivative works solely for personal or internal
|
* Runtimes software and derivative works solely for personal or internal
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||||||
* use. Without the written permission of Esoteric Software (see Section 2 of
|
* use. Without the written permission of Esoteric Software (see Section 2 of
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||||||
* the Spine Software License Agreement), you may not (a) modify, translate,
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* the Spine Software License Agreement), you may not (a) modify, translate,
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||||||
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
* adapt, or develop new applications using the Spine Runtimes or otherwise
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||||||
* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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||||||
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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||||||
* or other intellectual property or proprietary rights notices on or in the
|
* or other intellectual property or proprietary rights notices on or in the
|
||||||
* Software, including any copy thereof. Redistributions in binary or source
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* Software, including any copy thereof. Redistributions in binary or source
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||||||
* form must include this license and terms.
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* form must include this license and terms.
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||||||
*
|
*
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||||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
||||||
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||||
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||||||
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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||||||
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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||||||
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
||||||
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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||||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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*****************************************************************************/
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using System;
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using System;
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using UnityEngine;
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using UnityEngine;
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namespace Spine.Unity {
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namespace Spine.Unity {
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/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
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/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
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[ExecuteInEditMode]
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[ExecuteInEditMode]
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[AddComponentMenu("Spine/BoneFollower")]
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[AddComponentMenu("Spine/BoneFollower")]
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public class BoneFollower : MonoBehaviour {
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public class BoneFollower : MonoBehaviour {
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#region Inspector
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#region Inspector
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public SkeletonRenderer skeletonRenderer;
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public SkeletonRenderer skeletonRenderer;
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public SkeletonRenderer SkeletonRenderer {
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public SkeletonRenderer SkeletonRenderer {
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get { return skeletonRenderer; }
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get { return skeletonRenderer; }
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set {
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set {
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skeletonRenderer = value;
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skeletonRenderer = value;
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Initialize();
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Initialize();
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}
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}
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}
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}
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/// <summary>If a bone isn't set in code, boneName is used to find the bone at the beginning. For runtime switching by name, use SetBoneByName. You can also set the BoneFollower.bone field directly.</summary>
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/// <summary>If a bone isn't set in code, boneName is used to find the bone at the beginning. For runtime switching by name, use SetBoneByName. You can also set the BoneFollower.bone field directly.</summary>
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[SpineBone(dataField: "skeletonRenderer")]
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[SpineBone(dataField: "skeletonRenderer")]
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[SerializeField] public string boneName;
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[SerializeField] public string boneName;
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public bool followZPosition = true;
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public bool followZPosition = true;
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public bool followBoneRotation = true;
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public bool followBoneRotation = true;
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[Tooltip("Follows the skeleton's flip state by controlling this Transform's local scale.")]
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[Tooltip("Follows the skeleton's flip state by controlling this Transform's local scale.")]
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public bool followSkeletonFlip = true;
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public bool followSkeletonFlip = true;
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[Tooltip("Follows the target bone's local scale. BoneFollower cannot inherit world/skewed scale because of UnityEngine.Transform property limitations.")]
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[Tooltip("Follows the target bone's local scale. BoneFollower cannot inherit world/skewed scale because of UnityEngine.Transform property limitations.")]
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public bool followLocalScale = false;
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public bool followLocalScale = false;
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[UnityEngine.Serialization.FormerlySerializedAs("resetOnAwake")]
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[UnityEngine.Serialization.FormerlySerializedAs("resetOnAwake")]
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public bool initializeOnAwake = true;
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public bool initializeOnAwake = true;
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#endregion
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#endregion
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[NonSerialized] public bool valid;
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[NonSerialized] public bool valid;
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/// <summary>
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/// <summary>
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/// The bone.
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/// The bone.
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/// </summary>
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/// </summary>
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[NonSerialized] public Bone bone;
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[NonSerialized] public Bone bone;
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Transform skeletonTransform;
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Transform skeletonTransform;
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bool skeletonTransformIsParent;
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bool skeletonTransformIsParent;
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/// <summary>
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/// <summary>
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/// Sets the target bone by its bone name. Returns false if no bone was found. To set the bone by reference, use BoneFollower.bone directly.</summary>
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/// Sets the target bone by its bone name. Returns false if no bone was found. To set the bone by reference, use BoneFollower.bone directly.</summary>
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public bool SetBone (string name) {
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public bool SetBone (string name) {
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bone = skeletonRenderer.skeleton.FindBone(name);
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bone = skeletonRenderer.skeleton.FindBone(name);
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if (bone == null) {
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if (bone == null) {
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Debug.LogError("Bone not found: " + name, this);
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Debug.LogError("Bone not found: " + name, this);
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return false;
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return false;
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}
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}
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boneName = name;
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boneName = name;
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return true;
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return true;
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}
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}
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public void Awake () {
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public void Awake () {
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if (initializeOnAwake) Initialize();
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if (initializeOnAwake) Initialize();
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}
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}
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public void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) {
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public void HandleRebuildRenderer (SkeletonRenderer skeletonRenderer) {
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Initialize();
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Initialize();
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}
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}
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public void Initialize () {
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public void Initialize () {
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bone = null;
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bone = null;
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valid = skeletonRenderer != null && skeletonRenderer.valid;
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valid = skeletonRenderer != null && skeletonRenderer.valid;
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if (!valid) return;
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if (!valid) return;
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skeletonTransform = skeletonRenderer.transform;
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skeletonTransform = skeletonRenderer.transform;
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skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
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skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
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skeletonRenderer.OnRebuild += HandleRebuildRenderer;
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skeletonRenderer.OnRebuild += HandleRebuildRenderer;
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skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
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skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
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if (!string.IsNullOrEmpty(boneName))
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if (!string.IsNullOrEmpty(boneName))
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bone = skeletonRenderer.skeleton.FindBone(boneName);
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bone = skeletonRenderer.skeleton.FindBone(boneName);
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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if (Application.isEditor)
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if (Application.isEditor)
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LateUpdate();
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LateUpdate();
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#endif
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#endif
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}
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}
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void OnDestroy () {
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void OnDestroy () {
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if (skeletonRenderer != null)
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if (skeletonRenderer != null)
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skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
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skeletonRenderer.OnRebuild -= HandleRebuildRenderer;
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}
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}
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public void LateUpdate () {
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public void LateUpdate () {
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if (!valid) {
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if (!valid) {
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Initialize();
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Initialize();
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return;
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return;
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}
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}
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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if (!Application.isPlaying)
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skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
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skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
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#endif
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#endif
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if (bone == null) {
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if (bone == null) {
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if (string.IsNullOrEmpty(boneName)) return;
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if (string.IsNullOrEmpty(boneName)) return;
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bone = skeletonRenderer.skeleton.FindBone(boneName);
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bone = skeletonRenderer.skeleton.FindBone(boneName);
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if (!SetBone(boneName)) return;
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if (!SetBone(boneName)) return;
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}
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}
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Transform thisTransform = this.transform;
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Transform thisTransform = this.transform;
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if (skeletonTransformIsParent) {
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if (skeletonTransformIsParent) {
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// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
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// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
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thisTransform.localPosition = new Vector3(bone.worldX, bone.worldY, followZPosition ? 0f : thisTransform.localPosition.z);
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thisTransform.localPosition = new Vector3(bone.worldX, bone.worldY, followZPosition ? 0f : thisTransform.localPosition.z);
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if (followBoneRotation) {
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if (followBoneRotation) {
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float halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f;
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float halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f;
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if (followLocalScale && bone.scaleX < 0) // Negate rotation from negative scaleX. Don't use negative determinant. local scaleY doesn't factor into used rotation.
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if (followLocalScale && bone.scaleX < 0) // Negate rotation from negative scaleX. Don't use negative determinant. local scaleY doesn't factor into used rotation.
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halfRotation += Mathf.PI * 0.5f;
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halfRotation += Mathf.PI * 0.5f;
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var q = default(Quaternion);
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var q = default(Quaternion);
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q.z = Mathf.Sin(halfRotation);
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q.z = Mathf.Sin(halfRotation);
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q.w = Mathf.Cos(halfRotation);
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q.w = Mathf.Cos(halfRotation);
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thisTransform.localRotation = q;
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thisTransform.localRotation = q;
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}
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}
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} else {
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} else {
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// For special cases: Use transform world properties if transform relationship is complicated
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// For special cases: Use transform world properties if transform relationship is complicated
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Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, 0f));
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Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, 0f));
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if (!followZPosition) targetWorldPosition.z = thisTransform.position.z;
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if (!followZPosition) targetWorldPosition.z = thisTransform.position.z;
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float boneWorldRotation = bone.WorldRotationX;
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float boneWorldRotation = bone.WorldRotationX;
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Transform transformParent = thisTransform.parent;
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Transform transformParent = thisTransform.parent;
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if (transformParent != null) {
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if (transformParent != null) {
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Matrix4x4 m = transformParent.localToWorldMatrix;
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Matrix4x4 m = transformParent.localToWorldMatrix;
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if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative
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if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative
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boneWorldRotation = -boneWorldRotation;
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boneWorldRotation = -boneWorldRotation;
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}
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}
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if (followBoneRotation) {
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if (followBoneRotation) {
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Vector3 worldRotation = skeletonTransform.rotation.eulerAngles;
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Vector3 worldRotation = skeletonTransform.rotation.eulerAngles;
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if (followLocalScale && bone.scaleX < 0) boneWorldRotation += 180f;
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if (followLocalScale && bone.scaleX < 0) boneWorldRotation += 180f;
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#if UNITY_5_6_OR_NEWER
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#if UNITY_5_6_OR_NEWER
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thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.z + boneWorldRotation));
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thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.z + boneWorldRotation));
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#else
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#else
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thisTransform.position = targetWorldPosition;
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thisTransform.position = targetWorldPosition;
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thisTransform.rotation = Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.z + bone.WorldRotationX);
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thisTransform.rotation = Quaternion.Euler(worldRotation.x, worldRotation.y, worldRotation.z + bone.WorldRotationX);
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#endif
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#endif
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} else {
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} else {
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thisTransform.position = targetWorldPosition;
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thisTransform.position = targetWorldPosition;
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}
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}
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}
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}
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Vector3 localScale = followLocalScale ? new Vector3(bone.scaleX, bone.scaleY, 1f) : new Vector3(1f, 1f, 1f);
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Vector3 localScale = followLocalScale ? new Vector3(bone.scaleX, bone.scaleY, 1f) : new Vector3(1f, 1f, 1f);
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if (followSkeletonFlip) localScale.y *= bone.skeleton.flipX ^ bone.skeleton.flipY ? -1f : 1f;
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if (followSkeletonFlip) localScale.y *= bone.skeleton.flipX ^ bone.skeleton.flipY ? -1f : 1f;
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thisTransform.localScale = localScale;
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thisTransform.localScale = localScale;
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}
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}
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}
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}
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}
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}
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@ -1,210 +1,210 @@
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/******************************************************************************
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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* Spine Runtimes Software License v2.5
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*
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*
|
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* Copyright (c) 2013-2016, Esoteric Software
|
* Copyright (c) 2013-2016, Esoteric Software
|
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* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
||||||
* non-transferable license to use, install, execute, and perform the Spine
|
* non-transferable license to use, install, execute, and perform the Spine
|
||||||
* Runtimes software and derivative works solely for personal or internal
|
* Runtimes software and derivative works solely for personal or internal
|
||||||
* use. Without the written permission of Esoteric Software (see Section 2 of
|
* use. Without the written permission of Esoteric Software (see Section 2 of
|
||||||
* the Spine Software License Agreement), you may not (a) modify, translate,
|
* the Spine Software License Agreement), you may not (a) modify, translate,
|
||||||
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
||||||
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
||||||
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||||||
* or other intellectual property or proprietary rights notices on or in the
|
* or other intellectual property or proprietary rights notices on or in the
|
||||||
* Software, including any copy thereof. Redistributions in binary or source
|
* Software, including any copy thereof. Redistributions in binary or source
|
||||||
* form must include this license and terms.
|
* form must include this license and terms.
|
||||||
*
|
*
|
||||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
||||||
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||||
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||||||
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||||
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
||||||
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
||||||
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||||
* POSSIBILITY OF SUCH DAMAGE.
|
* POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
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using UnityEngine;
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using UnityEngine;
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|
|
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namespace Spine.Unity {
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namespace Spine.Unity {
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|
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[ExecuteInEditMode]
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[ExecuteInEditMode]
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[AddComponentMenu("Spine/SkeletonAnimation")]
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[AddComponentMenu("Spine/SkeletonAnimation")]
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[HelpURL("http://esotericsoftware.com/spine-unity-documentation#Controlling-Animation")]
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[HelpURL("http://esotericsoftware.com/spine-unity-documentation#Controlling-Animation")]
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public class SkeletonAnimation : SkeletonRenderer, ISkeletonAnimation, IAnimationStateComponent {
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public class SkeletonAnimation : SkeletonRenderer, ISkeletonAnimation, IAnimationStateComponent {
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#region IAnimationStateComponent
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#region IAnimationStateComponent
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/// <summary>
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/// <summary>
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/// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it.
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/// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it.
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/// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary>
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/// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary>
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public Spine.AnimationState state;
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public Spine.AnimationState state;
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/// <summary>
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/// <summary>
|
||||||
/// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it.
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/// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it.
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/// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary>
|
/// Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start</summary>
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public Spine.AnimationState AnimationState { get { return this.state; } }
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public Spine.AnimationState AnimationState { get { return this.state; } }
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#endregion
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#endregion
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#region Bone Callbacks ISkeletonAnimation
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#region Bone Callbacks ISkeletonAnimation
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protected event UpdateBonesDelegate _UpdateLocal;
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protected event UpdateBonesDelegate _UpdateLocal;
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protected event UpdateBonesDelegate _UpdateWorld;
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protected event UpdateBonesDelegate _UpdateWorld;
|
||||||
protected event UpdateBonesDelegate _UpdateComplete;
|
protected event UpdateBonesDelegate _UpdateComplete;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Occurs after the animations are applied and before world space values are resolved.
|
/// Occurs after the animations are applied and before world space values are resolved.
|
||||||
/// Use this callback when you want to set bone local values.
|
/// Use this callback when you want to set bone local values.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } }
|
public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
|
/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
|
||||||
/// Using this callback will cause the world space values to be solved an extra time.
|
/// Using this callback will cause the world space values to be solved an extra time.
|
||||||
/// Use this callback if want to use bone world space values, and also set bone local values.</summary>
|
/// Use this callback if want to use bone world space values, and also set bone local values.</summary>
|
||||||
public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } }
|
public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
|
/// Occurs after the Skeleton's bone world space values are resolved (including all constraints).
|
||||||
/// Use this callback if you want to use bone world space values, but don't intend to modify bone local values.
|
/// Use this callback if you want to use bone world space values, but don't intend to modify bone local values.
|
||||||
/// This callback can also be used when setting world position and the bone matrix.</summary>
|
/// This callback can also be used when setting world position and the bone matrix.</summary>
|
||||||
public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
|
public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region Serialized state and Beginner API
|
#region Serialized state and Beginner API
|
||||||
[SerializeField]
|
[SerializeField]
|
||||||
[SpineAnimation]
|
[SpineAnimation]
|
||||||
private string _animationName;
|
private string _animationName;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Setting this property sets the animation of the skeleton. If invalid, it will store the animation name for the next time the skeleton is properly initialized.
|
/// Setting this property sets the animation of the skeleton. If invalid, it will store the animation name for the next time the skeleton is properly initialized.
|
||||||
/// Getting this property gets the name of the currently playing animation. If invalid, it will return the last stored animation name set through this property.</summary>
|
/// Getting this property gets the name of the currently playing animation. If invalid, it will return the last stored animation name set through this property.</summary>
|
||||||
public string AnimationName {
|
public string AnimationName {
|
||||||
get {
|
get {
|
||||||
if (!valid) {
|
if (!valid) {
|
||||||
return _animationName;
|
return _animationName;
|
||||||
} else {
|
} else {
|
||||||
TrackEntry entry = state.GetCurrent(0);
|
TrackEntry entry = state.GetCurrent(0);
|
||||||
return entry == null ? null : entry.Animation.Name;
|
return entry == null ? null : entry.Animation.Name;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
set {
|
set {
|
||||||
if (_animationName == value)
|
if (_animationName == value)
|
||||||
return;
|
return;
|
||||||
_animationName = value;
|
_animationName = value;
|
||||||
|
|
||||||
if (string.IsNullOrEmpty(value)) {
|
if (string.IsNullOrEmpty(value)) {
|
||||||
state.ClearTrack(0);
|
state.ClearTrack(0);
|
||||||
} else {
|
} else {
|
||||||
TrySetAnimation(value, loop);
|
TrySetAnimation(value, loop);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
TrackEntry TrySetAnimation (string animationName, bool animationLoop) {
|
TrackEntry TrySetAnimation (string animationName, bool animationLoop) {
|
||||||
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(animationName);
|
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(animationName);
|
||||||
if (animationObject != null)
|
if (animationObject != null)
|
||||||
return state.SetAnimation(0, animationObject, animationLoop);
|
return state.SetAnimation(0, animationObject, animationLoop);
|
||||||
|
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Whether or not <see cref="AnimationName"/> should loop. This only applies to the initial animation specified in the inspector, or any subsequent Animations played through .AnimationName. Animations set through state.SetAnimation are unaffected.</summary>
|
/// <summary>Whether or not <see cref="AnimationName"/> should loop. This only applies to the initial animation specified in the inspector, or any subsequent Animations played through .AnimationName. Animations set through state.SetAnimation are unaffected.</summary>
|
||||||
public bool loop;
|
public bool loop;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The rate at which animations progress over time. 1 means 100%. 0.5 means 50%.</summary>
|
/// The rate at which animations progress over time. 1 means 100%. 0.5 means 50%.</summary>
|
||||||
/// <remarks>AnimationState and TrackEntry also have their own timeScale. These are combined multiplicatively.</remarks>
|
/// <remarks>AnimationState and TrackEntry also have their own timeScale. These are combined multiplicatively.</remarks>
|
||||||
public float timeScale = 1;
|
public float timeScale = 1;
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
#region Runtime Instantiation
|
#region Runtime Instantiation
|
||||||
/// <summary>Adds and prepares a SkeletonAnimation component to a GameObject at runtime.</summary>
|
/// <summary>Adds and prepares a SkeletonAnimation component to a GameObject at runtime.</summary>
|
||||||
/// <returns>The newly instantiated SkeletonAnimation</returns>
|
/// <returns>The newly instantiated SkeletonAnimation</returns>
|
||||||
public static SkeletonAnimation AddToGameObject (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) {
|
public static SkeletonAnimation AddToGameObject (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) {
|
||||||
return SkeletonRenderer.AddSpineComponent<SkeletonAnimation>(gameObject, skeletonDataAsset);
|
return SkeletonRenderer.AddSpineComponent<SkeletonAnimation>(gameObject, skeletonDataAsset);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Instantiates a new UnityEngine.GameObject and adds a prepared SkeletonAnimation component to it.</summary>
|
/// <summary>Instantiates a new UnityEngine.GameObject and adds a prepared SkeletonAnimation component to it.</summary>
|
||||||
/// <returns>The newly instantiated SkeletonAnimation component.</returns>
|
/// <returns>The newly instantiated SkeletonAnimation component.</returns>
|
||||||
public static SkeletonAnimation NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset) {
|
public static SkeletonAnimation NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset) {
|
||||||
return SkeletonRenderer.NewSpineGameObject<SkeletonAnimation>(skeletonDataAsset);
|
return SkeletonRenderer.NewSpineGameObject<SkeletonAnimation>(skeletonDataAsset);
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Clears the previously generated mesh, resets the skeleton's pose, and clears all previously active animations.</summary>
|
/// Clears the previously generated mesh, resets the skeleton's pose, and clears all previously active animations.</summary>
|
||||||
public override void ClearState () {
|
public override void ClearState () {
|
||||||
base.ClearState();
|
base.ClearState();
|
||||||
if (state != null) state.ClearTracks();
|
if (state != null) state.ClearTracks();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Initialize this component. Attempts to load the SkeletonData and creates the internal Spine objects and buffers.</summary>
|
/// Initialize this component. Attempts to load the SkeletonData and creates the internal Spine objects and buffers.</summary>
|
||||||
/// <param name="overwrite">If set to <c>true</c>, force overwrite an already initialized object.</param>
|
/// <param name="overwrite">If set to <c>true</c>, force overwrite an already initialized object.</param>
|
||||||
public override void Initialize (bool overwrite) {
|
public override void Initialize (bool overwrite) {
|
||||||
if (valid && !overwrite)
|
if (valid && !overwrite)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
base.Initialize(overwrite);
|
base.Initialize(overwrite);
|
||||||
|
|
||||||
if (!valid)
|
if (!valid)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
|
state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
if (!string.IsNullOrEmpty(_animationName)) {
|
if (!string.IsNullOrEmpty(_animationName)) {
|
||||||
if (Application.isPlaying) {
|
if (Application.isPlaying) {
|
||||||
TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
|
TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
|
||||||
if (startingTrack != null)
|
if (startingTrack != null)
|
||||||
Update(0);
|
Update(0);
|
||||||
} else {
|
} else {
|
||||||
// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
|
// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
|
||||||
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
|
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
|
||||||
if (animationObject != null)
|
if (animationObject != null)
|
||||||
animationObject.PoseSkeleton(skeleton, 0f);
|
animationObject.PoseSkeleton(skeleton, 0f);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#else
|
#else
|
||||||
if (!string.IsNullOrEmpty(_animationName)) {
|
if (!string.IsNullOrEmpty(_animationName)) {
|
||||||
TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
|
TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
|
||||||
if (startingTrack != null)
|
if (startingTrack != null)
|
||||||
Update(0);
|
Update(0);
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update () {
|
void Update () {
|
||||||
Update(Time.deltaTime);
|
Update(Time.deltaTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Progresses the AnimationState according to the given deltaTime, and applies it to the Skeleton. Use Time.deltaTime to update manually. Use deltaTime 0 to update without progressing the time.</summary>
|
/// <summary>Progresses the AnimationState according to the given deltaTime, and applies it to the Skeleton. Use Time.deltaTime to update manually. Use deltaTime 0 to update without progressing the time.</summary>
|
||||||
public void Update (float deltaTime) {
|
public void Update (float deltaTime) {
|
||||||
if (!valid)
|
if (!valid)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
deltaTime *= timeScale;
|
deltaTime *= timeScale;
|
||||||
skeleton.Update(deltaTime);
|
skeleton.Update(deltaTime);
|
||||||
state.Update(deltaTime);
|
state.Update(deltaTime);
|
||||||
state.Apply(skeleton);
|
state.Apply(skeleton);
|
||||||
|
|
||||||
if (_UpdateLocal != null)
|
if (_UpdateLocal != null)
|
||||||
_UpdateLocal(this);
|
_UpdateLocal(this);
|
||||||
|
|
||||||
skeleton.UpdateWorldTransform();
|
skeleton.UpdateWorldTransform();
|
||||||
|
|
||||||
if (_UpdateWorld != null) {
|
if (_UpdateWorld != null) {
|
||||||
_UpdateWorld(this);
|
_UpdateWorld(this);
|
||||||
skeleton.UpdateWorldTransform();
|
skeleton.UpdateWorldTransform();
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_UpdateComplete != null) {
|
if (_UpdateComplete != null) {
|
||||||
_UpdateComplete(this);
|
_UpdateComplete(this);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
@ -1,326 +1,326 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes Software License v2.5
|
* Spine Runtimes Software License v2.5
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013-2016, Esoteric Software
|
* Copyright (c) 2013-2016, Esoteric Software
|
||||||
* All rights reserved.
|
* All rights reserved.
|
||||||
*
|
*
|
||||||
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
||||||
* non-transferable license to use, install, execute, and perform the Spine
|
* non-transferable license to use, install, execute, and perform the Spine
|
||||||
* Runtimes software and derivative works solely for personal or internal
|
* Runtimes software and derivative works solely for personal or internal
|
||||||
* use. Without the written permission of Esoteric Software (see Section 2 of
|
* use. Without the written permission of Esoteric Software (see Section 2 of
|
||||||
* the Spine Software License Agreement), you may not (a) modify, translate,
|
* the Spine Software License Agreement), you may not (a) modify, translate,
|
||||||
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
||||||
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
||||||
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||||||
* or other intellectual property or proprietary rights notices on or in the
|
* or other intellectual property or proprietary rights notices on or in the
|
||||||
* Software, including any copy thereof. Redistributions in binary or source
|
* Software, including any copy thereof. Redistributions in binary or source
|
||||||
* form must include this license and terms.
|
* form must include this license and terms.
|
||||||
*
|
*
|
||||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
||||||
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||||
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||||||
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||||
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||||
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
||||||
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
||||||
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||||
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||||
* POSSIBILITY OF SUCH DAMAGE.
|
* POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
#define SPINE_OPTIONAL_RENDEROVERRIDE
|
#define SPINE_OPTIONAL_RENDEROVERRIDE
|
||||||
#define SPINE_OPTIONAL_MATERIALOVERRIDE
|
#define SPINE_OPTIONAL_MATERIALOVERRIDE
|
||||||
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace Spine.Unity {
|
namespace Spine.Unity {
|
||||||
/// <summary>Renders a skeleton.</summary>
|
/// <summary>Renders a skeleton.</summary>
|
||||||
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer)), DisallowMultipleComponent]
|
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer)), DisallowMultipleComponent]
|
||||||
[HelpURL("http://esotericsoftware.com/spine-unity-documentation#Rendering")]
|
[HelpURL("http://esotericsoftware.com/spine-unity-documentation#Rendering")]
|
||||||
public class SkeletonRenderer : MonoBehaviour, ISkeletonComponent, IHasSkeletonDataAsset {
|
public class SkeletonRenderer : MonoBehaviour, ISkeletonComponent, IHasSkeletonDataAsset {
|
||||||
|
|
||||||
public delegate void SkeletonRendererDelegate (SkeletonRenderer skeletonRenderer);
|
public delegate void SkeletonRendererDelegate (SkeletonRenderer skeletonRenderer);
|
||||||
public event SkeletonRendererDelegate OnRebuild;
|
public event SkeletonRendererDelegate OnRebuild;
|
||||||
|
|
||||||
/// <summary> Occurs after the vertex data is populated every frame, before the vertices are pushed into the mesh.</summary>
|
/// <summary> Occurs after the vertex data is populated every frame, before the vertices are pushed into the mesh.</summary>
|
||||||
public event Spine.Unity.MeshGeneratorDelegate OnPostProcessVertices;
|
public event Spine.Unity.MeshGeneratorDelegate OnPostProcessVertices;
|
||||||
|
|
||||||
public SkeletonDataAsset skeletonDataAsset;
|
public SkeletonDataAsset skeletonDataAsset;
|
||||||
public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } } // ISkeletonComponent
|
public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } } // ISkeletonComponent
|
||||||
public string initialSkinName;
|
public string initialSkinName;
|
||||||
public bool initialFlipX, initialFlipY;
|
public bool initialFlipX, initialFlipY;
|
||||||
|
|
||||||
#region Advanced
|
#region Advanced
|
||||||
// Submesh Separation
|
// Submesh Separation
|
||||||
[UnityEngine.Serialization.FormerlySerializedAs("submeshSeparators")] [SpineSlot] public string[] separatorSlotNames = new string[0];
|
[UnityEngine.Serialization.FormerlySerializedAs("submeshSeparators")] [SpineSlot] public string[] separatorSlotNames = new string[0];
|
||||||
[System.NonSerialized] public readonly List<Slot> separatorSlots = new List<Slot>();
|
[System.NonSerialized] public readonly List<Slot> separatorSlots = new List<Slot>();
|
||||||
|
|
||||||
[Range(-0.1f, 0f)] public float zSpacing;
|
[Range(-0.1f, 0f)] public float zSpacing;
|
||||||
//public bool renderMeshes = true;
|
//public bool renderMeshes = true;
|
||||||
public bool useClipping = true;
|
public bool useClipping = true;
|
||||||
public bool immutableTriangles = false;
|
public bool immutableTriangles = false;
|
||||||
public bool pmaVertexColors = true;
|
public bool pmaVertexColors = true;
|
||||||
/// <summary>Clears the state when this component or its GameObject is disabled. This prevents previous state from being retained when it is enabled again. When pooling your skeleton, setting this to true can be helpful.</summary>
|
/// <summary>Clears the state when this component or its GameObject is disabled. This prevents previous state from being retained when it is enabled again. When pooling your skeleton, setting this to true can be helpful.</summary>
|
||||||
public bool clearStateOnDisable = false;
|
public bool clearStateOnDisable = false;
|
||||||
public bool tintBlack = false;
|
public bool tintBlack = false;
|
||||||
public bool singleSubmesh = false;
|
public bool singleSubmesh = false;
|
||||||
|
|
||||||
[UnityEngine.Serialization.FormerlySerializedAs("calculateNormals")]
|
[UnityEngine.Serialization.FormerlySerializedAs("calculateNormals")]
|
||||||
public bool addNormals = false;
|
public bool addNormals = false;
|
||||||
public bool calculateTangents = false;
|
public bool calculateTangents = false;
|
||||||
|
|
||||||
public bool logErrors = false;
|
public bool logErrors = false;
|
||||||
|
|
||||||
#if SPINE_OPTIONAL_RENDEROVERRIDE
|
#if SPINE_OPTIONAL_RENDEROVERRIDE
|
||||||
public bool disableRenderingOnOverride = true;
|
public bool disableRenderingOnOverride = true;
|
||||||
public delegate void InstructionDelegate (SkeletonRendererInstruction instruction);
|
public delegate void InstructionDelegate (SkeletonRendererInstruction instruction);
|
||||||
event InstructionDelegate generateMeshOverride;
|
event InstructionDelegate generateMeshOverride;
|
||||||
public event InstructionDelegate GenerateMeshOverride {
|
public event InstructionDelegate GenerateMeshOverride {
|
||||||
add {
|
add {
|
||||||
generateMeshOverride += value;
|
generateMeshOverride += value;
|
||||||
if (disableRenderingOnOverride && generateMeshOverride != null) {
|
if (disableRenderingOnOverride && generateMeshOverride != null) {
|
||||||
Initialize(false);
|
Initialize(false);
|
||||||
meshRenderer.enabled = false;
|
meshRenderer.enabled = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
remove {
|
remove {
|
||||||
generateMeshOverride -= value;
|
generateMeshOverride -= value;
|
||||||
if (disableRenderingOnOverride && generateMeshOverride == null) {
|
if (disableRenderingOnOverride && generateMeshOverride == null) {
|
||||||
Initialize(false);
|
Initialize(false);
|
||||||
meshRenderer.enabled = true;
|
meshRenderer.enabled = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if SPINE_OPTIONAL_MATERIALOVERRIDE
|
#if SPINE_OPTIONAL_MATERIALOVERRIDE
|
||||||
[System.NonSerialized] readonly Dictionary<Material, Material> customMaterialOverride = new Dictionary<Material, Material>();
|
[System.NonSerialized] readonly Dictionary<Material, Material> customMaterialOverride = new Dictionary<Material, Material>();
|
||||||
public Dictionary<Material, Material> CustomMaterialOverride { get { return customMaterialOverride; } }
|
public Dictionary<Material, Material> CustomMaterialOverride { get { return customMaterialOverride; } }
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// Custom Slot Material
|
// Custom Slot Material
|
||||||
[System.NonSerialized] readonly Dictionary<Slot, Material> customSlotMaterials = new Dictionary<Slot, Material>();
|
[System.NonSerialized] readonly Dictionary<Slot, Material> customSlotMaterials = new Dictionary<Slot, Material>();
|
||||||
public Dictionary<Slot, Material> CustomSlotMaterials { get { return customSlotMaterials; } }
|
public Dictionary<Slot, Material> CustomSlotMaterials { get { return customSlotMaterials; } }
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
MeshRenderer meshRenderer;
|
MeshRenderer meshRenderer;
|
||||||
MeshFilter meshFilter;
|
MeshFilter meshFilter;
|
||||||
|
|
||||||
[System.NonSerialized] public bool valid;
|
[System.NonSerialized] public bool valid;
|
||||||
[System.NonSerialized] public Skeleton skeleton;
|
[System.NonSerialized] public Skeleton skeleton;
|
||||||
public Skeleton Skeleton {
|
public Skeleton Skeleton {
|
||||||
get {
|
get {
|
||||||
Initialize(false);
|
Initialize(false);
|
||||||
return skeleton;
|
return skeleton;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
[System.NonSerialized] readonly SkeletonRendererInstruction currentInstructions = new SkeletonRendererInstruction();
|
[System.NonSerialized] readonly SkeletonRendererInstruction currentInstructions = new SkeletonRendererInstruction();
|
||||||
readonly MeshGenerator meshGenerator = new MeshGenerator();
|
readonly MeshGenerator meshGenerator = new MeshGenerator();
|
||||||
[System.NonSerialized] readonly MeshRendererBuffers rendererBuffers = new MeshRendererBuffers();
|
[System.NonSerialized] readonly MeshRendererBuffers rendererBuffers = new MeshRendererBuffers();
|
||||||
|
|
||||||
#region Runtime Instantiation
|
#region Runtime Instantiation
|
||||||
public static T NewSpineGameObject<T> (SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer {
|
public static T NewSpineGameObject<T> (SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer {
|
||||||
return SkeletonRenderer.AddSpineComponent<T>(new GameObject("New Spine GameObject"), skeletonDataAsset);
|
return SkeletonRenderer.AddSpineComponent<T>(new GameObject("New Spine GameObject"), skeletonDataAsset);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Add and prepare a Spine component that derives from SkeletonRenderer to a GameObject at runtime.</summary>
|
/// <summary>Add and prepare a Spine component that derives from SkeletonRenderer to a GameObject at runtime.</summary>
|
||||||
/// <typeparam name="T">T should be SkeletonRenderer or any of its derived classes.</typeparam>
|
/// <typeparam name="T">T should be SkeletonRenderer or any of its derived classes.</typeparam>
|
||||||
public static T AddSpineComponent<T> (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer {
|
public static T AddSpineComponent<T> (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer {
|
||||||
var c = gameObject.AddComponent<T>();
|
var c = gameObject.AddComponent<T>();
|
||||||
if (skeletonDataAsset != null) {
|
if (skeletonDataAsset != null) {
|
||||||
c.skeletonDataAsset = skeletonDataAsset;
|
c.skeletonDataAsset = skeletonDataAsset;
|
||||||
c.Initialize(false);
|
c.Initialize(false);
|
||||||
}
|
}
|
||||||
return c;
|
return c;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Applies MeshGenerator settings to the SkeletonRenderer and its internal MeshGenerator.</summary>
|
/// <summary>Applies MeshGenerator settings to the SkeletonRenderer and its internal MeshGenerator.</summary>
|
||||||
public void SetMeshSettings (MeshGenerator.Settings settings) {
|
public void SetMeshSettings (MeshGenerator.Settings settings) {
|
||||||
this.calculateTangents = settings.calculateTangents;
|
this.calculateTangents = settings.calculateTangents;
|
||||||
this.immutableTriangles = settings.immutableTriangles;
|
this.immutableTriangles = settings.immutableTriangles;
|
||||||
this.pmaVertexColors = settings.pmaVertexColors;
|
this.pmaVertexColors = settings.pmaVertexColors;
|
||||||
this.tintBlack = settings.tintBlack;
|
this.tintBlack = settings.tintBlack;
|
||||||
this.useClipping = settings.useClipping;
|
this.useClipping = settings.useClipping;
|
||||||
this.zSpacing = settings.zSpacing;
|
this.zSpacing = settings.zSpacing;
|
||||||
|
|
||||||
this.meshGenerator.settings = settings;
|
this.meshGenerator.settings = settings;
|
||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
public virtual void Awake () {
|
public virtual void Awake () {
|
||||||
Initialize(false);
|
Initialize(false);
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnDisable () {
|
void OnDisable () {
|
||||||
if (clearStateOnDisable && valid)
|
if (clearStateOnDisable && valid)
|
||||||
ClearState();
|
ClearState();
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnDestroy () {
|
void OnDestroy () {
|
||||||
rendererBuffers.Dispose();
|
rendererBuffers.Dispose();
|
||||||
valid = false;
|
valid = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Clears the previously generated mesh and resets the skeleton's pose.</summary>
|
/// Clears the previously generated mesh and resets the skeleton's pose.</summary>
|
||||||
public virtual void ClearState () {
|
public virtual void ClearState () {
|
||||||
meshFilter.sharedMesh = null;
|
meshFilter.sharedMesh = null;
|
||||||
currentInstructions.Clear();
|
currentInstructions.Clear();
|
||||||
if (skeleton != null) skeleton.SetToSetupPose();
|
if (skeleton != null) skeleton.SetToSetupPose();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Initialize this component. Attempts to load the SkeletonData and creates the internal Skeleton object and buffers.</summary>
|
/// Initialize this component. Attempts to load the SkeletonData and creates the internal Skeleton object and buffers.</summary>
|
||||||
/// <param name="overwrite">If set to <c>true</c>, it will overwrite internal objects if they were already generated. Otherwise, the initialized component will ignore subsequent calls to initialize.</param>
|
/// <param name="overwrite">If set to <c>true</c>, it will overwrite internal objects if they were already generated. Otherwise, the initialized component will ignore subsequent calls to initialize.</param>
|
||||||
public virtual void Initialize (bool overwrite) {
|
public virtual void Initialize (bool overwrite) {
|
||||||
if (valid && !overwrite)
|
if (valid && !overwrite)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
// Clear
|
// Clear
|
||||||
{
|
{
|
||||||
if (meshFilter != null)
|
if (meshFilter != null)
|
||||||
meshFilter.sharedMesh = null;
|
meshFilter.sharedMesh = null;
|
||||||
|
|
||||||
meshRenderer = GetComponent<MeshRenderer>();
|
meshRenderer = GetComponent<MeshRenderer>();
|
||||||
if (meshRenderer != null) meshRenderer.sharedMaterial = null;
|
if (meshRenderer != null) meshRenderer.sharedMaterial = null;
|
||||||
|
|
||||||
currentInstructions.Clear();
|
currentInstructions.Clear();
|
||||||
rendererBuffers.Clear();
|
rendererBuffers.Clear();
|
||||||
meshGenerator.Begin();
|
meshGenerator.Begin();
|
||||||
skeleton = null;
|
skeleton = null;
|
||||||
valid = false;
|
valid = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!skeletonDataAsset) {
|
if (!skeletonDataAsset) {
|
||||||
if (logErrors) Debug.LogError("Missing SkeletonData asset.", this);
|
if (logErrors) Debug.LogError("Missing SkeletonData asset.", this);
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(false);
|
SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(false);
|
||||||
if (skeletonData == null) return;
|
if (skeletonData == null) return;
|
||||||
valid = true;
|
valid = true;
|
||||||
|
|
||||||
meshFilter = GetComponent<MeshFilter>();
|
meshFilter = GetComponent<MeshFilter>();
|
||||||
meshRenderer = GetComponent<MeshRenderer>();
|
meshRenderer = GetComponent<MeshRenderer>();
|
||||||
rendererBuffers.Initialize();
|
rendererBuffers.Initialize();
|
||||||
|
|
||||||
skeleton = new Skeleton(skeletonData) {
|
skeleton = new Skeleton(skeletonData) {
|
||||||
flipX = initialFlipX,
|
flipX = initialFlipX,
|
||||||
flipY = initialFlipY
|
flipY = initialFlipY
|
||||||
};
|
};
|
||||||
|
|
||||||
if (!string.IsNullOrEmpty(initialSkinName) && !string.Equals(initialSkinName, "default", System.StringComparison.Ordinal))
|
if (!string.IsNullOrEmpty(initialSkinName) && !string.Equals(initialSkinName, "default", System.StringComparison.Ordinal))
|
||||||
skeleton.SetSkin(initialSkinName);
|
skeleton.SetSkin(initialSkinName);
|
||||||
|
|
||||||
separatorSlots.Clear();
|
separatorSlots.Clear();
|
||||||
for (int i = 0; i < separatorSlotNames.Length; i++)
|
for (int i = 0; i < separatorSlotNames.Length; i++)
|
||||||
separatorSlots.Add(skeleton.FindSlot(separatorSlotNames[i]));
|
separatorSlots.Add(skeleton.FindSlot(separatorSlotNames[i]));
|
||||||
|
|
||||||
LateUpdate(); // Generate mesh for the first frame it exists.
|
LateUpdate(); // Generate mesh for the first frame it exists.
|
||||||
|
|
||||||
if (OnRebuild != null)
|
if (OnRebuild != null)
|
||||||
OnRebuild(this);
|
OnRebuild(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Generates a new UnityEngine.Mesh from the internal Skeleton.</summary>
|
/// Generates a new UnityEngine.Mesh from the internal Skeleton.</summary>
|
||||||
public virtual void LateUpdate () {
|
public virtual void LateUpdate () {
|
||||||
if (!valid) return;
|
if (!valid) return;
|
||||||
|
|
||||||
#if SPINE_OPTIONAL_RENDEROVERRIDE
|
#if SPINE_OPTIONAL_RENDEROVERRIDE
|
||||||
bool doMeshOverride = generateMeshOverride != null;
|
bool doMeshOverride = generateMeshOverride != null;
|
||||||
if ((!meshRenderer.enabled) && !doMeshOverride) return;
|
if ((!meshRenderer.enabled) && !doMeshOverride) return;
|
||||||
#else
|
#else
|
||||||
const bool doMeshOverride = false;
|
const bool doMeshOverride = false;
|
||||||
if (!meshRenderer.enabled) return;
|
if (!meshRenderer.enabled) return;
|
||||||
#endif
|
#endif
|
||||||
var currentInstructions = this.currentInstructions;
|
var currentInstructions = this.currentInstructions;
|
||||||
var workingSubmeshInstructions = currentInstructions.submeshInstructions;
|
var workingSubmeshInstructions = currentInstructions.submeshInstructions;
|
||||||
var currentSmartMesh = rendererBuffers.GetNextMesh(); // Double-buffer for performance.
|
var currentSmartMesh = rendererBuffers.GetNextMesh(); // Double-buffer for performance.
|
||||||
|
|
||||||
bool updateTriangles;
|
bool updateTriangles;
|
||||||
|
|
||||||
if (this.singleSubmesh) {
|
if (this.singleSubmesh) {
|
||||||
// STEP 1. Determine a SmartMesh.Instruction. Split up instructions into submeshes. =============================================
|
// STEP 1. Determine a SmartMesh.Instruction. Split up instructions into submeshes. =============================================
|
||||||
MeshGenerator.GenerateSingleSubmeshInstruction(currentInstructions, skeleton, skeletonDataAsset.atlasAssets[0].materials[0]);
|
MeshGenerator.GenerateSingleSubmeshInstruction(currentInstructions, skeleton, skeletonDataAsset.atlasAssets[0].materials[0]);
|
||||||
|
|
||||||
// STEP 1.9. Post-process workingInstructions. ==================================================================================
|
// STEP 1.9. Post-process workingInstructions. ==================================================================================
|
||||||
#if SPINE_OPTIONAL_MATERIALOVERRIDE
|
#if SPINE_OPTIONAL_MATERIALOVERRIDE
|
||||||
if (customMaterialOverride.Count > 0) // isCustomMaterialOverridePopulated
|
if (customMaterialOverride.Count > 0) // isCustomMaterialOverridePopulated
|
||||||
MeshGenerator.TryReplaceMaterials(workingSubmeshInstructions, customMaterialOverride);
|
MeshGenerator.TryReplaceMaterials(workingSubmeshInstructions, customMaterialOverride);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// STEP 2. Update vertex buffer based on verts from the attachments. ===========================================================
|
// STEP 2. Update vertex buffer based on verts from the attachments. ===========================================================
|
||||||
meshGenerator.settings = new MeshGenerator.Settings {
|
meshGenerator.settings = new MeshGenerator.Settings {
|
||||||
pmaVertexColors = this.pmaVertexColors,
|
pmaVertexColors = this.pmaVertexColors,
|
||||||
zSpacing = this.zSpacing,
|
zSpacing = this.zSpacing,
|
||||||
useClipping = this.useClipping,
|
useClipping = this.useClipping,
|
||||||
tintBlack = this.tintBlack,
|
tintBlack = this.tintBlack,
|
||||||
calculateTangents = this.calculateTangents,
|
calculateTangents = this.calculateTangents,
|
||||||
addNormals = this.addNormals
|
addNormals = this.addNormals
|
||||||
};
|
};
|
||||||
meshGenerator.Begin();
|
meshGenerator.Begin();
|
||||||
updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, currentSmartMesh.instructionUsed);
|
updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, currentSmartMesh.instructionUsed);
|
||||||
if (currentInstructions.hasActiveClipping) {
|
if (currentInstructions.hasActiveClipping) {
|
||||||
meshGenerator.AddSubmesh(workingSubmeshInstructions.Items[0], updateTriangles);
|
meshGenerator.AddSubmesh(workingSubmeshInstructions.Items[0], updateTriangles);
|
||||||
} else {
|
} else {
|
||||||
meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
|
meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
|
||||||
}
|
}
|
||||||
|
|
||||||
} else {
|
} else {
|
||||||
// STEP 1. Determine a SmartMesh.Instruction. Split up instructions into submeshes. =============================================
|
// STEP 1. Determine a SmartMesh.Instruction. Split up instructions into submeshes. =============================================
|
||||||
MeshGenerator.GenerateSkeletonRendererInstruction(currentInstructions, skeleton, customSlotMaterials, separatorSlots, doMeshOverride, this.immutableTriangles);
|
MeshGenerator.GenerateSkeletonRendererInstruction(currentInstructions, skeleton, customSlotMaterials, separatorSlots, doMeshOverride, this.immutableTriangles);
|
||||||
|
|
||||||
// STEP 1.9. Post-process workingInstructions. ==================================================================================
|
// STEP 1.9. Post-process workingInstructions. ==================================================================================
|
||||||
#if SPINE_OPTIONAL_MATERIALOVERRIDE
|
#if SPINE_OPTIONAL_MATERIALOVERRIDE
|
||||||
if (customMaterialOverride.Count > 0) // isCustomMaterialOverridePopulated
|
if (customMaterialOverride.Count > 0) // isCustomMaterialOverridePopulated
|
||||||
MeshGenerator.TryReplaceMaterials(workingSubmeshInstructions, customMaterialOverride);
|
MeshGenerator.TryReplaceMaterials(workingSubmeshInstructions, customMaterialOverride);
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if SPINE_OPTIONAL_RENDEROVERRIDE
|
#if SPINE_OPTIONAL_RENDEROVERRIDE
|
||||||
if (doMeshOverride) {
|
if (doMeshOverride) {
|
||||||
this.generateMeshOverride(currentInstructions);
|
this.generateMeshOverride(currentInstructions);
|
||||||
if (disableRenderingOnOverride) return;
|
if (disableRenderingOnOverride) return;
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, currentSmartMesh.instructionUsed);
|
updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, currentSmartMesh.instructionUsed);
|
||||||
|
|
||||||
// STEP 2. Update vertex buffer based on verts from the attachments. ===========================================================
|
// STEP 2. Update vertex buffer based on verts from the attachments. ===========================================================
|
||||||
meshGenerator.settings = new MeshGenerator.Settings {
|
meshGenerator.settings = new MeshGenerator.Settings {
|
||||||
pmaVertexColors = this.pmaVertexColors,
|
pmaVertexColors = this.pmaVertexColors,
|
||||||
zSpacing = this.zSpacing,
|
zSpacing = this.zSpacing,
|
||||||
useClipping = this.useClipping,
|
useClipping = this.useClipping,
|
||||||
tintBlack = this.tintBlack,
|
tintBlack = this.tintBlack,
|
||||||
calculateTangents = this.calculateTangents,
|
calculateTangents = this.calculateTangents,
|
||||||
addNormals = this.addNormals
|
addNormals = this.addNormals
|
||||||
};
|
};
|
||||||
meshGenerator.Begin();
|
meshGenerator.Begin();
|
||||||
if (currentInstructions.hasActiveClipping)
|
if (currentInstructions.hasActiveClipping)
|
||||||
meshGenerator.BuildMesh(currentInstructions, updateTriangles);
|
meshGenerator.BuildMesh(currentInstructions, updateTriangles);
|
||||||
else
|
else
|
||||||
meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
|
meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator.Buffers);
|
if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator.Buffers);
|
||||||
|
|
||||||
// STEP 3. Move the mesh data into a UnityEngine.Mesh ===========================================================================
|
// STEP 3. Move the mesh data into a UnityEngine.Mesh ===========================================================================
|
||||||
var currentMesh = currentSmartMesh.mesh;
|
var currentMesh = currentSmartMesh.mesh;
|
||||||
meshGenerator.FillVertexData(currentMesh);
|
meshGenerator.FillVertexData(currentMesh);
|
||||||
rendererBuffers.UpdateSharedMaterials(workingSubmeshInstructions);
|
rendererBuffers.UpdateSharedMaterials(workingSubmeshInstructions);
|
||||||
if (updateTriangles) { // Check if the triangles should also be updated.
|
if (updateTriangles) { // Check if the triangles should also be updated.
|
||||||
meshGenerator.FillTriangles(currentMesh);
|
meshGenerator.FillTriangles(currentMesh);
|
||||||
meshRenderer.sharedMaterials = rendererBuffers.GetUpdatedSharedMaterialsArray();
|
meshRenderer.sharedMaterials = rendererBuffers.GetUpdatedSharedMaterialsArray();
|
||||||
} else if (rendererBuffers.MaterialsChangedInLastUpdate()) {
|
} else if (rendererBuffers.MaterialsChangedInLastUpdate()) {
|
||||||
meshRenderer.sharedMaterials = rendererBuffers.GetUpdatedSharedMaterialsArray();
|
meshRenderer.sharedMaterials = rendererBuffers.GetUpdatedSharedMaterialsArray();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// STEP 4. The UnityEngine.Mesh is ready. Set it as the MeshFilter's mesh. Store the instructions used for that mesh. ===========
|
// STEP 4. The UnityEngine.Mesh is ready. Set it as the MeshFilter's mesh. Store the instructions used for that mesh. ===========
|
||||||
meshFilter.sharedMesh = currentMesh;
|
meshFilter.sharedMesh = currentMesh;
|
||||||
currentSmartMesh.instructionUsed.Set(currentInstructions);
|
currentSmartMesh.instructionUsed.Set(currentInstructions);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Loading…
x
Reference in New Issue
Block a user