mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
Merged master manually
This commit is contained in:
commit
cbe79ba04a
@ -845,7 +845,7 @@ namespace Spine {
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||||
}
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||||
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||||
class EventQueue {
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private readonly ExposedList<EventQueueEntry> eventQueueEntries = new ExposedList<EventQueueEntry>();
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private readonly List<EventQueueEntry> eventQueueEntries = new List<EventQueueEntry>();
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public bool drainDisabled;
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||||
private readonly AnimationState state;
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@ -905,11 +905,11 @@ namespace Spine {
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drainDisabled = true;
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||||
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var entries = this.eventQueueEntries;
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var entriesItems = entries.Items;
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AnimationState state = this.state;
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||||
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for (int i = 0, n = entries.Count; i < n; i++) {
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var queueEntry = entriesItems[i];
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// Don't cache entries.Count so callbacks can queue their own events (eg, call SetAnimation in AnimationState_Complete).
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for (int i = 0; i < entries.Count; i++) {
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var queueEntry = entries[i];
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TrackEntry trackEntry = queueEntry.entry;
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switch (queueEntry.type) {
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@ -69,7 +69,7 @@ public class SkeletonSprite extends DisplayObject {
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}
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override public function render (painter:Painter) : void {
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alpha *= this.alpha * skeleton.color.a;
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painter.state.alpha *= skeleton.a;
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var originalBlendMode:String = painter.state.blendMode;
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var r:Number = skeleton.color.r * 255;
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var g:Number = skeleton.color.g * 255;
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@ -164,6 +164,7 @@ public class SkeletonSprite extends DisplayObject {
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mesh.setTexCoords(ii, uvs[iii], uvs[iii+1]);
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}
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vertexData.numVertices = verticesCount;
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painter.state.blendMode = blendModes[slot.data.blendMode.ordinal];
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// FIXME set smoothing/filter
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painter.batchMesh(mesh);
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}
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@ -180,6 +181,7 @@ public class SkeletonSprite extends DisplayObject {
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var maxX:Number = -Number.MAX_VALUE, maxY:Number = -Number.MAX_VALUE;
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var slots:Vector.<Slot> = skeleton.slots;
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var worldVertices:Vector.<Number> = _tempVertices;
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var empty:Boolean = true;
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for (var i:int = 0, n:int = slots.length; i < n; ++i) {
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var slot:Slot = slots[i];
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var attachment:Attachment = slot.attachment;
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@ -196,6 +198,10 @@ public class SkeletonSprite extends DisplayObject {
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mesh.computeWorldVertices(slot, 0, verticesLength, worldVertices, 0, 2);
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} else
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continue;
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if (verticesLength != 0)
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empty = false;
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for (var ii:int = 0; ii < verticesLength; ii += 2) {
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var x:Number = worldVertices[ii], y:Number = worldVertices[ii + 1];
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minX = minX < x ? minX : x;
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@ -204,6 +210,9 @@ public class SkeletonSprite extends DisplayObject {
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maxY = maxY > y ? maxY : y;
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}
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}
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if (empty)
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return null;
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var temp:Number;
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if (maxX < minX) {
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@ -82,7 +82,7 @@ public:
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UTrackEntry () { }
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void SetTrackEntry (spTrackEntry* entry);
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spTrackEntry* GetTrackEntry();
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spTrackEntry* GetTrackEntry() { return entry; }
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UFUNCTION(BlueprintCallable, Category="Components|Spine|TrackEntry")
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int GetTrackIndex () { return entry ? entry->trackIndex : 0; }
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@ -31,6 +31,7 @@
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#pragma once
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#include "Components/ActorComponent.h"
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#include "SpineSkeletonDataAsset.h"
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#include "spine/spine.h"
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#include "SpineSkeletonComponent.generated.h"
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@ -83,24 +83,6 @@ namespace Spine.Unity.Editor {
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SpineEditorUtilities.ConfirmInitialization();
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m_skeletonDataAsset = (SkeletonDataAsset)target;
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// Clear empty atlas array items.
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{
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bool hasNulls = false;
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foreach (var a in m_skeletonDataAsset.atlasAssets) {
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if (a == null) {
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hasNulls = true;
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break;
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}
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}
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if (hasNulls) {
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var trimmedAtlasAssets = new List<AtlasAsset>();
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foreach (var a in m_skeletonDataAsset.atlasAssets) {
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if (a != null) trimmedAtlasAssets.Add(a);
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}
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m_skeletonDataAsset.atlasAssets = trimmedAtlasAssets.ToArray();
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}
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}
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atlasAssets = serializedObject.FindProperty("atlasAssets");
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skeletonJSON = serializedObject.FindProperty("skeletonJSON");
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scale = serializedObject.FindProperty("scale");
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@ -126,8 +108,8 @@ namespace Spine.Unity.Editor {
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m_skeletonDataAssetGUID = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(m_skeletonDataAsset));
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EditorApplication.update += EditorUpdate;
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m_skeletonData = m_skeletonDataAsset.GetSkeletonData(false);
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RepopulateWarnings();
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m_skeletonData = warnings.Count == 0 ? m_skeletonDataAsset.GetSkeletonData(false) : null;
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}
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void OnDestroy () {
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@ -228,8 +210,9 @@ namespace Spine.Unity.Editor {
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m_previewUtility.Cleanup();
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m_previewUtility = null;
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}
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RepopulateWarnings();
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OnEnable();
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m_skeletonDataAsset.Clear();
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m_skeletonData = null;
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OnEnable(); // Should call RepopulateWarnings.
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return;
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}
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}
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@ -258,7 +241,6 @@ namespace Spine.Unity.Editor {
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using (new EditorGUI.DisabledGroupScope(skeletonJSON.objectReferenceValue == null)) {
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if (GUILayout.Button(new GUIContent("Attempt Reimport", Icons.warning))) {
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DoReimport();
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return;
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}
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}
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#else
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@ -376,15 +358,12 @@ namespace Spine.Unity.Editor {
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void DoReimport () {
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SpineEditorUtilities.ImportSpineContent(new string[] { AssetDatabase.GetAssetPath(skeletonJSON.objectReferenceValue) }, true);
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if (m_previewUtility != null) {
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m_previewUtility.Cleanup();
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m_previewUtility = null;
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||||
}
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RepopulateWarnings();
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OnEnable();
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OnEnable(); // Should call RepopulateWarnings.
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EditorUtility.SetDirty(m_skeletonDataAsset);
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}
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@ -535,6 +514,25 @@ namespace Spine.Unity.Editor {
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void RepopulateWarnings () {
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warnings.Clear();
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// Clear null entries.
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{
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bool hasNulls = false;
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foreach (var a in m_skeletonDataAsset.atlasAssets) {
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if (a == null) {
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hasNulls = true;
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break;
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}
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}
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if (hasNulls) {
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var trimmedAtlasAssets = new List<AtlasAsset>();
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foreach (var a in m_skeletonDataAsset.atlasAssets) {
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if (a != null) trimmedAtlasAssets.Add(a);
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}
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m_skeletonDataAsset.atlasAssets = trimmedAtlasAssets.ToArray();
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}
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serializedObject.Update();
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}
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if (skeletonJSON.objectReferenceValue == null) {
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warnings.Add("Missing Skeleton JSON");
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} else {
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@ -544,12 +542,13 @@ namespace Spine.Unity.Editor {
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#if !SPINE_TK2D
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bool detectedNullAtlasEntry = false;
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var atlasList = new List<Atlas>();
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for (int i = 0; i < atlasAssets.arraySize; i++) {
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if (atlasAssets.GetArrayElementAtIndex(i).objectReferenceValue == null) {
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var actualAtlasAssets = m_skeletonDataAsset.atlasAssets;
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for (int i = 0; i < actualAtlasAssets.Length; i++) {
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if (m_skeletonDataAsset.atlasAssets[i] == null) {
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||||
detectedNullAtlasEntry = true;
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||||
break;
|
||||
} else {
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atlasList.Add(((AtlasAsset)atlasAssets.GetArrayElementAtIndex(i).objectReferenceValue).GetAtlas());
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||||
atlasList.Add(actualAtlasAssets[i].GetAtlas());
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||||
}
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||||
}
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@ -642,26 +641,37 @@ namespace Spine.Unity.Editor {
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void CreatePreviewInstances () {
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this.DestroyPreviewInstances();
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if (warnings.Count > 0) {
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m_skeletonDataAsset.Clear();
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return;
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}
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var skeletonDataAsset = (SkeletonDataAsset)target;
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if (skeletonDataAsset.GetSkeletonData(false) == null)
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return;
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if (this.m_previewInstance == null) {
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string skinName = EditorPrefs.GetString(m_skeletonDataAssetGUID + "_lastSkin", "");
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m_previewInstance = SpineEditorUtilities.InstantiateSkeletonAnimation(skeletonDataAsset, skinName).gameObject;
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if (m_previewInstance != null) {
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m_previewInstance.hideFlags = HideFlags.HideAndDontSave;
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m_previewInstance.layer = 0x1f;
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m_skeletonAnimation = m_previewInstance.GetComponent<SkeletonAnimation>();
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m_skeletonAnimation.initialSkinName = skinName;
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m_skeletonAnimation.LateUpdate();
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m_skeletonData = m_skeletonAnimation.skeletonDataAsset.GetSkeletonData(true);
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m_previewInstance.GetComponent<Renderer>().enabled = false;
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m_initialized = true;
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try {
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m_previewInstance = SpineEditorUtilities.InstantiateSkeletonAnimation(skeletonDataAsset, skinName).gameObject;
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if (m_previewInstance != null) {
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m_previewInstance.hideFlags = HideFlags.HideAndDontSave;
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m_previewInstance.layer = 0x1f;
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m_skeletonAnimation = m_previewInstance.GetComponent<SkeletonAnimation>();
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m_skeletonAnimation.initialSkinName = skinName;
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m_skeletonAnimation.LateUpdate();
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m_skeletonData = m_skeletonAnimation.skeletonDataAsset.GetSkeletonData(true);
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m_previewInstance.GetComponent<Renderer>().enabled = false;
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m_initialized = true;
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}
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AdjustCameraGoals(true);
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} catch {
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DestroyPreviewInstances();
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}
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AdjustCameraGoals(true);
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}
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}
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@ -89,14 +89,6 @@ namespace Spine.Unity {
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}
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public SkeletonData GetSkeletonData (bool quiet) {
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if (atlasAssets == null) {
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atlasAssets = new AtlasAsset[0];
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if (!quiet)
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Debug.LogError("Atlas not set for SkeletonData asset: " + name, this);
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Clear();
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return null;
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}
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if (skeletonJSON == null) {
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if (!quiet)
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Debug.LogError("Skeleton JSON file not set for SkeletonData asset: " + name, this);
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@ -104,17 +96,26 @@ namespace Spine.Unity {
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return null;
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}
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#if !SPINE_TK2D
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if (atlasAssets.Length == 0) {
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Clear();
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return null;
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}
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||||
#else
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if (atlasAssets.Length == 0 && spriteCollection == null) {
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Clear();
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||||
return null;
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||||
}
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||||
#endif
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// Support attachmentless/skinless SkeletonData.
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||||
// if (atlasAssets == null) {
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||||
// atlasAssets = new AtlasAsset[0];
|
||||
// if (!quiet)
|
||||
// Debug.LogError("Atlas not set for SkeletonData asset: " + name, this);
|
||||
// Clear();
|
||||
// return null;
|
||||
// }
|
||||
// #if !SPINE_TK2D
|
||||
// if (atlasAssets.Length == 0) {
|
||||
// Clear();
|
||||
// return null;
|
||||
// }
|
||||
// #else
|
||||
// if (atlasAssets.Length == 0 && spriteCollection == null) {
|
||||
// Clear();
|
||||
// return null;
|
||||
// }
|
||||
// #endif
|
||||
|
||||
if (skeletonData != null)
|
||||
return skeletonData;
|
||||
|
||||
|
||||
@ -214,8 +214,9 @@ namespace Spine.Unity.Editor {
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||||
if (skinNameString == initialSkinName.stringValue)
|
||||
skinIndex = i;
|
||||
}
|
||||
skinIndex = EditorGUILayout.Popup("Initial Skin", skinIndex, skins);
|
||||
initialSkinName.stringValue = skins[skinIndex];
|
||||
skinIndex = EditorGUILayout.Popup("Initial Skin", skinIndex, skins);
|
||||
if (skins.Length > 0) // Support attachmentless/skinless SkeletonData.
|
||||
initialSkinName.stringValue = skins[skinIndex];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -603,7 +603,7 @@ namespace Spine.Unity.Editor {
|
||||
var localAtlases = FindAtlasesAtPath(dir);
|
||||
var requiredPaths = GetRequiredAtlasRegions(sp);
|
||||
var atlasMatch = GetMatchingAtlas(requiredPaths, localAtlases);
|
||||
if (atlasMatch != null) {
|
||||
if (atlasMatch != null || requiredPaths.Count == 0) {
|
||||
IngestSpineProject(AssetDatabase.LoadAssetAtPath(sp, typeof(TextAsset)) as TextAsset, atlasMatch);
|
||||
} else {
|
||||
bool resolved = false;
|
||||
@ -830,6 +830,8 @@ namespace Spine.Unity.Editor {
|
||||
StringReader reader = new StringReader(spineJson.text);
|
||||
var root = Json.Deserialize(reader) as Dictionary<string, object>;
|
||||
|
||||
if (!root.ContainsKey("skins"))
|
||||
return requiredPaths;
|
||||
|
||||
foreach (KeyValuePair<string, object> entry in (Dictionary<string, object>)root["skins"]) {
|
||||
foreach (KeyValuePair<string, object> slotEntry in (Dictionary<string, object>)entry.Value) {
|
||||
@ -1326,9 +1328,12 @@ namespace Spine.Unity.Editor {
|
||||
throw e;
|
||||
}
|
||||
|
||||
skin = skin ?? data.DefaultSkin ?? data.Skins.Items[0];
|
||||
newSkeletonAnimation.skeleton.SetSkin(skin);
|
||||
newSkeletonAnimation.initialSkinName = skin.Name;
|
||||
bool noSkins = data.DefaultSkin == null && (data.Skins == null || data.Skins.Count == 0); // Support attachmentless/skinless SkeletonData.
|
||||
skin = skin ?? data.DefaultSkin ?? (noSkins ? null : data.Skins.Items[0]);
|
||||
if (skin != null) {
|
||||
newSkeletonAnimation.initialSkinName = skin.Name;
|
||||
newSkeletonAnimation.skeleton.SetSkin(skin);
|
||||
}
|
||||
|
||||
newSkeletonAnimation.skeleton.Update(0);
|
||||
newSkeletonAnimation.state.Update(0);
|
||||
|
||||
@ -96,7 +96,7 @@ namespace Spine.Unity.MeshGeneration {
|
||||
|
||||
// Apply scale to vertices
|
||||
meshBoundsMax.x *= scale; meshBoundsMax.y *= scale;
|
||||
meshBoundsMin.x *= scale; meshBoundsMax.y *= scale;
|
||||
meshBoundsMin.x *= scale; meshBoundsMin.y *= scale;
|
||||
var vertices = this.meshVertices;
|
||||
for (int i = 0; i < totalVertexCount; i++) {
|
||||
Vector3 p = vertices[i];
|
||||
|
||||
@ -160,25 +160,25 @@ namespace Spine.Unity {
|
||||
}
|
||||
|
||||
void DisposeColliders () {
|
||||
#if UNITY_EDITOR
|
||||
var colliders = GetComponents<PolygonCollider2D>();
|
||||
if (colliders.Length == 0) return;
|
||||
|
||||
if (Application.isPlaying) {
|
||||
foreach (var c in colliders) {
|
||||
if (c != null)
|
||||
Destroy(c);
|
||||
if (Application.isEditor) {
|
||||
if (Application.isPlaying) {
|
||||
foreach (var c in colliders) {
|
||||
if (c != null)
|
||||
Destroy(c);
|
||||
}
|
||||
} else {
|
||||
foreach (var c in colliders)
|
||||
if (c != null)
|
||||
DestroyImmediate(c);
|
||||
}
|
||||
} else {
|
||||
foreach (var c in colliders)
|
||||
if (c != null)
|
||||
DestroyImmediate(c);
|
||||
foreach (PolygonCollider2D c in colliders)
|
||||
if (c != null)
|
||||
Destroy(c);
|
||||
}
|
||||
#else
|
||||
foreach (PolygonCollider2D c in colliderTable.Values)
|
||||
if (c != null)
|
||||
Destroy(c);
|
||||
#endif
|
||||
|
||||
slot = null;
|
||||
currentAttachment = null;
|
||||
|
||||
@ -100,16 +100,19 @@ namespace Spine.Unity {
|
||||
#endregion
|
||||
|
||||
#region Bone
|
||||
/// <summary>Sets the bone's (local) X and Y according to a Vector2</summary>
|
||||
public static void SetPosition (this Bone bone, Vector2 position) {
|
||||
bone.X = position.x;
|
||||
bone.Y = position.y;
|
||||
}
|
||||
|
||||
/// <summary>Sets the bone's (local) X and Y according to a Vector3. The z component is ignored.</summary>
|
||||
public static void SetPosition (this Bone bone, Vector3 position) {
|
||||
bone.X = position.x;
|
||||
bone.Y = position.y;
|
||||
}
|
||||
|
||||
/// <summary>Gets the bone's local X and Y as a Vector2.</summary>
|
||||
public static Vector2 GetLocalPosition (this Bone bone) {
|
||||
return new Vector2(bone.x, bone.y);
|
||||
}
|
||||
@ -126,10 +129,12 @@ namespace Spine.Unity {
|
||||
return o;
|
||||
}
|
||||
|
||||
public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform parentTransform) {
|
||||
return parentTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY));
|
||||
/// <summary>Gets the bone's Unity World position using its Spine GameObject Transform. UpdateWorldTransform needs to have been called for this to return the correct, updated value.</summary>
|
||||
public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform spineGameObjectTransform) {
|
||||
return spineGameObjectTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY));
|
||||
}
|
||||
|
||||
/// <summary>Gets the internal bone matrix as a Unity bonespace-to-skeletonspace transformation matrix.</summary>
|
||||
public static Matrix4x4 GetMatrix4x4 (this Bone bone) {
|
||||
return new Matrix4x4 {
|
||||
m00 = bone.a, m01 = bone.b, m03 = bone.worldX,
|
||||
@ -138,7 +143,7 @@ namespace Spine.Unity {
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>Outputs a 2x2 Transformation Matrix that can convert a skeleton-space position to a bone-local position.</summary>
|
||||
/// <summary>Calculates a 2x2 Transformation Matrix that can convert a skeleton-space position to a bone-local position.</summary>
|
||||
public static void GetWorldToLocalMatrix (this Bone bone, out float ia, out float ib, out float ic, out float id) {
|
||||
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
|
||||
float invDet = 1 / (a * d - b * c);
|
||||
@ -236,6 +241,8 @@ namespace Spine.Unity {
|
||||
}
|
||||
|
||||
namespace Spine {
|
||||
using System.Collections.Generic;
|
||||
|
||||
public static class SkeletonExtensions {
|
||||
public static bool IsWeighted (this VertexAttachment va) {
|
||||
return va.bones != null && va.bones.Length > 0;
|
||||
@ -259,6 +266,85 @@ namespace Spine {
|
||||
animation.Apply(skeleton, lastTime, time, loop, events, 1f, false, false);
|
||||
}
|
||||
|
||||
internal static void SetPropertyToSetupPose (this Skeleton skeleton, int propertyID) {
|
||||
int tt = propertyID >> 24;
|
||||
var timelineType = (TimelineType)tt;
|
||||
int i = propertyID - (tt << 24);
|
||||
|
||||
Bone bone;
|
||||
IkConstraint ikc;
|
||||
PathConstraint pc;
|
||||
|
||||
switch (timelineType) {
|
||||
// Bone
|
||||
case TimelineType.Rotate:
|
||||
bone = skeleton.bones.Items[i];
|
||||
bone.rotation = bone.data.rotation;
|
||||
break;
|
||||
case TimelineType.Translate:
|
||||
bone = skeleton.bones.Items[i];
|
||||
bone.x = bone.data.x;
|
||||
bone.y = bone.data.y;
|
||||
break;
|
||||
case TimelineType.Scale:
|
||||
bone = skeleton.bones.Items[i];
|
||||
bone.scaleX = bone.data.scaleX;
|
||||
bone.scaleY = bone.data.scaleY;
|
||||
break;
|
||||
case TimelineType.Shear:
|
||||
bone = skeleton.bones.Items[i];
|
||||
bone.shearX = bone.data.shearX;
|
||||
bone.shearY = bone.data.shearY;
|
||||
break;
|
||||
|
||||
// Slot
|
||||
case TimelineType.Attachment:
|
||||
skeleton.SetSlotAttachmentToSetupPose(i);
|
||||
break;
|
||||
case TimelineType.Color:
|
||||
skeleton.slots.Items[i].SetColorToSetupPose();
|
||||
break;
|
||||
case TimelineType.Deform:
|
||||
skeleton.slots.Items[i].attachmentVertices.Clear();
|
||||
break;
|
||||
|
||||
// Skeleton
|
||||
case TimelineType.DrawOrder:
|
||||
skeleton.SetDrawOrderToSetupPose();
|
||||
break;
|
||||
|
||||
// IK Constraint
|
||||
case TimelineType.IkConstraint:
|
||||
ikc = skeleton.ikConstraints.Items[i];
|
||||
ikc.mix = ikc.data.mix;
|
||||
ikc.bendDirection = ikc.data.bendDirection;
|
||||
break;
|
||||
case TimelineType.TransformConstraint:
|
||||
var tc = skeleton.transformConstraints.Items[i];
|
||||
var tcData = tc.data;
|
||||
tc.rotateMix = tcData.rotateMix;
|
||||
tc.translateMix = tcData.translateMix;
|
||||
tc.scaleMix = tcData.scaleMix;
|
||||
tc.shearMix = tcData.shearMix;
|
||||
break;
|
||||
|
||||
// Path Constraint
|
||||
case TimelineType.PathConstraintPosition:
|
||||
pc = skeleton.pathConstraints.Items[i];
|
||||
pc.position = pc.data.position;
|
||||
break;
|
||||
case TimelineType.PathConstraintSpacing:
|
||||
pc = skeleton.pathConstraints.Items[i];
|
||||
pc.spacing = pc.data.spacing;
|
||||
break;
|
||||
case TimelineType.PathConstraintMix:
|
||||
pc = skeleton.pathConstraints.Items[i];
|
||||
pc.rotateMix = pc.data.rotateMix;
|
||||
pc.translateMix = pc.data.translateMix;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Resets the DrawOrder to the Setup Pose's draw order</summary>
|
||||
public static void SetDrawOrderToSetupPose (this Skeleton skeleton) {
|
||||
var slotsItems = skeleton.slots.Items;
|
||||
@ -315,5 +401,19 @@ namespace Spine {
|
||||
animation.Apply(skeleton, 0, 0, false, null, 0, true, true);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Skins
|
||||
/// <summary><see cref="Spine.Skin.FindNamesForSlot(int,List)"/></summary>
|
||||
public static void FindNamesForSlot (this Skin skin, string slotName, SkeletonData skeletonData, List<string> results) {
|
||||
int slotIndex = skeletonData.FindSlotIndex(slotName);
|
||||
skin.FindNamesForSlot(slotIndex, results);
|
||||
}
|
||||
|
||||
/// <summary><see cref="Spine.Skin.FindAttachmentsForSlot(int,List)"/></summary>
|
||||
public static void FindAttachmentsForSlot (this Skin skin, string slotName, SkeletonData skeletonData, List<Attachment> results) {
|
||||
int slotIndex = skeletonData.FindSlotIndex(slotName);
|
||||
skin.FindAttachmentsForSlot(slotIndex, results);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user