All scripts now in Spine.Unity and Spine.Unity.Modules namespace

This commit is contained in:
pharan 2016-03-24 01:53:22 +08:00
parent c0eb1a5237
commit cc95db8e6c
36 changed files with 4720 additions and 4435 deletions

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@ -34,8 +34,9 @@ using System.IO;
using UnityEngine;
using Spine;
/// <summary>Loads and stores a Spine atlas and list of materials.</summary>
public class AtlasAsset : ScriptableObject {
namespace Spine.Unity {
/// <summary>Loads and stores a Spine atlas and list of materials.</summary>
public class AtlasAsset : ScriptableObject {
public TextAsset atlasFile;
public Material[] materials;
private Atlas atlas;
@ -141,9 +142,9 @@ public class AtlasAsset : ScriptableObject {
return mesh;
}
}
}
public class MaterialsTextureLoader : TextureLoader {
public class MaterialsTextureLoader : TextureLoader {
AtlasAsset atlasAsset;
public MaterialsTextureLoader (AtlasAsset atlasAsset) {
@ -178,4 +179,5 @@ public class MaterialsTextureLoader : TextureLoader {
public void Unload (object texture) {
}
}
}

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@ -182,10 +182,7 @@ namespace Spine.Unity.Editor {
EditorGUI.EndDisabledGroup();
EditorGUI.indentLevel++;
GUILayout.BeginHorizontal();
{
using (new EditorGUILayout.HorizontalScope()) {
if (GUILayout.Button(new GUIContent("Bake All Skins", SpineEditorUtilities.Icons.unityIcon), GUILayout.Height(32), GUILayout.Width(150)))
SkeletonBaker.BakeToPrefab(m_skeletonDataAsset, m_skeletonData.Skins, "", bakeAnimations, bakeIK, bakeEventOptions);
@ -200,35 +197,20 @@ namespace Spine.Unity.Editor {
} else
skinName = m_skeletonAnimation.skeleton.Skin.Name;
bool oops = false;
try {
GUILayout.BeginVertical();
using (var m = new EditorGUILayout.VerticalScope()) {
if (GUILayout.Button(new GUIContent("Bake " + skinName, SpineEditorUtilities.Icons.unityIcon), GUILayout.Height(32), GUILayout.Width(250)))
SkeletonBaker.BakeToPrefab(m_skeletonDataAsset, new ExposedList<Skin>(new [] { bakeSkin }), "", bakeAnimations, bakeIK, bakeEventOptions);
GUILayout.BeginHorizontal();
using (new EditorGUILayout.HorizontalScope()) {
GUILayout.Label(new GUIContent("Skins", SpineEditorUtilities.Icons.skinsRoot), GUILayout.Width(50));
if (GUILayout.Button(skinName, EditorStyles.popup, GUILayout.Width(196))) {
SelectSkinContext();
}
GUILayout.EndHorizontal();
} catch {
oops = true;
//GUILayout.BeginVertical();
}
if (!oops)
GUILayout.EndVertical();
}
}
GUILayout.EndHorizontal();
}
}
EditorGUI.indentLevel--;
EditorGUI.indentLevel--;
}

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@ -31,15 +31,15 @@
using System;
using System.IO;
using System.Collections.Generic;
using UnityEngine;
using Spine;
public class SkeletonDataAsset : ScriptableObject {
namespace Spine.Unity {
public class SkeletonDataAsset : ScriptableObject {
public AtlasAsset[] atlasAssets;
#if SPINE_TK2D
#if SPINE_TK2D
public tk2dSpriteCollectionData spriteCollection;
#endif
#endif
public TextAsset skeletonJSON;
public float scale = 0.01f;
public String[] fromAnimation;
@ -76,17 +76,17 @@ public class SkeletonDataAsset : ScriptableObject {
return null;
}
#if !SPINE_TK2D
#if !SPINE_TK2D
if (atlasAssets.Length == 0) {
Reset();
return null;
}
#else
#else
if (atlasAssets.Length == 0 && spriteCollection == null) {
Reset();
return null;
}
#endif
#endif
Atlas[] atlasArr = new Atlas[atlasAssets.Length];
for (int i = 0; i < atlasAssets.Length; i++) {
@ -107,12 +107,12 @@ public class SkeletonDataAsset : ScriptableObject {
AttachmentLoader attachmentLoader;
float skeletonDataScale;
#if !SPINE_TK2D
#if !SPINE_TK2D
attachmentLoader = new AtlasAttachmentLoader(atlasArr);
skeletonDataScale = scale;
#else
#else
if (spriteCollection != null) {
attachmentLoader = new SpriteCollectionAttachmentLoader(spriteCollection);
attachmentLoader = new Spine.Unity.TK2D.SpriteCollectionAttachmentLoader(spriteCollection);
skeletonDataScale = (1.0f / (spriteCollection.invOrthoSize * spriteCollection.halfTargetHeight) * scale);
} else {
if (atlasArr.Length == 0) {
@ -123,7 +123,7 @@ public class SkeletonDataAsset : ScriptableObject {
attachmentLoader = new AtlasAttachmentLoader(atlasArr);
skeletonDataScale = scale;
}
#endif
#endif
try {
//var stopwatch = new System.Diagnostics.Stopwatch();
@ -172,4 +172,6 @@ public class SkeletonDataAsset : ScriptableObject {
GetSkeletonData(false);
return stateData;
}
}
}

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@ -28,17 +28,14 @@
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.IO;
using System.Collections.Generic;
using UnityEngine;
using Spine;
/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
[ExecuteInEditMode]
[AddComponentMenu("Spine/BoneFollower")]
public class BoneFollower : MonoBehaviour {
namespace Spine.Unity {
/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
[ExecuteInEditMode]
[AddComponentMenu("Spine/BoneFollower")]
public class BoneFollower : MonoBehaviour {
#region Inspector
public SkeletonRenderer skeletonRenderer;
@ -143,4 +140,6 @@ public class BoneFollower : MonoBehaviour {
}
}
}
}

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@ -30,10 +30,8 @@
*****************************************************************************/
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.Reflection;
using System;
namespace Spine.Unity.Editor {
public static class SpineInspectorUtility {

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@ -28,13 +28,12 @@
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System.Collections;
using Spine;
public class AtlasRegionAttacher : MonoBehaviour {
namespace Spine.Unity.Modules {
public class AtlasRegionAttacher : MonoBehaviour {
[System.Serializable]
public class SlotRegionPair {
@ -77,4 +76,5 @@ public class AtlasRegionAttacher : MonoBehaviour {
}
}
}
}

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@ -28,14 +28,12 @@
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Spine;
[ExecuteInEditMode]
public class BoundingBoxFollower : MonoBehaviour {
namespace Spine.Unity {
[ExecuteInEditMode]
public class BoundingBoxFollower : MonoBehaviour {
public SkeletonRenderer skeletonRenderer;
@ -57,27 +55,19 @@ public class BoundingBoxFollower : MonoBehaviour {
public Dictionary<BoundingBoxAttachment, string> attachmentNameTable = new Dictionary<BoundingBoxAttachment, string>();
public string CurrentAttachmentName {
get {
return currentAttachmentName;
}
get { return currentAttachmentName; }
}
public BoundingBoxAttachment CurrentAttachment {
get {
return currentAttachment;
}
get { return currentAttachment; }
}
public PolygonCollider2D CurrentCollider {
get {
return currentCollider;
}
get { return currentCollider; }
}
public Slot Slot {
get {
return slot;
}
get { return slot; }
}
@ -191,4 +181,6 @@ public class BoundingBoxFollower : MonoBehaviour {
currentAttachmentName = currentAttachment == null ? null : attachmentNameTable[attachment];
}
}
}

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@ -28,12 +28,12 @@
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System.Collections;
using Spine;
using Spine.Unity;
public class CustomSkin : MonoBehaviour {
namespace Spine.Unity.Modules {
public class CustomSkin : MonoBehaviour {
[System.Serializable]
public class SkinPair {
@ -78,4 +78,6 @@ public class CustomSkin : MonoBehaviour {
// But it's useful for your script to keep a reference to it.
skeleton.SetSkin(customSkin);
}
}
}

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@ -4,11 +4,12 @@
*****************************************************************************/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[RequireComponent(typeof(SkeletonRenderer))]
public class SkeletonGhost : MonoBehaviour {
namespace Spine.Unity.Modules {
[RequireComponent(typeof(SkeletonRenderer))]
public class SkeletonGhost : MonoBehaviour {
public bool ghostingEnabled = true;
public float spawnRate = 0.05f;
public Color32 color = new Color32(0xFF, 0xFF, 0xFF, 0x00); // default for additive.
@ -150,4 +151,6 @@ public class SkeletonGhost : MonoBehaviour {
return new Color32(r, g, b, a);
}
}
}

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@ -5,11 +5,10 @@
using UnityEngine;
using UnityEditor;
using System.Collections;
using System.Collections.Generic;
[CustomEditor(typeof(SkeletonRagdoll2D))]
public class SkeletonRagdoll2DInspector : Editor {
namespace Spine.Unity.Modules {
[CustomEditor(typeof(SkeletonRagdoll2D))]
public class SkeletonRagdoll2DInspector : UnityEditor.Editor {
SerializedProperty startingBoneName, stopBoneNames, applyOnStart, pinStartBone, enableJointCollision, gravityScale, disableIK, thickness, rotationLimit, colliderLayer, mix, rootMass, massFalloffFactor;
void OnEnable () {
@ -49,4 +48,6 @@ public class SkeletonRagdoll2DInspector : Editor {
GUILayout.Space(20);
EditorGUILayout.LabelField(name, EditorStyles.boldLabel);
}
}
}

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@ -8,8 +8,9 @@ using UnityEditor;
using System.Collections;
using System.Collections.Generic;
[CustomEditor(typeof(SkeletonRagdoll))]
public class SkeletonRagdollInspector : Editor {
namespace Spine.Unity.Modules {
[CustomEditor(typeof(SkeletonRagdoll))]
public class SkeletonRagdollInspector : UnityEditor.Editor {
SerializedProperty startingBoneName, stopBoneNames, applyOnStart, pinStartBone, enableJointCollision, useGravity, disableIK, thickness, rotationLimit, colliderLayer, mix, rootMass, massFalloffFactor;
void OnEnable () {
@ -50,4 +51,6 @@ public class SkeletonRagdollInspector : Editor {
GUILayout.Space(20);
EditorGUILayout.LabelField(name, EditorStyles.boldLabel);
}
}
}

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@ -6,10 +6,10 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Spine;
[RequireComponent(typeof(SkeletonRenderer))]
public class SkeletonRagdoll : MonoBehaviour {
namespace Spine.Unity.Modules {
[RequireComponent(typeof(SkeletonRenderer))]
public class SkeletonRagdoll : MonoBehaviour {
private static Transform helper;
[Header("Hierarchy")]
@ -423,4 +423,6 @@ public class SkeletonRagdoll : MonoBehaviour {
return a;
}
}
}

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@ -6,10 +6,11 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Spine;
using Spine.Unity;
[RequireComponent(typeof(SkeletonRenderer))]
public class SkeletonRagdoll2D : MonoBehaviour {
namespace Spine.Unity.Modules {
[RequireComponent(typeof(SkeletonRenderer))]
public class SkeletonRagdoll2D : MonoBehaviour {
private static Transform helper;
[Header("Hierarchy")]
@ -39,27 +40,19 @@ public class SkeletonRagdoll2D : MonoBehaviour {
public float mix = 1;
public Rigidbody2D RootRigidbody {
get {
return this.rootRigidbody;
}
get { return this.rootRigidbody; }
}
public Vector3 RootOffset {
get {
return this.rootOffset;
}
get { return this.rootOffset; }
}
public Vector3 EstimatedSkeletonPosition {
get {
return this.rootRigidbody.position - rootOffset;
}
get { return this.rootRigidbody.position - rootOffset; }
}
public bool IsActive {
get {
return this.isActive;
}
get { return this.isActive; }
}
private Rigidbody2D rootRigidbody;
@ -282,14 +275,14 @@ public class SkeletonRagdoll2D : MonoBehaviour {
if (colliders.Count == 0) {
var box = go.AddComponent<BoxCollider2D>();
box.size = new Vector2(length, thickness);
#if UNITY_5
#if UNITY_5
// MITCH
// box.offset = new Vector2((b.WorldFlipX ? -length : length) / 2, 0);
box.offset = new Vector2(length / 2, 0);
#else
#else
//box.center = new Vector2((b.WorldFlipX ? -length : length) / 2, 0);
box.center = new Vector2(length/2, 0);
#endif
#endif
}
}
@ -434,4 +427,6 @@ public class SkeletonRagdoll2D : MonoBehaviour {
}
}
}
}

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@ -1,9 +1,38 @@
using UnityEngine;
using System.Collections;
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
* translate, adapt or otherwise create derivative works, improvements of the
* Software or develop new applications using the Software or (b) remove,
* delete, alter or obscure any trademarks or any copyright, trademark, patent
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER 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 POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using UnityEditor;
using Spine.Unity;
using Spine.Unity.Editor;
namespace Spine.Unity.Editor {
namespace Spine.Unity.Modules {
[CustomEditor(typeof(SkeletonPartsRenderer))]
public class SkeletonRenderPartInspector : UnityEditor.Editor {
SpineInspectorUtility.SerializedSortingProperties sortingProperties;
@ -13,7 +42,6 @@ namespace Spine.Unity.Editor {
}
public override void OnInspectorGUI () {
DrawDefaultInspector();
SpineInspectorUtility.SortingPropertyFields(sortingProperties, true);
}
}

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@ -1,9 +1,40 @@
using UnityEngine;
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
* translate, adapt or otherwise create derivative works, improvements of the
* Software or develop new applications using the Software or (b) remove,
* delete, alter or obscure any trademarks or any copyright, trademark, patent
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER 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 POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using UnityEditor;
using Spine.Unity;
using Spine.Unity.Editor;
namespace Spine.Unity.Editor {
namespace Spine.Unity.Modules {
[CustomEditor(typeof(SkeletonRenderSeparator))]
public class SkeletonRenderSeparatorInspector : UnityEditor.Editor {

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@ -1,8 +1,37 @@
using UnityEngine;
using System.Collections;
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
* translate, adapt or otherwise create derivative works, improvements of the
* Software or develop new applications using the Software or (b) remove,
* delete, alter or obscure any trademarks or any copyright, trademark, patent
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER 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 POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using Spine.Unity.MeshGeneration;
namespace Spine.Unity {
namespace Spine.Unity.Modules {
[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
public class SkeletonPartsRenderer : MonoBehaviour {

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@ -1,9 +1,38 @@
using UnityEngine;
using System.Collections;
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
* translate, adapt or otherwise create derivative works, improvements of the
* Software or develop new applications using the Software or (b) remove,
* delete, alter or obscure any trademarks or any copyright, trademark, patent
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER 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 POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System.Collections.Generic;
using Spine.Unity;
namespace Spine.Unity {
namespace Spine.Unity.Modules {
[ExecuteInEditMode]
[HelpURL("https://github.com/pharan/spine-unity-docs/blob/master/SkeletonRenderSeparator.md")]
@ -28,7 +57,7 @@ namespace Spine.Unity {
public bool copyPropertyBlock = false;
[Tooltip("Copies MeshRenderer flags into ")]
public bool copyMeshRendererFlags = false;
public List<Spine.Unity.SkeletonPartsRenderer> partsRenderers = new List<SkeletonPartsRenderer>();
public List<Spine.Unity.Modules.SkeletonPartsRenderer> partsRenderers = new List<SkeletonPartsRenderer>();
#if UNITY_EDITOR
void Reset () {

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@ -32,8 +32,8 @@
using UnityEngine;
using System.Collections;
public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint {
namespace Spine.Unity.Modules {
public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint {
public Transform[] eyes;
public float radius = 0.5f;
public Transform target;
@ -84,4 +84,5 @@ public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint {
}
}
}
}

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@ -32,10 +32,11 @@
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(SkeletonUtilityBone)), ExecuteInEditMode]
public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
namespace Spine.Unity.Modules {
[RequireComponent(typeof(SkeletonUtilityBone)), ExecuteInEditMode]
public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
#if UNITY_4_3
#if UNITY_4_3
public LayerMask groundMask;
public bool use2D = false;
public bool useRadius = false;
@ -44,7 +45,7 @@ public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
public float castOffset = 0;
public float groundOffset = 0;
public float adjustSpeed = 5;
#else
#else
[Tooltip("LayerMask for what objects to raycast against")]
public LayerMask groundMask;
[Tooltip("The 2D")]
@ -61,7 +62,7 @@ public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
public float groundOffset = 0;
[Tooltip("How fast the target IK position adjusts to the ground. Use smaller values to prevent snapping")]
public float adjustSpeed = 5;
#endif
#endif
Vector3 rayOrigin;
@ -86,12 +87,12 @@ public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
RaycastHit2D hit;
if (useRadius) {
#if UNITY_4_3
#if UNITY_4_3
//NOTE: Unity 4.3.x does not have CircleCast
hit = Physics2D.Raycast(rayOrigin , rayDir, castDistance + groundOffset, groundMask);
#else
#else
hit = Physics2D.CircleCast(rayOrigin, castRadius, rayDir, castDistance + groundOffset, groundMask);
#endif
#endif
} else {
hit = Physics2D.Raycast(rayOrigin, rayDir, castDistance + groundOffset, groundMask);
}
@ -149,4 +150,6 @@ public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
Gizmos.color = Color.red;
Gizmos.DrawLine(hitEnd, clearEnd);
}
}
}

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@ -30,10 +30,10 @@
*****************************************************************************/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class SkeletonUtilityKinematicShadow : MonoBehaviour {
namespace Spine.Unity.Modules {
public class SkeletonUtilityKinematicShadow : MonoBehaviour {
public bool hideShadow = true;
public Transform parent;
Dictionary<Transform, Transform> shadowTable;
@ -111,4 +111,5 @@ public class SkeletonUtilityKinematicShadow : MonoBehaviour {
pair.Value.localRotation = pair.Key.localRotation;
}
}
}
}

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@ -30,13 +30,11 @@
*****************************************************************************/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Spine;
public class SpriteAttacher : MonoBehaviour {
namespace Spine.Unity.Modules {
public class SpriteAttacher : MonoBehaviour {
public bool attachOnStart = true;
public bool keepLoaderInMemory = true;
@ -68,9 +66,9 @@ public class SpriteAttacher : MonoBehaviour {
if (!keepLoaderInMemory)
loader = null;
}
}
}
public class SpriteAttachmentLoader : AttachmentLoader {
public class SpriteAttachmentLoader : AttachmentLoader {
//TODO: Memory cleanup functions
@ -196,4 +194,34 @@ public class SpriteAttachmentLoader : AttachmentLoader {
public BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, string name) {
throw new System.NotImplementedException();
}
}
public static class SpriteAttachmentExtensions {
public static Attachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = "Spine/Skeleton") {
var att = sprite.ToRegionAttachment(shaderName);
skeleton.FindSlot(slotName).Attachment = att;
return att;
}
public static Attachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = "Spine/Skeleton") {
var att = sprite.ToRegionAttachment(shaderName);
var slotIndex = skeletonData.FindSlotIndex(slotName);
Skin skin = skeletonData.defaultSkin;
if (skinName != "")
skin = skeletonData.FindSkin(skinName);
skin.AddAttachment(slotIndex, att.Name, att);
return att;
}
public static RegionAttachment ToRegionAttachment (this Sprite sprite, string shaderName = "Spine/Skeleton") {
var loader = new SpriteAttachmentLoader(sprite, Shader.Find(shaderName));
var att = loader.NewRegionAttachment(null, sprite.name, "");
loader = null;
return att;
}
}
}

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@ -35,8 +35,8 @@ using UnityEngine;
using Spine;
// TODO: handle TPackerCW flip mode (probably not swap uv horizontaly)
public class SpriteCollectionAttachmentLoader : AttachmentLoader {
namespace Spine.Unity.TK2D {
public class SpriteCollectionAttachmentLoader : AttachmentLoader {
private tk2dSpriteCollectionData sprites;
private float u, v, u2, v2;
private bool regionRotated;
@ -161,5 +161,6 @@ public class SpriteCollectionAttachmentLoader : AttachmentLoader {
public BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, String name) {
return new BoundingBoxAttachment(name);
}
}
}
#endif

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@ -30,14 +30,14 @@
*****************************************************************************/
using System;
using System.Collections.Generic;
using UnityEngine;
using Spine;
[ExecuteInEditMode]
[AddComponentMenu("Spine/SkeletonAnimation")]
[HelpURL("http://esotericsoftware.com/spine-unity-documentation#Controlling-Animation")]
public class SkeletonAnimation : SkeletonRenderer, ISkeletonAnimation {
namespace Spine.Unity {
[ExecuteInEditMode]
[AddComponentMenu("Spine/SkeletonAnimation")]
[HelpURL("http://esotericsoftware.com/spine-unity-documentation#Controlling-Animation")]
public class SkeletonAnimation : SkeletonRenderer, ISkeletonAnimation {
/// <summary>
/// This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it.
@ -189,4 +189,6 @@ public class SkeletonAnimation : SkeletonRenderer, ISkeletonAnimation {
}
}
}
}

View File

@ -5,12 +5,11 @@
* Full irrevocable rights and permissions granted to Esoteric Software
*****************************************************************************/
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Spine;
[RequireComponent(typeof(Animator))]
public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
namespace Spine.Unity {
[RequireComponent(typeof(Animator))]
public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
public enum MixMode { AlwaysMix, MixNext, SpineStyle }
public MixMode[] layerMixModes = new MixMode[0];
@ -91,13 +90,13 @@ public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
var stateInfo = animator.GetCurrentAnimatorStateInfo(i);
var nextStateInfo = animator.GetNextAnimatorStateInfo(i);
#if UNITY_5
#if UNITY_5
var clipInfo = animator.GetCurrentAnimatorClipInfo(i);
var nextClipInfo = animator.GetNextAnimatorClipInfo(i);
#else
#else
var clipInfo = animator.GetCurrentAnimationClipState(i);
var nextClipInfo = animator.GetNextAnimationClipState(i);
#endif
#endif
MixMode mode = layerMixModes[i];
if (mode == MixMode.AlwaysMix) {
@ -111,11 +110,11 @@ public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
float time = stateInfo.normalizedTime * info.clip.length;
animationTable[GetAnimationClipNameHashCode(info.clip)].Mix(skeleton, Mathf.Max(0, time - deltaTime), time, stateInfo.loop, null, weight);
}
#if UNITY_5
#if UNITY_5
if (nextStateInfo.fullPathHash != 0) {
#else
#else
if (nextStateInfo.nameHash != 0) {
#endif
#endif
for (int c = 0; c < nextClipInfo.Length; c++) {
var info = nextClipInfo[c];
float weight = info.weight * layerWeight;
@ -153,11 +152,11 @@ public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
}
c = 0;
#if UNITY_5
#if UNITY_5
if (nextStateInfo.fullPathHash != 0) {
#else
#else
if (nextStateInfo.nameHash != 0) {
#endif
#endif
//apply next clip directly instead of mixing (ie: no crossfade, ignores mecanim transition weights)
if (mode == MixMode.SpineStyle) {
for (; c < nextClipInfo.Length; c++) {
@ -212,4 +211,5 @@ public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
return clipNameHashCode;
}
}
}

View File

@ -6,10 +6,11 @@
*****************************************************************************/
using UnityEngine;
using System.Collections;
using Spine;
using Spine.Unity;
public static class SkeletonExtensions {
namespace Spine.Unity {
public static class SkeletonExtensions {
const float ByteToFloat = 1f / 255f;
@ -102,7 +103,6 @@ public static class SkeletonExtensions {
}
public static Vector2 GetSkeletonSpacePosition (this Bone bone) {
// TODO: This changes in v3.0
return new Vector2(bone.worldX, bone.worldY);
}
@ -126,33 +126,5 @@ public static class SkeletonExtensions {
animation.Apply(skeleton, 0, time, loop, null);
}
#endregion
#region Unity Sprite To Attachments
public static Attachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = "Spine/Skeleton") {
var att = sprite.ToRegionAttachment(shaderName);
skeleton.FindSlot(slotName).Attachment = att;
return att;
}
public static Attachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = "Spine/Skeleton") {
var att = sprite.ToRegionAttachment(shaderName);
var slotIndex = skeletonData.FindSlotIndex(slotName);
Skin skin = skeletonData.defaultSkin;
if (skinName != "")
skin = skeletonData.FindSkin(skinName);
skin.AddAttachment(slotIndex, att.Name, att);
return att;
}
public static RegionAttachment ToRegionAttachment (this Sprite sprite, string shaderName = "Spine/Skeleton") {
var loader = new SpriteAttachmentLoader(sprite, Shader.Find(shaderName));
var att = loader.NewRegionAttachment(null, sprite.name, "");
loader = null;
return att;
}
#endregion
}

View File

@ -31,18 +31,18 @@
#define SPINE_OPTIONAL_NORMALS
#define SPINE_OPTIONAL_FRONTFACING
#define SPINE_OPTIONAL_RENDEROVERRIDE
//#define SPINE_OPTIONAL_SUBMESHRENDERER // Deprecated
using System;
using System.Collections.Generic;
using UnityEngine;
using Spine;
using Spine.Unity;
using Spine.Unity.MeshGeneration;
/// <summary>Renders a skeleton.</summary>
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer)), DisallowMultipleComponent]
[HelpURL("http://esotericsoftware.com/spine-unity-documentation#Rendering")]
public class SkeletonRenderer : MonoBehaviour {
namespace Spine.Unity {
/// <summary>Renders a skeleton.</summary>
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer)), DisallowMultipleComponent]
[HelpURL("http://esotericsoftware.com/spine-unity-documentation#Rendering")]
public class SkeletonRenderer : MonoBehaviour {
public delegate void SkeletonRendererDelegate (SkeletonRenderer skeletonRenderer);
public SkeletonRendererDelegate OnRebuild;
@ -50,7 +50,7 @@ public class SkeletonRenderer : MonoBehaviour {
public SkeletonDataAsset skeletonDataAsset;
public String initialSkinName;
#region Advanced
#region Advanced
// Submesh Separation
[UnityEngine.Serialization.FormerlySerializedAs("submeshSeparators")]
[SpineSlot]
@ -90,13 +90,16 @@ public class SkeletonRenderer : MonoBehaviour {
}
}
}
#endif
#if SPINE_OPTIONAL_SUBMESHRENDERER
private Spine.Unity.Modules.SkeletonUtilitySubmeshRenderer[] submeshRenderers;
#endif
// Custom Slot Material
[System.NonSerialized] readonly Dictionary<Slot, Material> customSlotMaterials = new Dictionary<Slot, Material>();
public Dictionary<Slot, Material> CustomSlotMaterials { get { return customSlotMaterials; } }
#endregion
#endregion
[System.NonSerialized] public bool valid;
[System.NonSerialized] public Skeleton skeleton;
@ -187,9 +190,12 @@ public class SkeletonRenderer : MonoBehaviour {
skeleton.SetSkin(initialSkinName);
separatorSlots.Clear();
for (int i = 0; i < separatorSlotNames.Length; i++) {
for (int i = 0; i < separatorSlotNames.Length; i++)
separatorSlots.Add(skeleton.FindSlot(separatorSlotNames[i]));
}
#if SPINE_OPTIONAL_SUBMESHRENDERER
submeshRenderers = GetComponentsInChildren<Spine.Unity.Modules.SkeletonUtilitySubmeshRenderer>();
#endif
LateUpdate();
@ -210,6 +216,10 @@ public class SkeletonRenderer : MonoBehaviour {
&& this.generateMeshOverride == null
#endif
#if SPINE_OPTIONAL_SUBMESHRENDERER
&& submeshRenderers.Length > 0
#endif
)
return;
@ -688,6 +698,18 @@ public class SkeletonRenderer : MonoBehaviour {
// Step 5. Miscellaneous
// Add stuff here if you want
#if SPINE_OPTIONAL_SUBMESHRENDERER
if (submeshRenderers.Length > 0) {
for (int i = 0; i < submeshRenderers.Length; i++) {
var submeshRenderer = submeshRenderers[i];
if (submeshRenderer.submeshIndex < sharedMaterials.Length)
submeshRenderer.SetMesh(meshRenderer, currentMesh, sharedMaterials[submeshRenderer.submeshIndex]);
else
submeshRenderer.GetComponent<Renderer>().enabled = false;
}
}
#endif
}
static bool CheckIfMustUpdateMeshStructure (SmartMesh.Instruction a, SmartMesh.Instruction b) {
@ -964,6 +986,5 @@ public class SkeletonRenderer : MonoBehaviour {
public int triangleCount;
public int firstVertex = -1;
}
}
}

View File

@ -10,11 +10,12 @@ using System.Collections;
using System.Collections.Generic;
using Spine;
[CustomEditor(typeof(SkeletonUtilityBone)), CanEditMultipleObjects]
public class SkeletonUtilityBoneInspector : Editor {
namespace Spine.Unity.Editor {
[CustomEditor(typeof(SkeletonUtilityBone)), CanEditMultipleObjects]
public class SkeletonUtilityBoneInspector : UnityEditor.Editor {
SerializedProperty mode, boneName, zPosition, position, rotation, scale, overrideAlpha, parentReference;
// MITCH
// SerializedProperty flip, flipX;
// SerializedProperty flip, flipX;
//multi selected flags
bool containsFollows, containsOverrides, multiObject;
@ -38,8 +39,8 @@ public class SkeletonUtilityBoneInspector : Editor {
parentReference = this.serializedObject.FindProperty("parentReference");
// MITCH
// flip = this.serializedObject.FindProperty("flip");
// flipX = this.serializedObject.FindProperty("flipX");
// flip = this.serializedObject.FindProperty("flip");
// flipX = this.serializedObject.FindProperty("flipX");
EvaluateFlags();
@ -149,7 +150,7 @@ public class SkeletonUtilityBoneInspector : Editor {
EditorGUILayout.PropertyField(rotation);
EditorGUILayout.PropertyField(scale);
// MITCH
// EditorGUILayout.PropertyField(flip);
// EditorGUILayout.PropertyField(flip);
EditorGUI.BeginDisabledGroup(containsFollows);
{
@ -157,15 +158,15 @@ public class SkeletonUtilityBoneInspector : Editor {
EditorGUILayout.PropertyField(parentReference);
// MITCH
// EditorGUI.BeginDisabledGroup(multiObject || !flip.boolValue);
// {
// EditorGUI.BeginChangeCheck();
// EditorGUILayout.PropertyField(flipX);
// if (EditorGUI.EndChangeCheck()) {
// FlipX(flipX.boolValue);
// }
// }
// EditorGUI.EndDisabledGroup();
// EditorGUI.BeginDisabledGroup(multiObject || !flip.boolValue);
// {
// EditorGUI.BeginChangeCheck();
// EditorGUILayout.PropertyField(flipX);
// if (EditorGUI.EndChangeCheck()) {
// FlipX(flipX.boolValue);
// }
// }
// EditorGUI.EndDisabledGroup();
}
EditorGUI.EndDisabledGroup();
@ -233,12 +234,12 @@ public class SkeletonUtilityBoneInspector : Editor {
}
// MITCH
// void FlipX (bool state) {
// utilityBone.FlipX(state);
// if (Application.isPlaying == false) {
// skeletonUtility.skeletonAnimation.LateUpdate();
// }
// }
// void FlipX (bool state) {
// utilityBone.FlipX(state);
// if (Application.isPlaying == false) {
// skeletonUtility.skeletonAnimation.LateUpdate();
// }
// }
void BoneSelectorContextMenu (string current, ExposedList<Bone> bones, string topValue, GenericMenu.MenuFunction2 callback) {
GenericMenu menu = new GenericMenu();
@ -351,4 +352,6 @@ public class SkeletonUtilityBoneInspector : Editor {
utilBone.gameObject.AddComponent<Rigidbody>();
}
}
}

View File

@ -18,8 +18,10 @@ using Spine;
using System.Reflection;
[CustomEditor(typeof(SkeletonUtility))]
public class SkeletonUtilityInspector : Editor {
namespace Spine.Unity.Editor {
[CustomEditor(typeof(SkeletonUtility))]
public class SkeletonUtilityInspector : UnityEditor.Editor {
public static void AttachIcon (SkeletonUtilityBone utilityBone) {
Skeleton skeleton = utilityBone.skeletonUtility.skeletonRenderer.skeleton;
@ -68,11 +70,11 @@ public class SkeletonUtilityInspector : Editor {
//GUI stuff
#if UNITY_4_3
#if UNITY_4_3
static bool showSlots;
#else
#else
static AnimBool showSlots;
#endif
#endif
void OnEnable () {
skeletonUtility = (SkeletonUtility)target;
@ -167,8 +169,8 @@ public class SkeletonUtilityInspector : Editor {
}
EditorGUI.EndDisabledGroup();
// if (GUILayout.Button(new GUIContent("Spawn Submeshes", SpineEditorUtilities.Icons.subMeshRenderer), GUILayout.Width(150), GUILayout.Height(24)))
// skeletonUtility.SpawnSubRenderers(true);
// if (GUILayout.Button(new GUIContent("Spawn Submeshes", SpineEditorUtilities.Icons.subMeshRenderer), GUILayout.Width(150), GUILayout.Height(24)))
// skeletonUtility.SpawnSubRenderers(true);
GUILayout.EndHorizontal();
@ -180,12 +182,12 @@ public class SkeletonUtilityInspector : Editor {
SceneView.RepaintAll();
}
#if UNITY_4_3
#if UNITY_4_3
showSlots = EditorGUILayout.Foldout(showSlots, "Slots");
#else
#else
showSlots.target = EditorGUILayout.Foldout(showSlots.target, "Slots");
if (EditorGUILayout.BeginFadeGroup(showSlots.faded)) {
#endif
#endif
foreach (KeyValuePair<Slot, List<Attachment>> pair in attachmentTable) {
Slot slot = pair.Key;
@ -239,12 +241,12 @@ public class SkeletonUtilityInspector : Editor {
}
#if UNITY_4_3
#else
#else
}
EditorGUILayout.EndFadeGroup();
if (showSlots.isAnimating)
Repaint();
#endif
#endif
}
void SpawnHierarchyContextMenu () {
@ -278,4 +280,6 @@ public class SkeletonUtilityInspector : Editor {
Selection.activeGameObject = skeletonUtility.SpawnRoot(SkeletonUtilityBone.Mode.Override, true, true, true);
AttachIconsToChildren(skeletonUtility.boneRoot);
}
}
}

View File

@ -0,0 +1,49 @@
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
* translate, adapt or otherwise create derivative works, improvements of the
* Software or develop new applications using the Software or (b) remove,
* delete, alter or obscure any trademarks or any copyright, trademark, patent
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER 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 POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using UnityEditor;
using Spine.Unity.Editor;
namespace Spine.Unity.Modules {
[CustomEditor(typeof(SkeletonUtilitySubmeshRenderer))]
public class SkeletonUtilitySubmeshRendererInspector : UnityEditor.Editor {
public SpineInspectorUtility.SerializedSortingProperties sorting;
void OnEnable () {
sorting = new SpineInspectorUtility.SerializedSortingProperties((target as Component).GetComponent<Renderer>());
}
public override void OnInspectorGUI () {
EditorGUILayout.HelpBox("SkeletonUtilitySubmeshRenderer is now obsolete. We recommend using SkeletonRenderSeparator.", MessageType.Info);
SpineInspectorUtility.SortingPropertyFields(sorting, true);
}
}
}

View File

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 67418e462bd4dc24e8c234b92f1d4d9b
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:

View File

@ -10,12 +10,13 @@ using System.Collections;
using System.Collections.Generic;
using Spine;
[RequireComponent(typeof(ISkeletonAnimation))]
[ExecuteInEditMode]
public class SkeletonUtility : MonoBehaviour {
namespace Spine.Unity {
[RequireComponent(typeof(ISkeletonAnimation))]
[ExecuteInEditMode]
public class SkeletonUtility : MonoBehaviour {
public static T GetInParent<T> (Transform origin) where T : Component {
#if UNITY_4_3
#if UNITY_4_3
Transform parent = origin.parent;
while(parent.GetComponent<T>() == null){
parent = parent.parent;
@ -24,9 +25,9 @@ public class SkeletonUtility : MonoBehaviour {
}
return parent.GetComponent<T>();
#else
#else
return origin.GetComponentInParent<T>();
#endif
#endif
}
public static PolygonCollider2D AddBoundingBox (Skeleton skeleton, string skinName, string slotName, string attachmentName, Transform parent, bool isTrigger = true) {
@ -381,4 +382,6 @@ public class SkeletonUtility : MonoBehaviour {
return go;
}
}
}

View File

@ -11,10 +11,11 @@ using System.Collections.Generic;
using UnityEngine;
using Spine;
/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
[ExecuteInEditMode]
[AddComponentMenu("Spine/SkeletonUtilityBone")]
public class SkeletonUtilityBone : MonoBehaviour {
namespace Spine.Unity {
/// <summary>Sets a GameObject's transform to match a bone on a Spine skeleton.</summary>
[ExecuteInEditMode]
[AddComponentMenu("Spine/SkeletonUtilityBone")]
public class SkeletonUtilityBone : MonoBehaviour {
public enum Mode {
Follow,
@ -50,10 +51,10 @@ public class SkeletonUtilityBone : MonoBehaviour {
protected Transform skeletonTransform;
// MITCH : nonuniform scale
// private bool nonUniformScaleWarning;
// public bool NonUniformScaleWarning {
// get { return nonUniformScaleWarning; }
// }
// private bool nonUniformScaleWarning;
// public bool NonUniformScaleWarning {
// get { return nonUniformScaleWarning; }
// }
private bool disableInheritScaleWarning;
public bool DisableInheritScaleWarning {
@ -116,15 +117,15 @@ public class SkeletonUtilityBone : MonoBehaviour {
float skeletonFlipRotation = (skeleton.flipX ^ skeleton.flipY) ? -1f : 1f;
// MITCH : remove flipX
// float flipCompensation = 0;
// if (flip && (flipX || (flipX != bone.flipX)) && bone.parent != null) {
// flipCompensation = bone.parent.WorldRotation * -2;
// }
// float flipCompensation = 0;
// if (flip && (flipX || (flipX != bone.flipX)) && bone.parent != null) {
// flipCompensation = bone.parent.WorldRotation * -2;
// }
if (mode == Mode.Follow) {
// MITCH : remove flipX
// if (flip)
// flipX = bone.flipX;
// if (flip)
// flipX = bone.flipX;
if (position)
cachedTransform.localPosition = new Vector3(bone.x, bone.y, 0);
@ -164,19 +165,19 @@ public class SkeletonUtilityBone : MonoBehaviour {
float angle = Mathf.LerpAngle(bone.Rotation, cachedTransform.localRotation.eulerAngles.z, overrideAlpha);
// MITCH : remove flipX
// float angle = Mathf.LerpAngle(bone.Rotation, cachedTransform.localRotation.eulerAngles.z, overrideAlpha) + flipCompensation;
// if (flip) {
//
// if ((!flipX && bone.flipX)) {
// angle -= flipCompensation;
// }
//
// //TODO fix this...
// if (angle >= 360)
// angle -= 360;
// else if (angle <= -360)
// angle += 360;
// }
// float angle = Mathf.LerpAngle(bone.Rotation, cachedTransform.localRotation.eulerAngles.z, overrideAlpha) + flipCompensation;
// if (flip) {
//
// if ((!flipX && bone.flipX)) {
// angle -= flipCompensation;
// }
//
// //TODO fix this...
// if (angle >= 360)
// angle -= 360;
// else if (angle <= -360)
// angle += 360;
// }
bone.Rotation = angle;
bone.AppliedRotation = angle;
}
@ -206,19 +207,19 @@ public class SkeletonUtilityBone : MonoBehaviour {
float angle = Mathf.LerpAngle(bone.Rotation, Quaternion.LookRotation(flipX ? Vector3.forward * -1 : Vector3.forward, parentReference.InverseTransformDirection(cachedTransform.up)).eulerAngles.z, overrideAlpha);
// MITCH : remove flipX
// float angle = Mathf.LerpAngle(bone.Rotation, Quaternion.LookRotation(flipX ? Vector3.forward * -1 : Vector3.forward, parentReference.InverseTransformDirection(cachedTransform.up)).eulerAngles.z, overrideAlpha) + flipCompensation;
// if (flip) {
//
// if ((!flipX && bone.flipX)) {
// angle -= flipCompensation;
// }
//
// //TODO fix this...
// if (angle >= 360)
// angle -= 360;
// else if (angle <= -360)
// angle += 360;
// }
// float angle = Mathf.LerpAngle(bone.Rotation, Quaternion.LookRotation(flipX ? Vector3.forward * -1 : Vector3.forward, parentReference.InverseTransformDirection(cachedTransform.up)).eulerAngles.z, overrideAlpha) + flipCompensation;
// if (flip) {
//
// if ((!flipX && bone.flipX)) {
// angle -= flipCompensation;
// }
//
// //TODO fix this...
// if (angle >= 360)
// angle -= 360;
// else if (angle <= -360)
// angle += 360;
// }
bone.Rotation = angle;
bone.AppliedRotation = angle;
}
@ -242,28 +243,28 @@ public class SkeletonUtilityBone : MonoBehaviour {
}
// MITCH : remove flipX
// public void FlipX (bool state) {
// if (state != flipX) {
// flipX = state;
// if (flipX && Mathf.Abs(transform.localRotation.eulerAngles.y) > 90) {
// skeletonUtility.skeletonAnimation.LateUpdate();
// return;
// } else if (!flipX && Mathf.Abs(transform.localRotation.eulerAngles.y) < 90) {
// skeletonUtility.skeletonAnimation.LateUpdate();
// return;
// }
// }
//
//
// bone.FlipX = state;
// transform.RotateAround(transform.position, skeletonUtility.transform.up, 180);
// Vector3 euler = transform.localRotation.eulerAngles;
// euler.x = 0;
//
// euler.y = bone.FlipX ? 180 : 0;
// euler.y = 0;
// transform.localRotation = Quaternion.Euler(euler);
// }
// public void FlipX (bool state) {
// if (state != flipX) {
// flipX = state;
// if (flipX && Mathf.Abs(transform.localRotation.eulerAngles.y) > 90) {
// skeletonUtility.skeletonAnimation.LateUpdate();
// return;
// } else if (!flipX && Mathf.Abs(transform.localRotation.eulerAngles.y) < 90) {
// skeletonUtility.skeletonAnimation.LateUpdate();
// return;
// }
// }
//
//
// bone.FlipX = state;
// transform.RotateAround(transform.position, skeletonUtility.transform.up, 180);
// Vector3 euler = transform.localRotation.eulerAngles;
// euler.x = 0;
//
// euler.y = bone.FlipX ? 180 : 0;
// euler.y = 0;
// transform.localRotation = Quaternion.Euler(euler);
// }
public void AddBoundingBox (string skinName, string slotName, string attachmentName) {
SkeletonUtility.AddBoundingBox(bone.skeleton, skinName, slotName, attachmentName, transform);
@ -273,12 +274,13 @@ public class SkeletonUtilityBone : MonoBehaviour {
#if UNITY_EDITOR
void OnDrawGizmos () {
// MITCH : nonuniform scale
// if (NonUniformScaleWarning) {
// Gizmos.DrawIcon(transform.position + new Vector3(0, 0.128f, 0), "icon-warning");
// }
// if (NonUniformScaleWarning) {
// Gizmos.DrawIcon(transform.position + new Vector3(0, 0.128f, 0), "icon-warning");
// }
if (DisableInheritScaleWarning)
Gizmos.DrawIcon(transform.position + new Vector3(0, 0.128f, 0), "icon-warning");
}
#endif
}
}

View File

@ -32,9 +32,9 @@
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(SkeletonUtilityBone)), ExecuteInEditMode]
public abstract class SkeletonUtilityConstraint : MonoBehaviour {
namespace Spine.Unity {
[RequireComponent(typeof(SkeletonUtilityBone)), ExecuteInEditMode]
public abstract class SkeletonUtilityConstraint : MonoBehaviour {
protected SkeletonUtilityBone utilBone;
protected SkeletonUtility skeletonUtility;
@ -50,4 +50,5 @@ public abstract class SkeletonUtilityConstraint : MonoBehaviour {
}
public abstract void DoUpdate ();
}
}

View File

@ -0,0 +1,71 @@
/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), you may not (a) modify,
* translate, adapt or otherwise create derivative works, improvements of the
* Software or develop new applications using the Software or (b) remove,
* delete, alter or obscure any trademarks or any copyright, trademark, patent
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER 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 POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
namespace Spine.Unity.Modules {
[ExecuteInEditMode]
public class SkeletonUtilitySubmeshRenderer : MonoBehaviour {
[System.NonSerialized]
public Mesh mesh;
public int submeshIndex = 0;
public Material hiddenPassMaterial;
Renderer cachedRenderer;
MeshFilter filter;
Material[] sharedMaterials;
void Awake () {
cachedRenderer = GetComponent<Renderer>();
filter = GetComponent<MeshFilter>();
sharedMaterials = new Material[0];
}
public void SetMesh (Renderer parentRenderer, Mesh mesh, Material mat) {
if (cachedRenderer == null)
return;
cachedRenderer.enabled = true;
filter.sharedMesh = mesh;
if (cachedRenderer.sharedMaterials.Length != parentRenderer.sharedMaterials.Length) {
sharedMaterials = parentRenderer.sharedMaterials;
}
for (int i = 0; i < sharedMaterials.Length; i++) {
if (i == submeshIndex)
sharedMaterials[i] = mat;
else
sharedMaterials[i] = hiddenPassMaterial;
}
cachedRenderer.sharedMaterials = sharedMaterials;
}
}
}

View File

@ -0,0 +1,14 @@
fileFormatVersion: 2
guid: 7820c1c2b0e52c6408de899d6939996e
MonoImporter:
serializedVersion: 2
defaultReferences:
- parentRenderer: {instanceID: 0}
- mesh: {instanceID: 0}
- hiddenPassMaterial: {fileID: 2100000, guid: 43227e5adadc6f24bb4bf74b92a56fb4,
type: 2}
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -7,12 +7,13 @@
using UnityEngine;
using System.Collections;
public abstract class SpineAttributeBase : PropertyAttribute {
namespace Spine.Unity {
public abstract class SpineAttributeBase : PropertyAttribute {
public string dataField = "";
public string startsWith = "";
}
}
public class SpineSlot : SpineAttributeBase {
public class SpineSlot : SpineAttributeBase {
public bool containsBoundingBoxes = false;
/// <summary>
@ -29,9 +30,9 @@ public class SpineSlot : SpineAttributeBase {
this.dataField = dataField;
this.containsBoundingBoxes = containsBoundingBoxes;
}
}
}
public class SpineEvent : SpineAttributeBase {
public class SpineEvent : SpineAttributeBase {
/// <summary>
/// Smart popup menu for Spine Events (Spine.EventData)
/// </summary>
@ -44,9 +45,9 @@ public class SpineEvent : SpineAttributeBase {
this.startsWith = startsWith;
this.dataField = dataField;
}
}
}
public class SpineSkin : SpineAttributeBase {
public class SpineSkin : SpineAttributeBase {
/// <summary>
/// Smart popup menu for Spine Skins
/// </summary>
@ -59,8 +60,8 @@ public class SpineSkin : SpineAttributeBase {
this.startsWith = startsWith;
this.dataField = dataField;
}
}
public class SpineAnimation : SpineAttributeBase {
}
public class SpineAnimation : SpineAttributeBase {
/// <summary>
/// Smart popup menu for Spine Animations
/// </summary>
@ -73,9 +74,9 @@ public class SpineAnimation : SpineAttributeBase {
this.startsWith = startsWith;
this.dataField = dataField;
}
}
}
public class SpineAttachment : SpineAttributeBase {
public class SpineAttachment : SpineAttributeBase {
public bool returnAttachmentPath = false;
public bool currentSkinOnly = false;
public bool placeholdersOnly = false;
@ -142,9 +143,9 @@ public class SpineAttachment : SpineAttributeBase {
}
}
}
}
}
public class SpineBone : SpineAttributeBase {
public class SpineBone : SpineAttributeBase {
/// <summary>
/// Smart popup menu for Spine Bones
/// </summary>
@ -166,9 +167,11 @@ public class SpineBone : SpineAttributeBase {
var data = skeletonDataAsset.GetSkeletonData(true);
return data.FindBone(boneName);
}
}
}
public class SpineAtlasRegion : PropertyAttribute {
public class SpineAtlasRegion : PropertyAttribute {
//TODO: Standardize with Skeleton attributes
//NOTE: For now, relies on locally scoped field named "atlasAsset" for source.
}
}