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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 22:34:53 +08:00
Merge remote-tracking branch 'origin/master'
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commit
cd146f24a8
@ -104,10 +104,10 @@ void SkeletonDrawable::draw (RenderTarget& target, RenderStates states) const {
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texture = (Texture*)((AtlasRegion*)regionAttachment->rendererObject)->page->rendererObject;
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RegionAttachment_computeWorldVertices(regionAttachment, slot->skeleton->x, slot->skeleton->y, slot->bone, worldVertices);
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Uint8 r = skeleton->r * slot->r * 255;
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Uint8 g = skeleton->g * slot->g * 255;
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Uint8 b = skeleton->b * slot->b * 255;
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Uint8 a = skeleton->a * slot->a * 255;
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Uint8 r = static_cast<Uint8>(skeleton->r * slot->r * 255);
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Uint8 g = static_cast<Uint8>(skeleton->g * slot->g * 255);
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Uint8 b = static_cast<Uint8>(skeleton->b * slot->b * 255);
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Uint8 a = static_cast<Uint8>(skeleton->a * slot->a * 255);
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Vector2u size = texture->getSize();
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vertices[0].color.r = r;
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@ -159,10 +159,10 @@ void SkeletonDrawable::draw (RenderTarget& target, RenderStates states) const {
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texture = (Texture*)((AtlasRegion*)mesh->rendererObject)->page->rendererObject;
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MeshAttachment_computeWorldVertices(mesh, slot->skeleton->x, slot->skeleton->y, slot, worldVertices);
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Uint8 r = skeleton->r * slot->r * 255;
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Uint8 g = skeleton->g * slot->g * 255;
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Uint8 b = skeleton->b * slot->b * 255;
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Uint8 a = skeleton->a * slot->a * 255;
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Uint8 r = static_cast<Uint8>(skeleton->r * slot->r * 255);
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Uint8 g = static_cast<Uint8>(skeleton->g * slot->g * 255);
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Uint8 b = static_cast<Uint8>(skeleton->b * slot->b * 255);
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Uint8 a = static_cast<Uint8>(skeleton->a * slot->a * 255);
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vertex.color.r = r;
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vertex.color.g = g;
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vertex.color.b = b;
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@ -184,10 +184,10 @@ void SkeletonDrawable::draw (RenderTarget& target, RenderStates states) const {
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texture = (Texture*)((AtlasRegion*)mesh->rendererObject)->page->rendererObject;
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SkinnedMeshAttachment_computeWorldVertices(mesh, slot->skeleton->x, slot->skeleton->y, slot, worldVertices);
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Uint8 r = skeleton->r * slot->r * 255;
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Uint8 g = skeleton->g * slot->g * 255;
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Uint8 b = skeleton->b * slot->b * 255;
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Uint8 a = skeleton->a * slot->a * 255;
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Uint8 r = static_cast<Uint8>(skeleton->r * slot->r * 255);
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Uint8 g = static_cast<Uint8>(skeleton->g * slot->g * 255);
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Uint8 b = static_cast<Uint8>(skeleton->b * slot->b * 255);
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Uint8 a = static_cast<Uint8>(skeleton->a * slot->a * 255);
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vertex.color.r = r;
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vertex.color.g = g;
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vertex.color.b = b;
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73
spine-unity/Assets/spine-unity/SkeletonExtensions.cs
Normal file
73
spine-unity/Assets/spine-unity/SkeletonExtensions.cs
Normal file
@ -0,0 +1,73 @@
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using UnityEngine;
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using System.Collections;
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using Spine;
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public static class SkeletonExtensions {
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public static void SetColor(this Slot slot, Color color){
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slot.A = color.a;
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slot.R = color.r;
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slot.G = color.g;
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slot.B = color.b;
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}
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public static void SetColor(this Slot slot, Color32 color){
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slot.A = color.a / 255f;
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slot.R = color.r / 255f;
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slot.G = color.g / 255f;
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slot.B = color.b / 255f;
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}
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public static void SetColor(this RegionAttachment attachment, Color color){
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attachment.A = color.a;
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attachment.R = color.r;
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attachment.G = color.g;
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attachment.B = color.b;
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}
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public static void SetColor(this RegionAttachment attachment, Color32 color){
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attachment.A = color.a / 255f;
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attachment.R = color.r / 255f;
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attachment.G = color.g / 255f;
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attachment.B = color.b / 255f;
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}
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public static void SetColor(this MeshAttachment attachment, Color color){
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attachment.A = color.a;
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attachment.R = color.r;
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attachment.G = color.g;
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attachment.B = color.b;
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}
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public static void SetColor(this MeshAttachment attachment, Color32 color){
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attachment.A = color.a / 255f;
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attachment.R = color.r / 255f;
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attachment.G = color.g / 255f;
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attachment.B = color.b / 255f;
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}
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public static void SetColor(this SkinnedMeshAttachment attachment, Color color){
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attachment.A = color.a;
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attachment.R = color.r;
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attachment.G = color.g;
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attachment.B = color.b;
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}
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public static void SetColor(this SkinnedMeshAttachment attachment, Color32 color){
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attachment.A = color.a / 255f;
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attachment.R = color.r / 255f;
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attachment.G = color.g / 255f;
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attachment.B = color.b / 255f;
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}
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public static void SetPosition(this Bone bone, Vector2 position){
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bone.X = position.x;
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bone.Y = position.y;
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}
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public static void SetPosition(this Bone bone, Vector3 position){
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bone.X = position.x;
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bone.Y = position.y;
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}
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}
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: ea85c8f6a91a6ab45881b0dbdaabb7d0
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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