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[unity] SkeletonDataAsset now only provides a single button to create AnimationReferenceAssets, as nested assets. See #1940.
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@ -373,7 +373,7 @@
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- Added new variants of `GetRepackedSkin` and `GetRepackedAttachments` supporting blend modes. These new variants take a packing configuration input struct `RepackAttachmentsSettings` which provides optional `additiveMaterialSource`, `multiplyMaterialSource` and `screenMaterialSource` properties, enabling blend mode repacking when any is non-null. Create your `RepackAttachmentsSettings` from default settings via `RepackAttachmentsSettings.Default` and then customize settings as needed. Blend mode materials can be set at once using `UseSourceMaterialsFrom(SkeletonDataAsset)` or `UseBlendModeMaterialsFrom(SkeletonDataAsset)`. Uses new `RepackAttachmentsOutput` struct providing `DestroyGeneratedAssets` to easily destroy any previously generated assets.
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- Updated example scenes to demonstrate new `GetRepackedSkin` variant usage.
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- AnimationReferenceAsset: Added animation selector drop-down popup next to object assignment field for easy initial assignment and animation switching. Shows red warning color if the assigned AnimationReferenceAsset's SkeletonDataAsset does not match the one at the GameObjects `SkeletonAnimation` component. A mismatch may be intentional for a special split SkeletonDataAsset setup.
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- AnimationReferenceAssets: The `SkeletonDataAsset` Inspector now allows to generate the set of AnimationReferenceAssets as nested assets below a single asset `<skeletonname>_AnimationReferences.asset` to avoid cluttering the project with hundreds of asset files. This also makes searching the project for a suitable `AnimationReferenceAsset` of a given `SkeletonDataAsset` much faster. There are now two buttons available in the `SkeletonDataAsset` Inspector: `Create Nested` to generate assets in the new nested way, and `Create Individual`, creating individual asset files as before.
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- AnimationReferenceAssets: The `SkeletonDataAsset` Inspector now generates the set of AnimationReferenceAssets as nested assets below a single asset `<skeletonname>_AnimationReferences.asset` to avoid cluttering the project with hundreds of asset files. This also makes searching the project for a suitable `AnimationReferenceAsset` of a given `SkeletonDataAsset` much faster. Use of existing old individual assets is still supported alongside nested new ones. If you require the old way of creating assets in your project, add `SPINE_INDIVIDUAL_ANIMATION_REFERENCE_ASSETS` to your project's Scripting Define Symbols.
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- **Deprecated**
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@ -229,22 +229,15 @@ namespace Spine.Unity.Editor {
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"At runtime, a reference to its Spine.Animation is loaded and cached into the object to be " +
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"used as needed. This skips the need to find and cache animation references in individual " +
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"MonoBehaviours.";
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EditorGUILayout.Space();
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EditorGUILayout.LabelField(SpineInspectorUtility.TempContent("Create Animation Reference Assets",
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Icons.animationRoot, AnimationReferenceTooltipText));
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using (new GUILayout.HorizontalScope()) {
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if (GUILayout.Button(SpineInspectorUtility.TempContent("Create Individual",
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EditorGUIUtility.IconContent("Folder Icon").image as Texture2D,
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"Legacy method, no longer recommended. Creates individual .asset files in a " +
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"ReferenceAssets subfolder."), GUILayout.Height(20), GUILayout.MaxWidth(130))) {
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CreateAnimationReferenceAssets();
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}
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if (GUILayout.Button(SpineInspectorUtility.TempContent("Create Nested",
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EditorGUIUtility.IconContent("AnimatorController Icon").image as Texture2D,
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"Recommended. Creates AnimationReferenceAssets as sub-assets nested under a single " +
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"container asset."), GUILayout.Height(20), GUILayout.MaxWidth(130))) {
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CreateAnimationReferenceAssetsNested();
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}
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if (GUILayout.Button(SpineInspectorUtility.TempContent("Create Animation Reference Assets",
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Icons.animationRoot, AnimationReferenceTooltipText), GUILayout.Width(250), GUILayout.Height(26))) {
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// Add SPINE_INDIVIDUAL_ANIMATION_REFERENCE_ASSETS to your project's Scripting Define Symbols
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// to create individual .asset files in a ReferenceAssets subfolder instead of nested sub-assets.
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#if SPINE_INDIVIDUAL_ANIMATION_REFERENCE_ASSETS
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CreateAnimationReferenceAssets();
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#else
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CreateAnimationReferenceAssetsNested();
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#endif
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}
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}
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EditorGUILayout.Space();
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.spine-unity",
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"displayName": "spine-unity Runtime",
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"description": "This plugin provides the spine-unity runtime core and examples. Spine Examples can be installed via the Samples tab.",
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"version": "4.3.51",
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"version": "4.3.52",
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"unity": "2018.3",
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"author": {
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"name": "Esoteric Software",
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