[Unity] GetColor, Bone position and Skeleton pose extensions.

This commit is contained in:
pharan 2016-02-05 20:49:51 +08:00
parent e978f2e519
commit d4901b74d0

View File

@ -1,7 +1,7 @@
/*****************************************************************************
* Spine Extensions created by Mitch Thompson
* Spine Extensions by Mitch Thompson and John Dy
* Full irrevocable rights and permissions granted to Esoteric Software
*****************************************************************************/
@ -11,6 +11,14 @@ using Spine;
public static class SkeletonExtensions {
const float ByteToFloat = 1f / 255f;
#region Colors
public static Color GetColor (this Skeleton s) { return new Color(s.r, s.g, s.b, s.a); }
public static Color GetColor (this RegionAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
public static Color GetColor (this MeshAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
public static Color GetColor (this SkinnedMeshAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
public static void SetColor (this Skeleton skeleton, Color color) {
skeleton.A = color.a;
skeleton.R = color.r;
@ -19,10 +27,10 @@ public static class SkeletonExtensions {
}
public static void SetColor (this Skeleton skeleton, Color32 color) {
skeleton.A = color.a / 255f;
skeleton.R = color.r / 255f;
skeleton.G = color.g / 255f;
skeleton.B = color.b / 255f;
skeleton.A = color.a * ByteToFloat;
skeleton.R = color.r * ByteToFloat;
skeleton.G = color.g * ByteToFloat;
skeleton.B = color.b * ByteToFloat;
}
public static void SetColor (this Slot slot, Color color) {
@ -33,10 +41,10 @@ public static class SkeletonExtensions {
}
public static void SetColor (this Slot slot, Color32 color) {
slot.A = color.a / 255f;
slot.R = color.r / 255f;
slot.G = color.g / 255f;
slot.B = color.b / 255f;
slot.A = color.a * ByteToFloat;
slot.R = color.r * ByteToFloat;
slot.G = color.g * ByteToFloat;
slot.B = color.b * ByteToFloat;
}
public static void SetColor (this RegionAttachment attachment, Color color) {
@ -47,10 +55,10 @@ public static class SkeletonExtensions {
}
public static void SetColor (this RegionAttachment attachment, Color32 color) {
attachment.A = color.a / 255f;
attachment.R = color.r / 255f;
attachment.G = color.g / 255f;
attachment.B = color.b / 255f;
attachment.A = color.a * ByteToFloat;
attachment.R = color.r * ByteToFloat;
attachment.G = color.g * ByteToFloat;
attachment.B = color.b * ByteToFloat;
}
public static void SetColor (this MeshAttachment attachment, Color color) {
@ -61,10 +69,10 @@ public static class SkeletonExtensions {
}
public static void SetColor (this MeshAttachment attachment, Color32 color) {
attachment.A = color.a / 255f;
attachment.R = color.r / 255f;
attachment.G = color.g / 255f;
attachment.B = color.b / 255f;
attachment.A = color.a * ByteToFloat;
attachment.R = color.r * ByteToFloat;
attachment.G = color.g * ByteToFloat;
attachment.B = color.b * ByteToFloat;
}
public static void SetColor (this SkinnedMeshAttachment attachment, Color color) {
@ -75,12 +83,14 @@ public static class SkeletonExtensions {
}
public static void SetColor (this SkinnedMeshAttachment attachment, Color32 color) {
attachment.A = color.a / 255f;
attachment.R = color.r / 255f;
attachment.G = color.g / 255f;
attachment.B = color.b / 255f;
attachment.A = color.a * ByteToFloat;
attachment.R = color.r * ByteToFloat;
attachment.G = color.g * ByteToFloat;
attachment.B = color.b * ByteToFloat;
}
#endregion
#region Bone Position
public static void SetPosition (this Bone bone, Vector2 position) {
bone.X = position.x;
bone.Y = position.y;
@ -91,10 +101,36 @@ public static class SkeletonExtensions {
bone.Y = position.y;
}
public static Vector2 GetSkeletonSpacePosition (this Bone bone) {
// TODO: This changes in v3.0
return new Vector2(bone.worldX, bone.worldY);
}
public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform parentTransform) {
return parentTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY));
}
#endregion
#region Posing
/// <summary>
/// Shortcut for posing a skeleton at a specific time. Time is in seconds. (frameNumber / 30f) will give you seconds.
/// If you need to do this often, you should get the Animation object yourself using skeleton.data.FindAnimation. and call Apply on that.</summary>
/// <param name = "skeleton">The skeleton to pose.</param>
/// <param name="animationName">The name of the animation to use.</param>
/// <param name = "time">The time of the pose within the animation.</param>
/// <param name = "loop">Wraps the time around if it is longer than the duration of the animation.</param>
public static void PoseWithAnimation (this Skeleton skeleton, string animationName, float time, bool loop) {
// Fail loud when skeleton.data is null.
Spine.Animation animation = skeleton.data.FindAnimation(animationName);
if (animation == null) return;
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;
}
@ -117,4 +153,6 @@ public static class SkeletonExtensions {
loader = null;
return att;
}
#endregion
}