diff --git a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs
index 03cf57536..19616b2d3 100644
--- a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs
+++ b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs
@@ -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
+ ///
+ /// 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.
+ /// The skeleton to pose.
+ /// The name of the animation to use.
+ /// The time of the pose within the animation.
+ /// Wraps the time around if it is longer than the duration of the animation.
+ 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
+
}
\ No newline at end of file