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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[Unity] GetColor, Bone position and Skeleton pose extensions.
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@ -1,7 +1,7 @@
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/*****************************************************************************
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/*****************************************************************************
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* Spine Extensions created by Mitch Thompson
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* Spine Extensions by Mitch Thompson and John Dy
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* Full irrevocable rights and permissions granted to Esoteric Software
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* Full irrevocable rights and permissions granted to Esoteric Software
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*****************************************************************************/
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*****************************************************************************/
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@ -11,6 +11,14 @@ using Spine;
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public static class SkeletonExtensions {
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public static class SkeletonExtensions {
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const float ByteToFloat = 1f / 255f;
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#region Colors
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public static Color GetColor (this Skeleton s) { return new Color(s.r, s.g, s.b, s.a); }
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public static Color GetColor (this RegionAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
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public static Color GetColor (this MeshAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
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public static Color GetColor (this SkinnedMeshAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
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public static void SetColor (this Skeleton skeleton, Color color) {
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public static void SetColor (this Skeleton skeleton, Color color) {
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skeleton.A = color.a;
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skeleton.A = color.a;
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skeleton.R = color.r;
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skeleton.R = color.r;
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@ -19,10 +27,10 @@ public static class SkeletonExtensions {
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}
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}
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public static void SetColor (this Skeleton skeleton, Color32 color) {
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public static void SetColor (this Skeleton skeleton, Color32 color) {
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skeleton.A = color.a / 255f;
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skeleton.A = color.a * ByteToFloat;
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skeleton.R = color.r / 255f;
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skeleton.R = color.r * ByteToFloat;
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skeleton.G = color.g / 255f;
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skeleton.G = color.g * ByteToFloat;
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skeleton.B = color.b / 255f;
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skeleton.B = color.b * ByteToFloat;
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}
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}
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public static void SetColor (this Slot slot, Color color) {
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public static void SetColor (this Slot slot, Color color) {
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@ -33,10 +41,10 @@ public static class SkeletonExtensions {
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}
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}
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public static void SetColor (this Slot slot, Color32 color) {
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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.A = color.a * ByteToFloat;
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slot.R = color.r / 255f;
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slot.R = color.r * ByteToFloat;
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slot.G = color.g / 255f;
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slot.G = color.g * ByteToFloat;
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slot.B = color.b / 255f;
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slot.B = color.b * ByteToFloat;
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}
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}
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public static void SetColor (this RegionAttachment attachment, Color color) {
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public static void SetColor (this RegionAttachment attachment, Color color) {
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@ -47,10 +55,10 @@ public static class SkeletonExtensions {
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}
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}
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public static void SetColor (this RegionAttachment attachment, Color32 color) {
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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.A = color.a * ByteToFloat;
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attachment.R = color.r / 255f;
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attachment.R = color.r * ByteToFloat;
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attachment.G = color.g / 255f;
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attachment.G = color.g * ByteToFloat;
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attachment.B = color.b / 255f;
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attachment.B = color.b * ByteToFloat;
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}
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}
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public static void SetColor (this MeshAttachment attachment, Color color) {
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public static void SetColor (this MeshAttachment attachment, Color color) {
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@ -61,10 +69,10 @@ public static class SkeletonExtensions {
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}
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}
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public static void SetColor (this MeshAttachment attachment, Color32 color) {
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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.A = color.a * ByteToFloat;
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attachment.R = color.r / 255f;
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attachment.R = color.r * ByteToFloat;
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attachment.G = color.g / 255f;
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attachment.G = color.g * ByteToFloat;
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attachment.B = color.b / 255f;
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attachment.B = color.b * ByteToFloat;
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}
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}
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public static void SetColor (this SkinnedMeshAttachment attachment, Color color) {
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public static void SetColor (this SkinnedMeshAttachment attachment, Color color) {
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@ -75,12 +83,14 @@ public static class SkeletonExtensions {
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}
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}
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public static void SetColor (this SkinnedMeshAttachment attachment, Color32 color) {
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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.A = color.a * ByteToFloat;
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attachment.R = color.r / 255f;
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attachment.R = color.r * ByteToFloat;
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attachment.G = color.g / 255f;
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attachment.G = color.g * ByteToFloat;
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attachment.B = color.b / 255f;
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attachment.B = color.b * ByteToFloat;
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}
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}
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#endregion
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#region Bone Position
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public static void SetPosition (this Bone bone, Vector2 position) {
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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.X = position.x;
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bone.Y = position.y;
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bone.Y = position.y;
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@ -91,10 +101,36 @@ public static class SkeletonExtensions {
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bone.Y = position.y;
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bone.Y = position.y;
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}
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}
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public static Vector2 GetSkeletonSpacePosition (this Bone bone) {
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// TODO: This changes in v3.0
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return new Vector2(bone.worldX, bone.worldY);
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}
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public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform parentTransform) {
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return parentTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY));
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}
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#endregion
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#region Posing
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/// <summary>
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/// Shortcut for posing a skeleton at a specific time. Time is in seconds. (frameNumber / 30f) will give you seconds.
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/// If you need to do this often, you should get the Animation object yourself using skeleton.data.FindAnimation. and call Apply on that.</summary>
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/// <param name = "skeleton">The skeleton to pose.</param>
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/// <param name="animationName">The name of the animation to use.</param>
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/// <param name = "time">The time of the pose within the animation.</param>
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/// <param name = "loop">Wraps the time around if it is longer than the duration of the animation.</param>
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public static void PoseWithAnimation (this Skeleton skeleton, string animationName, float time, bool loop) {
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// Fail loud when skeleton.data is null.
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Spine.Animation animation = skeleton.data.FindAnimation(animationName);
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if (animation == null) return;
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animation.Apply(skeleton, 0, time, loop, null);
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}
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#endregion
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#region Unity Sprite To Attachments
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public static Attachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = "Spine/Skeleton") {
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public static Attachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = "Spine/Skeleton") {
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var att = sprite.ToRegionAttachment(shaderName);
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var att = sprite.ToRegionAttachment(shaderName);
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skeleton.FindSlot(slotName).Attachment = att;
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skeleton.FindSlot(slotName).Attachment = att;
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return att;
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return att;
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}
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}
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@ -117,4 +153,6 @@ public static class SkeletonExtensions {
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loader = null;
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loader = null;
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return att;
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return att;
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}
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}
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#endregion
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}
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}
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