Merge branch '3.6' into 3.7-beta

This commit is contained in:
badlogic 2018-01-02 14:00:44 +01:00
commit d4d9f7103c
9 changed files with 85 additions and 37 deletions

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@ -46,7 +46,7 @@ package spine.animation {
public var eventThreshold : Number, attachmentThreshold : Number, drawOrderThreshold : Number;
public var animationStart : Number, animationEnd : Number, animationLast : Number, nextAnimationLast : Number;
public var delay : Number, trackTime : Number, trackLast : Number, nextTrackLast : Number, trackEnd : Number, timeScale : Number;
public var alpha : Number, mixTime : Number, mixDuration : Number, interruptAlpha : Number, totalAlpha : Number;
public var alpha : Number, mixTime : Number, mixDuration : Number, interruptAlpha : Number, totalAlpha : Number = 0;
public var timelineData : Vector.<int> = new Vector.<int>();
public var timelineDipMix : Vector.<TrackEntry> = new Vector.<TrackEntry>();
public var timelinesRotation : Vector.<Number> = new Vector.<Number>();
@ -97,12 +97,13 @@ package spine.animation {
for (var i : int = 0; i < timelinesCount; i++) {
var intId : int = timelines[i].getPropertyId();
var id : String = intId.toString();
if (!(propertyIDs[id] == false)) {
propertyIDs[id] = true;
var contained: Object = propertyIDs[id];
propertyIDs[id] = true;
if (contained != undefined) {
timelineData[i] = AnimationState.SUBSEQUENT;
} else if (to == null || !to.hasTimeline(intId))
} else if (to == null || !to.hasTimeline(intId)) {
timelineData[i] = AnimationState.FIRST;
else {
} else {
for (var ii : int = mixingToLast; ii >= 0; ii--) {
var entry : TrackEntry = mixingTo[ii];
if (!entry.hasTimeline(intId)) {

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@ -142,27 +142,32 @@ namespace Spine.Unity.Modules {
}
}
public static class SpriteAttachmentExtensions {
public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true) {
return skeleton.AttachUnitySprite(slotName, sprite, Shader.Find(shaderName), applyPMA);
[System.Obsolete]
public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) {
return skeleton.AttachUnitySprite(slotName, sprite, Shader.Find(shaderName), applyPMA, rotation: rotation);
}
public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true) {
return skeletonData.AddUnitySprite(slotName, sprite, skinName, Shader.Find(shaderName), applyPMA);
[System.Obsolete]
public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) {
return skeletonData.AddUnitySprite(slotName, sprite, skinName, Shader.Find(shaderName), applyPMA, rotation: rotation);
}
public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, Shader shader, bool applyPMA) {
RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader) : sprite.ToRegionAttachment(new Material(shader));
[System.Obsolete]
public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, Shader shader, bool applyPMA, float rotation = 0f) {
RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation: rotation);
skeleton.FindSlot(slotName).Attachment = att;
return att;
}
public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA) {
RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader) : sprite.ToRegionAttachment(new Material(shader));
[System.Obsolete]
public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA, float rotation = 0f) {
RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation);
var slotIndex = skeletonData.FindSlotIndex(slotName);
Skin skin = skeletonData.defaultSkin;
Skin skin = skeletonData.DefaultSkin;
if (skinName != "")
skin = skeletonData.FindSkin(skinName);

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@ -1,4 +1,34 @@
using UnityEngine;
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using Spine.Unity;
namespace Spine.Unity.Examples {
@ -45,8 +75,8 @@ namespace Spine.Unity.Examples {
Slot s = slot;
if (s == null) return;
mb.SetColor(colorPropertyId, new Color(s.r, s.g, s.b, s.a));
mb.SetColor(blackPropertyId, new Color(s.r2, s.g2, s.b2, 1f));
mb.SetColor(colorPropertyId, s.GetColor());
mb.SetColor(blackPropertyId, s.GetColorTintBlack());
mr.SetPropertyBlock(mb);
}

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@ -75,13 +75,13 @@ namespace Spine.Unity.Editor {
serializedObject.ApplyModifiedProperties();
}
var sr = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
if (sr != null && sr.gameObject == follower.gameObject) {
var skeletonRendererValue = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
if (skeletonRendererValue != null && skeletonRendererValue.gameObject == follower.gameObject) {
using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox)) {
EditorGUILayout.HelpBox("It's ideal to add BoundingBoxFollower to a separate child GameObject of the Spine GameObject.", MessageType.Warning);
if (GUILayout.Button(new GUIContent("Move BoundingBoxFollower to new GameObject", Icons.boundingBox), GUILayout.Height(50f))) {
AddBoundingBoxFollowerChild(sr, follower);
AddBoundingBoxFollowerChild(skeletonRendererValue, follower);
DestroyImmediate(follower);
return;
}
@ -156,6 +156,7 @@ namespace Spine.Unity.Editor {
if (Event.current.type == EventType.Repaint) {
if (addBoneFollower) {
var boneFollower = follower.gameObject.AddComponent<BoneFollower>();
boneFollower.skeletonRenderer = skeletonRendererValue;
boneFollower.SetBone(follower.Slot.Data.BoneData.Name);
addBoneFollower = false;
}

View File

@ -76,33 +76,40 @@ namespace Spine.Unity {
[SerializeField]
[SpineAnimation]
private string _animationName;
/// <summary>
/// Setting this property sets the animation of the skeleton. If invalid, it will store the animation name for the next time the skeleton is properly initialized.
/// Getting this property gets the name of the currently playing animation. If invalid, it will return the last stored animation name set through this property.</summary>
public string AnimationName {
get {
if (!valid) {
Debug.LogWarning("You tried access AnimationName but the SkeletonAnimation was not valid. Try checking your Skeleton Data for errors.");
return null;
return _animationName;
} else {
TrackEntry entry = state.GetCurrent(0);
return entry == null ? null : entry.Animation.Name;
}
TrackEntry entry = state.GetCurrent(0);
return entry == null ? null : entry.Animation.Name;
}
set {
if (_animationName == value)
return;
_animationName = value;
if (!valid) {
Debug.LogWarning("You tried to change AnimationName but the SkeletonAnimation was not valid. Try checking your Skeleton Data for errors.");
return;
}
if (string.IsNullOrEmpty(value))
if (string.IsNullOrEmpty(value)) {
state.ClearTrack(0);
else
state.SetAnimation(0, value, loop);
} else {
TrySetAnimation(value, loop);
}
}
}
TrackEntry TrySetAnimation (string animationName, bool animationLoop) {
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(animationName);
if (animationObject != null)
return state.SetAnimation(0, animationObject, animationLoop);
return null;
}
/// <summary>Whether or not <see cref="AnimationName"/> should loop. This only applies to the initial animation specified in the inspector, or any subsequent Animations played through .AnimationName. Animations set through state.SetAnimation are unaffected.</summary>
public bool loop;
@ -150,19 +157,21 @@ namespace Spine.Unity {
#if UNITY_EDITOR
if (!string.IsNullOrEmpty(_animationName)) {
if (Application.isPlaying) {
state.SetAnimation(0, _animationName, loop);
TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
if (startingTrack != null)
Update(0);
} else {
// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
if (animationObject != null)
animationObject.PoseSkeleton(skeleton, 0f);
}
Update(0);
}
#else
if (!string.IsNullOrEmpty(_animationName)) {
state.SetAnimation(0, _animationName, loop);
Update(0);
TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
if (startingTrack != null)
Update(0);
}
#endif
}

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@ -41,6 +41,8 @@ namespace Spine.Unity {
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 Slot s) { return new Color(s.r, s.g, s.b, s.a); }
public static Color GetColorTintBlack (this Slot s) { return new Color(s.r2, s.g2, s.b2, 1f); }
public static void SetColor (this Skeleton skeleton, Color color) {
skeleton.A = color.a;