diff --git a/spine-as3/spine-as3-example/lib/spine-as3.swc b/spine-as3/spine-as3-example/lib/spine-as3.swc index ff7f8b358..3ab2c8e39 100644 Binary files a/spine-as3/spine-as3-example/lib/spine-as3.swc and b/spine-as3/spine-as3-example/lib/spine-as3.swc differ diff --git a/spine-as3/spine-as3/src/spine/animation/TrackEntry.as b/spine-as3/spine-as3/src/spine/animation/TrackEntry.as index b26ee29f8..aa6eb3661 100644 --- a/spine-as3/spine-as3/src/spine/animation/TrackEntry.as +++ b/spine-as3/spine-as3/src/spine/animation/TrackEntry.as @@ -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. = new Vector.(); public var timelineDipMix : Vector. = new Vector.(); public var timelinesRotation : Vector. = new Vector.(); @@ -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)) { diff --git a/spine-starling/spine-starling-example/lib/spine-as3.swc b/spine-starling/spine-starling-example/lib/spine-as3.swc index ff7f8b358..64fb0f628 100644 Binary files a/spine-starling/spine-starling-example/lib/spine-as3.swc and b/spine-starling/spine-starling-example/lib/spine-as3.swc differ diff --git a/spine-starling/spine-starling/lib/spine-as3.swc b/spine-starling/spine-starling/lib/spine-as3.swc index ff7f8b358..64fb0f628 100644 Binary files a/spine-starling/spine-starling/lib/spine-as3.swc and b/spine-starling/spine-starling/lib/spine-as3.swc differ diff --git a/spine-unity/Assets/Examples/Scripts/Sample Components/Legacy/SpriteAttacher.cs b/spine-unity/Assets/Examples/Scripts/Sample Components/Legacy/SpriteAttacher.cs index db8790fab..c61f654e1 100644 --- a/spine-unity/Assets/Examples/Scripts/Sample Components/Legacy/SpriteAttacher.cs +++ b/spine-unity/Assets/Examples/Scripts/Sample Components/Legacy/SpriteAttacher.cs @@ -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); diff --git a/spine-unity/Assets/Examples/Scripts/Sample Components/SlotTintBlackFollower.cs b/spine-unity/Assets/Examples/Scripts/Sample Components/SlotTintBlackFollower.cs index 4dbe76095..3b2f95b50 100644 --- a/spine-unity/Assets/Examples/Scripts/Sample Components/SlotTintBlackFollower.cs +++ b/spine-unity/Assets/Examples/Scripts/Sample Components/SlotTintBlackFollower.cs @@ -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); } diff --git a/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/Editor/BoundingBoxFollowerInspector.cs b/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/Editor/BoundingBoxFollowerInspector.cs index 8d340d2f3..f1ecd2ea1 100644 --- a/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/Editor/BoundingBoxFollowerInspector.cs +++ b/spine-unity/Assets/spine-unity/Modules/BoundingBoxFollower/Editor/BoundingBoxFollowerInspector.cs @@ -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.skeletonRenderer = skeletonRendererValue; boneFollower.SetBone(follower.Slot.Data.BoneData.Name); addBoneFollower = false; } diff --git a/spine-unity/Assets/spine-unity/SkeletonAnimation.cs b/spine-unity/Assets/spine-unity/SkeletonAnimation.cs index 28463c371..7014eb727 100644 --- a/spine-unity/Assets/spine-unity/SkeletonAnimation.cs +++ b/spine-unity/Assets/spine-unity/SkeletonAnimation.cs @@ -76,33 +76,40 @@ namespace Spine.Unity { [SerializeField] [SpineAnimation] private string _animationName; + + /// + /// 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. 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; + } + /// Whether or not 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. 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 } diff --git a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs index e81435733..a3d97551a 100644 --- a/spine-unity/Assets/spine-unity/SkeletonExtensions.cs +++ b/spine-unity/Assets/spine-unity/SkeletonExtensions.cs @@ -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;