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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
Merge branch '3.6' into 3.7-beta
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commit
d4d9f7103c
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@ -46,7 +46,7 @@ package spine.animation {
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public var eventThreshold : Number, attachmentThreshold : Number, drawOrderThreshold : Number;
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public var animationStart : Number, animationEnd : Number, animationLast : Number, nextAnimationLast : Number;
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public var delay : Number, trackTime : Number, trackLast : Number, nextTrackLast : Number, trackEnd : Number, timeScale : Number;
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public var alpha : Number, mixTime : Number, mixDuration : Number, interruptAlpha : Number, totalAlpha : Number;
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public var alpha : Number, mixTime : Number, mixDuration : Number, interruptAlpha : Number, totalAlpha : Number = 0;
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public var timelineData : Vector.<int> = new Vector.<int>();
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public var timelineDipMix : Vector.<TrackEntry> = new Vector.<TrackEntry>();
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public var timelinesRotation : Vector.<Number> = new Vector.<Number>();
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@ -97,12 +97,13 @@ package spine.animation {
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for (var i : int = 0; i < timelinesCount; i++) {
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var intId : int = timelines[i].getPropertyId();
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var id : String = intId.toString();
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if (!(propertyIDs[id] == false)) {
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propertyIDs[id] = true;
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var contained: Object = propertyIDs[id];
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propertyIDs[id] = true;
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if (contained != undefined) {
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timelineData[i] = AnimationState.SUBSEQUENT;
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} else if (to == null || !to.hasTimeline(intId))
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} else if (to == null || !to.hasTimeline(intId)) {
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timelineData[i] = AnimationState.FIRST;
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else {
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} else {
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for (var ii : int = mixingToLast; ii >= 0; ii--) {
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var entry : TrackEntry = mixingTo[ii];
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if (!entry.hasTimeline(intId)) {
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@ -142,27 +142,32 @@ namespace Spine.Unity.Modules {
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}
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}
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public static class SpriteAttachmentExtensions {
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public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true) {
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return skeleton.AttachUnitySprite(slotName, sprite, Shader.Find(shaderName), applyPMA);
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[System.Obsolete]
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public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) {
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return skeleton.AttachUnitySprite(slotName, sprite, Shader.Find(shaderName), applyPMA, rotation: rotation);
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}
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public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true) {
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return skeletonData.AddUnitySprite(slotName, sprite, skinName, Shader.Find(shaderName), applyPMA);
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[System.Obsolete]
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public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) {
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return skeletonData.AddUnitySprite(slotName, sprite, skinName, Shader.Find(shaderName), applyPMA, rotation: rotation);
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}
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public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, Shader shader, bool applyPMA) {
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RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader) : sprite.ToRegionAttachment(new Material(shader));
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[System.Obsolete]
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public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, Shader shader, bool applyPMA, float rotation = 0f) {
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RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation: rotation);
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skeleton.FindSlot(slotName).Attachment = att;
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return att;
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}
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public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA) {
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RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader) : sprite.ToRegionAttachment(new Material(shader));
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[System.Obsolete]
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public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA, float rotation = 0f) {
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RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation);
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var slotIndex = skeletonData.FindSlotIndex(slotName);
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Skin skin = skeletonData.defaultSkin;
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Skin skin = skeletonData.DefaultSkin;
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if (skinName != "")
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skin = skeletonData.FindSkin(skinName);
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@ -1,4 +1,34 @@
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using UnityEngine;
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using Spine.Unity;
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namespace Spine.Unity.Examples {
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@ -45,8 +75,8 @@ namespace Spine.Unity.Examples {
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Slot s = slot;
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if (s == null) return;
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mb.SetColor(colorPropertyId, new Color(s.r, s.g, s.b, s.a));
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mb.SetColor(blackPropertyId, new Color(s.r2, s.g2, s.b2, 1f));
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mb.SetColor(colorPropertyId, s.GetColor());
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mb.SetColor(blackPropertyId, s.GetColorTintBlack());
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mr.SetPropertyBlock(mb);
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}
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@ -75,13 +75,13 @@ namespace Spine.Unity.Editor {
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serializedObject.ApplyModifiedProperties();
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}
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var sr = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
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if (sr != null && sr.gameObject == follower.gameObject) {
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var skeletonRendererValue = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
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if (skeletonRendererValue != null && skeletonRendererValue.gameObject == follower.gameObject) {
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using (new EditorGUILayout.VerticalScope(EditorStyles.helpBox)) {
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EditorGUILayout.HelpBox("It's ideal to add BoundingBoxFollower to a separate child GameObject of the Spine GameObject.", MessageType.Warning);
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if (GUILayout.Button(new GUIContent("Move BoundingBoxFollower to new GameObject", Icons.boundingBox), GUILayout.Height(50f))) {
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AddBoundingBoxFollowerChild(sr, follower);
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AddBoundingBoxFollowerChild(skeletonRendererValue, follower);
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DestroyImmediate(follower);
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return;
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}
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@ -156,6 +156,7 @@ namespace Spine.Unity.Editor {
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if (Event.current.type == EventType.Repaint) {
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if (addBoneFollower) {
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var boneFollower = follower.gameObject.AddComponent<BoneFollower>();
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boneFollower.skeletonRenderer = skeletonRendererValue;
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boneFollower.SetBone(follower.Slot.Data.BoneData.Name);
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addBoneFollower = false;
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}
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@ -76,33 +76,40 @@ namespace Spine.Unity {
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[SerializeField]
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[SpineAnimation]
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private string _animationName;
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/// <summary>
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/// 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.
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/// 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>
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public string AnimationName {
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get {
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if (!valid) {
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Debug.LogWarning("You tried access AnimationName but the SkeletonAnimation was not valid. Try checking your Skeleton Data for errors.");
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return null;
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return _animationName;
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} else {
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TrackEntry entry = state.GetCurrent(0);
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return entry == null ? null : entry.Animation.Name;
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}
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TrackEntry entry = state.GetCurrent(0);
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return entry == null ? null : entry.Animation.Name;
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}
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set {
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if (_animationName == value)
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return;
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_animationName = value;
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if (!valid) {
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Debug.LogWarning("You tried to change AnimationName but the SkeletonAnimation was not valid. Try checking your Skeleton Data for errors.");
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return;
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}
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if (string.IsNullOrEmpty(value))
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if (string.IsNullOrEmpty(value)) {
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state.ClearTrack(0);
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else
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state.SetAnimation(0, value, loop);
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} else {
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TrySetAnimation(value, loop);
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}
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}
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}
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TrackEntry TrySetAnimation (string animationName, bool animationLoop) {
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var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(animationName);
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if (animationObject != null)
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return state.SetAnimation(0, animationObject, animationLoop);
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return null;
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}
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/// <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>
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public bool loop;
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@ -150,19 +157,21 @@ namespace Spine.Unity {
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#if UNITY_EDITOR
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if (!string.IsNullOrEmpty(_animationName)) {
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if (Application.isPlaying) {
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state.SetAnimation(0, _animationName, loop);
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TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
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if (startingTrack != null)
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Update(0);
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} else {
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// Assume SkeletonAnimation is valid for skeletonData and skeleton. Checked above.
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var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(_animationName);
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if (animationObject != null)
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animationObject.PoseSkeleton(skeleton, 0f);
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}
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Update(0);
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}
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#else
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if (!string.IsNullOrEmpty(_animationName)) {
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state.SetAnimation(0, _animationName, loop);
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Update(0);
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TrackEntry startingTrack = TrySetAnimation(_animationName, loop);
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if (startingTrack != null)
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Update(0);
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}
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#endif
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}
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@ -41,6 +41,8 @@ namespace Spine.Unity {
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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 Slot s) { return new Color(s.r, s.g, s.b, s.a); }
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public static Color GetColorTintBlack (this Slot s) { return new Color(s.r2, s.g2, s.b2, 1f); }
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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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