[unity] Update 3.7 examples.

This commit is contained in:
pharan 2018-12-10 02:32:51 +08:00
parent 68ef65eee0
commit de543b2cfc
85 changed files with 1526 additions and 37 deletions

View File

@ -372,7 +372,6 @@ MonoBehaviour:
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_animationName: idle _animationName: idle
loop: 1 loop: 1

View File

@ -17,6 +17,15 @@ namespace Spine.Unity.Examples {
public bool useOverrideMixDuration; public bool useOverrideMixDuration;
public float overrideMixDuration = 0.2f; public float overrideMixDuration = 0.2f;
public bool useOverrideAttachmentThreshold = true;
[Range(0f,1f)]
public float attachmentThreshold = 0.5f;
public bool useOverrideDrawOrderThreshold;
[Range(0f, 1f)]
public float drawOrderThreshold = 0.5f;
[System.Serializable] [System.Serializable]
public struct AnimationControl { public struct AnimationControl {
[SpineAnimation] [SpineAnimation]
@ -94,14 +103,24 @@ namespace Spine.Unity.Examples {
// Check each control, and play the appropriate animation. // Check each control, and play the appropriate animation.
if (Input.GetKeyDown(control.key)) { if (Input.GetKeyDown(control.key)) {
TrackEntry trackEntry;
if (!string.IsNullOrEmpty(control.animationName)) { if (!string.IsNullOrEmpty(control.animationName)) {
var trackEntry = animationState.SetAnimation(trackIndex, control.animationName, control.loop); trackEntry = animationState.SetAnimation(trackIndex, control.animationName, control.loop);
} else {
float mix = control.useCustomMixDuration ? control.mixDuration : animationState.Data.DefaultMix;
trackEntry = animationState.SetEmptyAnimation(trackIndex, mix);
}
if (trackEntry != null) {
if (control.useCustomMixDuration) if (control.useCustomMixDuration)
trackEntry.MixDuration = control.mixDuration; trackEntry.MixDuration = control.mixDuration;
} else { if (useOverrideAttachmentThreshold)
float mix = control.useCustomMixDuration ? control.mixDuration : animationState.Data.DefaultMix; trackEntry.AttachmentThreshold = attachmentThreshold;
animationState.SetEmptyAnimation(trackIndex, mix);
if (useOverrideDrawOrderThreshold)
trackEntry.DrawOrderThreshold = drawOrderThreshold;
} }
// Don't parse more than one animation per track. // Don't parse more than one animation per track.

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View File

@ -23,8 +23,9 @@ namespace Spine.Unity.Examples {
var mousePosition = Input.mousePosition; var mousePosition = Input.mousePosition;
var worldMousePosition = camera.ScreenToWorldPoint(mousePosition); var worldMousePosition = camera.ScreenToWorldPoint(mousePosition);
var skeletonSpacePoint = skeletonAnimation.transform.InverseTransformPoint(worldMousePosition); var skeletonSpacePoint = skeletonAnimation.transform.InverseTransformPoint(worldMousePosition);
//if (skeletonAnimation.Skeleton.FlipX) skeletonSpacePoint.x *= -1; skeletonSpacePoint.x *= skeletonAnimation.Skeleton.ScaleX;
bone.SetPosition(skeletonSpacePoint); skeletonSpacePoint.y *= skeletonAnimation.Skeleton.ScaleY;
bone.SetLocalPosition(skeletonSpacePoint);
} }
} }

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@ -0,0 +1,47 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class MaterialReplacementExample : MonoBehaviour {
public Material originalMaterial;
public Material replacementMaterial;
public bool replacementEnabled = true;
public SkeletonAnimation skeletonAnimation;
[Space]
public string phasePropertyName = "_FillPhase";
[Range(0f, 1f)] public float phase = 1f;
bool previousEnabled;
MaterialPropertyBlock mpb;
void Start () {
previousEnabled = replacementEnabled;
SetReplacementEnabled(replacementEnabled);
mpb = new MaterialPropertyBlock();
}
void Update () {
mpb.SetFloat(phasePropertyName, phase);
GetComponent<MeshRenderer>().SetPropertyBlock(mpb);
if (previousEnabled != replacementEnabled)
SetReplacementEnabled(replacementEnabled);
previousEnabled = replacementEnabled;
}
void SetReplacementEnabled (bool active) {
if (replacementEnabled) {
skeletonAnimation.CustomMaterialOverride[originalMaterial] = replacementMaterial;
} else {
skeletonAnimation.CustomMaterialOverride.Remove(originalMaterial);
}
}
}
}

View File

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@ -24,7 +24,7 @@ namespace Spine.Unity.Examples {
// OPTIONAL: Add all the attachments from the template skin. // OPTIONAL: Add all the attachments from the template skin.
var templateSkin = skeletonAnimation.Skeleton.Data.FindSkin(templateSkinName); var templateSkin = skeletonAnimation.Skeleton.Data.FindSkin(templateSkinName);
if (templateSkin != null) if (templateSkin != null)
equipsSkin.Append(templateSkin); equipsSkin.AddAttachments(templateSkin);
skeletonAnimation.Skeleton.Skin = equipsSkin; skeletonAnimation.Skeleton.Skin = equipsSkin;
RefreshSkeletonAttachments(); RefreshSkeletonAttachments();
@ -40,8 +40,8 @@ namespace Spine.Unity.Examples {
// 1. Collect all the attachments of all active skins. // 1. Collect all the attachments of all active skins.
collectedSkin = collectedSkin ?? new Skin("Collected skin"); collectedSkin = collectedSkin ?? new Skin("Collected skin");
collectedSkin.Clear(); collectedSkin.Clear();
collectedSkin.Append(skeletonAnimation.Skeleton.Data.DefaultSkin); collectedSkin.AddAttachments(skeletonAnimation.Skeleton.Data.DefaultSkin);
collectedSkin.Append(equipsSkin); collectedSkin.AddAttachments(equipsSkin);
// 2. Create a repacked skin. // 2. Create a repacked skin.
var repackedSkin = collectedSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas); var repackedSkin = collectedSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas);

View File

@ -118,8 +118,8 @@ namespace Spine.Unity.Examples {
// Under the hood, this relies on // Under the hood, this relies on
if (repack) { if (repack) {
var repackedSkin = new Skin("repacked skin"); var repackedSkin = new Skin("repacked skin");
repackedSkin.Append(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders) repackedSkin.AddAttachments(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
repackedSkin.Append(customSkin); // Include your new custom skin. repackedSkin.AddAttachments(customSkin); // Include your new custom skin.
repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas); // Pack all the items in the skin. repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas); // Pack all the items in the skin.
skeleton.SetSkin(repackedSkin); // Assign the repacked skin to your Skeleton. skeleton.SetSkin(repackedSkin); // Assign the repacked skin to your Skeleton.
if (bbFollower != null) bbFollower.Initialize(true); if (bbFollower != null) bbFollower.Initialize(true);

View File

@ -118,8 +118,8 @@ namespace Spine.Unity.Examples {
// call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture. // call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
if (repack) { if (repack) {
var repackedSkin = new Skin("repacked skin"); var repackedSkin = new Skin("repacked skin");
repackedSkin.Append(skeleton.Data.DefaultSkin); repackedSkin.AddAttachments(skeleton.Data.DefaultSkin);
repackedSkin.Append(customSkin); repackedSkin.AddAttachments(customSkin);
repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas); repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas);
skeleton.SetSkin(repackedSkin); skeleton.SetSkin(repackedSkin);
} else { } else {

View File

@ -20,7 +20,7 @@ namespace Spine.Unity.Examples {
combinedSkin.Clear(); combinedSkin.Clear();
foreach (var skinName in skinsToCombine) { foreach (var skinName in skinsToCombine) {
var skin = skeleton.Data.FindSkin(skinName); var skin = skeleton.Data.FindSkin(skinName);
if (skin != null) combinedSkin.Append(skin); if (skin != null) combinedSkin.AddAttachments(skin);
} }
skeleton.SetSkin(combinedSkin); skeleton.SetSkin(combinedSkin);

View File

@ -34,7 +34,7 @@ using UnityEngine;
using System.Collections.Generic; using System.Collections.Generic;
using Spine.Unity.Modules.AttachmentTools; using Spine.Unity.Modules.AttachmentTools;
namespace Spine.Unity.Modules { namespace Spine.Unity.Examples {
public class SpriteAttacher : MonoBehaviour { public class SpriteAttacher : MonoBehaviour {
public const string DefaultPMAShader = "Spine/Skeleton"; public const string DefaultPMAShader = "Spine/Skeleton";
public const string DefaultStraightAlphaShader = "Sprites/Default"; public const string DefaultStraightAlphaShader = "Sprites/Default";
@ -50,16 +50,16 @@ namespace Spine.Unity.Modules {
void OnValidate () { void OnValidate () {
var skeletonComponent = GetComponent<ISkeletonComponent>(); var skeletonComponent = GetComponent<ISkeletonComponent>();
var skeletonRenderer = skeletonComponent as SkeletonRenderer; var skeletonRenderer = skeletonComponent as SkeletonRenderer;
bool apma; bool applyPMA;
if (skeletonRenderer != null) { if (skeletonRenderer != null) {
apma = skeletonRenderer.pmaVertexColors; applyPMA = skeletonRenderer.pmaVertexColors;
} else { } else {
var skeletonGraphic = skeletonComponent as SkeletonGraphic; var skeletonGraphic = skeletonComponent as SkeletonGraphic;
apma = skeletonGraphic != null && skeletonGraphic.MeshGenerator.settings.pmaVertexColors; applyPMA = skeletonGraphic != null && skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
} }
if (apma) { if (applyPMA) {
try { try {
sprite.texture.GetPixel(0, 0); sprite.texture.GetPixel(0, 0);
} catch (UnityException e) { } catch (UnityException e) {

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@ -3,7 +3,7 @@ using UnityEngine;
using Spine; using Spine;
using Spine.Unity; using Spine.Unity;
namespace Spine.Unity.Examples { namespace Spine.Unity.Prototyping {
/// <summary> /// <summary>
/// Stores and serializes initial settings for a Spine Skeleton component. The settings only get applied on Start at runtime.</summary> /// Stores and serializes initial settings for a Spine Skeleton component. The settings only get applied on Start at runtime.</summary>
public class SkeletonColorInitialize : MonoBehaviour { public class SkeletonColorInitialize : MonoBehaviour {

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@ -32,7 +32,7 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Events; using UnityEngine.Events;
namespace Spine.Unity.Modules { namespace Spine.Unity.Prototyping {
public class SpineEventUnityHandler : MonoBehaviour { public class SpineEventUnityHandler : MonoBehaviour {

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@ -56,8 +56,7 @@ namespace Spine.Unity.Examples {
if (skeletonRenderer == null) return; if (skeletonRenderer == null) return;
var skeleton = skeletonRenderer.skeleton; if (skeleton == null) return; var skeleton = skeletonRenderer.skeleton; if (skeleton == null) return;
fillAnimation.Animation.Apply(skeleton, 0, percent, false, null, 1f, MixBlend.Setup, MixDirection.In); fillAnimation.Animation.PoseSkeleton(skeleton, percent);
skeleton.Update(Time.deltaTime); skeleton.Update(Time.deltaTime);
skeleton.UpdateWorldTransform(); skeleton.UpdateWorldTransform();
} }

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@ -184,8 +184,8 @@ namespace Spine.Unity.Examples {
nearFoot.UpdateStepProgress(deltaTime, stepSpeed, shuffleDistance, forward, backward); nearFoot.UpdateStepProgress(deltaTime, stepSpeed, shuffleDistance, forward, backward);
farFoot.UpdateStepProgress(deltaTime, stepSpeed, shuffleDistance, forward, backward); farFoot.UpdateStepProgress(deltaTime, stepSpeed, shuffleDistance, forward, backward);
nearFootBone.SetPosition(thisTransform.InverseTransformPoint(nearFoot.worldPos)); nearFootBone.SetLocalPosition(thisTransform.InverseTransformPoint(nearFoot.worldPos));
farFootBone.SetPosition(thisTransform.InverseTransformPoint(farFoot.worldPos)); farFootBone.SetLocalPosition(thisTransform.InverseTransformPoint(farFoot.worldPos));
} }

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