This commit is contained in:
badlogic 2019-08-19 17:07:07 +02:00
commit df435cdfc7
10 changed files with 53 additions and 22 deletions

View File

@ -160,6 +160,8 @@ namespace Spine {
copy.regionHeight = regionHeight;
copy.regionOriginalWidth = regionOriginalWidth;
copy.regionOriginalHeight = regionOriginalHeight;
copy.RegionRotate = RegionRotate;
copy.RegionDegrees = RegionDegrees;
copy.Path = Path;
copy.r = r;
copy.g = g;
@ -195,6 +197,8 @@ namespace Spine {
mesh.regionHeight = regionHeight;
mesh.regionOriginalWidth = regionOriginalWidth;
mesh.regionOriginalHeight = regionOriginalHeight;
mesh.RegionDegrees = RegionDegrees;
mesh.RegionRotate = RegionRotate;
mesh.Path = Path;
mesh.r = r;

View File

@ -170,7 +170,8 @@ namespace Spine.Unity.Examples {
if (skinName != "")
skin = skeletonData.FindSkin(skinName);
skin.SetAttachment(slotIndex, att.Name, att);
if (skin != null)
skin.SetAttachment(slotIndex, att.Name, att);
return att;
}

View File

@ -497,12 +497,15 @@ namespace Spine.Unity.Editor {
using (new SpineInspectorUtility.IndentScope()) {
{
skin.GetAttachments(i, slotAttachments);
if (skin != defaultSkin) {
defaultSkin.GetAttachments(i, slotAttachments);
defaultSkin.GetAttachments(i, defaultSkinAttachments);
} else {
defaultSkin.GetAttachments(i, defaultSkinAttachments);
}
if (defaultSkin != null) {
if (skin != defaultSkin) {
defaultSkin.GetAttachments(i, slotAttachments);
defaultSkin.GetAttachments(i, defaultSkinAttachments);
}
else {
defaultSkin.GetAttachments(i, defaultSkinAttachments);
}
}
}
for (int a = 0; a < slotAttachments.Count; a++) {

View File

@ -39,7 +39,7 @@ namespace Spine.Unity.Editor {
[CustomEditor(typeof(BoneFollowerGraphic)), CanEditMultipleObjects]
public class BoneFollowerGraphicInspector : Editor {
SerializedProperty boneName, skeletonGraphic, followZPosition, followBoneRotation, followLocalScale, followSkeletonFlip;
SerializedProperty boneName, skeletonGraphic, followXYPosition, followZPosition, followBoneRotation, followLocalScale, followSkeletonFlip;
BoneFollowerGraphic targetBoneFollower;
bool needsReset;
@ -73,6 +73,7 @@ namespace Spine.Unity.Editor {
skeletonGraphic = serializedObject.FindProperty("skeletonGraphic");
boneName = serializedObject.FindProperty("boneName");
followBoneRotation = serializedObject.FindProperty("followBoneRotation");
followXYPosition = serializedObject.FindProperty("followXYPosition");
followZPosition = serializedObject.FindProperty("followZPosition");
followLocalScale = serializedObject.FindProperty("followLocalScale");
followSkeletonFlip = serializedObject.FindProperty("followSkeletonFlip");
@ -166,6 +167,7 @@ namespace Spine.Unity.Editor {
needsReset |= EditorGUI.EndChangeCheck();
EditorGUILayout.PropertyField(followBoneRotation);
EditorGUILayout.PropertyField(followXYPosition);
EditorGUILayout.PropertyField(followZPosition);
EditorGUILayout.PropertyField(followLocalScale);
EditorGUILayout.PropertyField(followSkeletonFlip);

View File

@ -37,7 +37,7 @@ namespace Spine.Unity.Editor {
[CustomEditor(typeof(BoneFollower)), CanEditMultipleObjects]
public class BoneFollowerInspector : Editor {
SerializedProperty boneName, skeletonRenderer, followZPosition, followBoneRotation, followLocalScale, followSkeletonFlip;
SerializedProperty boneName, skeletonRenderer, followXYPosition, followZPosition, followBoneRotation, followLocalScale, followSkeletonFlip;
BoneFollower targetBoneFollower;
bool needsReset;
@ -82,6 +82,7 @@ namespace Spine.Unity.Editor {
skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
boneName = serializedObject.FindProperty("boneName");
followBoneRotation = serializedObject.FindProperty("followBoneRotation");
followXYPosition = serializedObject.FindProperty("followXYPosition");
followZPosition = serializedObject.FindProperty("followZPosition");
followLocalScale = serializedObject.FindProperty("followLocalScale");
followSkeletonFlip = serializedObject.FindProperty("followSkeletonFlip");
@ -172,6 +173,7 @@ namespace Spine.Unity.Editor {
needsReset |= EditorGUI.EndChangeCheck();
EditorGUILayout.PropertyField(followBoneRotation);
EditorGUILayout.PropertyField(followXYPosition);
EditorGUILayout.PropertyField(followZPosition);
EditorGUILayout.PropertyField(followLocalScale);
EditorGUILayout.PropertyField(followSkeletonFlip);

View File

@ -582,7 +582,7 @@ namespace Spine.Unity.Editor {
attachmentTable.Add(skeleton.Slots.Items[i], attachments);
// Add skin attachments.
skin.GetAttachments(i, attachments);
if (notDefaultSkin) // Add default skin attachments.
if (notDefaultSkin && defaultSkin != null) // Add default skin attachments.
defaultSkin.GetAttachments(i, attachments);
}

View File

@ -59,6 +59,7 @@ namespace Spine.Unity {
[SpineBone(dataField: "skeletonRenderer")]
[SerializeField] public string boneName;
public bool followXYPosition = true;
public bool followZPosition = true;
public bool followBoneRotation = true;
@ -142,7 +143,9 @@ namespace Spine.Unity {
Transform thisTransform = this.transform;
if (skeletonTransformIsParent) {
// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
thisTransform.localPosition = new Vector3(bone.worldX, bone.worldY, followZPosition ? 0f : thisTransform.localPosition.z);
thisTransform.localPosition = new Vector3(followXYPosition ? bone.worldX : thisTransform.localPosition.x,
followXYPosition ? bone.worldY : thisTransform.localPosition.y,
followZPosition ? 0f : thisTransform.localPosition.z);
if (followBoneRotation) {
float halfRotation = Mathf.Atan2(bone.c, bone.a) * 0.5f;
if (followLocalScale && bone.scaleX < 0) // Negate rotation from negative scaleX. Don't use negative determinant. local scaleY doesn't factor into used rotation.
@ -157,6 +160,10 @@ namespace Spine.Unity {
// For special cases: Use transform world properties if transform relationship is complicated
Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY, 0f));
if (!followZPosition) targetWorldPosition.z = thisTransform.position.z;
if (!followXYPosition) {
targetWorldPosition.x = thisTransform.position.x;
targetWorldPosition.y = thisTransform.position.y;
}
float boneWorldRotation = bone.WorldRotationX;

View File

@ -63,6 +63,7 @@ namespace Spine.Unity {
public bool followSkeletonFlip = true;
[Tooltip("Follows the target bone's local scale. BoneFollower cannot inherit world/skewed scale because of UnityEngine.Transform property limitations.")]
public bool followLocalScale = false;
public bool followXYPosition = true;
public bool followZPosition = true;
[System.NonSerialized] public Bone bone;
@ -134,12 +135,18 @@ namespace Spine.Unity {
if (skeletonTransformIsParent) {
// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
thisTransform.localPosition = new Vector3(bone.worldX * scale, bone.worldY * scale, followZPosition ? 0f : thisTransform.localPosition.z);
thisTransform.localPosition = new Vector3(followXYPosition ? bone.worldX * scale : thisTransform.localPosition.x,
followXYPosition ? bone.worldY * scale : thisTransform.localPosition.y,
followZPosition ? 0f : thisTransform.localPosition.z);
if (followBoneRotation) thisTransform.localRotation = bone.GetQuaternion();
} else {
// For special cases: Use transform world properties if transform relationship is complicated
Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX * scale, bone.worldY * scale, 0f));
if (!followZPosition) targetWorldPosition.z = thisTransform.position.z;
if (!followXYPosition) {
targetWorldPosition.x = thisTransform.position.x;
targetWorldPosition.y = thisTransform.position.y;
}
float boneWorldRotation = bone.WorldRotationX;

View File

@ -289,7 +289,7 @@ namespace Spine.Unity.AttachmentTools {
var repackedRegions = new List<AtlasRegion>();
for (int i = 0, n = originalRegions.Count; i < n; i++) {
var oldRegion = originalRegions[i];
var newRegion = UVRectToAtlasRegion(rects[i], oldRegion.name, page, oldRegion.offsetX, oldRegion.offsetY, oldRegion.rotate);
var newRegion = UVRectToAtlasRegion(rects[i], oldRegion, page);
repackedRegions.Add(newRegion);
}
@ -381,7 +381,7 @@ namespace Spine.Unity.AttachmentTools {
var repackedRegions = new List<AtlasRegion>();
for (int i = 0, n = originalRegions.Count; i < n; i++) {
var oldRegion = originalRegions[i];
var newRegion = UVRectToAtlasRegion(rects[i], oldRegion.name, page, oldRegion.offsetX, oldRegion.offsetY, oldRegion.rotate);
var newRegion = UVRectToAtlasRegion(rects[i], oldRegion, page);
repackedRegions.Add(newRegion);
}
@ -424,7 +424,7 @@ namespace Spine.Unity.AttachmentTools {
CachedRegionTextures.TryGetValue(ar, out output);
if (output == null) {
Texture2D sourceTexture = ar.GetMainTexture();
Rect r = ar.GetUnityRect(sourceTexture.height);
Rect r = ar.GetUnityRect();
int width = (int)r.width;
int height = (int)r.height;
output = new Texture2D(width, height, textureFormat, mipmaps) { name = ar.name };
@ -516,13 +516,13 @@ namespace Spine.Unity.AttachmentTools {
/// <summary>
/// Creates a new Spine AtlasRegion according to a Unity UV Rect (x-right, y-up, uv-normalized).</summary>
static AtlasRegion UVRectToAtlasRegion (Rect uvRect, string name, AtlasPage page, float offsetX, float offsetY, bool rotate) {
static AtlasRegion UVRectToAtlasRegion (Rect uvRect, AtlasRegion referenceRegion, AtlasPage page) {
var tr = UVRectToTextureRect(uvRect, page.width, page.height);
var rr = tr.SpineUnityFlipRect(page.height);
int x = (int)rr.x, y = (int)rr.y;
int w, h;
if (rotate) {
if (referenceRegion.rotate) {
w = (int)rr.height;
h = (int)rr.width;
} else {
@ -530,9 +530,14 @@ namespace Spine.Unity.AttachmentTools {
h = (int)rr.height;
}
int originalW = Mathf.RoundToInt((float)w * ((float)referenceRegion.originalWidth / (float)referenceRegion.width));
int originalH = Mathf.RoundToInt((float)h * ((float)referenceRegion.originalHeight / (float)referenceRegion.height));
int offsetX = Mathf.RoundToInt((float)referenceRegion.offsetX * ((float)w / (float)referenceRegion.width));
int offsetY = Mathf.RoundToInt((float)referenceRegion.offsetY * ((float)h / (float)referenceRegion.height));
return new AtlasRegion {
page = page,
name = name,
name = referenceRegion.name,
u = uvRect.xMin,
u2 = uvRect.xMax,
@ -542,15 +547,15 @@ namespace Spine.Unity.AttachmentTools {
index = -1,
width = w,
originalWidth = w,
originalWidth = originalW,
height = h,
originalHeight = h,
originalHeight = originalH,
offsetX = offsetX,
offsetY = offsetY,
x = x,
y = y,
rotate = rotate
rotate = referenceRegion.rotate
};
}

View File

@ -58,7 +58,7 @@ namespace Spine.Unity.AttachmentTools {
var defaultSkin = skeleton.data.DefaultSkin;
var activeSkin = skeleton.skin;
if (includeDefaultSkin)
if (includeDefaultSkin && defaultSkin != null)
defaultSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
if (activeSkin != null)