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[unity] Some cleanup of SkeletonGhost inspector and new Initialize(overwrite) method.
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@ -41,14 +41,21 @@ namespace Spine.Unity.Modules {
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const HideFlags GhostHideFlags = HideFlags.HideInHierarchy;
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const string GhostingShaderName = "Spine/Special/SkeletonGhost";
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[Header("Animation")]
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public bool ghostingEnabled = true;
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public float spawnRate = 0.05f;
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[Tooltip("The time between invididual ghost pieces being spawned.")]
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[UnityEngine.Serialization.FormerlySerializedAs("spawnRate")]
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public float spawnInterval = 0.05f;
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[Tooltip("Maximum number of ghosts that can exist at a time. If the fade speed is not fast enough, the oldest ghost will immediately disappear to enforce the maximum number.")]
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public int maximumGhosts = 10;
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[Tooltip("Fadespeed 1 means it will take 1 second for a piece to fade out. 2 means it will take 1/2 second. 10 means it will take 1/10 of a second.")]
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public float fadeSpeed = 10;
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[Header("Rendering")]
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public Shader ghostShader;
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public Color32 color = new Color32(0xFF, 0xFF, 0xFF, 0x00); // default for additive.
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[Tooltip("Remember to set color alpha to 0 if Additive is true")]
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public bool additive = true;
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public int maximumGhosts = 10;
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public float fadeSpeed = 10;
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public Shader ghostShader;
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[Tooltip("0 is Color and Alpha, 1 is Alpha only.")]
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[Range(0, 1)]
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public float textureFade = 1;
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@ -67,23 +74,30 @@ namespace Spine.Unity.Modules {
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readonly Dictionary<Material, Material> materialTable = new Dictionary<Material, Material>();
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void Start () {
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if (ghostShader == null)
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ghostShader = Shader.Find(GhostingShaderName);
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Initialize(false);
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}
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skeletonRenderer = GetComponent<SkeletonRenderer>();
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meshFilter = GetComponent<MeshFilter>();
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meshRenderer = GetComponent<MeshRenderer>();
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nextSpawnTime = Time.time + spawnRate;
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pool = new SkeletonGhostRenderer[maximumGhosts];
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for (int i = 0; i < maximumGhosts; i++) {
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GameObject go = new GameObject(gameObject.name + " Ghost", typeof(SkeletonGhostRenderer));
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pool[i] = go.GetComponent<SkeletonGhostRenderer>();
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go.SetActive(false);
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go.hideFlags = GhostHideFlags;
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public void Initialize (bool overwrite) {
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if (pool == null || overwrite) {
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if (ghostShader == null)
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ghostShader = Shader.Find(GhostingShaderName);
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skeletonRenderer = GetComponent<SkeletonRenderer>();
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meshFilter = GetComponent<MeshFilter>();
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meshRenderer = GetComponent<MeshRenderer>();
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nextSpawnTime = Time.time + spawnInterval;
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pool = new SkeletonGhostRenderer[maximumGhosts];
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for (int i = 0; i < maximumGhosts; i++) {
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GameObject go = new GameObject(gameObject.name + " Ghost", typeof(SkeletonGhostRenderer));
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pool[i] = go.GetComponent<SkeletonGhostRenderer>();
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go.SetActive(false);
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go.hideFlags = GhostHideFlags;
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}
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var skeletonAnimation = skeletonRenderer as Spine.Unity.IAnimationStateComponent;
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if (skeletonAnimation != null)
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skeletonAnimation.AnimationState.Event += OnEvent;
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}
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var skeletonAnimation = skeletonRenderer as Spine.Unity.IAnimationStateComponent;
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if (skeletonAnimation != null) skeletonAnimation.AnimationState.Event += OnEvent;
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}
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//SkeletonAnimation
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@ -96,7 +110,7 @@ namespace Spine.Unity.Modules {
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if (e.Data.Name.Equals("Ghosting", System.StringComparison.Ordinal)) {
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ghostingEnabled = e.Int > 0;
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if (e.Float > 0)
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spawnRate = e.Float;
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spawnInterval = e.Float;
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if (!string.IsNullOrEmpty(e.stringValue))
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this.color = HexToColor(e.String);
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@ -121,11 +135,14 @@ namespace Spine.Unity.Modules {
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var originalMat = materials[i];
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Material ghostMat;
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if (!materialTable.ContainsKey(originalMat)) {
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ghostMat = new Material(originalMat);
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ghostMat.shader = ghostShader;
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ghostMat.color = Color.white;
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ghostMat = new Material(originalMat) {
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shader = ghostShader,
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color = Color.white
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};
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if (ghostMat.HasProperty("_TextureFade"))
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ghostMat.SetFloat("_TextureFade", textureFade);
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materialTable.Add(originalMat, ghostMat);
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} else {
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ghostMat = materialTable[originalMat];
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@ -150,7 +167,7 @@ namespace Spine.Unity.Modules {
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if (poolIndex == pool.Length)
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poolIndex = 0;
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nextSpawnTime = Time.time + spawnRate;
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nextSpawnTime = Time.time + spawnInterval;
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}
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}
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@ -166,16 +183,18 @@ namespace Spine.Unity.Modules {
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//based on UnifyWiki http://wiki.unity3d.com/index.php?title=HexConverter
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static Color32 HexToColor (string hex) {
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const System.Globalization.NumberStyles HexNumber = System.Globalization.NumberStyles.HexNumber;
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if (hex.Length < 6)
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return Color.magenta;
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hex = hex.Replace("#", "");
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byte r = byte.Parse(hex.Substring(0, 2), System.Globalization.NumberStyles.HexNumber);
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byte g = byte.Parse(hex.Substring(2, 2), System.Globalization.NumberStyles.HexNumber);
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byte b = byte.Parse(hex.Substring(4, 2), System.Globalization.NumberStyles.HexNumber);
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byte r = byte.Parse(hex.Substring(0, 2), HexNumber);
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byte g = byte.Parse(hex.Substring(2, 2), HexNumber);
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byte b = byte.Parse(hex.Substring(4, 2), HexNumber);
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byte a = 0xFF;
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if (hex.Length == 8)
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a = byte.Parse(hex.Substring(6, 2), System.Globalization.NumberStyles.HexNumber);
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a = byte.Parse(hex.Substring(6, 2), HexNumber);
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return new Color32(r, g, b, a);
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}
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