[unity] Changed namespace Spine.Unity.Modules to Spine.Unity and Spine.Unity.Examples after restructuring. See previous commits 59746cc and 64a6ae4.

This commit is contained in:
Harald Csaszar 2019-07-16 22:17:02 +02:00
parent 64a6ae4034
commit f5f77ef481
28 changed files with 37 additions and 32 deletions

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@ -134,6 +134,11 @@
* **Removed redundant `Attachment.GetClone()` and `MeshAttachment.GetLinkedClone()` extension methods**. Use methods `Attachment.Copy` and `MeshAttachment.NewLinkedMesh()` instead.
* **Renamed extension method `Attachment.GetClone(bool cloneMeshesAsLinked)` to `Attachment.GetCopy(bool cloneMeshesAsLinked)`** to follow the naming scheme of the Spine API.
* **Changed `MeshAttachment.GetLinkedMesh()` method signatures:** removed optional parameters `bool inheritDeform = true, bool copyOriginalProperties = false`.
* Changed namespace `Spine.Unity.Modules` to `Spine.Unity` and `Spine.Unity.Examples` after restructuring (see section below) in respective classes:
* When receiving namespace related errors, replace using statements of `using Spine.Unity.Modules.AttachmentTools;` with `using Spine.Unity.AttachmentTools;`. You can remove `using Spine.Unity.Modules;` statements when a `using Spine.Unity` statement is already present in the file.
* `AttachmentTools`, `SkeletonPartsRenderer`, `SkeletonRenderSeparator`, `SkeletonRendererCustomMaterials` changed to namespace `Spine.Unity`.
* `SkeletonGhost`, `SkeletonGhostRenderer`, `AtlasRegionAttacher`, `SkeletonGraphicMirror`, `SkeletonRagdoll`, `SkeletonRagdoll2D`, `SkeletonUtilityEyeConstraint`, `SkeletonUtilityGroundConstraint`, `SkeletonUtilityKinematicShadow` changed to namespace `Spine.Unity.Examples`.
* **Additions**
* **Spine Preferences stored in Assets/Editor/SpineSettings.asset** Now Spine uses the new `SettingsProvider` API, storing settings in a SpineSettings.asset file which can be shared with team members. Your old preferences are automatically migrated to the new system.
@ -142,7 +147,7 @@
* Added `Create 2D Hinge Chain` button at `SkeletonUtilityBone` inspector, previously only `Create 3D Hinge Chain` was available.
* **Now supporting Lightweight Render Pipeline (LWRP) through an additional UPM package.**
* **Installation:** You can download the Unity Package Manager (UPM) package via the [download page](http://esotericsoftware.com/spine-unity-download) or find it in the [spine-runtimes/spine-unity/Packages](https://github.com/EsotericSoftware/spine-runtimes/tree/3.8-beta/spine-unity/Packages) subdirectory on the git repository. You can then either unzip (copy if using git) the package to
a) the `Packages` directory in your project where it will automatically be loaded, or
a) the `Packages` directory in your project where it will automatically be loaded, or
b) to an arbitrary directory outside the Assets directory and then open Package Manager in Unity, select the `+` icon, choose `Add package from disk..` and point it to the package.json file.
The Project panel should now show an entry `Spine Lightweight RP Shaders` under `Packages`. If the directory is not yet listed, you will need to close and re-open Unity to have it display the directory and its contents.
* **Usage:** The package provides two shaders specifically built for the lightweight render pipeline:
@ -151,7 +156,7 @@
* **Restrictions** As all Spine shaders, the LWRP shaders **do not support `Premultiply alpha` (PMA) atlas textures in Linear color space**. Please export your atlas textures as `straight alpha` textures with disabled `Premultiply alpha` setting when using Linear color space. You can check the current color space via `Project Settings - Player - Other Settings - Color Space.`.
* **Example:** You can find an example scene in the package under `com.esotericsoftware.spine.lwrp-shaders-3.8/Examples/LWRP Shaders.unity` that demonstrates usage of the LWRP shaders.
* **Removed / Deprecated**
* **Deprecated**
* Deprecated `Modules/SlotBlendModes/SlotBlendModes` component. Changed namespace from `Spine.Unity.Modules` to `Spine.Unity.Deprecated`. Moved to `Deprecated/SlotBlendModes`.
* **Restructuring (Non-Breaking)**

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@ -34,7 +34,7 @@ using UnityEngine;
using Spine;
using Spine.Unity;
namespace Spine.Unity.Modules {
namespace Spine.Unity.Examples {
//[CreateAssetMenu(menuName = "Spine/SkeletonData Modifiers/Animation Match", order = 200)]
public class AnimationMatchModifierAsset : SkeletonDataModifierAsset {

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@ -31,7 +31,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine.Unity.Modules.AttachmentTools;
using Spine.Unity.AttachmentTools;
namespace Spine.Unity.Examples {
public class EquipSystemExample : MonoBehaviour, IHasSkeletonDataAsset {

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@ -31,7 +31,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine.Unity.Modules.AttachmentTools;
using Spine.Unity.AttachmentTools;
namespace Spine.Unity.Examples {
public class EquipsVisualsComponentExample : MonoBehaviour {

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@ -28,7 +28,7 @@
*****************************************************************************/
using UnityEngine;
using Spine.Unity.Modules.AttachmentTools;
using Spine.Unity.AttachmentTools;
using System.Collections;
namespace Spine.Unity.Examples {

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@ -28,7 +28,7 @@
*****************************************************************************/
using UnityEngine;
using Spine.Unity.Modules.AttachmentTools;
using Spine.Unity.AttachmentTools;
using System.Collections;
namespace Spine.Unity.Examples {

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@ -38,11 +38,11 @@ namespace Spine.Unity.Examples {
public float restoreDuration = 0.5f;
public Vector2 launchVelocity = new Vector2(50,100);
Spine.Unity.Modules.SkeletonRagdoll2D ragdoll;
Spine.Unity.Examples.SkeletonRagdoll2D ragdoll;
Collider2D naturalCollider;
void Start () {
ragdoll = GetComponent<Spine.Unity.Modules.SkeletonRagdoll2D>();
ragdoll = GetComponent<Spine.Unity.Examples.SkeletonRagdoll2D>();
naturalCollider = GetComponent<Collider2D>();
}

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@ -30,7 +30,7 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine.Unity.Modules.AttachmentTools;
using Spine.Unity.AttachmentTools;
namespace Spine.Unity.Examples {
public class CombinedSkin : MonoBehaviour {

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@ -32,7 +32,7 @@
using UnityEngine;
using System.Collections.Generic;
namespace Spine.Unity.Modules {
namespace Spine.Unity.Examples {
[RequireComponent(typeof(SkeletonRenderer))]
public class SkeletonGhost : MonoBehaviour {

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@ -32,7 +32,7 @@
using UnityEngine;
using System.Collections;
namespace Spine.Unity.Modules {
namespace Spine.Unity.Examples {
public class SkeletonGhostRenderer : MonoBehaviour {
static readonly Color32 TransparentBlack = new Color32(0, 0, 0, 0);
const string colorPropertyName = "_Color";

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@ -30,9 +30,9 @@
using UnityEngine;
using System.Collections.Generic;
using Spine;
using Spine.Unity.Modules.AttachmentTools;
using Spine.Unity.AttachmentTools;
namespace Spine.Unity.Modules {
namespace Spine.Unity.Examples {
/// <summary>
/// Example code for a component that replaces the default attachment of a slot with an image from a Spine atlas.</summary>
public class AtlasRegionAttacher : MonoBehaviour {

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@ -31,7 +31,7 @@
using UnityEngine;
using System.Collections.Generic;
using Spine.Unity.Modules.AttachmentTools;
using Spine.Unity.AttachmentTools;
namespace Spine.Unity.Examples {
public class SpriteAttacher : MonoBehaviour {

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@ -31,7 +31,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Modules {
namespace Spine.Unity.Examples {
public class SkeletonGraphicMirror : MonoBehaviour {
public SkeletonRenderer source;

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@ -32,6 +32,6 @@
using UnityEngine;
using UnityEditor;
namespace Spine.Unity.Modules {
namespace Spine.Unity.Examples {
public class SkeletonRagdoll2DInspector {}
}

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@ -32,7 +32,7 @@
using UnityEngine;
using UnityEditor;
namespace Spine.Unity.Modules {
namespace Spine.Unity.Examples {
public class SkeletonRagdollInspector : UnityEditor.Editor {
[CustomPropertyDrawer(typeof(SkeletonRagdoll.LayerFieldAttribute))]

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@ -33,7 +33,7 @@ using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Spine.Unity.Modules {
namespace Spine.Unity.Examples {
[RequireComponent(typeof(SkeletonRenderer))]
public class SkeletonRagdoll : MonoBehaviour {
static Transform parentSpaceHelper;

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@ -33,7 +33,7 @@ using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Spine.Unity.Modules {
namespace Spine.Unity.Examples {
[RequireComponent(typeof(SkeletonRenderer))]
public class SkeletonRagdoll2D : MonoBehaviour {
static Transform parentSpaceHelper;

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@ -30,7 +30,7 @@
using UnityEngine;
using System.Collections;
namespace Spine.Unity.Modules {
namespace Spine.Unity.Examples {
public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint {
public Transform[] eyes;
public float radius = 0.5f;

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@ -33,7 +33,7 @@
using UnityEngine;
namespace Spine.Unity.Modules {
namespace Spine.Unity.Examples {
#if NEW_PREFAB_SYSTEM
[ExecuteAlways]

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@ -30,7 +30,7 @@
using UnityEngine;
using System.Collections.Generic;
namespace Spine.Unity.Modules {
namespace Spine.Unity.Examples {
// SkeletonUtilityKinematicShadow allows hinge chains to inherit a velocity interpreted from changes in parent transform position or from unrelated rigidbodies.
// Note: Uncheck "useRootTransformIfNull

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@ -31,7 +31,7 @@ using UnityEngine;
using System.Collections;
using Spine.Unity;
using Spine.Unity.Modules;
using Spine.Unity.Examples;
namespace Spine.Unity.Examples {
public class SpineboyPole : MonoBehaviour {

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@ -37,7 +37,7 @@ using System.Linq;
using System.Reflection;
using UnityEditor;
using UnityEngine;
using Spine.Unity.Modules;
using Spine.Unity.Examples;
namespace Spine.Unity.Editor {

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@ -31,7 +31,7 @@ using UnityEngine;
using UnityEditor;
using Spine.Unity.Editor;
namespace Spine.Unity.Modules {
namespace Spine.Unity.Examples {
[CustomEditor(typeof(SkeletonPartsRenderer))]
public class SkeletonRenderPartInspector : UnityEditor.Editor {
SpineInspectorUtility.SerializedSortingProperties sortingProperties;

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@ -35,7 +35,7 @@ using System.Collections.Generic;
using Spine.Unity;
using Spine.Unity.Editor;
namespace Spine.Unity.Modules {
namespace Spine.Unity.Examples {
[CustomEditor(typeof(SkeletonRenderSeparator))]
public class SkeletonRenderSeparatorInspector : UnityEditor.Editor {

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@ -29,7 +29,7 @@
using UnityEngine;
namespace Spine.Unity.Modules {
namespace Spine.Unity {
[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
public class SkeletonPartsRenderer : MonoBehaviour {

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@ -35,7 +35,7 @@
using UnityEngine;
using System.Collections.Generic;
namespace Spine.Unity.Modules {
namespace Spine.Unity {
#if NEW_PREFAB_SYSTEM
[ExecuteAlways]
@ -67,7 +67,7 @@ namespace Spine.Unity.Modules {
public bool copyPropertyBlock = true;
[Tooltip("Copies MeshRenderer flags into each parts renderer")]
public bool copyMeshRendererFlags = true;
public List<Spine.Unity.Modules.SkeletonPartsRenderer> partsRenderers = new List<SkeletonPartsRenderer>();
public List<Spine.Unity.SkeletonPartsRenderer> partsRenderers = new List<SkeletonPartsRenderer>();
#if UNITY_EDITOR
void Reset () {

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@ -38,7 +38,7 @@ using System;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Modules {
namespace Spine.Unity {
#if NEW_PREFAB_SYSTEM
[ExecuteAlways]
#else

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@ -31,7 +31,7 @@ using UnityEngine;
using System.Collections.Generic;
using System.Collections;
namespace Spine.Unity.Modules.AttachmentTools {
namespace Spine.Unity.AttachmentTools {
public static class AttachmentRegionExtensions {
#region GetRegion
/// <summary>