mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 17:56:04 +08:00
[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:
parent
64a6ae4034
commit
f5f77ef481
@ -134,6 +134,11 @@
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* **Removed redundant `Attachment.GetClone()` and `MeshAttachment.GetLinkedClone()` extension methods**. Use methods `Attachment.Copy` and `MeshAttachment.NewLinkedMesh()` instead.
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* **Removed redundant `Attachment.GetClone()` and `MeshAttachment.GetLinkedClone()` extension methods**. Use methods `Attachment.Copy` and `MeshAttachment.NewLinkedMesh()` instead.
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* **Renamed extension method `Attachment.GetClone(bool cloneMeshesAsLinked)` to `Attachment.GetCopy(bool cloneMeshesAsLinked)`** to follow the naming scheme of the Spine API.
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* **Renamed extension method `Attachment.GetClone(bool cloneMeshesAsLinked)` to `Attachment.GetCopy(bool cloneMeshesAsLinked)`** to follow the naming scheme of the Spine API.
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* **Changed `MeshAttachment.GetLinkedMesh()` method signatures:** removed optional parameters `bool inheritDeform = true, bool copyOriginalProperties = false`.
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* **Changed `MeshAttachment.GetLinkedMesh()` method signatures:** removed optional parameters `bool inheritDeform = true, bool copyOriginalProperties = false`.
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* Changed namespace `Spine.Unity.Modules` to `Spine.Unity` and `Spine.Unity.Examples` after restructuring (see section below) in respective classes:
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* 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.
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* `AttachmentTools`, `SkeletonPartsRenderer`, `SkeletonRenderSeparator`, `SkeletonRendererCustomMaterials` changed to namespace `Spine.Unity`.
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* `SkeletonGhost`, `SkeletonGhostRenderer`, `AtlasRegionAttacher`, `SkeletonGraphicMirror`, `SkeletonRagdoll`, `SkeletonRagdoll2D`, `SkeletonUtilityEyeConstraint`, `SkeletonUtilityGroundConstraint`, `SkeletonUtilityKinematicShadow` changed to namespace `Spine.Unity.Examples`.
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* **Additions**
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* **Additions**
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* **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.
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* **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.
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@ -151,7 +156,7 @@
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* **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.`.
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* **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.`.
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* **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.
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* **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.
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* **Removed / Deprecated**
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* **Deprecated**
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* Deprecated `Modules/SlotBlendModes/SlotBlendModes` component. Changed namespace from `Spine.Unity.Modules` to `Spine.Unity.Deprecated`. Moved to `Deprecated/SlotBlendModes`.
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* Deprecated `Modules/SlotBlendModes/SlotBlendModes` component. Changed namespace from `Spine.Unity.Modules` to `Spine.Unity.Deprecated`. Moved to `Deprecated/SlotBlendModes`.
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* **Restructuring (Non-Breaking)**
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* **Restructuring (Non-Breaking)**
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@ -34,7 +34,7 @@ using UnityEngine;
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using Spine;
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using Spine;
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using Spine.Unity;
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using Spine.Unity;
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namespace Spine.Unity.Modules {
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namespace Spine.Unity.Examples {
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//[CreateAssetMenu(menuName = "Spine/SkeletonData Modifiers/Animation Match", order = 200)]
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//[CreateAssetMenu(menuName = "Spine/SkeletonData Modifiers/Animation Match", order = 200)]
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public class AnimationMatchModifierAsset : SkeletonDataModifierAsset {
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public class AnimationMatchModifierAsset : SkeletonDataModifierAsset {
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@ -31,7 +31,7 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using Spine.Unity.Modules.AttachmentTools;
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using Spine.Unity.AttachmentTools;
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namespace Spine.Unity.Examples {
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namespace Spine.Unity.Examples {
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public class EquipSystemExample : MonoBehaviour, IHasSkeletonDataAsset {
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public class EquipSystemExample : MonoBehaviour, IHasSkeletonDataAsset {
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@ -31,7 +31,7 @@ using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using Spine.Unity.Modules.AttachmentTools;
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using Spine.Unity.AttachmentTools;
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namespace Spine.Unity.Examples {
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namespace Spine.Unity.Examples {
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public class EquipsVisualsComponentExample : MonoBehaviour {
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public class EquipsVisualsComponentExample : MonoBehaviour {
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@ -28,7 +28,7 @@
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*****************************************************************************/
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*****************************************************************************/
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using UnityEngine;
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using UnityEngine;
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using Spine.Unity.Modules.AttachmentTools;
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using Spine.Unity.AttachmentTools;
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using System.Collections;
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using System.Collections;
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namespace Spine.Unity.Examples {
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namespace Spine.Unity.Examples {
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@ -28,7 +28,7 @@
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*****************************************************************************/
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*****************************************************************************/
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using UnityEngine;
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using UnityEngine;
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using Spine.Unity.Modules.AttachmentTools;
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using Spine.Unity.AttachmentTools;
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using System.Collections;
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using System.Collections;
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namespace Spine.Unity.Examples {
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namespace Spine.Unity.Examples {
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@ -38,11 +38,11 @@ namespace Spine.Unity.Examples {
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public float restoreDuration = 0.5f;
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public float restoreDuration = 0.5f;
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public Vector2 launchVelocity = new Vector2(50,100);
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public Vector2 launchVelocity = new Vector2(50,100);
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Spine.Unity.Modules.SkeletonRagdoll2D ragdoll;
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Spine.Unity.Examples.SkeletonRagdoll2D ragdoll;
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Collider2D naturalCollider;
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Collider2D naturalCollider;
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void Start () {
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void Start () {
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ragdoll = GetComponent<Spine.Unity.Modules.SkeletonRagdoll2D>();
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ragdoll = GetComponent<Spine.Unity.Examples.SkeletonRagdoll2D>();
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naturalCollider = GetComponent<Collider2D>();
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naturalCollider = GetComponent<Collider2D>();
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}
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}
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@ -30,7 +30,7 @@
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using Spine.Unity.Modules.AttachmentTools;
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using Spine.Unity.AttachmentTools;
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namespace Spine.Unity.Examples {
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namespace Spine.Unity.Examples {
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public class CombinedSkin : MonoBehaviour {
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public class CombinedSkin : MonoBehaviour {
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@ -32,7 +32,7 @@
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using UnityEngine;
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using UnityEngine;
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using System.Collections.Generic;
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using System.Collections.Generic;
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namespace Spine.Unity.Modules {
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namespace Spine.Unity.Examples {
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[RequireComponent(typeof(SkeletonRenderer))]
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[RequireComponent(typeof(SkeletonRenderer))]
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public class SkeletonGhost : MonoBehaviour {
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public class SkeletonGhost : MonoBehaviour {
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using UnityEngine;
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using UnityEngine;
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using System.Collections;
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using System.Collections;
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namespace Spine.Unity.Modules {
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namespace Spine.Unity.Examples {
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public class SkeletonGhostRenderer : MonoBehaviour {
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public class SkeletonGhostRenderer : MonoBehaviour {
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static readonly Color32 TransparentBlack = new Color32(0, 0, 0, 0);
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static readonly Color32 TransparentBlack = new Color32(0, 0, 0, 0);
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const string colorPropertyName = "_Color";
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const string colorPropertyName = "_Color";
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using UnityEngine;
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using UnityEngine;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Spine;
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using Spine;
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using Spine.Unity.Modules.AttachmentTools;
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using Spine.Unity.AttachmentTools;
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namespace Spine.Unity.Modules {
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namespace Spine.Unity.Examples {
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/// <summary>
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/// <summary>
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/// Example code for a component that replaces the default attachment of a slot with an image from a Spine atlas.</summary>
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/// Example code for a component that replaces the default attachment of a slot with an image from a Spine atlas.</summary>
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public class AtlasRegionAttacher : MonoBehaviour {
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public class AtlasRegionAttacher : MonoBehaviour {
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using UnityEngine;
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using UnityEngine;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Spine.Unity.Modules.AttachmentTools;
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using Spine.Unity.AttachmentTools;
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namespace Spine.Unity.Examples {
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namespace Spine.Unity.Examples {
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public class SpriteAttacher : MonoBehaviour {
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public class SpriteAttacher : MonoBehaviour {
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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namespace Spine.Unity.Modules {
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namespace Spine.Unity.Examples {
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public class SkeletonGraphicMirror : MonoBehaviour {
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public class SkeletonGraphicMirror : MonoBehaviour {
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public SkeletonRenderer source;
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public SkeletonRenderer source;
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using UnityEngine;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor;
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namespace Spine.Unity.Modules {
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namespace Spine.Unity.Examples {
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public class SkeletonRagdoll2DInspector {}
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public class SkeletonRagdoll2DInspector {}
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}
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}
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using UnityEngine;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor;
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namespace Spine.Unity.Modules {
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namespace Spine.Unity.Examples {
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public class SkeletonRagdollInspector : UnityEditor.Editor {
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public class SkeletonRagdollInspector : UnityEditor.Editor {
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[CustomPropertyDrawer(typeof(SkeletonRagdoll.LayerFieldAttribute))]
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[CustomPropertyDrawer(typeof(SkeletonRagdoll.LayerFieldAttribute))]
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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namespace Spine.Unity.Modules {
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namespace Spine.Unity.Examples {
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[RequireComponent(typeof(SkeletonRenderer))]
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[RequireComponent(typeof(SkeletonRenderer))]
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public class SkeletonRagdoll : MonoBehaviour {
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public class SkeletonRagdoll : MonoBehaviour {
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static Transform parentSpaceHelper;
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static Transform parentSpaceHelper;
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@ -33,7 +33,7 @@ using UnityEngine;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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namespace Spine.Unity.Modules {
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namespace Spine.Unity.Examples {
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[RequireComponent(typeof(SkeletonRenderer))]
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[RequireComponent(typeof(SkeletonRenderer))]
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public class SkeletonRagdoll2D : MonoBehaviour {
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public class SkeletonRagdoll2D : MonoBehaviour {
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static Transform parentSpaceHelper;
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static Transform parentSpaceHelper;
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using UnityEngine;
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using UnityEngine;
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using System.Collections;
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using System.Collections;
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namespace Spine.Unity.Modules {
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namespace Spine.Unity.Examples {
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public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint {
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public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint {
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public Transform[] eyes;
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public Transform[] eyes;
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public float radius = 0.5f;
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public float radius = 0.5f;
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using UnityEngine;
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using UnityEngine;
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namespace Spine.Unity.Modules {
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namespace Spine.Unity.Examples {
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#if NEW_PREFAB_SYSTEM
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#if NEW_PREFAB_SYSTEM
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[ExecuteAlways]
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[ExecuteAlways]
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using UnityEngine;
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using UnityEngine;
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using System.Collections.Generic;
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using System.Collections.Generic;
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namespace Spine.Unity.Modules {
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namespace Spine.Unity.Examples {
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// SkeletonUtilityKinematicShadow allows hinge chains to inherit a velocity interpreted from changes in parent transform position or from unrelated rigidbodies.
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// SkeletonUtilityKinematicShadow allows hinge chains to inherit a velocity interpreted from changes in parent transform position or from unrelated rigidbodies.
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// Note: Uncheck "useRootTransformIfNull
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// Note: Uncheck "useRootTransformIfNull
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using System.Collections;
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using System.Collections;
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using Spine.Unity;
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using Spine.Unity;
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using Spine.Unity.Modules;
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using Spine.Unity.Examples;
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namespace Spine.Unity.Examples {
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namespace Spine.Unity.Examples {
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public class SpineboyPole : MonoBehaviour {
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public class SpineboyPole : MonoBehaviour {
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using System.Reflection;
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using System.Reflection;
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using UnityEditor;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine;
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using Spine.Unity.Modules;
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using Spine.Unity.Examples;
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namespace Spine.Unity.Editor {
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namespace Spine.Unity.Editor {
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using UnityEditor;
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using UnityEditor;
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using Spine.Unity.Editor;
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using Spine.Unity.Editor;
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namespace Spine.Unity.Modules {
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namespace Spine.Unity.Examples {
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[CustomEditor(typeof(SkeletonPartsRenderer))]
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[CustomEditor(typeof(SkeletonPartsRenderer))]
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public class SkeletonRenderPartInspector : UnityEditor.Editor {
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public class SkeletonRenderPartInspector : UnityEditor.Editor {
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SpineInspectorUtility.SerializedSortingProperties sortingProperties;
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SpineInspectorUtility.SerializedSortingProperties sortingProperties;
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using Spine.Unity;
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using Spine.Unity;
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using Spine.Unity.Editor;
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using Spine.Unity.Editor;
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namespace Spine.Unity.Modules {
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namespace Spine.Unity.Examples {
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[CustomEditor(typeof(SkeletonRenderSeparator))]
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[CustomEditor(typeof(SkeletonRenderSeparator))]
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public class SkeletonRenderSeparatorInspector : UnityEditor.Editor {
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public class SkeletonRenderSeparatorInspector : UnityEditor.Editor {
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using UnityEngine;
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using UnityEngine;
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namespace Spine.Unity.Modules {
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namespace Spine.Unity {
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[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
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[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
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public class SkeletonPartsRenderer : MonoBehaviour {
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public class SkeletonPartsRenderer : MonoBehaviour {
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using UnityEngine;
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using UnityEngine;
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using System.Collections.Generic;
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using System.Collections.Generic;
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namespace Spine.Unity.Modules {
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namespace Spine.Unity {
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#if NEW_PREFAB_SYSTEM
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#if NEW_PREFAB_SYSTEM
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[ExecuteAlways]
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[ExecuteAlways]
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public bool copyPropertyBlock = true;
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public bool copyPropertyBlock = true;
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[Tooltip("Copies MeshRenderer flags into each parts renderer")]
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[Tooltip("Copies MeshRenderer flags into each parts renderer")]
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public bool copyMeshRendererFlags = true;
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public bool copyMeshRendererFlags = true;
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public List<Spine.Unity.Modules.SkeletonPartsRenderer> partsRenderers = new List<SkeletonPartsRenderer>();
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public List<Spine.Unity.SkeletonPartsRenderer> partsRenderers = new List<SkeletonPartsRenderer>();
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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void Reset () {
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void Reset () {
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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namespace Spine.Unity.Modules {
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namespace Spine.Unity {
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#if NEW_PREFAB_SYSTEM
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#if NEW_PREFAB_SYSTEM
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[ExecuteAlways]
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[ExecuteAlways]
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#else
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#else
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Collections;
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using System.Collections;
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namespace Spine.Unity.Modules.AttachmentTools {
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namespace Spine.Unity.AttachmentTools {
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public static class AttachmentRegionExtensions {
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public static class AttachmentRegionExtensions {
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#region GetRegion
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#region GetRegion
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/// <summary>
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/// <summary>
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