mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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216 lines
7.6 KiB
C#
216 lines
7.6 KiB
C#
/*****************************************************************************
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* Spine Extensions by Mitch Thompson and John Dy
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* Full irrevocable rights and permissions granted to Esoteric Software
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*****************************************************************************/
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using UnityEngine;
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using Spine;
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namespace Spine.Unity {
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public static class SkeletonExtensions {
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const float ByteToFloat = 1f / 255f;
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#region Colors
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public static Color GetColor (this Skeleton s) { return new Color(s.r, s.g, s.b, s.a); }
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public static Color GetColor (this RegionAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
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public static Color GetColor (this MeshAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
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public static Color GetColor (this WeightedMeshAttachment a) { return new Color(a.r, a.g, a.b, a.a); }
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public static void SetColor (this Skeleton skeleton, Color color) {
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skeleton.A = color.a;
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skeleton.R = color.r;
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skeleton.G = color.g;
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skeleton.B = color.b;
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}
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public static void SetColor (this Skeleton skeleton, Color32 color) {
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skeleton.A = color.a * ByteToFloat;
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skeleton.R = color.r * ByteToFloat;
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skeleton.G = color.g * ByteToFloat;
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skeleton.B = color.b * ByteToFloat;
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}
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public static void SetColor (this Slot slot, Color color) {
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slot.A = color.a;
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slot.R = color.r;
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slot.G = color.g;
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slot.B = color.b;
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}
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public static void SetColor (this Slot slot, Color32 color) {
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slot.A = color.a * ByteToFloat;
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slot.R = color.r * ByteToFloat;
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slot.G = color.g * ByteToFloat;
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slot.B = color.b * ByteToFloat;
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}
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public static void SetColor (this RegionAttachment attachment, Color color) {
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attachment.A = color.a;
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attachment.R = color.r;
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attachment.G = color.g;
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attachment.B = color.b;
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}
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public static void SetColor (this RegionAttachment attachment, Color32 color) {
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attachment.A = color.a * ByteToFloat;
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attachment.R = color.r * ByteToFloat;
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attachment.G = color.g * ByteToFloat;
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attachment.B = color.b * ByteToFloat;
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}
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public static void SetColor (this MeshAttachment attachment, Color color) {
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attachment.A = color.a;
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attachment.R = color.r;
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attachment.G = color.g;
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attachment.B = color.b;
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}
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public static void SetColor (this MeshAttachment attachment, Color32 color) {
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attachment.A = color.a * ByteToFloat;
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attachment.R = color.r * ByteToFloat;
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attachment.G = color.g * ByteToFloat;
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attachment.B = color.b * ByteToFloat;
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}
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public static void SetColor (this WeightedMeshAttachment attachment, Color color) {
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attachment.A = color.a;
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attachment.R = color.r;
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attachment.G = color.g;
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attachment.B = color.b;
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}
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public static void SetColor (this WeightedMeshAttachment attachment, Color32 color) {
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attachment.A = color.a * ByteToFloat;
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attachment.R = color.r * ByteToFloat;
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attachment.G = color.g * ByteToFloat;
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attachment.B = color.b * ByteToFloat;
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}
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#endregion
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#region Bone Position
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public static void SetPosition (this Bone bone, Vector2 position) {
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bone.X = position.x;
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bone.Y = position.y;
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}
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public static void SetPosition (this Bone bone, Vector3 position) {
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bone.X = position.x;
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bone.Y = position.y;
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}
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public static Vector2 GetSkeletonSpacePosition (this Bone bone) {
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return new Vector2(bone.worldX, bone.worldY);
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}
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public static Vector3 GetWorldPosition (this Bone bone, UnityEngine.Transform parentTransform) {
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return parentTransform.TransformPoint(new Vector3(bone.worldX, bone.worldY));
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}
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#endregion
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#region Posing
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/// <summary>
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/// Shortcut for posing a skeleton at a specific time. Time is in seconds. (frameNumber / 30f) will give you seconds.
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/// If you need to do this often, you should get the Animation object yourself using skeleton.data.FindAnimation. and call Apply on that.</summary>
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/// <param name = "skeleton">The skeleton to pose.</param>
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/// <param name="animationName">The name of the animation to use.</param>
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/// <param name = "time">The time of the pose within the animation.</param>
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/// <param name = "loop">Wraps the time around if it is longer than the duration of the animation.</param>
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public static void PoseWithAnimation (this Skeleton skeleton, string animationName, float time, bool loop) {
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// Fail loud when skeleton.data is null.
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Spine.Animation animation = skeleton.data.FindAnimation(animationName);
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if (animation == null) return;
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animation.Apply(skeleton, 0, time, loop, null);
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}
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/// <summary>Resets the DrawOrder to the Setup Pose's draw order</summary>
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public static void SetDrawOrderToSetupPose (this Skeleton skeleton) {
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var slotsItems = skeleton.slots.Items;
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int n = skeleton.slots.Count;
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var drawOrder = skeleton.drawOrder;
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drawOrder.Clear(false);
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drawOrder.GrowIfNeeded(n);
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System.Array.Copy(slotsItems, drawOrder.Items, n);
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}
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/// <summary>Resets the color of a slot to Setup Pose value.</summary>
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public static void SetColorToSetupPose (this Slot slot) {
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slot.r = slot.data.r;
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slot.g = slot.data.g;
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slot.b = slot.data.b;
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slot.a = slot.data.a;
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}
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/// <summary>Sets a slot's attachment to setup pose. If you have the slotIndex, Skeleton.SetSlotAttachmentToSetupPose is faster.</summary>
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public static void SetAttachmentToSetupPose (this Slot slot) {
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var slotData = slot.data;
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slot.Attachment = slot.bone.skeleton.GetAttachment(slotData.name, slotData.attachmentName);
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}
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/// <summary>Resets the attachment of slot at a given slotIndex to setup pose. This is faster than Slot.SetAttachmentToSetupPose.</summary>
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public static void SetSlotAttachmentToSetupPose (this Skeleton skeleton, int slotIndex) {
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var slot = skeleton.slots.Items[slotIndex];
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var attachment = skeleton.GetAttachment(slotIndex, slot.data.attachmentName);
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slot.Attachment = attachment;
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}
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/// <summary>Resets Skeleton parts to Setup Pose according to a Spine.Animation's keyed items.</summary>
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public static void SetKeyedItemsToSetupPose (this Animation animation, Skeleton skeleton) {
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var timelinesItems = animation.timelines.Items;
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for (int i = 0, n = timelinesItems.Length; i < n; i++)
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timelinesItems[i].SetToSetupPose(skeleton);
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}
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public static void SetToSetupPose (this Timeline timeline, Skeleton skeleton) {
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if (timeline != null) {
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// sorted according to assumed likelihood here
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// Bone
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if (timeline is RotateTimeline) {
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var bone = skeleton.bones.Items[((RotateTimeline)timeline).boneIndex];
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bone.rotation = bone.data.rotation;
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} else if (timeline is TranslateTimeline) {
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var bone = skeleton.bones.Items[((TranslateTimeline)timeline).boneIndex];
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bone.x = bone.data.x;
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bone.y = bone.data.y;
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} else if (timeline is ScaleTimeline) {
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var bone = skeleton.bones.Items[((ScaleTimeline)timeline).boneIndex];
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bone.scaleX = bone.data.scaleX;
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bone.scaleY = bone.data.scaleY;
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// Attachment
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} else if (timeline is FfdTimeline) {
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var slot = skeleton.slots.Items[((FfdTimeline)timeline).slotIndex];
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slot.attachmentVerticesCount = 0;
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// Slot
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} else if (timeline is AttachmentTimeline) {
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skeleton.SetSlotAttachmentToSetupPose(((AttachmentTimeline)timeline).slotIndex);
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} else if (timeline is ColorTimeline) {
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skeleton.slots.Items[((ColorTimeline)timeline).slotIndex].SetColorToSetupPose();
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// Constraint
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} else if (timeline is IkConstraintTimeline) {
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var ikTimeline = (IkConstraintTimeline)timeline;
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var ik = skeleton.ikConstraints.Items[ikTimeline.ikConstraintIndex];
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var data = ik.data;
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ik.bendDirection = data.bendDirection;
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ik.mix = data.mix;
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// Skeleton
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} else if (timeline is DrawOrderTimeline) {
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skeleton.SetDrawOrderToSetupPose();
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}
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}
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}
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#endregion
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}
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}
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