mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-23 18:21:23 +08:00
* [spine-csharp] Ported 3.3 changes of Animation and inner classes. Added MathUtils.Clamp
* [spine-csharp] Ported 3.3 changes of AnimationStateData. Updated .gitignore to exclude .meta files from spine-csharp
* [spine-csharp] Ported 3.3 changes of Bone
* [spine-csharp] Ported 3.3 changes of BoneData
* [spine-csharp] Ported 3.3 changes of Event
* [spine-csharp] Ported 3.3 changes to IKConstraint. Also got rid of the hideous labeled break. Replaced with while and sprinkled continues and break :D
* [spine-csharp] Mario is not good with labeled breaks. Fixed with goto
* [spine-csharp] Ported more 3.3 changes, only SkeletonJson and SkeletonBinary left. Unity runtime also needs updating with new changes
* [spine-csharp] fixed compilation errors initially not reported by Mono CS
* Minor clean up.
Every space has its place.™
* Match csharp 3.3 refactorings.
* [Unity] Minor cleanup in SkeletonBaker.
* Better exception messages.
* Removed extra usings. Matched whitespace style.
* Fixed Bone.cs method PascalCase and xml documentation.
* Fixed Exception ctor arguments.
* Fixed single bone IK mixing.
Matched libgdx commit:
e0ee18a088
* [spine-csharp] Port of 3.3 changes to SkeletonJson, incomplete
* [Unity] Ragdoll: account for shear and new constraints.
* [spine-csharp] Ported 3.3 changes to SkeletonJson
* [spine-csharp] Ported 3.3 changes to SkeletonBinary. Time for testing and debugging
* [spine-csharp] Fixed up XNA runtime
* Added simple example data in new exports/ folder
* [spine-csharp] Fixed bug in Slot construtor, wasn't assigning index. Fixed bug in CurveTimeline, argument guard was wrong. Fixed bugs in SkeletonJson, indexing to get duration of a timeline was wrong. Added simple example to spine-xna for easier debugging
* [spine-csharp] Fixed porting bug in ColorTimeline#apply, indexing was wrong
* [spine-csharp] Fixed SkeletonJson#ReadVertices, calling resize on temp lists was wrong. Updated goblin sample in spine-xna, fixed mesh attachment rendering in spine-xna.
* [spine-xna] Added binary exports, modified XNA game
* [spine-xna] Added tank example
* Some cleanup. Relabeled generic todos.
* Prevent SpineEditorUtilities from orphaning failed instantiations.
* Ignore PathAttachment when checking for required atlas regions.
* [spine-csharp] the great spaces to tabs battle
* [spine-csharp] Fixed inherit deform.
* [spine-csharp] Match Skeleton.java properties and stuff.
* [spine-csharp] Fixed enums, all upper cased now, using Enum.ParseType in case-insensitive mode
* [csharp] Ported 206e7f983c4df4d27fee6cac05d152eb2295c8b0 to csharp runtime. Fixes attachment keys on different tracks
* [csharp] Updated README.md
* [xna] [monogame] [unity] Updated README.md
* Revert "[csharp] Ported 206e7f983c4df4d27fee6cac05d152eb2295c8b0 to csharp runtime. Fixes attachment keys on different tracks"
This reverts commit 175216868dd00b4ae31cc717022242308c150f6a.
* [csharp] Fix to AttachmentTimeline#apply, fix for the fix for the fix for the revert for the fix
* [csharp] Matched and fixed more comments, summaries, exception messages and formatting.
* [csharp] Fix deformed weighted vertices condition + match libgdx closer.
* [csharp] Use internal ExposedList array for critical methods.
* [csharp] SkeletonJson and SkeletonBinary minor formatting and fixes.
* [unity] Match changes and fixes in spine-csharp 3.3 + better editor messages.
* [unity] Updated sample scenes and files.
* [csharp] Some formatting got left behind.
* [unity] New readme links + Removed redundant info.
* [exports] Remove dummy project.
208 lines
6.7 KiB
C#
208 lines
6.7 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.IO;
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using System.Collections.Generic;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Audio;
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using Microsoft.Xna.Framework.Content;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Media;
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using Spine;
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namespace Spine {
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public class Example : Microsoft.Xna.Framework.Game {
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GraphicsDeviceManager graphics;
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SkeletonMeshRenderer skeletonRenderer;
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Skeleton skeleton;
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Slot headSlot;
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AnimationState state;
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SkeletonBounds bounds = new SkeletonBounds();
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#if WINDOWS_STOREAPP
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private string assetsFolder = @"Assets\";
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#else
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private string assetsFolder = "data/";
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#endif
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public Example () {
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IsMouseVisible = true;
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graphics = new GraphicsDeviceManager(this);
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graphics.IsFullScreen = false;
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graphics.PreferredBackBufferWidth = 800;
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graphics.PreferredBackBufferHeight = 600;
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}
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protected override void Initialize () {
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// TODO: Add your initialization logic here
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base.Initialize();
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}
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protected override void LoadContent () {
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skeletonRenderer = new SkeletonMeshRenderer(GraphicsDevice);
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skeletonRenderer.PremultipliedAlpha = true;
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// String name = "spineboy";
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// String name = "goblins-mesh";
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// String name = "raptor";
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String name = "tank";
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// String name = "star";
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bool binaryData = true;
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Atlas atlas = new Atlas(assetsFolder + name + ".atlas", new XnaTextureLoader(GraphicsDevice));
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float scale = 1;
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if (name == "spineboy") scale = 0.6f;
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if (name == "raptor") scale = 0.5f;
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if (name == "tank") scale = 0.3f;
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SkeletonData skeletonData;
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if (binaryData) {
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SkeletonBinary binary = new SkeletonBinary(atlas);
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binary.Scale = scale;
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skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
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} else {
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SkeletonJson json = new SkeletonJson(atlas);
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json.Scale = scale;
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skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
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}
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skeleton = new Skeleton(skeletonData);
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if (name == "goblins-mesh") skeleton.SetSkin("goblin");
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// Define mixing between animations.
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AnimationStateData stateData = new AnimationStateData(skeleton.Data);
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state = new AnimationState(stateData);
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if (name == "spineboy") {
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stateData.SetMix("run", "jump", 0.2f);
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stateData.SetMix("jump", "run", 0.4f);
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// Event handling for all animations.
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state.Start += Start;
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state.End += End;
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state.Complete += Complete;
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state.Event += Event;
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state.SetAnimation(0, "test", false);
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TrackEntry entry = state.AddAnimation(0, "jump", false, 0);
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entry.End += End; // Event handling for queued animations.
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state.AddAnimation(0, "run", true, 0);
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}
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else if (name == "raptor") {
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state.SetAnimation(0, "walk", true);
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state.AddAnimation(1, "gungrab", false, 2);
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}
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else if (name == "star") {
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// no animation in star
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}
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else if (name == "tank") {
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state.SetAnimation(0, "drive", true);
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} else {
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state.SetAnimation(0, "walk", true);
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}
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skeleton.X = 400 + (name == "tank" ? 300: 0);
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skeleton.Y = 580;
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skeleton.UpdateWorldTransform();
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headSlot = skeleton.FindSlot("head");
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}
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protected override void UnloadContent () {
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// TODO: Unload any non ContentManager content here
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}
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protected override void Update (GameTime gameTime) {
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// TODO: Add your update logic here
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#if (!WINDOWS_STOREAPP || WINDOWS_PHONE81) && !IOS
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
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this.Exit();
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#endif
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base.Update(gameTime);
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}
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protected override void Draw (GameTime gameTime) {
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GraphicsDevice.Clear(Color.Black);
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state.Update(gameTime.ElapsedGameTime.Milliseconds / 1000f);
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state.Apply(skeleton);
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skeleton.UpdateWorldTransform();
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skeletonRenderer.Begin();
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skeletonRenderer.Draw(skeleton);
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skeletonRenderer.End();
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bounds.Update(skeleton, true);
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MouseState mouse = Mouse.GetState();
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if (headSlot != null) {
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headSlot.G = 1;
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headSlot.B = 1;
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if (bounds.AabbContainsPoint(mouse.X, mouse.Y)) {
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BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y);
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if (hit != null) {
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headSlot.G = 0;
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headSlot.B = 0;
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}
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}
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}
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base.Draw(gameTime);
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}
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public void Start (AnimationState state, int trackIndex) {
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#if !WINDOWS_STOREAPP
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Console.WriteLine(trackIndex + " " + state.GetCurrent(trackIndex) + ": start");
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#endif
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}
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public void End (AnimationState state, int trackIndex) {
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#if !WINDOWS_STOREAPP
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Console.WriteLine(trackIndex + " " + state.GetCurrent(trackIndex) + ": end");
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#endif
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}
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public void Complete (AnimationState state, int trackIndex, int loopCount) {
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#if !WINDOWS_STOREAPP
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Console.WriteLine(trackIndex + " " + state.GetCurrent(trackIndex) + ": complete " + loopCount);
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#endif
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}
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public void Event (AnimationState state, int trackIndex, Event e) {
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#if !WINDOWS_STOREAPP
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Console.WriteLine(trackIndex + " " + state.GetCurrent(trackIndex) + ": event " + e);
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#endif
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}
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}
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}
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