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@ -109,7 +109,7 @@ namespace BFEditor.Build
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}
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// BuildType设置dev/release
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EditorUserBuildSettings.iOSXcodeBuildConfig = development ? XcodeBuildConfig.Debug : XcodeBuildConfig.Release;
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EditorUserBuildSettings.iOSBuildConfigType = development ? iOSBuildType.Debug : iOSBuildType.Release;
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// 使用IL2CPP
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var scriptImp = ScriptingImplementation.IL2CPP;
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@ -85,9 +85,6 @@ namespace BFEditor
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{
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//加载lua配置测试
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LuaEnv env = new LuaEnv();
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env.DoString(@"
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print('当前 Lua 版本: ' .. _VERSION) -- 输出 Lua 5.1
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");
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env.AddLoader((ref string scriptPath) =>
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{
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var text = LoadGameLuaScriptText(scriptPath, isDeveloper);
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@ -139,58 +136,58 @@ namespace BFEditor
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var configFileInfos = configDirInfo.GetFiles(suffix, SearchOption.TopDirectoryOnly);
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// 检查棋盘文件格式
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// checkBoard("chapter_board", env, sb);
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// checkBoard("chapter_board_bossrush", env, sb);
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// checkBoard("chapter_board_daily_challenge", env, sb);
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// checkBoard("chapter_board_dungeon_armor", env, sb);
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// checkBoard("chapter_board_dungeon_equip", env, sb);
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// checkBoard("chapter_board_dungeon_gold", env, sb);
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// checkBoard("chapter_board_dungeon_shards", env, sb);
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// checkBoard("chapter_board_rune", env, sb);
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// checkBoard("activity_pvp_board", env, sb);
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// checkBoard("arena_board", env, sb);
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checkBoard("chapter_board", env, sb);
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checkBoard("chapter_board_bossrush", env, sb);
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checkBoard("chapter_board_daily_challenge", env, sb);
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checkBoard("chapter_board_dungeon_armor", env, sb);
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checkBoard("chapter_board_dungeon_equip", env, sb);
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checkBoard("chapter_board_dungeon_gold", env, sb);
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checkBoard("chapter_board_dungeon_shards", env, sb);
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checkBoard("chapter_board_rune", env, sb);
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checkBoard("activity_pvp_board", env, sb);
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checkBoard("arena_board", env, sb);
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// 检查monster
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// string monsterConfigListLua = "{";
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// foreach (var file in configFileInfos)
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// {
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// var fileName = file.Name.ToLower();
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// if(fileName.Contains("monster_"))
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// {
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// monsterConfigListLua += "'" + fileName.Replace(".lua", "").Replace(".bytes", "") + "',";
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// }
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// }
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// monsterConfigListLua += "}";
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// var luaScriptString = "local ids = {}\n local MONSTER_LIST = " + monsterConfigListLua + "\n";
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// luaScriptString += @"local str = {}
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// for i, name in ipairs(MONSTER_LIST) do
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// if name ~= 'monster_base' and name ~= 'monster_position' and name ~= 'monster_position_base' then
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// local data = require('app/config/' .. name).data
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// for k, v in pairs(data) do
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// if ids[k] then
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// table.insert(str, name .. '和' .. ids[k] .. '存在相同的mosnter id:' .. k)
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// end
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// ids[k] = name
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// end
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// end
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// end
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// if #str > 0 then
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// return table.concat(str, '\n');
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// end
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// return ''";
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// var resultStr = env.DoString(luaScriptString);
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// if (resultStr.Length > 0)
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// {
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// foreach(var strObj in resultStr)
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// {
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// var str = Convert.ToString(strObj);
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// if(!String.IsNullOrEmpty(str))
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// {
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// sb.Append(str + "\n");
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// }
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// }
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// }
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string monsterConfigListLua = "{";
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foreach (var file in configFileInfos)
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{
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var fileName = file.Name.ToLower();
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if(fileName.Contains("monster_"))
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{
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monsterConfigListLua += "'" + fileName.Replace(".lua", "").Replace(".bytes", "") + "',";
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}
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}
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monsterConfigListLua += "}";
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var luaScriptString = "local ids = {}\n local MONSTER_LIST = " + monsterConfigListLua + "\n";
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luaScriptString += @"local str = {}
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for i, name in ipairs(MONSTER_LIST) do
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if name ~= 'monster_base' and name ~= 'monster_position' and name ~= 'monster_position_base' then
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local data = require('app/config/' .. name).data
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for k, v in pairs(data) do
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if ids[k] then
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table.insert(str, name .. '和' .. ids[k] .. '存在相同的mosnter id:' .. k)
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end
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ids[k] = name
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end
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end
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end
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if #str > 0 then
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return table.concat(str, '\n');
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end
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return ''";
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var resultStr = env.DoString(luaScriptString);
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if (resultStr.Length > 0)
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{
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foreach(var strObj in resultStr)
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{
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var str = Convert.ToString(strObj);
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if(!String.IsNullOrEmpty(str))
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{
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sb.Append(str + "\n");
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}
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}
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}
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// 检查怪物的坐标信息
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// var luaScriptString2 = @"local MONSTER_POSITION_KEY = { 'monster_1','monster_2','monster_3','monster_4','monster_5','monster_6','monster_7','monster_8','monster_9','monster_10','monster_11','monster_12'}
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// local list = {'enemy_id_1', 'enemy_id_2', 'enemy_id_3'}
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@ -1,117 +1,117 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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namespace BFEditor.Resource
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{
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public class CheckRaycastTargetWindow : EditorWindow
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{
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ShowRaycast raycastHelper;
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RectTransform rt;
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Vector2 scrollPos;
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CheckRaycastTargetWindow()
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{
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this.titleContent = new GUIContent("检查RaycastTarget");
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}
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void OnEnable()
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{
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UnityEditor.SceneManagement.PrefabStage currentPrefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage();
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Transform tran;
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if (currentPrefabStage == null)
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tran = Selection.activeTransform;
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else
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tran = currentPrefabStage.prefabContentsRoot.transform;
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if (tran != null)
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rt = tran.GetComponent<RectTransform>();
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if (rt != null)
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{
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raycastHelper = rt.GetComponent<ShowRaycast>();
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if (raycastHelper == null)
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raycastHelper = rt.gameObject.AddComponent<ShowRaycast>();
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raycastHelper.SetEditorWindowMode(true);
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}
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}
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void OnGUI()
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{
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GUILayout.BeginVertical();
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EditorGUI.BeginChangeCheck();
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rt = (RectTransform)EditorGUILayout.ObjectField("", rt, typeof(RectTransform), true, GUILayout.Width(200));
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GUILayout.Space(6);
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if (EditorGUI.EndChangeCheck())
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{
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if (raycastHelper != null)
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DestroyImmediate(raycastHelper);
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if (rt != null)
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{
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raycastHelper = rt.GetComponent<ShowRaycast>();
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if (raycastHelper == null)
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raycastHelper = rt.gameObject.AddComponent<ShowRaycast>();
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raycastHelper.SetEditorWindowMode(true);
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}
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}
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if (raycastHelper != null)
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{
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GUILayout.Label(string.Format("raycastTarget组件一共有 {0} 个", raycastHelper.GetTotalCount()));
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GUILayout.Label("(红色)image " + raycastHelper.GetImageCount() +
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" (绿色)text " + raycastHelper.GetTextCount());
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GUILayout.Label("(黄色)emptyRaycast " + raycastHelper.GetEmptyCount() +
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" (蓝色)rawImage " + raycastHelper.GetRawImageCount());
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GUILayout.Space(6);
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scrollPos = GUILayout.BeginScrollView(scrollPos, GUILayout.Width(400), GUILayout.Height(270));
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List<string> pathList = raycastHelper.GetImagePathList();
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int i = 0;
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if (pathList.Count > 0)
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{
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GUILayout.Label("image路径:");
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for (; i < pathList.Count; i++)
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GUILayout.Label(pathList[i]);
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}
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pathList = raycastHelper.GetTextPathList();
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i = 0;
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if (pathList.Count > 0)
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{
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GUILayout.Label("text路径:");
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for (; i < pathList.Count; i++)
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GUILayout.Label(pathList[i]);
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}
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pathList = raycastHelper.GetEmptyPathList();
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i = 0;
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if (pathList.Count > 0)
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{
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GUILayout.Label("emptyRaycast路径:");
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for (; i < pathList.Count; i++)
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GUILayout.Label(pathList[i]);
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}
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pathList = raycastHelper.GetRawImagePathList();
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i = 0;
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if (pathList.Count > 0)
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{
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GUILayout.Label("rawImage路径:");
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for (; i < pathList.Count; i++)
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GUILayout.Label(pathList[i]);
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}
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GUILayout.EndScrollView();
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}
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GUILayout.EndVertical();
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}
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void OnDestroy()
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{
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if (raycastHelper != null)
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DestroyImmediate(raycastHelper);
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}
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//[MenuItem("资源工具/资源检查/检查RaycastTarget", false, 401)]
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public static void OpenWindow()
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{
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CheckRaycastTargetWindow window = (CheckRaycastTargetWindow)GetWindowWithRect(typeof(CheckRaycastTargetWindow),
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new Rect(Screen.width / 2, Screen.height / 2, 400, 400), true);
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window.Show();
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}
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.Experimental.SceneManagement;
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namespace BFEditor.Resource
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{
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public class CheckRaycastTargetWindow : EditorWindow
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{
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ShowRaycast raycastHelper;
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RectTransform rt;
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Vector2 scrollPos;
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CheckRaycastTargetWindow()
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{
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this.titleContent = new GUIContent("检查RaycastTarget");
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}
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void OnEnable()
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{
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PrefabStage currentPrefabStage = PrefabStageUtility.GetCurrentPrefabStage();
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Transform tran;
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if (currentPrefabStage == null)
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tran = Selection.activeTransform;
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else
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tran = currentPrefabStage.prefabContentsRoot.transform;
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if (tran != null)
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rt = tran.GetComponent<RectTransform>();
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if (rt != null)
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{
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raycastHelper = rt.GetComponent<ShowRaycast>();
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if (raycastHelper == null)
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raycastHelper = rt.gameObject.AddComponent<ShowRaycast>();
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raycastHelper.SetEditorWindowMode(true);
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}
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}
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void OnGUI()
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{
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GUILayout.BeginVertical();
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EditorGUI.BeginChangeCheck();
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rt = (RectTransform)EditorGUILayout.ObjectField("", rt, typeof(RectTransform), true, GUILayout.Width(200));
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GUILayout.Space(6);
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if (EditorGUI.EndChangeCheck())
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{
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if (raycastHelper != null)
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DestroyImmediate(raycastHelper);
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if (rt != null)
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{
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raycastHelper = rt.GetComponent<ShowRaycast>();
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if (raycastHelper == null)
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raycastHelper = rt.gameObject.AddComponent<ShowRaycast>();
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raycastHelper.SetEditorWindowMode(true);
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}
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}
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if (raycastHelper != null)
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{
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GUILayout.Label(string.Format("raycastTarget组件一共有 {0} 个", raycastHelper.GetTotalCount()));
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GUILayout.Label("(红色)image " + raycastHelper.GetImageCount() +
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" (绿色)text " + raycastHelper.GetTextCount());
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GUILayout.Label("(黄色)emptyRaycast " + raycastHelper.GetEmptyCount() +
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" (蓝色)rawImage " + raycastHelper.GetRawImageCount());
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GUILayout.Space(6);
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scrollPos = GUILayout.BeginScrollView(scrollPos, GUILayout.Width(400), GUILayout.Height(270));
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List<string> pathList = raycastHelper.GetImagePathList();
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int i = 0;
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if (pathList.Count > 0)
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{
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GUILayout.Label("image路径:");
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for (; i < pathList.Count; i++)
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GUILayout.Label(pathList[i]);
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}
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pathList = raycastHelper.GetTextPathList();
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i = 0;
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if (pathList.Count > 0)
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{
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GUILayout.Label("text路径:");
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for (; i < pathList.Count; i++)
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GUILayout.Label(pathList[i]);
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}
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pathList = raycastHelper.GetEmptyPathList();
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i = 0;
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if (pathList.Count > 0)
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{
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GUILayout.Label("emptyRaycast路径:");
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for (; i < pathList.Count; i++)
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GUILayout.Label(pathList[i]);
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}
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pathList = raycastHelper.GetRawImagePathList();
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i = 0;
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if (pathList.Count > 0)
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{
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GUILayout.Label("rawImage路径:");
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for (; i < pathList.Count; i++)
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GUILayout.Label(pathList[i]);
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}
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GUILayout.EndScrollView();
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}
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GUILayout.EndVertical();
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}
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||||
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void OnDestroy()
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{
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if (raycastHelper != null)
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DestroyImmediate(raycastHelper);
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||||
}
|
||||
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//[MenuItem("资源工具/资源检查/检查RaycastTarget", false, 401)]
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public static void OpenWindow()
|
||||
{
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CheckRaycastTargetWindow window = (CheckRaycastTargetWindow)GetWindowWithRect(typeof(CheckRaycastTargetWindow),
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new Rect(Screen.width / 2, Screen.height / 2, 400, 400), true);
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window.Show();
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||||
}
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||||
}
|
||||
}
|
||||
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@ -1,206 +1,206 @@
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||||
using System.Collections;
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||||
using System.Collections.Generic;
|
||||
using UnityEngine;
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using UnityEditor;
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||||
using TMPro;
|
||||
using BFEditor.Resource;
|
||||
using BF;
|
||||
|
||||
namespace BFEditor
|
||||
{
|
||||
public class GameObjectEditer : Editor
|
||||
{
|
||||
static Material CustomUIDefault;
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||||
|
||||
// 重写Text菜单,默认取消raycastTarget
|
||||
[MenuItem("GameObject/UI/Text", true)]
|
||||
static bool ValidateUITextMenu()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Text", false)]
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||||
static void CreateUIText()
|
||||
{
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||||
GameObject go = new GameObject("Text", typeof(UnityEngine.UI.Text));
|
||||
UnityEngine.UI.Text text = go.GetComponent<UnityEngine.UI.Text>();
|
||||
text.raycastTarget = false;
|
||||
text.material = GetCustomDefaultUIMat();
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||||
CheckAndSetUIParent(go.transform);
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/TextMeshPro - Text", true)]
|
||||
static bool ValidateUITextMeshProMenu()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/TextMeshPro - Text", false)]
|
||||
static void CreateUITextMeshPro()
|
||||
{
|
||||
Debug.LogError("请在UI/BF通用控件里创建Text");
|
||||
}
|
||||
|
||||
// 重写Image菜单,默认取消raycastTarget
|
||||
[MenuItem("GameObject/UI/Image", true)]
|
||||
static bool ValidateUIImageMenu()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Image", false)]
|
||||
static void CreateUIImage()
|
||||
{
|
||||
GameObject go = new GameObject("Image", typeof(UnityEngine.UI.Image));
|
||||
UnityEngine.UI.Image image = go.GetComponent<UnityEngine.UI.Image>();
|
||||
image.raycastTarget = false;
|
||||
image.material = GetCustomDefaultUIMat();
|
||||
CheckAndSetUIParent(go.transform);
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/BFSlider", false)]
|
||||
static void CreateBFSlider()
|
||||
{
|
||||
GameObject go = new GameObject("BFSlider", typeof(BFSlider));
|
||||
BFSlider slider = go.GetComponent<BFSlider>();
|
||||
slider.raycastTarget = false;
|
||||
slider.material = GetCustomDefaultUIMat();
|
||||
CheckAndSetUIParent(go.transform);
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Raw Image", true)]
|
||||
static bool ValidateUIRawImageMenu()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Raw Image", false)]
|
||||
static void CreateUIRawImage()
|
||||
{
|
||||
GameObject go = new GameObject("RawImage", typeof(UnityEngine.UI.RawImage));
|
||||
UnityEngine.UI.RawImage image = go.GetComponent<UnityEngine.UI.RawImage>();
|
||||
image.raycastTarget = false;
|
||||
image.material = GetCustomDefaultUIMat();
|
||||
CheckAndSetUIParent(go.transform);
|
||||
}
|
||||
|
||||
static void CheckAndSetUIParent(Transform uiTransform)
|
||||
{
|
||||
if (Selection.activeTransform) // 当前有选择一个父节点
|
||||
{
|
||||
uiTransform.SetParent(Selection.activeTransform, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
var currentPrefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage();
|
||||
if (currentPrefabStage != null) //当前处于prefab编辑模式
|
||||
{
|
||||
var prefabRoot = currentPrefabStage.prefabContentsRoot;
|
||||
uiTransform.SetParent(prefabRoot.transform, false);
|
||||
}
|
||||
}
|
||||
Selection.activeTransform = uiTransform;
|
||||
}
|
||||
|
||||
static Material GetCustomDefaultUIMat()
|
||||
{
|
||||
if (CustomUIDefault == null)
|
||||
CustomUIDefault = AssetDatabase.LoadAssetAtPath<Material>(ResourceProcessConfig.CUSTOM_DEFAULT_UI_MAT_PATH);
|
||||
return CustomUIDefault;
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Button", true)]
|
||||
static bool ValidateUIButtonMenu()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Button", false)]
|
||||
static void CreateUIButton()
|
||||
{
|
||||
Debug.LogError("请在UI/BF通用控件里创建Button");
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Button - TextMeshPro", true)]
|
||||
static bool ValidateUIButtonTMPMenu()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Button - TextMeshPro", false)]
|
||||
static void CreateUIButtonTMP()
|
||||
{
|
||||
Debug.LogError("请在UI/BF通用控件里创建Button");
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Text - TextMeshPro", true)]
|
||||
static bool ValidateUITextTMPMenu()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Text - TextMeshPro", false)]
|
||||
static void CreateUITextTMP()
|
||||
{
|
||||
Debug.LogError("请在UI/BF通用控件里创建Text");
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/BF通用控件/Button")]
|
||||
static void CreateBFCommonButton()
|
||||
{
|
||||
GameObject go = new GameObject("Button", typeof(UnityEngine.UI.Image));
|
||||
UnityEngine.UI.Image image = go.GetComponent<UnityEngine.UI.Image>();
|
||||
image.material = GetCustomDefaultUIMat();
|
||||
go.AddComponent<BF.UITouchEvent>();
|
||||
CheckAndSetUIParent(go.transform);
|
||||
}
|
||||
|
||||
|
||||
[MenuItem("GameObject/UI/BF通用控件/Text")]
|
||||
static void CreateBFCommonText()
|
||||
{
|
||||
if (TMP_Settings.defaultFontAsset == null)
|
||||
{
|
||||
var tmpSettings = TMP_Settings.instance;
|
||||
var type = tmpSettings.GetType();
|
||||
var fontAssetField = type.GetField("m_defaultFontAsset", System.Reflection.BindingFlags.Instance |
|
||||
System.Reflection.BindingFlags.NonPublic);
|
||||
var fontAssets = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(ResourceProcessConfig.DEFAULT_TMP_FONTASSET_PATH);
|
||||
fontAssetField.SetValue(tmpSettings, fontAssets);
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
|
||||
GameObject go = new GameObject("TextMeshPro", typeof(TMPro.TextMeshProUGUI));
|
||||
TMPro.TextMeshProUGUI textMeshPro = go.GetComponent<TMPro.TextMeshProUGUI>();
|
||||
textMeshPro.raycastTarget = false;
|
||||
var font = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(
|
||||
"Assets/arts/fonts/tmpfonts/default/tmpfont/font_sdf.asset");
|
||||
textMeshPro.font = font;
|
||||
textMeshPro.material = GetCustomDefaultUIMat();
|
||||
textMeshPro.enableWordWrapping = false;
|
||||
CheckAndSetUIParent(go.transform);
|
||||
|
||||
if (TMP_Settings.defaultFontAsset != null)
|
||||
{
|
||||
var tmpSettings = TMP_Settings.instance;
|
||||
var type = tmpSettings.GetType();
|
||||
var fontAssetField = type.GetField("m_defaultFontAsset", System.Reflection.BindingFlags.Instance |
|
||||
System.Reflection.BindingFlags.NonPublic);
|
||||
fontAssetField.SetValue(tmpSettings, null);
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/创建序列帧")]
|
||||
static void CreateFrameAnimation()
|
||||
{
|
||||
FrameAnimationTools.CreateFrameAnimation();
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/创建序列帧(父节点)")]
|
||||
static void CreateFrameAnimationInParent()
|
||||
{
|
||||
FrameAnimationTools.CreateFrameAnimation(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using TMPro;
|
||||
using BFEditor.Resource;
|
||||
using BF;
|
||||
|
||||
namespace BFEditor
|
||||
{
|
||||
public class GameObjectEditer : Editor
|
||||
{
|
||||
static Material CustomUIDefault;
|
||||
|
||||
// 重写Text菜单,默认取消raycastTarget
|
||||
[MenuItem("GameObject/UI/Text", true)]
|
||||
static bool ValidateUITextMenu()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Text", false)]
|
||||
static void CreateUIText()
|
||||
{
|
||||
GameObject go = new GameObject("Text", typeof(UnityEngine.UI.Text));
|
||||
UnityEngine.UI.Text text = go.GetComponent<UnityEngine.UI.Text>();
|
||||
text.raycastTarget = false;
|
||||
text.material = GetCustomDefaultUIMat();
|
||||
CheckAndSetUIParent(go.transform);
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/TextMeshPro - Text", true)]
|
||||
static bool ValidateUITextMeshProMenu()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/TextMeshPro - Text", false)]
|
||||
static void CreateUITextMeshPro()
|
||||
{
|
||||
Debug.LogError("请在UI/BF通用控件里创建Text");
|
||||
}
|
||||
|
||||
// 重写Image菜单,默认取消raycastTarget
|
||||
[MenuItem("GameObject/UI/Image", true)]
|
||||
static bool ValidateUIImageMenu()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Image", false)]
|
||||
static void CreateUIImage()
|
||||
{
|
||||
GameObject go = new GameObject("Image", typeof(UnityEngine.UI.Image));
|
||||
UnityEngine.UI.Image image = go.GetComponent<UnityEngine.UI.Image>();
|
||||
image.raycastTarget = false;
|
||||
image.material = GetCustomDefaultUIMat();
|
||||
CheckAndSetUIParent(go.transform);
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/BFSlider", false)]
|
||||
static void CreateBFSlider()
|
||||
{
|
||||
GameObject go = new GameObject("BFSlider", typeof(BFSlider));
|
||||
BFSlider slider = go.GetComponent<BFSlider>();
|
||||
slider.raycastTarget = false;
|
||||
slider.material = GetCustomDefaultUIMat();
|
||||
CheckAndSetUIParent(go.transform);
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Raw Image", true)]
|
||||
static bool ValidateUIRawImageMenu()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Raw Image", false)]
|
||||
static void CreateUIRawImage()
|
||||
{
|
||||
GameObject go = new GameObject("RawImage", typeof(UnityEngine.UI.RawImage));
|
||||
UnityEngine.UI.RawImage image = go.GetComponent<UnityEngine.UI.RawImage>();
|
||||
image.raycastTarget = false;
|
||||
image.material = GetCustomDefaultUIMat();
|
||||
CheckAndSetUIParent(go.transform);
|
||||
}
|
||||
|
||||
static void CheckAndSetUIParent(Transform uiTransform)
|
||||
{
|
||||
if (Selection.activeTransform) // 当前有选择一个父节点
|
||||
{
|
||||
uiTransform.SetParent(Selection.activeTransform, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
var currentPrefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage();
|
||||
if (currentPrefabStage != null) //当前处于prefab编辑模式
|
||||
{
|
||||
var prefabRoot = currentPrefabStage.prefabContentsRoot;
|
||||
uiTransform.SetParent(prefabRoot.transform, false);
|
||||
}
|
||||
}
|
||||
Selection.activeTransform = uiTransform;
|
||||
}
|
||||
|
||||
static Material GetCustomDefaultUIMat()
|
||||
{
|
||||
if (CustomUIDefault == null)
|
||||
CustomUIDefault = AssetDatabase.LoadAssetAtPath<Material>(ResourceProcessConfig.CUSTOM_DEFAULT_UI_MAT_PATH);
|
||||
return CustomUIDefault;
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Button", true)]
|
||||
static bool ValidateUIButtonMenu()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Button", false)]
|
||||
static void CreateUIButton()
|
||||
{
|
||||
Debug.LogError("请在UI/BF通用控件里创建Button");
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Button - TextMeshPro", true)]
|
||||
static bool ValidateUIButtonTMPMenu()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Button - TextMeshPro", false)]
|
||||
static void CreateUIButtonTMP()
|
||||
{
|
||||
Debug.LogError("请在UI/BF通用控件里创建Button");
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Text - TextMeshPro", true)]
|
||||
static bool ValidateUITextTMPMenu()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/Text - TextMeshPro", false)]
|
||||
static void CreateUITextTMP()
|
||||
{
|
||||
Debug.LogError("请在UI/BF通用控件里创建Text");
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/BF通用控件/Button")]
|
||||
static void CreateBFCommonButton()
|
||||
{
|
||||
GameObject go = new GameObject("Button", typeof(UnityEngine.UI.Image));
|
||||
UnityEngine.UI.Image image = go.GetComponent<UnityEngine.UI.Image>();
|
||||
image.material = GetCustomDefaultUIMat();
|
||||
go.AddComponent<BF.UITouchEvent>();
|
||||
CheckAndSetUIParent(go.transform);
|
||||
}
|
||||
|
||||
|
||||
[MenuItem("GameObject/UI/BF通用控件/Text")]
|
||||
static void CreateBFCommonText()
|
||||
{
|
||||
if (TMP_Settings.defaultFontAsset == null)
|
||||
{
|
||||
var tmpSettings = TMP_Settings.instance;
|
||||
var type = tmpSettings.GetType();
|
||||
var fontAssetField = type.GetField("m_defaultFontAsset", System.Reflection.BindingFlags.Instance |
|
||||
System.Reflection.BindingFlags.NonPublic);
|
||||
var fontAssets = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(ResourceProcessConfig.DEFAULT_TMP_FONTASSET_PATH);
|
||||
fontAssetField.SetValue(tmpSettings, fontAssets);
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
|
||||
GameObject go = new GameObject("TextMeshPro", typeof(TMPro.TextMeshProUGUI));
|
||||
TMPro.TextMeshProUGUI textMeshPro = go.GetComponent<TMPro.TextMeshProUGUI>();
|
||||
textMeshPro.raycastTarget = false;
|
||||
var font = AssetDatabase.LoadAssetAtPath<TMP_FontAsset>(
|
||||
"Assets/arts/fonts/tmpfonts/default/tmpfont/font_sdf.asset");
|
||||
textMeshPro.font = font;
|
||||
textMeshPro.material = GetCustomDefaultUIMat();
|
||||
textMeshPro.enableWordWrapping = false;
|
||||
CheckAndSetUIParent(go.transform);
|
||||
|
||||
if (TMP_Settings.defaultFontAsset != null)
|
||||
{
|
||||
var tmpSettings = TMP_Settings.instance;
|
||||
var type = tmpSettings.GetType();
|
||||
var fontAssetField = type.GetField("m_defaultFontAsset", System.Reflection.BindingFlags.Instance |
|
||||
System.Reflection.BindingFlags.NonPublic);
|
||||
fontAssetField.SetValue(tmpSettings, null);
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/创建序列帧")]
|
||||
static void CreateFrameAnimation()
|
||||
{
|
||||
FrameAnimationTools.CreateFrameAnimation();
|
||||
}
|
||||
|
||||
[MenuItem("GameObject/UI/创建序列帧(父节点)")]
|
||||
static void CreateFrameAnimationInParent()
|
||||
{
|
||||
FrameAnimationTools.CreateFrameAnimation(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,93 +1,93 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using BFEditor.Build;
|
||||
|
||||
public class JenkinsAdapter {
|
||||
|
||||
/// <summary>
|
||||
/// 构建版本号
|
||||
/// </summary>
|
||||
private static string BuildVersion = (int.Parse(DateTime.Now.ToString("yyMMddHH"))).ToString();
|
||||
private static int versionCode = 10;
|
||||
private static string versionName = "1.4.0";
|
||||
|
||||
[MenuItem("Jenkins/JenkinsBuildIos")]
|
||||
public static void CommandLineBuildIos() {
|
||||
var buildInfo = new BuildInfo();
|
||||
buildInfo.version = versionName;
|
||||
buildInfo.mode = "publish_release";
|
||||
buildInfo.bundleName = "com.combo.heroes.puzzle.rpg";
|
||||
buildInfo.skipVersion = false;
|
||||
BuildProjectTools.BuildResources(buildInfo, Application.streamingAssetsPath, true);
|
||||
// 重新生成XLua
|
||||
CompileScriptsUtils.RegenerateXLuaCode(true);
|
||||
|
||||
// 设置版本号
|
||||
PlayerSettings.bundleVersion = buildInfo.version;
|
||||
//SDK要求
|
||||
PlayerSettings.iOS.targetOSVersionString = "12.0";
|
||||
//设置Build,每次需要增加
|
||||
PlayerSettings.iOS.buildNumber = versionCode.ToString();
|
||||
// 隐藏ios的横条
|
||||
PlayerSettings.iOS.hideHomeButton = false;
|
||||
// 禁止在所有边缘上延迟手势
|
||||
PlayerSettings.iOS.deferSystemGesturesMode = UnityEngine.iOS.SystemGestureDeferMode.All;
|
||||
// 设置竖屏
|
||||
PlayerSettings.defaultInterfaceOrientation = UIOrientation.Portrait;
|
||||
PlayerSettings.allowedAutorotateToPortrait = false;
|
||||
PlayerSettings.allowedAutorotateToPortraitUpsideDown = false;
|
||||
PlayerSettings.allowedAutorotateToLandscapeLeft = false;
|
||||
PlayerSettings.allowedAutorotateToLandscapeRight = false;
|
||||
// 关闭启动动画
|
||||
PlayerSettings.SplashScreen.show = false;
|
||||
// 设置包名
|
||||
PlayerSettings.SetApplicationIdentifier(BuildTargetGroup.iOS, buildInfo.bundleName);
|
||||
// 是否跳过版本控制
|
||||
var symbols = "THREAD_SAFE;USE_AB";
|
||||
if (buildInfo.skipVersion)
|
||||
{
|
||||
symbols = symbols + ";SKIP_VERSION;";
|
||||
}
|
||||
PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.iOS, symbols);
|
||||
// 商品名称
|
||||
PlayerSettings.productName = "Knights Combo";
|
||||
// BuildType设置dev/release
|
||||
EditorUserBuildSettings.iOSXcodeBuildConfig = XcodeBuildConfig.Release;
|
||||
EditorUserBuildSettings.development = false;
|
||||
// 使用IL2CPP
|
||||
var scriptImp = ScriptingImplementation.IL2CPP;
|
||||
PlayerSettings.SetScriptingBackend(BuildTargetGroup.iOS, scriptImp);
|
||||
// 目标平台架构,目前支持ARM64
|
||||
PlayerSettings.SetArchitecture(BuildTargetGroup.iOS, 1);
|
||||
|
||||
// 开始打包
|
||||
BuildPipeline.BuildPlayer(GetBuildScenes(), GetIosBuildPath(), BuildTarget.iOS, BuildOptions.None);
|
||||
Console.WriteLine("Build Complete Path:" + GetIosBuildPath());
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 获取build Setting 列表里的打勾场景
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private static string[] GetBuildScenes() {
|
||||
List<string> names = new List<string>();
|
||||
|
||||
foreach (var x in EditorBuildSettings.scenes) {
|
||||
if (!x.enabled) continue;
|
||||
names.Add(x.path);
|
||||
}
|
||||
return names.ToArray();
|
||||
}
|
||||
|
||||
#region Get Build Path
|
||||
private static string GetIosBuildPath() {
|
||||
return "build/iOS";
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using BFEditor.Build;
|
||||
|
||||
public class JenkinsAdapter {
|
||||
|
||||
/// <summary>
|
||||
/// 构建版本号
|
||||
/// </summary>
|
||||
private static string BuildVersion = (int.Parse(DateTime.Now.ToString("yyMMddHH"))).ToString();
|
||||
private static int versionCode = 10;
|
||||
private static string versionName = "1.4.0";
|
||||
|
||||
[MenuItem("Jenkins/JenkinsBuildIos")]
|
||||
public static void CommandLineBuildIos() {
|
||||
var buildInfo = new BuildInfo();
|
||||
buildInfo.version = versionName;
|
||||
buildInfo.mode = "publish_release";
|
||||
buildInfo.bundleName = "com.combo.heroes.puzzle.rpg";
|
||||
buildInfo.skipVersion = false;
|
||||
BuildProjectTools.BuildResources(buildInfo, Application.streamingAssetsPath, true);
|
||||
// 重新生成XLua
|
||||
CompileScriptsUtils.RegenerateXLuaCode(true);
|
||||
|
||||
// 设置版本号
|
||||
PlayerSettings.bundleVersion = buildInfo.version;
|
||||
//SDK要求
|
||||
PlayerSettings.iOS.targetOSVersionString = "12.0";
|
||||
//设置Build,每次需要增加
|
||||
PlayerSettings.iOS.buildNumber = versionCode.ToString();
|
||||
// 隐藏ios的横条
|
||||
PlayerSettings.iOS.hideHomeButton = false;
|
||||
// 禁止在所有边缘上延迟手势
|
||||
PlayerSettings.iOS.deferSystemGesturesMode = UnityEngine.iOS.SystemGestureDeferMode.All;
|
||||
// 设置竖屏
|
||||
PlayerSettings.defaultInterfaceOrientation = UIOrientation.Portrait;
|
||||
PlayerSettings.allowedAutorotateToPortrait = false;
|
||||
PlayerSettings.allowedAutorotateToPortraitUpsideDown = false;
|
||||
PlayerSettings.allowedAutorotateToLandscapeLeft = false;
|
||||
PlayerSettings.allowedAutorotateToLandscapeRight = false;
|
||||
// 关闭启动动画
|
||||
PlayerSettings.SplashScreen.show = false;
|
||||
// 设置包名
|
||||
PlayerSettings.SetApplicationIdentifier(BuildTargetGroup.iOS, buildInfo.bundleName);
|
||||
// 是否跳过版本控制
|
||||
var symbols = "THREAD_SAFE;USE_AB";
|
||||
if (buildInfo.skipVersion)
|
||||
{
|
||||
symbols = symbols + ";SKIP_VERSION;";
|
||||
}
|
||||
PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.iOS, symbols);
|
||||
// 商品名称
|
||||
PlayerSettings.productName = "Knights Combo";
|
||||
// BuildType设置dev/release
|
||||
EditorUserBuildSettings.iOSBuildConfigType = iOSBuildType.Release;
|
||||
EditorUserBuildSettings.development = false;
|
||||
// 使用IL2CPP
|
||||
var scriptImp = ScriptingImplementation.IL2CPP;
|
||||
PlayerSettings.SetScriptingBackend(BuildTargetGroup.iOS, scriptImp);
|
||||
// 目标平台架构,目前支持ARM64
|
||||
PlayerSettings.SetArchitecture(BuildTargetGroup.iOS, 1);
|
||||
|
||||
// 开始打包
|
||||
BuildPipeline.BuildPlayer(GetBuildScenes(), GetIosBuildPath(), BuildTarget.iOS, BuildOptions.None);
|
||||
Console.WriteLine("Build Complete Path:" + GetIosBuildPath());
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 获取build Setting 列表里的打勾场景
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private static string[] GetBuildScenes() {
|
||||
List<string> names = new List<string>();
|
||||
|
||||
foreach (var x in EditorBuildSettings.scenes) {
|
||||
if (!x.enabled) continue;
|
||||
names.Add(x.path);
|
||||
}
|
||||
return names.ToArray();
|
||||
}
|
||||
|
||||
#region Get Build Path
|
||||
private static string GetIosBuildPath() {
|
||||
return "build/iOS";
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
@ -14,22 +14,18 @@ MonoBehaviour:
|
||||
m_EditorClassIdentifier:
|
||||
defaultScale: 0.01
|
||||
defaultMix: 0.2
|
||||
defaultShader: Spine/Skeleton
|
||||
defaultShader: BF/Spine/Skeleton
|
||||
defaultZSpacing: 0
|
||||
defaultInstantiateLoop: 1
|
||||
showHierarchyIcons: 1
|
||||
reloadAfterPlayMode: 1
|
||||
setTextureImporterSettings: 1
|
||||
textureSettingsReference: Assets/ThirdParty/Spine/Editor/spine-unity/Editor/ImporterPresets/PMATexturePreset.preset
|
||||
fixPrefabOverrideViaMeshFilter: 0
|
||||
removePrefabPreviewMeshes: 0
|
||||
blendModeMaterialMultiply: {fileID: 0}
|
||||
blendModeMaterialScreen: {fileID: 0}
|
||||
blendModeMaterialAdditive: {fileID: 0}
|
||||
atlasTxtImportWarning: 1
|
||||
textureImporterWarning: 1
|
||||
componentMaterialWarning: 1
|
||||
skeletonDataAssetNoFileError: 1
|
||||
autoReloadSceneSkeletons: 1
|
||||
handleScale: 1
|
||||
mecanimEventIncludeFolderName: 1
|
||||
|
||||
@ -78,7 +78,6 @@ namespace BFEditor
|
||||
psi.RedirectStandardOutput = true; //由调用程序获取输出信息
|
||||
psi.RedirectStandardError = true; //重定向标准错误输出
|
||||
psi.CreateNoWindow = true; //不显示程序窗口
|
||||
psi.StandardOutputEncoding = System.Text.Encoding.UTF8; // 核心:指定UTF-8解码
|
||||
p.StartInfo = psi;
|
||||
p.Start();
|
||||
|
||||
|
||||
@ -68,7 +68,7 @@ namespace BF
|
||||
static Dictionary<string, string> BFLoginCenterURLDict = new Dictionary<string, string>()
|
||||
{
|
||||
// dev
|
||||
{"com.juzu.b6.dev", "https://entrance.wdd817.link"},
|
||||
{"com.juzu.b6.dev", "http://game.juzugame.com:3000"},
|
||||
{"com.juzu.b6.dev.android", "http://game.juzugame.com:3000"},
|
||||
{"com.juzu.b6.dev.ios", "http://game.juzugame.com:3000"},
|
||||
|
||||
|
||||
@ -1,103 +1,108 @@
|
||||
fileFormatVersion: 2
|
||||
guid: de1fb4dac677a6d45ae2ad12a49091c0
|
||||
TextureImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 10
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 0
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 1
|
||||
maxTextureSize: 2048
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: -1
|
||||
aniso: -1
|
||||
mipBias: -100
|
||||
wrapU: 1
|
||||
wrapV: 1
|
||||
wrapW: -1
|
||||
nPOTScale: 0
|
||||
lightmap: 0
|
||||
compressionQuality: 50
|
||||
spriteMode: 1
|
||||
spriteExtrude: 1
|
||||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spritePixelsToUnits: 100
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 1
|
||||
alphaIsTransparency: 1
|
||||
spriteTessellationDetail: -1
|
||||
textureType: 8
|
||||
textureShape: 1
|
||||
singleChannelComponent: 0
|
||||
maxTextureSizeSet: 0
|
||||
compressionQualitySet: 0
|
||||
textureFormatSet: 0
|
||||
platformSettings:
|
||||
- serializedVersion: 3
|
||||
buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Standalone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 5e97eb03825dee720800000000000000
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
fileFormatVersion: 2
|
||||
guid: de1fb4dac677a6d45ae2ad12a49091c0
|
||||
TextureImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 11
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 0
|
||||
sRGBTexture: 1
|
||||
linearTexture: 0
|
||||
fadeOut: 0
|
||||
borderMipMap: 0
|
||||
mipMapsPreserveCoverage: 0
|
||||
alphaTestReferenceValue: 0.5
|
||||
mipMapFadeDistanceStart: 1
|
||||
mipMapFadeDistanceEnd: 3
|
||||
bumpmap:
|
||||
convertToNormalMap: 0
|
||||
externalNormalMap: 0
|
||||
heightScale: 0.25
|
||||
normalMapFilter: 0
|
||||
isReadable: 0
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
vTOnly: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
seamlessCubemap: 0
|
||||
textureFormat: 1
|
||||
maxTextureSize: 2048
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: 1
|
||||
aniso: 1
|
||||
mipBias: 0
|
||||
wrapU: 1
|
||||
wrapV: 1
|
||||
wrapW: 0
|
||||
nPOTScale: 0
|
||||
lightmap: 0
|
||||
compressionQuality: 50
|
||||
spriteMode: 1
|
||||
spriteExtrude: 1
|
||||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spritePixelsToUnits: 100
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 1
|
||||
alphaIsTransparency: 1
|
||||
spriteTessellationDetail: -1
|
||||
textureType: 8
|
||||
textureShape: 1
|
||||
singleChannelComponent: 0
|
||||
flipbookRows: 1
|
||||
flipbookColumns: 1
|
||||
maxTextureSizeSet: 0
|
||||
compressionQualitySet: 0
|
||||
textureFormatSet: 0
|
||||
ignorePngGamma: 0
|
||||
applyGammaDecoding: 1
|
||||
platformSettings:
|
||||
- serializedVersion: 3
|
||||
buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Standalone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
outline: []
|
||||
physicsShape: []
|
||||
bones: []
|
||||
spriteID: 5e97eb03825dee720800000000000000
|
||||
internalID: 0
|
||||
vertices: []
|
||||
indices:
|
||||
edges: []
|
||||
weights: []
|
||||
secondaryTextures: []
|
||||
spritePackingTag:
|
||||
pSDRemoveMatte: 0
|
||||
pSDShowRemoveMatteOption: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
||||
@ -1,162 +1,162 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineAnimationTesterTool : MonoBehaviour, IHasSkeletonDataAsset, IHasSkeletonComponent {
|
||||
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
public SkeletonDataAsset SkeletonDataAsset { get { return skeletonAnimation.SkeletonDataAsset; } }
|
||||
public ISkeletonComponent SkeletonComponent { get { return skeletonAnimation; } }
|
||||
|
||||
public bool useOverrideMixDuration;
|
||||
public float overrideMixDuration = 0.2f;
|
||||
|
||||
public bool useOverrideAttachmentThreshold = true;
|
||||
|
||||
[Range(0f, 1f)]
|
||||
public float attachmentThreshold = 0.5f;
|
||||
|
||||
public bool useOverrideDrawOrderThreshold;
|
||||
[Range(0f, 1f)]
|
||||
public float drawOrderThreshold = 0.5f;
|
||||
|
||||
[System.Serializable]
|
||||
public struct AnimationControl {
|
||||
[SpineAnimation]
|
||||
public string animationName;
|
||||
public bool loop;
|
||||
public KeyCode key;
|
||||
|
||||
[Space]
|
||||
public bool useCustomMixDuration;
|
||||
public float mixDuration;
|
||||
//public bool useChainToControl;
|
||||
//public int chainToControl;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class ControlledTrack {
|
||||
public List<AnimationControl> controls = new List<AnimationControl>();
|
||||
}
|
||||
|
||||
[Space]
|
||||
public List<ControlledTrack> trackControls = new List<ControlledTrack>();
|
||||
|
||||
[Header("UI")]
|
||||
public UnityEngine.UI.Text boundAnimationsText;
|
||||
public UnityEngine.UI.Text skeletonNameText;
|
||||
|
||||
void OnValidate () {
|
||||
// Fill in the SkeletonData asset name
|
||||
if (skeletonNameText != null) {
|
||||
if (skeletonAnimation != null && skeletonAnimation.skeletonDataAsset != null) {
|
||||
skeletonNameText.text = SkeletonDataAsset.name.Replace("_SkeletonData", "");
|
||||
}
|
||||
}
|
||||
|
||||
// Fill in the control list.
|
||||
if (boundAnimationsText != null) {
|
||||
StringBuilder boundAnimationsStringBuilder = new StringBuilder();
|
||||
boundAnimationsStringBuilder.AppendLine("Animation Controls:");
|
||||
|
||||
for (int trackIndex = 0; trackIndex < trackControls.Count; trackIndex++) {
|
||||
|
||||
if (trackIndex > 0)
|
||||
boundAnimationsStringBuilder.AppendLine();
|
||||
|
||||
boundAnimationsStringBuilder.AppendFormat("---- Track {0} ---- \n", trackIndex);
|
||||
foreach (AnimationControl ba in trackControls[trackIndex].controls) {
|
||||
string animationName = ba.animationName;
|
||||
if (string.IsNullOrEmpty(animationName))
|
||||
animationName = "SetEmptyAnimation";
|
||||
|
||||
boundAnimationsStringBuilder.AppendFormat("[{0}] {1}\n", ba.key.ToString(), animationName);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
boundAnimationsText.text = boundAnimationsStringBuilder.ToString();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Start () {
|
||||
if (useOverrideMixDuration) {
|
||||
skeletonAnimation.AnimationState.Data.DefaultMix = overrideMixDuration;
|
||||
}
|
||||
}
|
||||
|
||||
void Update () {
|
||||
AnimationState animationState = skeletonAnimation.AnimationState;
|
||||
|
||||
// For each track
|
||||
for (int trackIndex = 0; trackIndex < trackControls.Count; trackIndex++) {
|
||||
|
||||
// For each control in the track
|
||||
foreach (AnimationControl control in trackControls[trackIndex].controls) {
|
||||
|
||||
// Check each control, and play the appropriate animation.
|
||||
if (Input.GetKeyDown(control.key)) {
|
||||
TrackEntry trackEntry;
|
||||
if (!string.IsNullOrEmpty(control.animationName)) {
|
||||
trackEntry = animationState.SetAnimation(trackIndex, control.animationName, control.loop);
|
||||
|
||||
} else {
|
||||
float mix = control.useCustomMixDuration ? control.mixDuration : animationState.Data.DefaultMix;
|
||||
trackEntry = animationState.SetEmptyAnimation(trackIndex, mix);
|
||||
}
|
||||
|
||||
if (trackEntry != null) {
|
||||
if (control.useCustomMixDuration)
|
||||
trackEntry.MixDuration = control.mixDuration;
|
||||
|
||||
if (useOverrideAttachmentThreshold)
|
||||
trackEntry.AttachmentThreshold = attachmentThreshold;
|
||||
|
||||
if (useOverrideDrawOrderThreshold)
|
||||
trackEntry.DrawOrderThreshold = drawOrderThreshold;
|
||||
}
|
||||
|
||||
// Don't parse more than one animation per track.
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineAnimationTesterTool : MonoBehaviour, IHasSkeletonDataAsset, IHasSkeletonComponent {
|
||||
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
public SkeletonDataAsset SkeletonDataAsset { get { return skeletonAnimation.SkeletonDataAsset; } }
|
||||
public ISkeletonComponent SkeletonComponent { get { return skeletonAnimation; } }
|
||||
|
||||
public bool useOverrideMixDuration;
|
||||
public float overrideMixDuration = 0.2f;
|
||||
|
||||
public bool useOverrideAttachmentThreshold = true;
|
||||
|
||||
[Range(0f, 1f)]
|
||||
public float attachmentThreshold = 0.5f;
|
||||
|
||||
public bool useOverrideDrawOrderThreshold;
|
||||
[Range(0f, 1f)]
|
||||
public float drawOrderThreshold = 0.5f;
|
||||
|
||||
[System.Serializable]
|
||||
public struct AnimationControl {
|
||||
[SpineAnimation]
|
||||
public string animationName;
|
||||
public bool loop;
|
||||
public KeyCode key;
|
||||
|
||||
[Space]
|
||||
public bool useCustomMixDuration;
|
||||
public float mixDuration;
|
||||
//public bool useChainToControl;
|
||||
//public int chainToControl;
|
||||
}
|
||||
[System.Serializable]
|
||||
public class ControlledTrack {
|
||||
public List<AnimationControl> controls = new List<AnimationControl>();
|
||||
}
|
||||
|
||||
[Space]
|
||||
public List<ControlledTrack> trackControls = new List<ControlledTrack>();
|
||||
|
||||
[Header("UI")]
|
||||
public UnityEngine.UI.Text boundAnimationsText;
|
||||
public UnityEngine.UI.Text skeletonNameText;
|
||||
|
||||
void OnValidate () {
|
||||
// Fill in the SkeletonData asset name
|
||||
if (skeletonNameText != null) {
|
||||
if (skeletonAnimation != null && skeletonAnimation.skeletonDataAsset != null) {
|
||||
skeletonNameText.text = SkeletonDataAsset.name.Replace("_SkeletonData", "");
|
||||
}
|
||||
}
|
||||
|
||||
// Fill in the control list.
|
||||
if (boundAnimationsText != null) {
|
||||
StringBuilder boundAnimationsStringBuilder = new StringBuilder();
|
||||
boundAnimationsStringBuilder.AppendLine("Animation Controls:");
|
||||
|
||||
for (int trackIndex = 0; trackIndex < trackControls.Count; trackIndex++) {
|
||||
|
||||
if (trackIndex > 0)
|
||||
boundAnimationsStringBuilder.AppendLine();
|
||||
|
||||
boundAnimationsStringBuilder.AppendFormat("---- Track {0} ---- \n", trackIndex);
|
||||
foreach (AnimationControl ba in trackControls[trackIndex].controls) {
|
||||
string animationName = ba.animationName;
|
||||
if (string.IsNullOrEmpty(animationName))
|
||||
animationName = "SetEmptyAnimation";
|
||||
|
||||
boundAnimationsStringBuilder.AppendFormat("[{0}] {1}\n", ba.key.ToString(), animationName);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
boundAnimationsText.text = boundAnimationsStringBuilder.ToString();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Start () {
|
||||
if (useOverrideMixDuration) {
|
||||
skeletonAnimation.AnimationState.Data.DefaultMix = overrideMixDuration;
|
||||
}
|
||||
}
|
||||
|
||||
void Update () {
|
||||
AnimationState animationState = skeletonAnimation.AnimationState;
|
||||
|
||||
// For each track
|
||||
for (int trackIndex = 0; trackIndex < trackControls.Count; trackIndex++) {
|
||||
|
||||
// For each control in the track
|
||||
foreach (AnimationControl control in trackControls[trackIndex].controls) {
|
||||
|
||||
// Check each control, and play the appropriate animation.
|
||||
if (Input.GetKeyDown(control.key)) {
|
||||
TrackEntry trackEntry;
|
||||
if (!string.IsNullOrEmpty(control.animationName)) {
|
||||
trackEntry = animationState.SetAnimation(trackIndex, control.animationName, control.loop);
|
||||
|
||||
} else {
|
||||
float mix = control.useCustomMixDuration ? control.mixDuration : animationState.Data.DefaultMix;
|
||||
trackEntry = animationState.SetEmptyAnimation(trackIndex, mix);
|
||||
}
|
||||
|
||||
if (trackEntry != null) {
|
||||
if (control.useCustomMixDuration)
|
||||
trackEntry.MixDuration = control.mixDuration;
|
||||
|
||||
if (useOverrideAttachmentThreshold)
|
||||
trackEntry.AttachmentThreshold = attachmentThreshold;
|
||||
|
||||
if (useOverrideDrawOrderThreshold)
|
||||
trackEntry.DrawOrderThreshold = drawOrderThreshold;
|
||||
}
|
||||
|
||||
// Don't parse more than one animation per track.
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,71 +1,71 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class AttackSpineboy : MonoBehaviour {
|
||||
|
||||
public SkeletonAnimation spineboy;
|
||||
public SkeletonAnimation attackerSpineboy;
|
||||
public SpineGauge gauge;
|
||||
public Text healthText;
|
||||
|
||||
int currentHealth = 100;
|
||||
const int maxHealth = 100;
|
||||
|
||||
public AnimationReferenceAsset shoot, hit, idle, death;
|
||||
|
||||
public UnityEngine.Events.UnityEvent onAttack;
|
||||
|
||||
void Update () {
|
||||
if (Input.GetKeyDown(KeyCode.Space)) {
|
||||
currentHealth -= 10;
|
||||
healthText.text = currentHealth + "/" + maxHealth;
|
||||
|
||||
attackerSpineboy.AnimationState.SetAnimation(1, shoot, false);
|
||||
attackerSpineboy.AnimationState.AddEmptyAnimation(1, 0.5f, 2f);
|
||||
|
||||
if (currentHealth > 0) {
|
||||
spineboy.AnimationState.SetAnimation(0, hit, false);
|
||||
spineboy.AnimationState.AddAnimation(0, idle, true, 0);
|
||||
gauge.fillPercent = (float)currentHealth / (float)maxHealth;
|
||||
onAttack.Invoke();
|
||||
} else {
|
||||
if (currentHealth >= 0) {
|
||||
gauge.fillPercent = 0;
|
||||
spineboy.AnimationState.SetAnimation(0, death, false).TrackEnd = float.PositiveInfinity;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class AttackSpineboy : MonoBehaviour {
|
||||
|
||||
public SkeletonAnimation spineboy;
|
||||
public SkeletonAnimation attackerSpineboy;
|
||||
public SpineGauge gauge;
|
||||
public Text healthText;
|
||||
|
||||
int currentHealth = 100;
|
||||
const int maxHealth = 100;
|
||||
|
||||
public AnimationReferenceAsset shoot, hit, idle, death;
|
||||
|
||||
public UnityEngine.Events.UnityEvent onAttack;
|
||||
|
||||
void Update () {
|
||||
if (Input.GetKeyDown(KeyCode.Space)) {
|
||||
currentHealth -= 10;
|
||||
healthText.text = currentHealth + "/" + maxHealth;
|
||||
|
||||
attackerSpineboy.AnimationState.SetAnimation(1, shoot, false);
|
||||
attackerSpineboy.AnimationState.AddEmptyAnimation(1, 0.5f, 2f);
|
||||
|
||||
if (currentHealth > 0) {
|
||||
spineboy.AnimationState.SetAnimation(0, hit, false);
|
||||
spineboy.AnimationState.AddAnimation(0, idle, true, 0);
|
||||
gauge.fillPercent = (float)currentHealth / (float)maxHealth;
|
||||
onAttack.Invoke();
|
||||
} else {
|
||||
if (currentHealth >= 0) {
|
||||
gauge.fillPercent = 0;
|
||||
spineboy.AnimationState.SetAnimation(0, death, false).TrackEnd = float.PositiveInfinity;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,56 +1,56 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class DraggableTransform : MonoBehaviour {
|
||||
|
||||
Vector2 mousePreviousWorld, mouseDeltaWorld;
|
||||
Camera mainCamera;
|
||||
|
||||
void Start () {
|
||||
mainCamera = Camera.main;
|
||||
}
|
||||
|
||||
void Update () {
|
||||
Vector2 mouseCurrent = Input.mousePosition;
|
||||
Vector2 mouseCurrentWorld = mainCamera.ScreenToWorldPoint(new Vector3(mouseCurrent.x, mouseCurrent.y, -mainCamera.transform.position.z));
|
||||
|
||||
mouseDeltaWorld = mouseCurrentWorld - mousePreviousWorld;
|
||||
mousePreviousWorld = mouseCurrentWorld;
|
||||
}
|
||||
|
||||
void OnMouseDrag () {
|
||||
transform.Translate(mouseDeltaWorld);
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class DraggableTransform : MonoBehaviour {
|
||||
|
||||
Vector2 mousePreviousWorld, mouseDeltaWorld;
|
||||
Camera mainCamera;
|
||||
|
||||
void Start () {
|
||||
mainCamera = Camera.main;
|
||||
}
|
||||
|
||||
void Update () {
|
||||
Vector2 mouseCurrent = Input.mousePosition;
|
||||
Vector2 mouseCurrentWorld = mainCamera.ScreenToWorldPoint(new Vector3(mouseCurrent.x, mouseCurrent.y, -mainCamera.transform.position.z));
|
||||
|
||||
mouseDeltaWorld = mouseCurrentWorld - mousePreviousWorld;
|
||||
mousePreviousWorld = mouseCurrentWorld;
|
||||
}
|
||||
|
||||
void OnMouseDrag () {
|
||||
transform.Translate(mouseDeltaWorld);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,103 +1,103 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class FootSoldierExample : MonoBehaviour {
|
||||
[SpineAnimation("Idle")]
|
||||
public string idleAnimation;
|
||||
|
||||
[SpineAnimation]
|
||||
public string attackAnimation;
|
||||
|
||||
[SpineAnimation]
|
||||
public string moveAnimation;
|
||||
|
||||
[SpineSlot]
|
||||
public string eyesSlot;
|
||||
|
||||
[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
|
||||
public string eyesOpenAttachment;
|
||||
|
||||
[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
|
||||
public string blinkAttachment;
|
||||
|
||||
[Range(0, 0.2f)]
|
||||
public float blinkDuration = 0.05f;
|
||||
|
||||
public KeyCode attackKey = KeyCode.Mouse0;
|
||||
public KeyCode rightKey = KeyCode.D;
|
||||
public KeyCode leftKey = KeyCode.A;
|
||||
|
||||
public float moveSpeed = 3;
|
||||
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
|
||||
void Awake () {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
skeletonAnimation.OnRebuild += Apply;
|
||||
}
|
||||
|
||||
void Apply (SkeletonRenderer skeletonRenderer) {
|
||||
StartCoroutine(Blink());
|
||||
}
|
||||
|
||||
void Update () {
|
||||
if (Input.GetKey(attackKey)) {
|
||||
skeletonAnimation.AnimationName = attackAnimation;
|
||||
} else {
|
||||
if (Input.GetKey(rightKey)) {
|
||||
skeletonAnimation.AnimationName = moveAnimation;
|
||||
skeletonAnimation.Skeleton.ScaleX = 1;
|
||||
transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
|
||||
} else if (Input.GetKey(leftKey)) {
|
||||
skeletonAnimation.AnimationName = moveAnimation;
|
||||
skeletonAnimation.Skeleton.ScaleX = -1;
|
||||
transform.Translate(-moveSpeed * Time.deltaTime, 0, 0);
|
||||
} else {
|
||||
skeletonAnimation.AnimationName = idleAnimation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator Blink () {
|
||||
while (true) {
|
||||
yield return new WaitForSeconds(Random.Range(0.25f, 3f));
|
||||
skeletonAnimation.Skeleton.SetAttachment(eyesSlot, blinkAttachment);
|
||||
yield return new WaitForSeconds(blinkDuration);
|
||||
skeletonAnimation.Skeleton.SetAttachment(eyesSlot, eyesOpenAttachment);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class FootSoldierExample : MonoBehaviour {
|
||||
[SpineAnimation("Idle")]
|
||||
public string idleAnimation;
|
||||
|
||||
[SpineAnimation]
|
||||
public string attackAnimation;
|
||||
|
||||
[SpineAnimation]
|
||||
public string moveAnimation;
|
||||
|
||||
[SpineSlot]
|
||||
public string eyesSlot;
|
||||
|
||||
[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
|
||||
public string eyesOpenAttachment;
|
||||
|
||||
[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
|
||||
public string blinkAttachment;
|
||||
|
||||
[Range(0, 0.2f)]
|
||||
public float blinkDuration = 0.05f;
|
||||
|
||||
public KeyCode attackKey = KeyCode.Mouse0;
|
||||
public KeyCode rightKey = KeyCode.D;
|
||||
public KeyCode leftKey = KeyCode.A;
|
||||
|
||||
public float moveSpeed = 3;
|
||||
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
|
||||
void Awake () {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
skeletonAnimation.OnRebuild += Apply;
|
||||
}
|
||||
|
||||
void Apply (SkeletonRenderer skeletonRenderer) {
|
||||
StartCoroutine(Blink());
|
||||
}
|
||||
|
||||
void Update () {
|
||||
if (Input.GetKey(attackKey)) {
|
||||
skeletonAnimation.AnimationName = attackAnimation;
|
||||
} else {
|
||||
if (Input.GetKey(rightKey)) {
|
||||
skeletonAnimation.AnimationName = moveAnimation;
|
||||
skeletonAnimation.Skeleton.ScaleX = 1;
|
||||
transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
|
||||
} else if (Input.GetKey(leftKey)) {
|
||||
skeletonAnimation.AnimationName = moveAnimation;
|
||||
skeletonAnimation.Skeleton.ScaleX = -1;
|
||||
transform.Translate(-moveSpeed * Time.deltaTime, 0, 0);
|
||||
} else {
|
||||
skeletonAnimation.AnimationName = idleAnimation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator Blink () {
|
||||
while (true) {
|
||||
yield return new WaitForSeconds(Random.Range(0.25f, 3f));
|
||||
skeletonAnimation.Skeleton.SetAttachment(eyesSlot, blinkAttachment);
|
||||
yield return new WaitForSeconds(blinkDuration);
|
||||
skeletonAnimation.Skeleton.SetAttachment(eyesSlot, eyesOpenAttachment);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,220 +1,220 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
public class BasicPlatformerController : MonoBehaviour {
|
||||
|
||||
public enum CharacterState {
|
||||
None,
|
||||
Idle,
|
||||
Walk,
|
||||
Run,
|
||||
Crouch,
|
||||
Rise,
|
||||
Fall,
|
||||
Attack
|
||||
}
|
||||
|
||||
[Header("Components")]
|
||||
public CharacterController controller;
|
||||
|
||||
[Header("Controls")]
|
||||
public string XAxis = "Horizontal";
|
||||
public string YAxis = "Vertical";
|
||||
public string JumpButton = "Jump";
|
||||
|
||||
[Header("Moving")]
|
||||
public float walkSpeed = 1.5f;
|
||||
public float runSpeed = 7f;
|
||||
public float gravityScale = 6.6f;
|
||||
|
||||
[Header("Jumping")]
|
||||
public float jumpSpeed = 25;
|
||||
public float minimumJumpDuration = 0.5f;
|
||||
public float jumpInterruptFactor = 0.5f;
|
||||
public float forceCrouchVelocity = 25;
|
||||
public float forceCrouchDuration = 0.5f;
|
||||
|
||||
[Header("Animation")]
|
||||
public SkeletonAnimationHandleExample animationHandle;
|
||||
|
||||
// Events
|
||||
public event UnityAction OnJump, OnLand, OnHardLand;
|
||||
|
||||
Vector2 input = default(Vector2);
|
||||
Vector3 velocity = default(Vector3);
|
||||
float minimumJumpEndTime = 0;
|
||||
float forceCrouchEndTime;
|
||||
bool wasGrounded = false;
|
||||
|
||||
CharacterState previousState, currentState;
|
||||
|
||||
void Update () {
|
||||
float dt = Time.deltaTime;
|
||||
bool isGrounded = controller.isGrounded;
|
||||
bool landed = !wasGrounded && isGrounded;
|
||||
|
||||
// Dummy input.
|
||||
input.x = Input.GetAxis(XAxis);
|
||||
input.y = Input.GetAxis(YAxis);
|
||||
bool inputJumpStop = Input.GetButtonUp(JumpButton);
|
||||
bool inputJumpStart = Input.GetButtonDown(JumpButton);
|
||||
bool doCrouch = (isGrounded && input.y < -0.5f) || (forceCrouchEndTime > Time.time);
|
||||
bool doJumpInterrupt = false;
|
||||
bool doJump = false;
|
||||
bool hardLand = false;
|
||||
|
||||
if (landed) {
|
||||
if (-velocity.y > forceCrouchVelocity) {
|
||||
hardLand = true;
|
||||
doCrouch = true;
|
||||
forceCrouchEndTime = Time.time + forceCrouchDuration;
|
||||
}
|
||||
}
|
||||
|
||||
if (!doCrouch) {
|
||||
if (isGrounded) {
|
||||
if (inputJumpStart) {
|
||||
doJump = true;
|
||||
}
|
||||
} else {
|
||||
doJumpInterrupt = inputJumpStop && Time.time < minimumJumpEndTime;
|
||||
}
|
||||
}
|
||||
|
||||
// Dummy physics and controller using UnityEngine.CharacterController.
|
||||
Vector3 gravityDeltaVelocity = Physics.gravity * gravityScale * dt;
|
||||
|
||||
if (doJump) {
|
||||
velocity.y = jumpSpeed;
|
||||
minimumJumpEndTime = Time.time + minimumJumpDuration;
|
||||
} else if (doJumpInterrupt) {
|
||||
if (velocity.y > 0)
|
||||
velocity.y *= jumpInterruptFactor;
|
||||
}
|
||||
|
||||
velocity.x = 0;
|
||||
if (!doCrouch) {
|
||||
if (input.x != 0) {
|
||||
velocity.x = Mathf.Abs(input.x) > 0.6f ? runSpeed : walkSpeed;
|
||||
velocity.x *= Mathf.Sign(input.x);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!isGrounded) {
|
||||
if (wasGrounded) {
|
||||
if (velocity.y < 0)
|
||||
velocity.y = 0;
|
||||
} else {
|
||||
velocity += gravityDeltaVelocity;
|
||||
}
|
||||
}
|
||||
controller.Move(velocity * dt);
|
||||
wasGrounded = isGrounded;
|
||||
|
||||
// Determine and store character state
|
||||
if (isGrounded) {
|
||||
if (doCrouch) {
|
||||
currentState = CharacterState.Crouch;
|
||||
} else {
|
||||
if (input.x == 0)
|
||||
currentState = CharacterState.Idle;
|
||||
else
|
||||
currentState = Mathf.Abs(input.x) > 0.6f ? CharacterState.Run : CharacterState.Walk;
|
||||
}
|
||||
} else {
|
||||
currentState = velocity.y > 0 ? CharacterState.Rise : CharacterState.Fall;
|
||||
}
|
||||
|
||||
bool stateChanged = previousState != currentState;
|
||||
previousState = currentState;
|
||||
|
||||
// Animation
|
||||
// Do not modify character parameters or state in this phase. Just read them.
|
||||
// Detect changes in state, and communicate with animation handle if it changes.
|
||||
if (stateChanged)
|
||||
HandleStateChanged();
|
||||
|
||||
if (input.x != 0)
|
||||
animationHandle.SetFlip(input.x);
|
||||
|
||||
// Fire events.
|
||||
if (doJump) {
|
||||
OnJump.Invoke();
|
||||
}
|
||||
if (landed) {
|
||||
if (hardLand) {
|
||||
OnHardLand.Invoke();
|
||||
} else {
|
||||
OnLand.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HandleStateChanged () {
|
||||
// When the state changes, notify the animation handle of the new state.
|
||||
string stateName = null;
|
||||
switch (currentState) {
|
||||
case CharacterState.Idle:
|
||||
stateName = "idle";
|
||||
break;
|
||||
case CharacterState.Walk:
|
||||
stateName = "walk";
|
||||
break;
|
||||
case CharacterState.Run:
|
||||
stateName = "run";
|
||||
break;
|
||||
case CharacterState.Crouch:
|
||||
stateName = "crouch";
|
||||
break;
|
||||
case CharacterState.Rise:
|
||||
stateName = "rise";
|
||||
break;
|
||||
case CharacterState.Fall:
|
||||
stateName = "fall";
|
||||
break;
|
||||
case CharacterState.Attack:
|
||||
stateName = "attack";
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
animationHandle.PlayAnimationForState(stateName, 0);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
public class BasicPlatformerController : MonoBehaviour {
|
||||
|
||||
public enum CharacterState {
|
||||
None,
|
||||
Idle,
|
||||
Walk,
|
||||
Run,
|
||||
Crouch,
|
||||
Rise,
|
||||
Fall,
|
||||
Attack
|
||||
}
|
||||
|
||||
[Header("Components")]
|
||||
public CharacterController controller;
|
||||
|
||||
[Header("Controls")]
|
||||
public string XAxis = "Horizontal";
|
||||
public string YAxis = "Vertical";
|
||||
public string JumpButton = "Jump";
|
||||
|
||||
[Header("Moving")]
|
||||
public float walkSpeed = 1.5f;
|
||||
public float runSpeed = 7f;
|
||||
public float gravityScale = 6.6f;
|
||||
|
||||
[Header("Jumping")]
|
||||
public float jumpSpeed = 25;
|
||||
public float minimumJumpDuration = 0.5f;
|
||||
public float jumpInterruptFactor = 0.5f;
|
||||
public float forceCrouchVelocity = 25;
|
||||
public float forceCrouchDuration = 0.5f;
|
||||
|
||||
[Header("Animation")]
|
||||
public SkeletonAnimationHandleExample animationHandle;
|
||||
|
||||
// Events
|
||||
public event UnityAction OnJump, OnLand, OnHardLand;
|
||||
|
||||
Vector2 input = default(Vector2);
|
||||
Vector3 velocity = default(Vector3);
|
||||
float minimumJumpEndTime = 0;
|
||||
float forceCrouchEndTime;
|
||||
bool wasGrounded = false;
|
||||
|
||||
CharacterState previousState, currentState;
|
||||
|
||||
void Update () {
|
||||
float dt = Time.deltaTime;
|
||||
bool isGrounded = controller.isGrounded;
|
||||
bool landed = !wasGrounded && isGrounded;
|
||||
|
||||
// Dummy input.
|
||||
input.x = Input.GetAxis(XAxis);
|
||||
input.y = Input.GetAxis(YAxis);
|
||||
bool inputJumpStop = Input.GetButtonUp(JumpButton);
|
||||
bool inputJumpStart = Input.GetButtonDown(JumpButton);
|
||||
bool doCrouch = (isGrounded && input.y < -0.5f) || (forceCrouchEndTime > Time.time);
|
||||
bool doJumpInterrupt = false;
|
||||
bool doJump = false;
|
||||
bool hardLand = false;
|
||||
|
||||
if (landed) {
|
||||
if (-velocity.y > forceCrouchVelocity) {
|
||||
hardLand = true;
|
||||
doCrouch = true;
|
||||
forceCrouchEndTime = Time.time + forceCrouchDuration;
|
||||
}
|
||||
}
|
||||
|
||||
if (!doCrouch) {
|
||||
if (isGrounded) {
|
||||
if (inputJumpStart) {
|
||||
doJump = true;
|
||||
}
|
||||
} else {
|
||||
doJumpInterrupt = inputJumpStop && Time.time < minimumJumpEndTime;
|
||||
}
|
||||
}
|
||||
|
||||
// Dummy physics and controller using UnityEngine.CharacterController.
|
||||
Vector3 gravityDeltaVelocity = Physics.gravity * gravityScale * dt;
|
||||
|
||||
if (doJump) {
|
||||
velocity.y = jumpSpeed;
|
||||
minimumJumpEndTime = Time.time + minimumJumpDuration;
|
||||
} else if (doJumpInterrupt) {
|
||||
if (velocity.y > 0)
|
||||
velocity.y *= jumpInterruptFactor;
|
||||
}
|
||||
|
||||
velocity.x = 0;
|
||||
if (!doCrouch) {
|
||||
if (input.x != 0) {
|
||||
velocity.x = Mathf.Abs(input.x) > 0.6f ? runSpeed : walkSpeed;
|
||||
velocity.x *= Mathf.Sign(input.x);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!isGrounded) {
|
||||
if (wasGrounded) {
|
||||
if (velocity.y < 0)
|
||||
velocity.y = 0;
|
||||
} else {
|
||||
velocity += gravityDeltaVelocity;
|
||||
}
|
||||
}
|
||||
controller.Move(velocity * dt);
|
||||
wasGrounded = isGrounded;
|
||||
|
||||
// Determine and store character state
|
||||
if (isGrounded) {
|
||||
if (doCrouch) {
|
||||
currentState = CharacterState.Crouch;
|
||||
} else {
|
||||
if (input.x == 0)
|
||||
currentState = CharacterState.Idle;
|
||||
else
|
||||
currentState = Mathf.Abs(input.x) > 0.6f ? CharacterState.Run : CharacterState.Walk;
|
||||
}
|
||||
} else {
|
||||
currentState = velocity.y > 0 ? CharacterState.Rise : CharacterState.Fall;
|
||||
}
|
||||
|
||||
bool stateChanged = previousState != currentState;
|
||||
previousState = currentState;
|
||||
|
||||
// Animation
|
||||
// Do not modify character parameters or state in this phase. Just read them.
|
||||
// Detect changes in state, and communicate with animation handle if it changes.
|
||||
if (stateChanged)
|
||||
HandleStateChanged();
|
||||
|
||||
if (input.x != 0)
|
||||
animationHandle.SetFlip(input.x);
|
||||
|
||||
// Fire events.
|
||||
if (doJump) {
|
||||
OnJump.Invoke();
|
||||
}
|
||||
if (landed) {
|
||||
if (hardLand) {
|
||||
OnHardLand.Invoke();
|
||||
} else {
|
||||
OnLand.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HandleStateChanged () {
|
||||
// When the state changes, notify the animation handle of the new state.
|
||||
string stateName = null;
|
||||
switch (currentState) {
|
||||
case CharacterState.Idle:
|
||||
stateName = "idle";
|
||||
break;
|
||||
case CharacterState.Walk:
|
||||
stateName = "walk";
|
||||
break;
|
||||
case CharacterState.Run:
|
||||
stateName = "run";
|
||||
break;
|
||||
case CharacterState.Crouch:
|
||||
stateName = "crouch";
|
||||
break;
|
||||
case CharacterState.Rise:
|
||||
stateName = "rise";
|
||||
break;
|
||||
case CharacterState.Fall:
|
||||
stateName = "fall";
|
||||
break;
|
||||
case CharacterState.Attack:
|
||||
stateName = "attack";
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
animationHandle.PlayAnimationForState(stateName, 0);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,52 +1,52 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class ConstrainedCamera : MonoBehaviour {
|
||||
public Transform target;
|
||||
public Vector3 offset;
|
||||
public Vector3 min;
|
||||
public Vector3 max;
|
||||
public float smoothing = 5f;
|
||||
|
||||
// Update is called once per frame
|
||||
void LateUpdate () {
|
||||
Vector3 goalPoint = target.position + offset;
|
||||
goalPoint.x = Mathf.Clamp(goalPoint.x, min.x, max.x);
|
||||
goalPoint.y = Mathf.Clamp(goalPoint.y, min.y, max.y);
|
||||
goalPoint.z = Mathf.Clamp(goalPoint.z, min.z, max.z);
|
||||
|
||||
transform.position = Vector3.Lerp(transform.position, goalPoint, smoothing * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class ConstrainedCamera : MonoBehaviour {
|
||||
public Transform target;
|
||||
public Vector3 offset;
|
||||
public Vector3 min;
|
||||
public Vector3 max;
|
||||
public float smoothing = 5f;
|
||||
|
||||
// Update is called once per frame
|
||||
void LateUpdate () {
|
||||
Vector3 goalPoint = target.position + offset;
|
||||
goalPoint.x = Mathf.Clamp(goalPoint.x, min.x, max.x);
|
||||
goalPoint.y = Mathf.Clamp(goalPoint.y, min.y, max.y);
|
||||
goalPoint.z = Mathf.Clamp(goalPoint.z, min.z, max.z);
|
||||
|
||||
transform.position = Vector3.Lerp(transform.position, goalPoint, smoothing * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,66 +1,66 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class Raptor : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
public AnimationReferenceAsset walk;
|
||||
public AnimationReferenceAsset gungrab;
|
||||
public AnimationReferenceAsset gunkeep;
|
||||
#endregion
|
||||
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
|
||||
void Start () {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
StartCoroutine(GunGrabRoutine());
|
||||
}
|
||||
|
||||
IEnumerator GunGrabRoutine () {
|
||||
// Play the walk animation on track 0.
|
||||
skeletonAnimation.AnimationState.SetAnimation(0, walk, true);
|
||||
|
||||
// Repeatedly play the gungrab and gunkeep animation on track 1.
|
||||
while (true) {
|
||||
yield return new WaitForSeconds(Random.Range(0.5f, 3f));
|
||||
skeletonAnimation.AnimationState.SetAnimation(1, gungrab, false);
|
||||
|
||||
yield return new WaitForSeconds(Random.Range(0.5f, 3f));
|
||||
skeletonAnimation.AnimationState.SetAnimation(1, gunkeep, false);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class Raptor : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
public AnimationReferenceAsset walk;
|
||||
public AnimationReferenceAsset gungrab;
|
||||
public AnimationReferenceAsset gunkeep;
|
||||
#endregion
|
||||
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
|
||||
void Start () {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
StartCoroutine(GunGrabRoutine());
|
||||
}
|
||||
|
||||
IEnumerator GunGrabRoutine () {
|
||||
// Play the walk animation on track 0.
|
||||
skeletonAnimation.AnimationState.SetAnimation(0, walk, true);
|
||||
|
||||
// Repeatedly play the gungrab and gunkeep animation on track 1.
|
||||
while (true) {
|
||||
yield return new WaitForSeconds(Random.Range(0.5f, 3f));
|
||||
skeletonAnimation.AnimationState.SetAnimation(1, gungrab, false);
|
||||
|
||||
yield return new WaitForSeconds(Random.Range(0.5f, 3f));
|
||||
skeletonAnimation.AnimationState.SetAnimation(1, gunkeep, false);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,109 +1,109 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineBeginnerTwo : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
// [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation.
|
||||
[SpineAnimation]
|
||||
public string runAnimationName;
|
||||
|
||||
[SpineAnimation]
|
||||
public string idleAnimationName;
|
||||
|
||||
[SpineAnimation]
|
||||
public string walkAnimationName;
|
||||
|
||||
[SpineAnimation]
|
||||
public string shootAnimationName;
|
||||
|
||||
[Header("Transitions")]
|
||||
[SpineAnimation]
|
||||
public string idleTurnAnimationName;
|
||||
|
||||
[SpineAnimation]
|
||||
public string runToIdleAnimationName;
|
||||
|
||||
public float runWalkDuration = 1.5f;
|
||||
#endregion
|
||||
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
|
||||
// Spine.AnimationState and Spine.Skeleton are not Unity-serialized objects. You will not see them as fields in the inspector.
|
||||
public Spine.AnimationState spineAnimationState;
|
||||
public Spine.Skeleton skeleton;
|
||||
|
||||
void Start () {
|
||||
// Make sure you get these AnimationState and Skeleton references in Start or Later.
|
||||
// Getting and using them in Awake is not guaranteed by default execution order.
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
spineAnimationState = skeletonAnimation.AnimationState;
|
||||
skeleton = skeletonAnimation.Skeleton;
|
||||
|
||||
StartCoroutine(DoDemoRoutine());
|
||||
}
|
||||
|
||||
/// This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.
|
||||
IEnumerator DoDemoRoutine () {
|
||||
while (true) {
|
||||
// SetAnimation is the basic way to set an animation.
|
||||
// SetAnimation sets the animation and starts playing it from the beginning.
|
||||
// Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.
|
||||
|
||||
spineAnimationState.SetAnimation(0, walkAnimationName, true);
|
||||
yield return new WaitForSeconds(runWalkDuration);
|
||||
|
||||
spineAnimationState.SetAnimation(0, runAnimationName, true);
|
||||
yield return new WaitForSeconds(runWalkDuration);
|
||||
|
||||
// AddAnimation queues up an animation to play after the previous one ends.
|
||||
spineAnimationState.SetAnimation(0, runToIdleAnimationName, false);
|
||||
spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
|
||||
yield return new WaitForSeconds(1f);
|
||||
|
||||
skeleton.ScaleX = -1; // skeleton allows you to flip the skeleton.
|
||||
spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
|
||||
spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
skeleton.ScaleX = 1;
|
||||
spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
|
||||
spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineBeginnerTwo : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
// [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation.
|
||||
[SpineAnimation]
|
||||
public string runAnimationName;
|
||||
|
||||
[SpineAnimation]
|
||||
public string idleAnimationName;
|
||||
|
||||
[SpineAnimation]
|
||||
public string walkAnimationName;
|
||||
|
||||
[SpineAnimation]
|
||||
public string shootAnimationName;
|
||||
|
||||
[Header("Transitions")]
|
||||
[SpineAnimation]
|
||||
public string idleTurnAnimationName;
|
||||
|
||||
[SpineAnimation]
|
||||
public string runToIdleAnimationName;
|
||||
|
||||
public float runWalkDuration = 1.5f;
|
||||
#endregion
|
||||
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
|
||||
// Spine.AnimationState and Spine.Skeleton are not Unity-serialized objects. You will not see them as fields in the inspector.
|
||||
public Spine.AnimationState spineAnimationState;
|
||||
public Spine.Skeleton skeleton;
|
||||
|
||||
void Start () {
|
||||
// Make sure you get these AnimationState and Skeleton references in Start or Later.
|
||||
// Getting and using them in Awake is not guaranteed by default execution order.
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
spineAnimationState = skeletonAnimation.AnimationState;
|
||||
skeleton = skeletonAnimation.Skeleton;
|
||||
|
||||
StartCoroutine(DoDemoRoutine());
|
||||
}
|
||||
|
||||
/// This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.
|
||||
IEnumerator DoDemoRoutine () {
|
||||
while (true) {
|
||||
// SetAnimation is the basic way to set an animation.
|
||||
// SetAnimation sets the animation and starts playing it from the beginning.
|
||||
// Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.
|
||||
|
||||
spineAnimationState.SetAnimation(0, walkAnimationName, true);
|
||||
yield return new WaitForSeconds(runWalkDuration);
|
||||
|
||||
spineAnimationState.SetAnimation(0, runAnimationName, true);
|
||||
yield return new WaitForSeconds(runWalkDuration);
|
||||
|
||||
// AddAnimation queues up an animation to play after the previous one ends.
|
||||
spineAnimationState.SetAnimation(0, runToIdleAnimationName, false);
|
||||
spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
|
||||
yield return new WaitForSeconds(1f);
|
||||
|
||||
skeleton.ScaleX = -1; // skeleton allows you to flip the skeleton.
|
||||
spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
|
||||
spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
skeleton.ScaleX = 1;
|
||||
spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
|
||||
spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,52 +1,52 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineBlinkPlayer : MonoBehaviour {
|
||||
const int BlinkTrack = 1;
|
||||
|
||||
public AnimationReferenceAsset blinkAnimation;
|
||||
public float minimumDelay = 0.15f;
|
||||
public float maximumDelay = 3f;
|
||||
|
||||
IEnumerator Start () {
|
||||
SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
if (skeletonAnimation == null) yield break;
|
||||
while (true) {
|
||||
skeletonAnimation.AnimationState.SetAnimation(SpineBlinkPlayer.BlinkTrack, blinkAnimation, false);
|
||||
yield return new WaitForSeconds(Random.Range(minimumDelay, maximumDelay));
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineBlinkPlayer : MonoBehaviour {
|
||||
const int BlinkTrack = 1;
|
||||
|
||||
public AnimationReferenceAsset blinkAnimation;
|
||||
public float minimumDelay = 0.15f;
|
||||
public float maximumDelay = 3f;
|
||||
|
||||
IEnumerator Start () {
|
||||
SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
if (skeletonAnimation == null) yield break;
|
||||
while (true) {
|
||||
skeletonAnimation.AnimationState.SetAnimation(SpineBlinkPlayer.BlinkTrack, blinkAnimation, false);
|
||||
yield return new WaitForSeconds(Random.Range(minimumDelay, maximumDelay));
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,68 +1,68 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyBeginnerInput : MonoBehaviour {
|
||||
#region Inspector
|
||||
public string horizontalAxis = "Horizontal";
|
||||
public string attackButton = "Fire1";
|
||||
public string aimButton = "Fire2";
|
||||
public string jumpButton = "Jump";
|
||||
|
||||
public SpineboyBeginnerModel model;
|
||||
|
||||
void OnValidate () {
|
||||
if (model == null)
|
||||
model = GetComponent<SpineboyBeginnerModel>();
|
||||
}
|
||||
#endregion
|
||||
|
||||
void Update () {
|
||||
if (model == null) return;
|
||||
|
||||
float currentHorizontal = Input.GetAxisRaw(horizontalAxis);
|
||||
model.TryMove(currentHorizontal);
|
||||
|
||||
if (Input.GetButton(attackButton))
|
||||
model.TryShoot();
|
||||
|
||||
if (Input.GetButtonDown(aimButton))
|
||||
model.StartAim();
|
||||
if (Input.GetButtonUp(aimButton))
|
||||
model.StopAim();
|
||||
|
||||
if (Input.GetButtonDown(jumpButton))
|
||||
model.TryJump();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyBeginnerInput : MonoBehaviour {
|
||||
#region Inspector
|
||||
public string horizontalAxis = "Horizontal";
|
||||
public string attackButton = "Fire1";
|
||||
public string aimButton = "Fire2";
|
||||
public string jumpButton = "Jump";
|
||||
|
||||
public SpineboyBeginnerModel model;
|
||||
|
||||
void OnValidate () {
|
||||
if (model == null)
|
||||
model = GetComponent<SpineboyBeginnerModel>();
|
||||
}
|
||||
#endregion
|
||||
|
||||
void Update () {
|
||||
if (model == null) return;
|
||||
|
||||
float currentHorizontal = Input.GetAxisRaw(horizontalAxis);
|
||||
model.TryMove(currentHorizontal);
|
||||
|
||||
if (Input.GetButton(attackButton))
|
||||
model.TryShoot();
|
||||
|
||||
if (Input.GetButtonDown(aimButton))
|
||||
model.StartAim();
|
||||
if (Input.GetButtonUp(aimButton))
|
||||
model.StopAim();
|
||||
|
||||
if (Input.GetButtonDown(jumpButton))
|
||||
model.TryJump();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,124 +1,124 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
[SelectionBase]
|
||||
public class SpineboyBeginnerModel : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[Header("Current State")]
|
||||
public SpineBeginnerBodyState state;
|
||||
public bool facingLeft;
|
||||
[Range(-1f, 1f)]
|
||||
public float currentSpeed;
|
||||
|
||||
[Header("Balance")]
|
||||
public float shootInterval = 0.12f;
|
||||
#endregion
|
||||
|
||||
float lastShootTime;
|
||||
public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.
|
||||
public event System.Action StartAimEvent; // Lets other scripts know when Spineboy is aiming.
|
||||
public event System.Action StopAimEvent; // Lets other scripts know when Spineboy is no longer aiming.
|
||||
|
||||
#region API
|
||||
public void TryJump () {
|
||||
StartCoroutine(JumpRoutine());
|
||||
}
|
||||
|
||||
public void TryShoot () {
|
||||
float currentTime = Time.time;
|
||||
|
||||
if (currentTime - lastShootTime > shootInterval) {
|
||||
lastShootTime = currentTime;
|
||||
if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
|
||||
}
|
||||
}
|
||||
|
||||
public void StartAim () {
|
||||
if (StartAimEvent != null) StartAimEvent(); // Fire the "StartAimEvent" event.
|
||||
}
|
||||
|
||||
public void StopAim () {
|
||||
if (StopAimEvent != null) StopAimEvent(); // Fire the "StopAimEvent" event.
|
||||
}
|
||||
|
||||
public void TryMove (float speed) {
|
||||
currentSpeed = speed; // show the "speed" in the Inspector.
|
||||
|
||||
if (speed != 0) {
|
||||
bool speedIsNegative = (speed < 0f);
|
||||
facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
|
||||
}
|
||||
|
||||
if (state != SpineBeginnerBodyState.Jumping) {
|
||||
state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
|
||||
}
|
||||
|
||||
}
|
||||
#endregion
|
||||
|
||||
IEnumerator JumpRoutine () {
|
||||
if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
|
||||
|
||||
state = SpineBeginnerBodyState.Jumping;
|
||||
|
||||
// Fake jumping.
|
||||
{
|
||||
Vector3 pos = transform.localPosition;
|
||||
const float jumpTime = 1.2f;
|
||||
const float half = jumpTime * 0.5f;
|
||||
const float jumpPower = 20f;
|
||||
for (float t = 0; t < half; t += Time.deltaTime) {
|
||||
float d = jumpPower * (half - t);
|
||||
transform.Translate((d * Time.deltaTime) * Vector3.up);
|
||||
yield return null;
|
||||
}
|
||||
for (float t = 0; t < half; t += Time.deltaTime) {
|
||||
float d = jumpPower * t;
|
||||
transform.Translate((d * Time.deltaTime) * Vector3.down);
|
||||
yield return null;
|
||||
}
|
||||
transform.localPosition = pos;
|
||||
}
|
||||
|
||||
state = SpineBeginnerBodyState.Idle;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public enum SpineBeginnerBodyState {
|
||||
Idle,
|
||||
Running,
|
||||
Jumping
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
[SelectionBase]
|
||||
public class SpineboyBeginnerModel : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[Header("Current State")]
|
||||
public SpineBeginnerBodyState state;
|
||||
public bool facingLeft;
|
||||
[Range(-1f, 1f)]
|
||||
public float currentSpeed;
|
||||
|
||||
[Header("Balance")]
|
||||
public float shootInterval = 0.12f;
|
||||
#endregion
|
||||
|
||||
float lastShootTime;
|
||||
public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.
|
||||
public event System.Action StartAimEvent; // Lets other scripts know when Spineboy is aiming.
|
||||
public event System.Action StopAimEvent; // Lets other scripts know when Spineboy is no longer aiming.
|
||||
|
||||
#region API
|
||||
public void TryJump () {
|
||||
StartCoroutine(JumpRoutine());
|
||||
}
|
||||
|
||||
public void TryShoot () {
|
||||
float currentTime = Time.time;
|
||||
|
||||
if (currentTime - lastShootTime > shootInterval) {
|
||||
lastShootTime = currentTime;
|
||||
if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
|
||||
}
|
||||
}
|
||||
|
||||
public void StartAim () {
|
||||
if (StartAimEvent != null) StartAimEvent(); // Fire the "StartAimEvent" event.
|
||||
}
|
||||
|
||||
public void StopAim () {
|
||||
if (StopAimEvent != null) StopAimEvent(); // Fire the "StopAimEvent" event.
|
||||
}
|
||||
|
||||
public void TryMove (float speed) {
|
||||
currentSpeed = speed; // show the "speed" in the Inspector.
|
||||
|
||||
if (speed != 0) {
|
||||
bool speedIsNegative = (speed < 0f);
|
||||
facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
|
||||
}
|
||||
|
||||
if (state != SpineBeginnerBodyState.Jumping) {
|
||||
state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
|
||||
}
|
||||
|
||||
}
|
||||
#endregion
|
||||
|
||||
IEnumerator JumpRoutine () {
|
||||
if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
|
||||
|
||||
state = SpineBeginnerBodyState.Jumping;
|
||||
|
||||
// Fake jumping.
|
||||
{
|
||||
Vector3 pos = transform.localPosition;
|
||||
const float jumpTime = 1.2f;
|
||||
const float half = jumpTime * 0.5f;
|
||||
const float jumpPower = 20f;
|
||||
for (float t = 0; t < half; t += Time.deltaTime) {
|
||||
float d = jumpPower * (half - t);
|
||||
transform.Translate((d * Time.deltaTime) * Vector3.up);
|
||||
yield return null;
|
||||
}
|
||||
for (float t = 0; t < half; t += Time.deltaTime) {
|
||||
float d = jumpPower * t;
|
||||
transform.Translate((d * Time.deltaTime) * Vector3.down);
|
||||
yield return null;
|
||||
}
|
||||
transform.localPosition = pos;
|
||||
}
|
||||
|
||||
state = SpineBeginnerBodyState.Idle;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public enum SpineBeginnerBodyState {
|
||||
Idle,
|
||||
Running,
|
||||
Jumping
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,167 +1,167 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyBeginnerView : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[Header("Components")]
|
||||
public SpineboyBeginnerModel model;
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
|
||||
public AnimationReferenceAsset run, idle, aim, shoot, jump;
|
||||
public EventDataReferenceAsset footstepEvent;
|
||||
|
||||
[Header("Audio")]
|
||||
public float footstepPitchOffset = 0.2f;
|
||||
public float gunsoundPitchOffset = 0.13f;
|
||||
public AudioSource footstepSource, gunSource, jumpSource;
|
||||
|
||||
[Header("Effects")]
|
||||
public ParticleSystem gunParticles;
|
||||
#endregion
|
||||
|
||||
SpineBeginnerBodyState previousViewState;
|
||||
|
||||
void Start () {
|
||||
if (skeletonAnimation == null) return;
|
||||
model.ShootEvent += PlayShoot;
|
||||
model.StartAimEvent += StartPlayingAim;
|
||||
model.StopAimEvent += StopPlayingAim;
|
||||
skeletonAnimation.AnimationState.Event += HandleEvent;
|
||||
}
|
||||
|
||||
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
|
||||
if (e.Data == footstepEvent.EventData)
|
||||
PlayFootstepSound();
|
||||
}
|
||||
|
||||
void Update () {
|
||||
if (skeletonAnimation == null) return;
|
||||
if (model == null) return;
|
||||
|
||||
if ((skeletonAnimation.skeleton.ScaleX < 0) != model.facingLeft) { // Detect changes in model.facingLeft
|
||||
Turn(model.facingLeft);
|
||||
}
|
||||
|
||||
// Detect changes in model.state
|
||||
SpineBeginnerBodyState currentModelState = model.state;
|
||||
|
||||
if (previousViewState != currentModelState) {
|
||||
PlayNewStableAnimation();
|
||||
}
|
||||
|
||||
previousViewState = currentModelState;
|
||||
}
|
||||
|
||||
void PlayNewStableAnimation () {
|
||||
SpineBeginnerBodyState newModelState = model.state;
|
||||
Animation nextAnimation;
|
||||
|
||||
// Add conditionals to not interrupt transient animations.
|
||||
|
||||
if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) {
|
||||
PlayFootstepSound();
|
||||
}
|
||||
|
||||
if (newModelState == SpineBeginnerBodyState.Jumping) {
|
||||
jumpSource.Play();
|
||||
nextAnimation = jump;
|
||||
} else {
|
||||
if (newModelState == SpineBeginnerBodyState.Running) {
|
||||
nextAnimation = run;
|
||||
} else {
|
||||
nextAnimation = idle;
|
||||
}
|
||||
}
|
||||
|
||||
skeletonAnimation.AnimationState.SetAnimation(0, nextAnimation, true);
|
||||
}
|
||||
|
||||
void PlayFootstepSound () {
|
||||
footstepSource.Play();
|
||||
footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
|
||||
}
|
||||
|
||||
[ContextMenu("Check Tracks")]
|
||||
void CheckTracks () {
|
||||
AnimationState state = skeletonAnimation.AnimationState;
|
||||
Debug.Log(state.GetCurrent(0));
|
||||
Debug.Log(state.GetCurrent(1));
|
||||
}
|
||||
|
||||
#region Transient Actions
|
||||
public void PlayShoot () {
|
||||
// Play the shoot animation on track 1.
|
||||
TrackEntry shootTrack = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
|
||||
shootTrack.AttachmentThreshold = 1f;
|
||||
shootTrack.MixDuration = 0f;
|
||||
skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
|
||||
|
||||
// Play the aim animation on track 2 to aim at the mouse target.
|
||||
TrackEntry aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, false);
|
||||
aimTrack.AttachmentThreshold = 1f;
|
||||
aimTrack.MixDuration = 0f;
|
||||
skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
|
||||
|
||||
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
|
||||
gunSource.Play();
|
||||
//gunParticles.randomSeed = (uint)Random.Range(0, 100);
|
||||
gunParticles.Play();
|
||||
}
|
||||
|
||||
public void StartPlayingAim () {
|
||||
// Play the aim animation on track 2 to aim at the mouse target.
|
||||
TrackEntry aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, true);
|
||||
aimTrack.AttachmentThreshold = 1f;
|
||||
aimTrack.MixDuration = 0f;
|
||||
}
|
||||
|
||||
public void StopPlayingAim () {
|
||||
skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
|
||||
}
|
||||
|
||||
public void Turn (bool facingLeft) {
|
||||
skeletonAnimation.Skeleton.ScaleX = facingLeft ? -1f : 1f;
|
||||
// Maybe play a transient turning animation too, then call ChangeStableAnimation.
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Utility
|
||||
public float GetRandomPitch (float maxPitchOffset) {
|
||||
return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyBeginnerView : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[Header("Components")]
|
||||
public SpineboyBeginnerModel model;
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
|
||||
public AnimationReferenceAsset run, idle, aim, shoot, jump;
|
||||
public EventDataReferenceAsset footstepEvent;
|
||||
|
||||
[Header("Audio")]
|
||||
public float footstepPitchOffset = 0.2f;
|
||||
public float gunsoundPitchOffset = 0.13f;
|
||||
public AudioSource footstepSource, gunSource, jumpSource;
|
||||
|
||||
[Header("Effects")]
|
||||
public ParticleSystem gunParticles;
|
||||
#endregion
|
||||
|
||||
SpineBeginnerBodyState previousViewState;
|
||||
|
||||
void Start () {
|
||||
if (skeletonAnimation == null) return;
|
||||
model.ShootEvent += PlayShoot;
|
||||
model.StartAimEvent += StartPlayingAim;
|
||||
model.StopAimEvent += StopPlayingAim;
|
||||
skeletonAnimation.AnimationState.Event += HandleEvent;
|
||||
}
|
||||
|
||||
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
|
||||
if (e.Data == footstepEvent.EventData)
|
||||
PlayFootstepSound();
|
||||
}
|
||||
|
||||
void Update () {
|
||||
if (skeletonAnimation == null) return;
|
||||
if (model == null) return;
|
||||
|
||||
if ((skeletonAnimation.skeleton.ScaleX < 0) != model.facingLeft) { // Detect changes in model.facingLeft
|
||||
Turn(model.facingLeft);
|
||||
}
|
||||
|
||||
// Detect changes in model.state
|
||||
SpineBeginnerBodyState currentModelState = model.state;
|
||||
|
||||
if (previousViewState != currentModelState) {
|
||||
PlayNewStableAnimation();
|
||||
}
|
||||
|
||||
previousViewState = currentModelState;
|
||||
}
|
||||
|
||||
void PlayNewStableAnimation () {
|
||||
SpineBeginnerBodyState newModelState = model.state;
|
||||
Animation nextAnimation;
|
||||
|
||||
// Add conditionals to not interrupt transient animations.
|
||||
|
||||
if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) {
|
||||
PlayFootstepSound();
|
||||
}
|
||||
|
||||
if (newModelState == SpineBeginnerBodyState.Jumping) {
|
||||
jumpSource.Play();
|
||||
nextAnimation = jump;
|
||||
} else {
|
||||
if (newModelState == SpineBeginnerBodyState.Running) {
|
||||
nextAnimation = run;
|
||||
} else {
|
||||
nextAnimation = idle;
|
||||
}
|
||||
}
|
||||
|
||||
skeletonAnimation.AnimationState.SetAnimation(0, nextAnimation, true);
|
||||
}
|
||||
|
||||
void PlayFootstepSound () {
|
||||
footstepSource.Play();
|
||||
footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
|
||||
}
|
||||
|
||||
[ContextMenu("Check Tracks")]
|
||||
void CheckTracks () {
|
||||
AnimationState state = skeletonAnimation.AnimationState;
|
||||
Debug.Log(state.GetCurrent(0));
|
||||
Debug.Log(state.GetCurrent(1));
|
||||
}
|
||||
|
||||
#region Transient Actions
|
||||
public void PlayShoot () {
|
||||
// Play the shoot animation on track 1.
|
||||
TrackEntry shootTrack = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
|
||||
shootTrack.AttachmentThreshold = 1f;
|
||||
shootTrack.MixDuration = 0f;
|
||||
skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
|
||||
|
||||
// Play the aim animation on track 2 to aim at the mouse target.
|
||||
TrackEntry aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, false);
|
||||
aimTrack.AttachmentThreshold = 1f;
|
||||
aimTrack.MixDuration = 0f;
|
||||
skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
|
||||
|
||||
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
|
||||
gunSource.Play();
|
||||
//gunParticles.randomSeed = (uint)Random.Range(0, 100);
|
||||
gunParticles.Play();
|
||||
}
|
||||
|
||||
public void StartPlayingAim () {
|
||||
// Play the aim animation on track 2 to aim at the mouse target.
|
||||
TrackEntry aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, true);
|
||||
aimTrack.AttachmentThreshold = 1f;
|
||||
aimTrack.MixDuration = 0f;
|
||||
}
|
||||
|
||||
public void StopPlayingAim () {
|
||||
skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
|
||||
}
|
||||
|
||||
public void Turn (bool facingLeft) {
|
||||
skeletonAnimation.Skeleton.ScaleX = facingLeft ? -1f : 1f;
|
||||
// Maybe play a transient turning animation too, then call ChangeStableAnimation.
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Utility
|
||||
public float GetRandomPitch (float maxPitchOffset) {
|
||||
return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,167 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyBeginnerViewGraphic : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[Header("Components")]
|
||||
public SpineboyBeginnerModel model;
|
||||
public SkeletonGraphic skeletonGraphic;
|
||||
|
||||
public AnimationReferenceAsset run, idle, aim, shoot, jump;
|
||||
public EventDataReferenceAsset footstepEvent;
|
||||
|
||||
[Header("Audio")]
|
||||
public float footstepPitchOffset = 0.2f;
|
||||
public float gunsoundPitchOffset = 0.13f;
|
||||
public AudioSource footstepSource, gunSource, jumpSource;
|
||||
|
||||
[Header("Effects")]
|
||||
public ParticleSystem gunParticles;
|
||||
#endregion
|
||||
|
||||
SpineBeginnerBodyState previousViewState;
|
||||
|
||||
void Start () {
|
||||
if (skeletonGraphic == null) return;
|
||||
model.ShootEvent += PlayShoot;
|
||||
model.StartAimEvent += StartPlayingAim;
|
||||
model.StopAimEvent += StopPlayingAim;
|
||||
skeletonGraphic.AnimationState.Event += HandleEvent;
|
||||
}
|
||||
|
||||
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
|
||||
if (e.Data == footstepEvent.EventData)
|
||||
PlayFootstepSound();
|
||||
}
|
||||
|
||||
void Update () {
|
||||
if (skeletonGraphic == null) return;
|
||||
if (model == null) return;
|
||||
|
||||
if ((skeletonGraphic.Skeleton.ScaleX < 0) != model.facingLeft) { // Detect changes in model.facingLeft
|
||||
Turn(model.facingLeft);
|
||||
}
|
||||
|
||||
// Detect changes in model.state
|
||||
SpineBeginnerBodyState currentModelState = model.state;
|
||||
|
||||
if (previousViewState != currentModelState) {
|
||||
PlayNewStableAnimation();
|
||||
}
|
||||
|
||||
previousViewState = currentModelState;
|
||||
}
|
||||
|
||||
void PlayNewStableAnimation () {
|
||||
SpineBeginnerBodyState newModelState = model.state;
|
||||
Animation nextAnimation;
|
||||
|
||||
// Add conditionals to not interrupt transient animations.
|
||||
|
||||
if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) {
|
||||
PlayFootstepSound();
|
||||
}
|
||||
|
||||
if (newModelState == SpineBeginnerBodyState.Jumping) {
|
||||
jumpSource.Play();
|
||||
nextAnimation = jump;
|
||||
} else {
|
||||
if (newModelState == SpineBeginnerBodyState.Running) {
|
||||
nextAnimation = run;
|
||||
} else {
|
||||
nextAnimation = idle;
|
||||
}
|
||||
}
|
||||
|
||||
skeletonGraphic.AnimationState.SetAnimation(0, nextAnimation, true);
|
||||
}
|
||||
|
||||
void PlayFootstepSound () {
|
||||
footstepSource.Play();
|
||||
footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
|
||||
}
|
||||
|
||||
[ContextMenu("Check Tracks")]
|
||||
void CheckTracks () {
|
||||
AnimationState state = skeletonGraphic.AnimationState;
|
||||
Debug.Log(state.GetCurrent(0));
|
||||
Debug.Log(state.GetCurrent(1));
|
||||
}
|
||||
|
||||
#region Transient Actions
|
||||
public void PlayShoot () {
|
||||
// Play the shoot animation on track 1.
|
||||
TrackEntry shootTrack = skeletonGraphic.AnimationState.SetAnimation(1, shoot, false);
|
||||
shootTrack.AttachmentThreshold = 1f;
|
||||
shootTrack.MixDuration = 0f;
|
||||
skeletonGraphic.AnimationState.AddEmptyAnimation(1, 0.5f, 0.1f);
|
||||
|
||||
// Play the aim animation on track 2 to aim at the mouse target.
|
||||
TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, false);
|
||||
aimTrack.AttachmentThreshold = 1f;
|
||||
aimTrack.MixDuration = 0f;
|
||||
skeletonGraphic.AnimationState.AddEmptyAnimation(2, 0.5f, 0.1f);
|
||||
|
||||
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
|
||||
gunSource.Play();
|
||||
//gunParticles.randomSeed = (uint)Random.Range(0, 100);
|
||||
gunParticles.Play();
|
||||
}
|
||||
|
||||
public void StartPlayingAim () {
|
||||
// Play the aim animation on track 2 to aim at the mouse target.
|
||||
TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, true);
|
||||
aimTrack.AttachmentThreshold = 1f;
|
||||
aimTrack.MixDuration = 0f;
|
||||
}
|
||||
|
||||
public void StopPlayingAim () {
|
||||
skeletonGraphic.AnimationState.AddEmptyAnimation(2, 0.5f, 0.1f);
|
||||
}
|
||||
|
||||
public void Turn (bool facingLeft) {
|
||||
skeletonGraphic.Skeleton.ScaleX = facingLeft ? -1f : 1f;
|
||||
// Maybe play a transient turning animation too, then call ChangeStableAnimation.
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Utility
|
||||
public float GetRandomPitch (float maxPitchOffset) {
|
||||
return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 795971ea6ab1f214eac09ad8814226e6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,61 +1,61 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyTargetController : MonoBehaviour {
|
||||
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
|
||||
[SpineBone(dataField: "skeletonAnimation")]
|
||||
public string boneName;
|
||||
public Camera cam;
|
||||
|
||||
Bone bone;
|
||||
|
||||
void OnValidate () {
|
||||
if (skeletonAnimation == null) skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
}
|
||||
|
||||
void Start () {
|
||||
bone = skeletonAnimation.Skeleton.FindBone(boneName);
|
||||
}
|
||||
|
||||
void Update () {
|
||||
Vector3 mousePosition = Input.mousePosition;
|
||||
Vector3 worldMousePosition = cam.ScreenToWorldPoint(mousePosition);
|
||||
Vector3 skeletonSpacePoint = skeletonAnimation.transform.InverseTransformPoint(worldMousePosition);
|
||||
skeletonSpacePoint.x *= skeletonAnimation.Skeleton.ScaleX;
|
||||
skeletonSpacePoint.y *= skeletonAnimation.Skeleton.ScaleY;
|
||||
bone.SetLocalPosition(skeletonSpacePoint);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyTargetController : MonoBehaviour {
|
||||
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
|
||||
[SpineBone(dataField: "skeletonAnimation")]
|
||||
public string boneName;
|
||||
public Camera cam;
|
||||
|
||||
Bone bone;
|
||||
|
||||
void OnValidate () {
|
||||
if (skeletonAnimation == null) skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
}
|
||||
|
||||
void Start () {
|
||||
bone = skeletonAnimation.Skeleton.FindBone(boneName);
|
||||
}
|
||||
|
||||
void Update () {
|
||||
Vector3 mousePosition = Input.mousePosition;
|
||||
Vector3 worldMousePosition = cam.ScreenToWorldPoint(mousePosition);
|
||||
Vector3 skeletonSpacePoint = skeletonAnimation.transform.InverseTransformPoint(worldMousePosition);
|
||||
skeletonSpacePoint.x *= skeletonAnimation.Skeleton.ScaleX;
|
||||
skeletonSpacePoint.y *= skeletonAnimation.Skeleton.ScaleY;
|
||||
bone.SetLocalPosition(skeletonSpacePoint);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,64 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyTargetControllerGraphic : MonoBehaviour {
|
||||
|
||||
public SkeletonGraphic skeletonGraphic;
|
||||
|
||||
[SpineBone(dataField: "skeletonGraphic")]
|
||||
public string boneName;
|
||||
public Camera cam;
|
||||
public Canvas canvas;
|
||||
|
||||
Bone bone;
|
||||
|
||||
void OnValidate () {
|
||||
if (skeletonGraphic == null) skeletonGraphic = GetComponent<SkeletonGraphic>();
|
||||
}
|
||||
|
||||
void Start () {
|
||||
bone = skeletonGraphic.Skeleton.FindBone(boneName);
|
||||
}
|
||||
|
||||
void Update () {
|
||||
Vector3 mousePosition = Input.mousePosition;
|
||||
Vector2 localRectPosition;
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(
|
||||
skeletonGraphic.rectTransform, mousePosition, null, out localRectPosition);
|
||||
Vector3 skeletonSpacePoint = localRectPosition / skeletonGraphic.MeshScale;
|
||||
skeletonSpacePoint.x *= skeletonGraphic.Skeleton.ScaleX;
|
||||
skeletonSpacePoint.y *= skeletonGraphic.Skeleton.ScaleY;
|
||||
bone.SetLocalPosition(skeletonSpacePoint);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e58811512f2bea64988af3798e27f1d8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,64 +1,64 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
// This is an example of how you could store animation transitions for use in your animation system.
|
||||
// More ideally, this would be stored in a ScriptableObject in asset form rather than in a MonoBehaviour.
|
||||
public sealed class TransitionDictionaryExample : MonoBehaviour {
|
||||
|
||||
[System.Serializable]
|
||||
public struct SerializedEntry {
|
||||
public AnimationReferenceAsset from;
|
||||
public AnimationReferenceAsset to;
|
||||
public AnimationReferenceAsset transition;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
List<SerializedEntry> transitions = new List<SerializedEntry>();
|
||||
readonly Dictionary<AnimationStateData.AnimationPair, Animation> dictionary = new Dictionary<AnimationStateData.AnimationPair, Animation>();
|
||||
|
||||
void Start () {
|
||||
dictionary.Clear();
|
||||
foreach (SerializedEntry e in transitions) {
|
||||
dictionary.Add(new AnimationStateData.AnimationPair(e.from.Animation, e.to.Animation), e.transition.Animation);
|
||||
}
|
||||
}
|
||||
|
||||
public Animation GetTransition (Animation from, Animation to) {
|
||||
Animation result;
|
||||
dictionary.TryGetValue(new AnimationStateData.AnimationPair(from, to), out result);
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
// This is an example of how you could store animation transitions for use in your animation system.
|
||||
// More ideally, this would be stored in a ScriptableObject in asset form rather than in a MonoBehaviour.
|
||||
public sealed class TransitionDictionaryExample : MonoBehaviour {
|
||||
|
||||
[System.Serializable]
|
||||
public struct SerializedEntry {
|
||||
public AnimationReferenceAsset from;
|
||||
public AnimationReferenceAsset to;
|
||||
public AnimationReferenceAsset transition;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
List<SerializedEntry> transitions = new List<SerializedEntry>();
|
||||
readonly Dictionary<AnimationStateData.AnimationPair, Animation> dictionary = new Dictionary<AnimationStateData.AnimationPair, Animation>();
|
||||
|
||||
void Start () {
|
||||
dictionary.Clear();
|
||||
foreach (SerializedEntry e in transitions) {
|
||||
dictionary.Add(new AnimationStateData.AnimationPair(e.from.Animation, e.to.Animation), e.transition.Animation);
|
||||
}
|
||||
}
|
||||
|
||||
public Animation GetTransition (Animation from, Animation to) {
|
||||
Animation result;
|
||||
dictionary.TryGetValue(new AnimationStateData.AnimationPair(from, to), out result);
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
134
Assets/ThirdParty/Spine Examples/Scripts/Goblins.cs
vendored
134
Assets/ThirdParty/Spine Examples/Scripts/Goblins.cs
vendored
@ -1,67 +1,67 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class Goblins : MonoBehaviour {
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
Bone headBone;
|
||||
bool girlSkin;
|
||||
|
||||
[Range(-360, 360)]
|
||||
public float extraRotation;
|
||||
|
||||
public void Start () {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
headBone = skeletonAnimation.Skeleton.FindBone("head");
|
||||
skeletonAnimation.UpdateLocal += UpdateLocal;
|
||||
}
|
||||
|
||||
// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
|
||||
public void UpdateLocal (ISkeletonAnimation skeletonRenderer) {
|
||||
headBone.Rotation += extraRotation;
|
||||
}
|
||||
|
||||
public void OnMouseDown () {
|
||||
skeletonAnimation.Skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
|
||||
skeletonAnimation.Skeleton.SetSlotsToSetupPose();
|
||||
|
||||
girlSkin = !girlSkin;
|
||||
|
||||
if (girlSkin) {
|
||||
skeletonAnimation.Skeleton.SetAttachment("right-hand-item", null);
|
||||
skeletonAnimation.Skeleton.SetAttachment("left-hand-item", "spear");
|
||||
} else
|
||||
skeletonAnimation.Skeleton.SetAttachment("left-hand-item", "dagger");
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class Goblins : MonoBehaviour {
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
Bone headBone;
|
||||
bool girlSkin;
|
||||
|
||||
[Range(-360, 360)]
|
||||
public float extraRotation;
|
||||
|
||||
public void Start () {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
headBone = skeletonAnimation.Skeleton.FindBone("head");
|
||||
skeletonAnimation.UpdateLocal += UpdateLocal;
|
||||
}
|
||||
|
||||
// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
|
||||
public void UpdateLocal (ISkeletonAnimation skeletonRenderer) {
|
||||
headBone.Rotation += extraRotation;
|
||||
}
|
||||
|
||||
public void OnMouseDown () {
|
||||
skeletonAnimation.Skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
|
||||
skeletonAnimation.Skeleton.SetSlotsToSetupPose();
|
||||
|
||||
girlSkin = !girlSkin;
|
||||
|
||||
if (girlSkin) {
|
||||
skeletonAnimation.Skeleton.SetAttachment("right-hand-item", null);
|
||||
skeletonAnimation.Skeleton.SetAttachment("left-hand-item", "spear");
|
||||
} else
|
||||
skeletonAnimation.Skeleton.SetAttachment("left-hand-item", "dagger");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,83 +1,83 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class HandleEventWithAudioExample : MonoBehaviour {
|
||||
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
[SpineEvent(dataField: "skeletonAnimation", fallbackToTextField: true)]
|
||||
public string eventName;
|
||||
|
||||
[Space]
|
||||
public AudioSource audioSource;
|
||||
public AudioClip audioClip;
|
||||
public float basePitch = 1f;
|
||||
public float randomPitchOffset = 0.1f;
|
||||
|
||||
[Space]
|
||||
public bool logDebugMessage = false;
|
||||
|
||||
Spine.EventData eventData;
|
||||
|
||||
void OnValidate () {
|
||||
if (skeletonAnimation == null) GetComponent<SkeletonAnimation>();
|
||||
if (audioSource == null) GetComponent<AudioSource>();
|
||||
}
|
||||
|
||||
void Start () {
|
||||
if (audioSource == null) return;
|
||||
if (skeletonAnimation == null) return;
|
||||
skeletonAnimation.Initialize(false);
|
||||
if (!skeletonAnimation.valid) return;
|
||||
|
||||
eventData = skeletonAnimation.Skeleton.Data.FindEvent(eventName);
|
||||
skeletonAnimation.AnimationState.Event += HandleAnimationStateEvent;
|
||||
}
|
||||
|
||||
private void HandleAnimationStateEvent (TrackEntry trackEntry, Event e) {
|
||||
if (logDebugMessage) Debug.Log("Event fired! " + e.Data.Name);
|
||||
//bool eventMatch = string.Equals(e.Data.Name, eventName, System.StringComparison.Ordinal); // Testing recommendation: String compare.
|
||||
bool eventMatch = (eventData == e.Data); // Performance recommendation: Match cached reference instead of string.
|
||||
if (eventMatch) {
|
||||
Play();
|
||||
}
|
||||
}
|
||||
|
||||
public void Play () {
|
||||
audioSource.pitch = basePitch + Random.Range(-randomPitchOffset, randomPitchOffset);
|
||||
audioSource.clip = audioClip;
|
||||
audioSource.Play();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class HandleEventWithAudioExample : MonoBehaviour {
|
||||
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
[SpineEvent(dataField: "skeletonAnimation", fallbackToTextField: true)]
|
||||
public string eventName;
|
||||
|
||||
[Space]
|
||||
public AudioSource audioSource;
|
||||
public AudioClip audioClip;
|
||||
public float basePitch = 1f;
|
||||
public float randomPitchOffset = 0.1f;
|
||||
|
||||
[Space]
|
||||
public bool logDebugMessage = false;
|
||||
|
||||
Spine.EventData eventData;
|
||||
|
||||
void OnValidate () {
|
||||
if (skeletonAnimation == null) GetComponent<SkeletonAnimation>();
|
||||
if (audioSource == null) GetComponent<AudioSource>();
|
||||
}
|
||||
|
||||
void Start () {
|
||||
if (audioSource == null) return;
|
||||
if (skeletonAnimation == null) return;
|
||||
skeletonAnimation.Initialize(false);
|
||||
if (!skeletonAnimation.valid) return;
|
||||
|
||||
eventData = skeletonAnimation.Skeleton.Data.FindEvent(eventName);
|
||||
skeletonAnimation.AnimationState.Event += HandleAnimationStateEvent;
|
||||
}
|
||||
|
||||
private void HandleAnimationStateEvent (TrackEntry trackEntry, Event e) {
|
||||
if (logDebugMessage) Debug.Log("Event fired! " + e.Data.Name);
|
||||
//bool eventMatch = string.Equals(e.Data.Name, eventName, System.StringComparison.Ordinal); // Testing recommendation: String compare.
|
||||
bool eventMatch = (eventData == e.Data); // Performance recommendation: Match cached reference instead of string.
|
||||
if (eventMatch) {
|
||||
Play();
|
||||
}
|
||||
}
|
||||
|
||||
public void Play () {
|
||||
audioSource.pitch = basePitch + Random.Range(-randomPitchOffset, randomPitchOffset);
|
||||
audioSource.clip = audioClip;
|
||||
audioSource.Play();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,47 +1,47 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class HeroEffectsHandlerExample : MonoBehaviour {
|
||||
public BasicPlatformerController eventSource;
|
||||
public UnityEvent OnJump, OnLand, OnHardLand;
|
||||
|
||||
public void Awake () {
|
||||
if (eventSource == null)
|
||||
return;
|
||||
|
||||
eventSource.OnLand += OnLand.Invoke;
|
||||
eventSource.OnJump += OnJump.Invoke;
|
||||
eventSource.OnHardLand += OnHardLand.Invoke;
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class HeroEffectsHandlerExample : MonoBehaviour {
|
||||
public BasicPlatformerController eventSource;
|
||||
public UnityEvent OnJump, OnLand, OnHardLand;
|
||||
|
||||
public void Awake () {
|
||||
if (eventSource == null)
|
||||
return;
|
||||
|
||||
eventSource.OnLand += OnLand.Invoke;
|
||||
eventSource.OnJump += OnJump.Invoke;
|
||||
eventSource.OnHardLand += OnHardLand.Invoke;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,77 +1,77 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class HurtFlashEffect : MonoBehaviour {
|
||||
|
||||
const int DefaultFlashCount = 3;
|
||||
|
||||
public int flashCount = DefaultFlashCount;
|
||||
public Color flashColor = Color.white;
|
||||
[Range(1f / 120f, 1f / 15f)]
|
||||
public float interval = 1f / 60f;
|
||||
public string fillPhaseProperty = "_FillPhase";
|
||||
public string fillColorProperty = "_FillColor";
|
||||
|
||||
MaterialPropertyBlock mpb;
|
||||
MeshRenderer meshRenderer;
|
||||
|
||||
public void Flash () {
|
||||
if (mpb == null) mpb = new MaterialPropertyBlock();
|
||||
if (meshRenderer == null) meshRenderer = GetComponent<MeshRenderer>();
|
||||
meshRenderer.GetPropertyBlock(mpb);
|
||||
|
||||
StartCoroutine(FlashRoutine());
|
||||
}
|
||||
|
||||
IEnumerator FlashRoutine () {
|
||||
if (flashCount < 0) flashCount = DefaultFlashCount;
|
||||
int fillPhase = Shader.PropertyToID(fillPhaseProperty);
|
||||
int fillColor = Shader.PropertyToID(fillColorProperty);
|
||||
|
||||
WaitForSeconds wait = new WaitForSeconds(interval);
|
||||
|
||||
for (int i = 0; i < flashCount; i++) {
|
||||
mpb.SetColor(fillColor, flashColor);
|
||||
mpb.SetFloat(fillPhase, 1f);
|
||||
meshRenderer.SetPropertyBlock(mpb);
|
||||
yield return wait;
|
||||
|
||||
mpb.SetFloat(fillPhase, 0f);
|
||||
meshRenderer.SetPropertyBlock(mpb);
|
||||
yield return wait;
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class HurtFlashEffect : MonoBehaviour {
|
||||
|
||||
const int DefaultFlashCount = 3;
|
||||
|
||||
public int flashCount = DefaultFlashCount;
|
||||
public Color flashColor = Color.white;
|
||||
[Range(1f / 120f, 1f / 15f)]
|
||||
public float interval = 1f / 60f;
|
||||
public string fillPhaseProperty = "_FillPhase";
|
||||
public string fillColorProperty = "_FillColor";
|
||||
|
||||
MaterialPropertyBlock mpb;
|
||||
MeshRenderer meshRenderer;
|
||||
|
||||
public void Flash () {
|
||||
if (mpb == null) mpb = new MaterialPropertyBlock();
|
||||
if (meshRenderer == null) meshRenderer = GetComponent<MeshRenderer>();
|
||||
meshRenderer.GetPropertyBlock(mpb);
|
||||
|
||||
StartCoroutine(FlashRoutine());
|
||||
}
|
||||
|
||||
IEnumerator FlashRoutine () {
|
||||
if (flashCount < 0) flashCount = DefaultFlashCount;
|
||||
int fillPhase = Shader.PropertyToID(fillPhaseProperty);
|
||||
int fillColor = Shader.PropertyToID(fillColorProperty);
|
||||
|
||||
WaitForSeconds wait = new WaitForSeconds(interval);
|
||||
|
||||
for (int i = 0; i < flashCount; i++) {
|
||||
mpb.SetColor(fillColor, flashColor);
|
||||
mpb.SetFloat(fillPhase, 1f);
|
||||
meshRenderer.SetPropertyBlock(mpb);
|
||||
yield return wait;
|
||||
|
||||
mpb.SetFloat(fillPhase, 0f);
|
||||
meshRenderer.SetPropertyBlock(mpb);
|
||||
yield return wait;
|
||||
}
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,62 +1,62 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class MaterialPropertyBlockExample : MonoBehaviour {
|
||||
|
||||
public float timeInterval = 1f;
|
||||
public Gradient randomColors = new Gradient();
|
||||
public string colorPropertyName = "_FillColor";
|
||||
|
||||
MaterialPropertyBlock mpb;
|
||||
float timeToNextColor = 0;
|
||||
|
||||
void Start () {
|
||||
mpb = new MaterialPropertyBlock();
|
||||
}
|
||||
|
||||
void Update () {
|
||||
if (timeToNextColor <= 0) {
|
||||
timeToNextColor = timeInterval;
|
||||
|
||||
Color newColor = randomColors.Evaluate(UnityEngine.Random.value);
|
||||
mpb.SetColor(colorPropertyName, newColor);
|
||||
GetComponent<MeshRenderer>().SetPropertyBlock(mpb);
|
||||
}
|
||||
|
||||
timeToNextColor -= Time.deltaTime;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class MaterialPropertyBlockExample : MonoBehaviour {
|
||||
|
||||
public float timeInterval = 1f;
|
||||
public Gradient randomColors = new Gradient();
|
||||
public string colorPropertyName = "_FillColor";
|
||||
|
||||
MaterialPropertyBlock mpb;
|
||||
float timeToNextColor = 0;
|
||||
|
||||
void Start () {
|
||||
mpb = new MaterialPropertyBlock();
|
||||
}
|
||||
|
||||
void Update () {
|
||||
if (timeToNextColor <= 0) {
|
||||
timeToNextColor = timeInterval;
|
||||
|
||||
Color newColor = randomColors.Evaluate(UnityEngine.Random.value);
|
||||
mpb.SetColor(colorPropertyName, newColor);
|
||||
GetComponent<MeshRenderer>().SetPropertyBlock(mpb);
|
||||
}
|
||||
|
||||
timeToNextColor -= Time.deltaTime;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,82 +1,82 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class MaterialReplacementExample : MonoBehaviour {
|
||||
|
||||
public Material originalMaterial;
|
||||
public Material replacementMaterial;
|
||||
public bool replacementEnabled = true;
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
|
||||
[Space]
|
||||
public string phasePropertyName = "_FillPhase";
|
||||
[Range(0f, 1f)] public float phase = 1f;
|
||||
|
||||
bool previousEnabled;
|
||||
MaterialPropertyBlock mpb;
|
||||
|
||||
void Start () {
|
||||
// Use the code below to programmatically query the original material.
|
||||
// Note: using MeshRenderer.material will fail since it creates an instance copy of the Material,
|
||||
// MeshRenderer.sharedMaterial might also fail when called too early or when no Attachments
|
||||
// are visible in the initial first frame.
|
||||
if (originalMaterial == null)
|
||||
originalMaterial = skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
|
||||
|
||||
previousEnabled = replacementEnabled;
|
||||
SetReplacementEnabled(replacementEnabled);
|
||||
mpb = new MaterialPropertyBlock();
|
||||
}
|
||||
|
||||
void Update () {
|
||||
mpb.SetFloat(phasePropertyName, phase);
|
||||
GetComponent<MeshRenderer>().SetPropertyBlock(mpb);
|
||||
|
||||
if (previousEnabled != replacementEnabled)
|
||||
SetReplacementEnabled(replacementEnabled);
|
||||
|
||||
previousEnabled = replacementEnabled;
|
||||
|
||||
}
|
||||
|
||||
void SetReplacementEnabled (bool active) {
|
||||
if (replacementEnabled) {
|
||||
skeletonAnimation.CustomMaterialOverride[originalMaterial] = replacementMaterial;
|
||||
} else {
|
||||
skeletonAnimation.CustomMaterialOverride.Remove(originalMaterial);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class MaterialReplacementExample : MonoBehaviour {
|
||||
|
||||
public Material originalMaterial;
|
||||
public Material replacementMaterial;
|
||||
public bool replacementEnabled = true;
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
|
||||
[Space]
|
||||
public string phasePropertyName = "_FillPhase";
|
||||
[Range(0f, 1f)] public float phase = 1f;
|
||||
|
||||
bool previousEnabled;
|
||||
MaterialPropertyBlock mpb;
|
||||
|
||||
void Start () {
|
||||
// Use the code below to programmatically query the original material.
|
||||
// Note: using MeshRenderer.material will fail since it creates an instance copy of the Material,
|
||||
// MeshRenderer.sharedMaterial might also fail when called too early or when no Attachments
|
||||
// are visible in the initial first frame.
|
||||
if (originalMaterial == null)
|
||||
originalMaterial = skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
|
||||
|
||||
previousEnabled = replacementEnabled;
|
||||
SetReplacementEnabled(replacementEnabled);
|
||||
mpb = new MaterialPropertyBlock();
|
||||
}
|
||||
|
||||
void Update () {
|
||||
mpb.SetFloat(phasePropertyName, phase);
|
||||
GetComponent<MeshRenderer>().SetPropertyBlock(mpb);
|
||||
|
||||
if (previousEnabled != replacementEnabled)
|
||||
SetReplacementEnabled(replacementEnabled);
|
||||
|
||||
previousEnabled = replacementEnabled;
|
||||
|
||||
}
|
||||
|
||||
void SetReplacementEnabled (bool active) {
|
||||
if (replacementEnabled) {
|
||||
skeletonAnimation.CustomMaterialOverride[originalMaterial] = replacementMaterial;
|
||||
} else {
|
||||
skeletonAnimation.CustomMaterialOverride.Remove(originalMaterial);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,104 +1,104 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class DummyMecanimControllerExample : MonoBehaviour {
|
||||
|
||||
public Animator logicAnimator;
|
||||
public SkeletonAnimationHandleExample animationHandle;
|
||||
|
||||
[Header("Controls")]
|
||||
public KeyCode walkButton = KeyCode.LeftShift;
|
||||
public KeyCode jumpButton = KeyCode.Space;
|
||||
|
||||
[Header("Animator Properties")]
|
||||
public string horizontalSpeedProperty = "Speed";
|
||||
public string verticalSpeedProperty = "VerticalSpeed";
|
||||
public string groundedProperty = "Grounded";
|
||||
|
||||
[Header("Fake Physics")]
|
||||
public float jumpDuration = 1.5f;
|
||||
public Vector2 speed;
|
||||
public bool isGrounded;
|
||||
|
||||
void Awake () {
|
||||
isGrounded = true;
|
||||
}
|
||||
|
||||
void Update () {
|
||||
float x = Input.GetAxisRaw("Horizontal");
|
||||
if (Input.GetKey(walkButton)) {
|
||||
x *= 0.4f;
|
||||
}
|
||||
|
||||
speed.x = x;
|
||||
|
||||
// Flip skeleton.
|
||||
if (x != 0) {
|
||||
animationHandle.SetFlip(x);
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(jumpButton)) {
|
||||
if (isGrounded)
|
||||
StartCoroutine(FakeJump());
|
||||
}
|
||||
|
||||
logicAnimator.SetFloat(horizontalSpeedProperty, Mathf.Abs(speed.x));
|
||||
logicAnimator.SetFloat(verticalSpeedProperty, speed.y);
|
||||
logicAnimator.SetBool(groundedProperty, isGrounded);
|
||||
}
|
||||
|
||||
IEnumerator FakeJump () {
|
||||
// Rise
|
||||
isGrounded = false;
|
||||
speed.y = 10f;
|
||||
float durationLeft = jumpDuration * 0.5f;
|
||||
while (durationLeft > 0) {
|
||||
durationLeft -= Time.deltaTime;
|
||||
if (!Input.GetKey(jumpButton)) break;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Fall
|
||||
speed.y = -10f;
|
||||
float fallDuration = (jumpDuration * 0.5f) - durationLeft;
|
||||
yield return new WaitForSeconds(fallDuration);
|
||||
|
||||
// Land
|
||||
speed.y = 0f;
|
||||
isGrounded = true;
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class DummyMecanimControllerExample : MonoBehaviour {
|
||||
|
||||
public Animator logicAnimator;
|
||||
public SkeletonAnimationHandleExample animationHandle;
|
||||
|
||||
[Header("Controls")]
|
||||
public KeyCode walkButton = KeyCode.LeftShift;
|
||||
public KeyCode jumpButton = KeyCode.Space;
|
||||
|
||||
[Header("Animator Properties")]
|
||||
public string horizontalSpeedProperty = "Speed";
|
||||
public string verticalSpeedProperty = "VerticalSpeed";
|
||||
public string groundedProperty = "Grounded";
|
||||
|
||||
[Header("Fake Physics")]
|
||||
public float jumpDuration = 1.5f;
|
||||
public Vector2 speed;
|
||||
public bool isGrounded;
|
||||
|
||||
void Awake () {
|
||||
isGrounded = true;
|
||||
}
|
||||
|
||||
void Update () {
|
||||
float x = Input.GetAxisRaw("Horizontal");
|
||||
if (Input.GetKey(walkButton)) {
|
||||
x *= 0.4f;
|
||||
}
|
||||
|
||||
speed.x = x;
|
||||
|
||||
// Flip skeleton.
|
||||
if (x != 0) {
|
||||
animationHandle.SetFlip(x);
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(jumpButton)) {
|
||||
if (isGrounded)
|
||||
StartCoroutine(FakeJump());
|
||||
}
|
||||
|
||||
logicAnimator.SetFloat(horizontalSpeedProperty, Mathf.Abs(speed.x));
|
||||
logicAnimator.SetFloat(verticalSpeedProperty, speed.y);
|
||||
logicAnimator.SetBool(groundedProperty, isGrounded);
|
||||
}
|
||||
|
||||
IEnumerator FakeJump () {
|
||||
// Rise
|
||||
isGrounded = false;
|
||||
speed.y = 10f;
|
||||
float durationLeft = jumpDuration * 0.5f;
|
||||
while (durationLeft > 0) {
|
||||
durationLeft -= Time.deltaTime;
|
||||
if (!Input.GetKey(jumpButton)) break;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Fall
|
||||
speed.y = -10f;
|
||||
float fallDuration = (jumpDuration * 0.5f) - durationLeft;
|
||||
yield return new WaitForSeconds(fallDuration);
|
||||
|
||||
// Land
|
||||
speed.y = 0f;
|
||||
isGrounded = true;
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,51 +1,51 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
// This StateMachineBehaviour handles sending the Mecanim state information to the component that handles playing the Spine animations.
|
||||
public class MecanimToAnimationHandleExample : StateMachineBehaviour {
|
||||
SkeletonAnimationHandleExample animationHandle;
|
||||
bool initialized;
|
||||
|
||||
override public void OnStateEnter (Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
|
||||
if (!initialized) {
|
||||
animationHandle = animator.GetComponent<SkeletonAnimationHandleExample>();
|
||||
initialized = true;
|
||||
}
|
||||
|
||||
animationHandle.PlayAnimationForState(stateInfo.shortNameHash, layerIndex);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
// This StateMachineBehaviour handles sending the Mecanim state information to the component that handles playing the Spine animations.
|
||||
public class MecanimToAnimationHandleExample : StateMachineBehaviour {
|
||||
SkeletonAnimationHandleExample animationHandle;
|
||||
bool initialized;
|
||||
|
||||
override public void OnStateEnter (Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
|
||||
if (!initialized) {
|
||||
animationHandle = animator.GetComponent<SkeletonAnimationHandleExample>();
|
||||
initialized = true;
|
||||
}
|
||||
|
||||
animationHandle.PlayAnimationForState(stateInfo.shortNameHash, layerIndex);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,164 +1,164 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
// This is an example of an animation handle. This is implemented with strings as state names.
|
||||
// Strings can serve as the identifier when Mecanim is used as the state machine and state source.
|
||||
// If you don't use Mecanim, using custom ScriptableObjects may be a more efficient way to store information about the state and its connection with specific Spine animations.
|
||||
|
||||
// This animation handle implementation also comes with a dummy implementation of transition-handling.
|
||||
public class SkeletonAnimationHandleExample : MonoBehaviour {
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
public List<StateNameToAnimationReference> statesAndAnimations = new List<StateNameToAnimationReference>();
|
||||
public List<AnimationTransition> transitions = new List<AnimationTransition>(); // Alternately, an AnimationPair-Animation Dictionary (commented out) can be used for more efficient lookups.
|
||||
|
||||
[System.Serializable]
|
||||
public class StateNameToAnimationReference {
|
||||
public string stateName;
|
||||
public AnimationReferenceAsset animation;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class AnimationTransition {
|
||||
public AnimationReferenceAsset from;
|
||||
public AnimationReferenceAsset to;
|
||||
public AnimationReferenceAsset transition;
|
||||
}
|
||||
|
||||
//readonly Dictionary<Spine.AnimationStateData.AnimationPair, Spine.Animation> transitionDictionary = new Dictionary<AnimationStateData.AnimationPair, Animation>(Spine.AnimationStateData.AnimationPairComparer.Instance);
|
||||
|
||||
public Spine.Animation TargetAnimation { get; private set; }
|
||||
|
||||
void Awake () {
|
||||
// Initialize AnimationReferenceAssets
|
||||
foreach (StateNameToAnimationReference entry in statesAndAnimations) {
|
||||
entry.animation.Initialize();
|
||||
}
|
||||
foreach (AnimationTransition entry in transitions) {
|
||||
entry.from.Initialize();
|
||||
entry.to.Initialize();
|
||||
entry.transition.Initialize();
|
||||
}
|
||||
|
||||
// Build Dictionary
|
||||
//foreach (AnimationTransition entry in transitions) {
|
||||
// transitionDictionary.Add(new AnimationStateData.AnimationPair(entry.from.Animation, entry.to.Animation), entry.transition.Animation);
|
||||
//}
|
||||
}
|
||||
|
||||
/// <summary>Sets the horizontal flip state of the skeleton based on a nonzero float. If negative, the skeleton is flipped. If positive, the skeleton is not flipped.</summary>
|
||||
public void SetFlip (float horizontal) {
|
||||
if (horizontal != 0) {
|
||||
skeletonAnimation.Skeleton.ScaleX = horizontal > 0 ? 1f : -1f;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Plays an animation based on the state name.</summary>
|
||||
public void PlayAnimationForState (string stateShortName, int layerIndex) {
|
||||
PlayAnimationForState(StringToHash(stateShortName), layerIndex);
|
||||
}
|
||||
|
||||
/// <summary>Plays an animation based on the hash of the state name.</summary>
|
||||
public void PlayAnimationForState (int shortNameHash, int layerIndex) {
|
||||
Animation foundAnimation = GetAnimationForState(shortNameHash);
|
||||
if (foundAnimation == null)
|
||||
return;
|
||||
|
||||
PlayNewAnimation(foundAnimation, layerIndex);
|
||||
}
|
||||
|
||||
/// <summary>Gets a Spine Animation based on the state name.</summary>
|
||||
public Spine.Animation GetAnimationForState (string stateShortName) {
|
||||
return GetAnimationForState(StringToHash(stateShortName));
|
||||
}
|
||||
|
||||
/// <summary>Gets a Spine Animation based on the hash of the state name.</summary>
|
||||
public Spine.Animation GetAnimationForState (int shortNameHash) {
|
||||
StateNameToAnimationReference foundState = statesAndAnimations.Find(entry => StringToHash(entry.stateName) == shortNameHash);
|
||||
return (foundState == null) ? null : foundState.animation;
|
||||
}
|
||||
|
||||
/// <summary>Play an animation. If a transition animation is defined, the transition is played before the target animation being passed.</summary>
|
||||
public void PlayNewAnimation (Spine.Animation target, int layerIndex) {
|
||||
Spine.Animation transition = null;
|
||||
Spine.Animation current = null;
|
||||
|
||||
current = GetCurrentAnimation(layerIndex);
|
||||
if (current != null)
|
||||
transition = TryGetTransition(current, target);
|
||||
|
||||
if (transition != null) {
|
||||
skeletonAnimation.AnimationState.SetAnimation(layerIndex, transition, false);
|
||||
skeletonAnimation.AnimationState.AddAnimation(layerIndex, target, true, 0f);
|
||||
} else {
|
||||
skeletonAnimation.AnimationState.SetAnimation(layerIndex, target, true);
|
||||
}
|
||||
|
||||
this.TargetAnimation = target;
|
||||
}
|
||||
|
||||
/// <summary>Play a non-looping animation once then continue playing the state animation.</summary>
|
||||
public void PlayOneShot (Spine.Animation oneShot, int layerIndex) {
|
||||
AnimationState state = skeletonAnimation.AnimationState;
|
||||
state.SetAnimation(0, oneShot, false);
|
||||
|
||||
Animation transition = TryGetTransition(oneShot, TargetAnimation);
|
||||
if (transition != null)
|
||||
state.AddAnimation(0, transition, false, 0f);
|
||||
|
||||
state.AddAnimation(0, this.TargetAnimation, true, 0f);
|
||||
}
|
||||
|
||||
Spine.Animation TryGetTransition (Spine.Animation from, Spine.Animation to) {
|
||||
foreach (AnimationTransition transition in transitions) {
|
||||
if (transition.from.Animation == from && transition.to.Animation == to) {
|
||||
return transition.transition.Animation;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
|
||||
//Spine.Animation foundTransition = null;
|
||||
//transitionDictionary.TryGetValue(new AnimationStateData.AnimationPair(from, to), out foundTransition);
|
||||
//return foundTransition;
|
||||
}
|
||||
|
||||
Spine.Animation GetCurrentAnimation (int layerIndex) {
|
||||
TrackEntry currentTrackEntry = skeletonAnimation.AnimationState.GetCurrent(layerIndex);
|
||||
return (currentTrackEntry != null) ? currentTrackEntry.Animation : null;
|
||||
}
|
||||
|
||||
int StringToHash (string s) {
|
||||
return Animator.StringToHash(s);
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
// This is an example of an animation handle. This is implemented with strings as state names.
|
||||
// Strings can serve as the identifier when Mecanim is used as the state machine and state source.
|
||||
// If you don't use Mecanim, using custom ScriptableObjects may be a more efficient way to store information about the state and its connection with specific Spine animations.
|
||||
|
||||
// This animation handle implementation also comes with a dummy implementation of transition-handling.
|
||||
public class SkeletonAnimationHandleExample : MonoBehaviour {
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
public List<StateNameToAnimationReference> statesAndAnimations = new List<StateNameToAnimationReference>();
|
||||
public List<AnimationTransition> transitions = new List<AnimationTransition>(); // Alternately, an AnimationPair-Animation Dictionary (commented out) can be used for more efficient lookups.
|
||||
|
||||
[System.Serializable]
|
||||
public class StateNameToAnimationReference {
|
||||
public string stateName;
|
||||
public AnimationReferenceAsset animation;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class AnimationTransition {
|
||||
public AnimationReferenceAsset from;
|
||||
public AnimationReferenceAsset to;
|
||||
public AnimationReferenceAsset transition;
|
||||
}
|
||||
|
||||
//readonly Dictionary<Spine.AnimationStateData.AnimationPair, Spine.Animation> transitionDictionary = new Dictionary<AnimationStateData.AnimationPair, Animation>(Spine.AnimationStateData.AnimationPairComparer.Instance);
|
||||
|
||||
public Spine.Animation TargetAnimation { get; private set; }
|
||||
|
||||
void Awake () {
|
||||
// Initialize AnimationReferenceAssets
|
||||
foreach (StateNameToAnimationReference entry in statesAndAnimations) {
|
||||
entry.animation.Initialize();
|
||||
}
|
||||
foreach (AnimationTransition entry in transitions) {
|
||||
entry.from.Initialize();
|
||||
entry.to.Initialize();
|
||||
entry.transition.Initialize();
|
||||
}
|
||||
|
||||
// Build Dictionary
|
||||
//foreach (AnimationTransition entry in transitions) {
|
||||
// transitionDictionary.Add(new AnimationStateData.AnimationPair(entry.from.Animation, entry.to.Animation), entry.transition.Animation);
|
||||
//}
|
||||
}
|
||||
|
||||
/// <summary>Sets the horizontal flip state of the skeleton based on a nonzero float. If negative, the skeleton is flipped. If positive, the skeleton is not flipped.</summary>
|
||||
public void SetFlip (float horizontal) {
|
||||
if (horizontal != 0) {
|
||||
skeletonAnimation.Skeleton.ScaleX = horizontal > 0 ? 1f : -1f;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Plays an animation based on the state name.</summary>
|
||||
public void PlayAnimationForState (string stateShortName, int layerIndex) {
|
||||
PlayAnimationForState(StringToHash(stateShortName), layerIndex);
|
||||
}
|
||||
|
||||
/// <summary>Plays an animation based on the hash of the state name.</summary>
|
||||
public void PlayAnimationForState (int shortNameHash, int layerIndex) {
|
||||
Animation foundAnimation = GetAnimationForState(shortNameHash);
|
||||
if (foundAnimation == null)
|
||||
return;
|
||||
|
||||
PlayNewAnimation(foundAnimation, layerIndex);
|
||||
}
|
||||
|
||||
/// <summary>Gets a Spine Animation based on the state name.</summary>
|
||||
public Spine.Animation GetAnimationForState (string stateShortName) {
|
||||
return GetAnimationForState(StringToHash(stateShortName));
|
||||
}
|
||||
|
||||
/// <summary>Gets a Spine Animation based on the hash of the state name.</summary>
|
||||
public Spine.Animation GetAnimationForState (int shortNameHash) {
|
||||
StateNameToAnimationReference foundState = statesAndAnimations.Find(entry => StringToHash(entry.stateName) == shortNameHash);
|
||||
return (foundState == null) ? null : foundState.animation;
|
||||
}
|
||||
|
||||
/// <summary>Play an animation. If a transition animation is defined, the transition is played before the target animation being passed.</summary>
|
||||
public void PlayNewAnimation (Spine.Animation target, int layerIndex) {
|
||||
Spine.Animation transition = null;
|
||||
Spine.Animation current = null;
|
||||
|
||||
current = GetCurrentAnimation(layerIndex);
|
||||
if (current != null)
|
||||
transition = TryGetTransition(current, target);
|
||||
|
||||
if (transition != null) {
|
||||
skeletonAnimation.AnimationState.SetAnimation(layerIndex, transition, false);
|
||||
skeletonAnimation.AnimationState.AddAnimation(layerIndex, target, true, 0f);
|
||||
} else {
|
||||
skeletonAnimation.AnimationState.SetAnimation(layerIndex, target, true);
|
||||
}
|
||||
|
||||
this.TargetAnimation = target;
|
||||
}
|
||||
|
||||
/// <summary>Play a non-looping animation once then continue playing the state animation.</summary>
|
||||
public void PlayOneShot (Spine.Animation oneShot, int layerIndex) {
|
||||
AnimationState state = skeletonAnimation.AnimationState;
|
||||
state.SetAnimation(0, oneShot, false);
|
||||
|
||||
Animation transition = TryGetTransition(oneShot, TargetAnimation);
|
||||
if (transition != null)
|
||||
state.AddAnimation(0, transition, false, 0f);
|
||||
|
||||
state.AddAnimation(0, this.TargetAnimation, true, 0f);
|
||||
}
|
||||
|
||||
Spine.Animation TryGetTransition (Spine.Animation from, Spine.Animation to) {
|
||||
foreach (AnimationTransition transition in transitions) {
|
||||
if (transition.from.Animation == from && transition.to.Animation == to) {
|
||||
return transition.transition.Animation;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
|
||||
//Spine.Animation foundTransition = null;
|
||||
//transitionDictionary.TryGetValue(new AnimationStateData.AnimationPair(from, to), out foundTransition);
|
||||
//return foundTransition;
|
||||
}
|
||||
|
||||
Spine.Animation GetCurrentAnimation (int layerIndex) {
|
||||
TrackEntry currentTrackEntry = skeletonAnimation.AnimationState.GetCurrent(layerIndex);
|
||||
return (currentTrackEntry != null) ? currentTrackEntry.Animation : null;
|
||||
}
|
||||
|
||||
int StringToHash (string s) {
|
||||
return Animator.StringToHash(s);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,237 +1,237 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
//[CreateAssetMenu(menuName = "Spine/SkeletonData Modifiers/Animation Match", order = 200)]
|
||||
public class AnimationMatchModifierAsset : SkeletonDataModifierAsset {
|
||||
|
||||
public bool matchAllAnimations = true;
|
||||
|
||||
public override void Apply (SkeletonData skeletonData) {
|
||||
if (matchAllAnimations)
|
||||
AnimationTools.MatchAnimationTimelines(skeletonData.Animations, skeletonData);
|
||||
}
|
||||
|
||||
public static class AnimationTools {
|
||||
|
||||
#region Filler Timelines
|
||||
/// <summary>
|
||||
/// Matches the animation timelines across the given set of animations.
|
||||
/// This allows unkeyed properties to assume setup pose when animations are naively mixed using Animation.Apply.
|
||||
/// </summary>
|
||||
/// <param name="animations">An enumerable collection animations whose timelines will be matched.</param>
|
||||
/// <param name="skeletonData">The SkeletonData where the animations belong.</param>
|
||||
public static void MatchAnimationTimelines (IEnumerable<Spine.Animation> animations, SkeletonData skeletonData) {
|
||||
if (animations == null) return;
|
||||
if (skeletonData == null) throw new System.ArgumentNullException("skeletonData", "Timelines can't be matched without a SkeletonData source.");
|
||||
|
||||
// Build a reference collection of timelines to match
|
||||
// and a collection of dummy timelines that can be used to fill-in missing items.
|
||||
Dictionary<string, Timeline> timelineDictionary = new Dictionary<string, Spine.Timeline>();
|
||||
foreach (Animation animation in animations) {
|
||||
foreach (Timeline timeline in animation.Timelines) {
|
||||
if (timeline is EventTimeline) continue;
|
||||
|
||||
foreach (string propertyId in timeline.PropertyIds) {
|
||||
if (!timelineDictionary.ContainsKey(propertyId)) {
|
||||
timelineDictionary.Add(propertyId, GetFillerTimeline(timeline, skeletonData));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
List<string> idsToMatch = new List<string>(timelineDictionary.Keys);
|
||||
|
||||
// For each animation in the list, check for and add missing timelines.
|
||||
HashSet<string> currentAnimationIDs = new HashSet<string>();
|
||||
foreach (Animation animation in animations) {
|
||||
currentAnimationIDs.Clear();
|
||||
foreach (Timeline timeline in animation.Timelines) {
|
||||
if (timeline is EventTimeline) continue;
|
||||
foreach (string propertyId in timeline.PropertyIds) {
|
||||
currentAnimationIDs.Add(propertyId);
|
||||
}
|
||||
}
|
||||
|
||||
ExposedList<Timeline> animationTimelines = animation.Timelines;
|
||||
foreach (string propertyId in idsToMatch) {
|
||||
if (!currentAnimationIDs.Contains(propertyId))
|
||||
animationTimelines.Add(timelineDictionary[propertyId]);
|
||||
}
|
||||
}
|
||||
|
||||
// These are locals, but sometimes Unity's GC does weird stuff. So let's clean up.
|
||||
timelineDictionary.Clear();
|
||||
timelineDictionary = null;
|
||||
idsToMatch.Clear();
|
||||
idsToMatch = null;
|
||||
currentAnimationIDs.Clear();
|
||||
currentAnimationIDs = null;
|
||||
}
|
||||
|
||||
static Timeline GetFillerTimeline (Timeline timeline, SkeletonData skeletonData) {
|
||||
if (timeline is RotateTimeline)
|
||||
return GetFillerTimeline((RotateTimeline)timeline, skeletonData);
|
||||
if (timeline is TranslateTimeline)
|
||||
return GetFillerTimeline((TranslateTimeline)timeline, skeletonData);
|
||||
if (timeline is ScaleTimeline)
|
||||
return GetFillerTimeline((ScaleTimeline)timeline, skeletonData);
|
||||
if (timeline is ShearTimeline)
|
||||
return GetFillerTimeline((ShearTimeline)timeline, skeletonData);
|
||||
if (timeline is AttachmentTimeline)
|
||||
return GetFillerTimeline((AttachmentTimeline)timeline, skeletonData);
|
||||
if (timeline is RGBATimeline)
|
||||
return GetFillerTimeline((RGBATimeline)timeline, skeletonData);
|
||||
if (timeline is RGBA2Timeline)
|
||||
return GetFillerTimeline((RGBA2Timeline)timeline, skeletonData);
|
||||
if (timeline is DeformTimeline)
|
||||
return GetFillerTimeline((DeformTimeline)timeline, skeletonData);
|
||||
if (timeline is DrawOrderTimeline)
|
||||
return GetFillerTimeline((DrawOrderTimeline)timeline, skeletonData);
|
||||
if (timeline is IkConstraintTimeline)
|
||||
return GetFillerTimeline((IkConstraintTimeline)timeline, skeletonData);
|
||||
if (timeline is TransformConstraintTimeline)
|
||||
return GetFillerTimeline((TransformConstraintTimeline)timeline, skeletonData);
|
||||
if (timeline is PathConstraintPositionTimeline)
|
||||
return GetFillerTimeline((PathConstraintPositionTimeline)timeline, skeletonData);
|
||||
if (timeline is PathConstraintSpacingTimeline)
|
||||
return GetFillerTimeline((PathConstraintSpacingTimeline)timeline, skeletonData);
|
||||
if (timeline is PathConstraintMixTimeline)
|
||||
return GetFillerTimeline((PathConstraintMixTimeline)timeline, skeletonData);
|
||||
return null;
|
||||
}
|
||||
|
||||
static RotateTimeline GetFillerTimeline (RotateTimeline timeline, SkeletonData skeletonData) {
|
||||
RotateTimeline t = new RotateTimeline(1, 0, timeline.BoneIndex);
|
||||
t.SetFrame(0, 0, 0);
|
||||
return t;
|
||||
}
|
||||
|
||||
static TranslateTimeline GetFillerTimeline (TranslateTimeline timeline, SkeletonData skeletonData) {
|
||||
TranslateTimeline t = new TranslateTimeline(1, 0, timeline.BoneIndex);
|
||||
t.SetFrame(0, 0, 0, 0);
|
||||
return t;
|
||||
}
|
||||
|
||||
static ScaleTimeline GetFillerTimeline (ScaleTimeline timeline, SkeletonData skeletonData) {
|
||||
ScaleTimeline t = new ScaleTimeline(1, 0, timeline.BoneIndex);
|
||||
t.SetFrame(0, 0, 0, 0);
|
||||
return t;
|
||||
}
|
||||
|
||||
static ShearTimeline GetFillerTimeline (ShearTimeline timeline, SkeletonData skeletonData) {
|
||||
ShearTimeline t = new ShearTimeline(1, 0, timeline.BoneIndex);
|
||||
t.SetFrame(0, 0, 0, 0);
|
||||
return t;
|
||||
}
|
||||
|
||||
static AttachmentTimeline GetFillerTimeline (AttachmentTimeline timeline, SkeletonData skeletonData) {
|
||||
AttachmentTimeline t = new AttachmentTimeline(1, timeline.SlotIndex);
|
||||
SlotData slotData = skeletonData.Slots.Items[t.SlotIndex];
|
||||
t.SetFrame(0, 0, slotData.AttachmentName);
|
||||
return t;
|
||||
}
|
||||
|
||||
static RGBATimeline GetFillerTimeline (RGBATimeline timeline, SkeletonData skeletonData) {
|
||||
RGBATimeline t = new RGBATimeline(1, 0, timeline.SlotIndex);
|
||||
SlotData slotData = skeletonData.Slots.Items[t.SlotIndex];
|
||||
t.SetFrame(0, 0, slotData.R, slotData.G, slotData.B, slotData.A);
|
||||
return t;
|
||||
}
|
||||
|
||||
static RGBA2Timeline GetFillerTimeline (RGBA2Timeline timeline, SkeletonData skeletonData) {
|
||||
RGBA2Timeline t = new RGBA2Timeline(1, 0, timeline.SlotIndex);
|
||||
SlotData slotData = skeletonData.Slots.Items[t.SlotIndex];
|
||||
t.SetFrame(0, 0, slotData.R, slotData.G, slotData.B, slotData.A, slotData.R2, slotData.G2, slotData.B2);
|
||||
return t;
|
||||
}
|
||||
|
||||
static DeformTimeline GetFillerTimeline (DeformTimeline timeline, SkeletonData skeletonData) {
|
||||
DeformTimeline t = new DeformTimeline(1, 0, timeline.SlotIndex, timeline.Attachment);
|
||||
if (t.Attachment.IsWeighted()) {
|
||||
t.SetFrame(0, 0, new float[t.Attachment.Vertices.Length]);
|
||||
} else {
|
||||
t.SetFrame(0, 0, t.Attachment.Vertices.Clone() as float[]);
|
||||
}
|
||||
|
||||
return t;
|
||||
}
|
||||
|
||||
static DrawOrderTimeline GetFillerTimeline (DrawOrderTimeline timeline, SkeletonData skeletonData) {
|
||||
DrawOrderTimeline t = new DrawOrderTimeline(1);
|
||||
t.SetFrame(0, 0, null); // null means use setup pose in DrawOrderTimeline.Apply.
|
||||
return t;
|
||||
}
|
||||
|
||||
static IkConstraintTimeline GetFillerTimeline (IkConstraintTimeline timeline, SkeletonData skeletonData) {
|
||||
IkConstraintTimeline t = new IkConstraintTimeline(1, 0, timeline.IkConstraintIndex);
|
||||
IkConstraintData ikConstraintData = skeletonData.IkConstraints.Items[timeline.IkConstraintIndex];
|
||||
t.SetFrame(0, 0, ikConstraintData.Mix, ikConstraintData.Softness, ikConstraintData.BendDirection, ikConstraintData.Compress, ikConstraintData.Stretch);
|
||||
return t;
|
||||
}
|
||||
|
||||
static TransformConstraintTimeline GetFillerTimeline (TransformConstraintTimeline timeline, SkeletonData skeletonData) {
|
||||
TransformConstraintTimeline t = new TransformConstraintTimeline(1, 0, timeline.TransformConstraintIndex);
|
||||
TransformConstraintData data = skeletonData.TransformConstraints.Items[timeline.TransformConstraintIndex];
|
||||
t.SetFrame(0, 0, data.MixRotate, data.MixX, data.MixY, data.MixScaleX, data.MixScaleY, data.MixShearY);
|
||||
return t;
|
||||
}
|
||||
|
||||
static PathConstraintPositionTimeline GetFillerTimeline (PathConstraintPositionTimeline timeline, SkeletonData skeletonData) {
|
||||
PathConstraintPositionTimeline t = new PathConstraintPositionTimeline(1, 0, timeline.PathConstraintIndex);
|
||||
PathConstraintData data = skeletonData.PathConstraints.Items[timeline.PathConstraintIndex];
|
||||
t.SetFrame(0, 0, data.Position);
|
||||
return t;
|
||||
}
|
||||
|
||||
static PathConstraintSpacingTimeline GetFillerTimeline (PathConstraintSpacingTimeline timeline, SkeletonData skeletonData) {
|
||||
PathConstraintSpacingTimeline t = new PathConstraintSpacingTimeline(1, 0, timeline.PathConstraintIndex);
|
||||
PathConstraintData data = skeletonData.PathConstraints.Items[timeline.PathConstraintIndex];
|
||||
t.SetFrame(0, 0, data.Spacing);
|
||||
return t;
|
||||
}
|
||||
|
||||
static PathConstraintMixTimeline GetFillerTimeline (PathConstraintMixTimeline timeline, SkeletonData skeletonData) {
|
||||
PathConstraintMixTimeline t = new PathConstraintMixTimeline(1, 0, timeline.PathConstraintIndex);
|
||||
PathConstraintData data = skeletonData.PathConstraints.Items[timeline.PathConstraintIndex];
|
||||
t.SetFrame(0, 0, data.RotateMix, data.MixX, data.MixY);
|
||||
return t;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
//[CreateAssetMenu(menuName = "Spine/SkeletonData Modifiers/Animation Match", order = 200)]
|
||||
public class AnimationMatchModifierAsset : SkeletonDataModifierAsset {
|
||||
|
||||
public bool matchAllAnimations = true;
|
||||
|
||||
public override void Apply (SkeletonData skeletonData) {
|
||||
if (matchAllAnimations)
|
||||
AnimationTools.MatchAnimationTimelines(skeletonData.Animations, skeletonData);
|
||||
}
|
||||
|
||||
public static class AnimationTools {
|
||||
|
||||
#region Filler Timelines
|
||||
/// <summary>
|
||||
/// Matches the animation timelines across the given set of animations.
|
||||
/// This allows unkeyed properties to assume setup pose when animations are naively mixed using Animation.Apply.
|
||||
/// </summary>
|
||||
/// <param name="animations">An enumerable collection animations whose timelines will be matched.</param>
|
||||
/// <param name="skeletonData">The SkeletonData where the animations belong.</param>
|
||||
public static void MatchAnimationTimelines (IEnumerable<Spine.Animation> animations, SkeletonData skeletonData) {
|
||||
if (animations == null) return;
|
||||
if (skeletonData == null) throw new System.ArgumentNullException("skeletonData", "Timelines can't be matched without a SkeletonData source.");
|
||||
|
||||
// Build a reference collection of timelines to match
|
||||
// and a collection of dummy timelines that can be used to fill-in missing items.
|
||||
Dictionary<string, Timeline> timelineDictionary = new Dictionary<string, Spine.Timeline>();
|
||||
foreach (Animation animation in animations) {
|
||||
foreach (Timeline timeline in animation.Timelines) {
|
||||
if (timeline is EventTimeline) continue;
|
||||
|
||||
foreach (string propertyId in timeline.PropertyIds) {
|
||||
if (!timelineDictionary.ContainsKey(propertyId)) {
|
||||
timelineDictionary.Add(propertyId, GetFillerTimeline(timeline, skeletonData));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
List<string> idsToMatch = new List<string>(timelineDictionary.Keys);
|
||||
|
||||
// For each animation in the list, check for and add missing timelines.
|
||||
HashSet<string> currentAnimationIDs = new HashSet<string>();
|
||||
foreach (Animation animation in animations) {
|
||||
currentAnimationIDs.Clear();
|
||||
foreach (Timeline timeline in animation.Timelines) {
|
||||
if (timeline is EventTimeline) continue;
|
||||
foreach (string propertyId in timeline.PropertyIds) {
|
||||
currentAnimationIDs.Add(propertyId);
|
||||
}
|
||||
}
|
||||
|
||||
ExposedList<Timeline> animationTimelines = animation.Timelines;
|
||||
foreach (string propertyId in idsToMatch) {
|
||||
if (!currentAnimationIDs.Contains(propertyId))
|
||||
animationTimelines.Add(timelineDictionary[propertyId]);
|
||||
}
|
||||
}
|
||||
|
||||
// These are locals, but sometimes Unity's GC does weird stuff. So let's clean up.
|
||||
timelineDictionary.Clear();
|
||||
timelineDictionary = null;
|
||||
idsToMatch.Clear();
|
||||
idsToMatch = null;
|
||||
currentAnimationIDs.Clear();
|
||||
currentAnimationIDs = null;
|
||||
}
|
||||
|
||||
static Timeline GetFillerTimeline (Timeline timeline, SkeletonData skeletonData) {
|
||||
if (timeline is RotateTimeline)
|
||||
return GetFillerTimeline((RotateTimeline)timeline, skeletonData);
|
||||
if (timeline is TranslateTimeline)
|
||||
return GetFillerTimeline((TranslateTimeline)timeline, skeletonData);
|
||||
if (timeline is ScaleTimeline)
|
||||
return GetFillerTimeline((ScaleTimeline)timeline, skeletonData);
|
||||
if (timeline is ShearTimeline)
|
||||
return GetFillerTimeline((ShearTimeline)timeline, skeletonData);
|
||||
if (timeline is AttachmentTimeline)
|
||||
return GetFillerTimeline((AttachmentTimeline)timeline, skeletonData);
|
||||
if (timeline is RGBATimeline)
|
||||
return GetFillerTimeline((RGBATimeline)timeline, skeletonData);
|
||||
if (timeline is RGBA2Timeline)
|
||||
return GetFillerTimeline((RGBA2Timeline)timeline, skeletonData);
|
||||
if (timeline is DeformTimeline)
|
||||
return GetFillerTimeline((DeformTimeline)timeline, skeletonData);
|
||||
if (timeline is DrawOrderTimeline)
|
||||
return GetFillerTimeline((DrawOrderTimeline)timeline, skeletonData);
|
||||
if (timeline is IkConstraintTimeline)
|
||||
return GetFillerTimeline((IkConstraintTimeline)timeline, skeletonData);
|
||||
if (timeline is TransformConstraintTimeline)
|
||||
return GetFillerTimeline((TransformConstraintTimeline)timeline, skeletonData);
|
||||
if (timeline is PathConstraintPositionTimeline)
|
||||
return GetFillerTimeline((PathConstraintPositionTimeline)timeline, skeletonData);
|
||||
if (timeline is PathConstraintSpacingTimeline)
|
||||
return GetFillerTimeline((PathConstraintSpacingTimeline)timeline, skeletonData);
|
||||
if (timeline is PathConstraintMixTimeline)
|
||||
return GetFillerTimeline((PathConstraintMixTimeline)timeline, skeletonData);
|
||||
return null;
|
||||
}
|
||||
|
||||
static RotateTimeline GetFillerTimeline (RotateTimeline timeline, SkeletonData skeletonData) {
|
||||
RotateTimeline t = new RotateTimeline(1, 0, timeline.BoneIndex);
|
||||
t.SetFrame(0, 0, 0);
|
||||
return t;
|
||||
}
|
||||
|
||||
static TranslateTimeline GetFillerTimeline (TranslateTimeline timeline, SkeletonData skeletonData) {
|
||||
TranslateTimeline t = new TranslateTimeline(1, 0, timeline.BoneIndex);
|
||||
t.SetFrame(0, 0, 0, 0);
|
||||
return t;
|
||||
}
|
||||
|
||||
static ScaleTimeline GetFillerTimeline (ScaleTimeline timeline, SkeletonData skeletonData) {
|
||||
ScaleTimeline t = new ScaleTimeline(1, 0, timeline.BoneIndex);
|
||||
t.SetFrame(0, 0, 0, 0);
|
||||
return t;
|
||||
}
|
||||
|
||||
static ShearTimeline GetFillerTimeline (ShearTimeline timeline, SkeletonData skeletonData) {
|
||||
ShearTimeline t = new ShearTimeline(1, 0, timeline.BoneIndex);
|
||||
t.SetFrame(0, 0, 0, 0);
|
||||
return t;
|
||||
}
|
||||
|
||||
static AttachmentTimeline GetFillerTimeline (AttachmentTimeline timeline, SkeletonData skeletonData) {
|
||||
AttachmentTimeline t = new AttachmentTimeline(1, timeline.SlotIndex);
|
||||
SlotData slotData = skeletonData.Slots.Items[t.SlotIndex];
|
||||
t.SetFrame(0, 0, slotData.AttachmentName);
|
||||
return t;
|
||||
}
|
||||
|
||||
static RGBATimeline GetFillerTimeline (RGBATimeline timeline, SkeletonData skeletonData) {
|
||||
RGBATimeline t = new RGBATimeline(1, 0, timeline.SlotIndex);
|
||||
SlotData slotData = skeletonData.Slots.Items[t.SlotIndex];
|
||||
t.SetFrame(0, 0, slotData.R, slotData.G, slotData.B, slotData.A);
|
||||
return t;
|
||||
}
|
||||
|
||||
static RGBA2Timeline GetFillerTimeline (RGBA2Timeline timeline, SkeletonData skeletonData) {
|
||||
RGBA2Timeline t = new RGBA2Timeline(1, 0, timeline.SlotIndex);
|
||||
SlotData slotData = skeletonData.Slots.Items[t.SlotIndex];
|
||||
t.SetFrame(0, 0, slotData.R, slotData.G, slotData.B, slotData.A, slotData.R2, slotData.G2, slotData.B2);
|
||||
return t;
|
||||
}
|
||||
|
||||
static DeformTimeline GetFillerTimeline (DeformTimeline timeline, SkeletonData skeletonData) {
|
||||
DeformTimeline t = new DeformTimeline(1, 0, timeline.SlotIndex, timeline.Attachment);
|
||||
if (t.Attachment.IsWeighted()) {
|
||||
t.SetFrame(0, 0, new float[t.Attachment.Vertices.Length]);
|
||||
} else {
|
||||
t.SetFrame(0, 0, t.Attachment.Vertices.Clone() as float[]);
|
||||
}
|
||||
|
||||
return t;
|
||||
}
|
||||
|
||||
static DrawOrderTimeline GetFillerTimeline (DrawOrderTimeline timeline, SkeletonData skeletonData) {
|
||||
DrawOrderTimeline t = new DrawOrderTimeline(1);
|
||||
t.SetFrame(0, 0, null); // null means use setup pose in DrawOrderTimeline.Apply.
|
||||
return t;
|
||||
}
|
||||
|
||||
static IkConstraintTimeline GetFillerTimeline (IkConstraintTimeline timeline, SkeletonData skeletonData) {
|
||||
IkConstraintTimeline t = new IkConstraintTimeline(1, 0, timeline.IkConstraintIndex);
|
||||
IkConstraintData ikConstraintData = skeletonData.IkConstraints.Items[timeline.IkConstraintIndex];
|
||||
t.SetFrame(0, 0, ikConstraintData.Mix, ikConstraintData.Softness, ikConstraintData.BendDirection, ikConstraintData.Compress, ikConstraintData.Stretch);
|
||||
return t;
|
||||
}
|
||||
|
||||
static TransformConstraintTimeline GetFillerTimeline (TransformConstraintTimeline timeline, SkeletonData skeletonData) {
|
||||
TransformConstraintTimeline t = new TransformConstraintTimeline(1, 0, timeline.TransformConstraintIndex);
|
||||
TransformConstraintData data = skeletonData.TransformConstraints.Items[timeline.TransformConstraintIndex];
|
||||
t.SetFrame(0, 0, data.MixRotate, data.MixX, data.MixY, data.MixScaleX, data.MixScaleY, data.MixShearY);
|
||||
return t;
|
||||
}
|
||||
|
||||
static PathConstraintPositionTimeline GetFillerTimeline (PathConstraintPositionTimeline timeline, SkeletonData skeletonData) {
|
||||
PathConstraintPositionTimeline t = new PathConstraintPositionTimeline(1, 0, timeline.PathConstraintIndex);
|
||||
PathConstraintData data = skeletonData.PathConstraints.Items[timeline.PathConstraintIndex];
|
||||
t.SetFrame(0, 0, data.Position);
|
||||
return t;
|
||||
}
|
||||
|
||||
static PathConstraintSpacingTimeline GetFillerTimeline (PathConstraintSpacingTimeline timeline, SkeletonData skeletonData) {
|
||||
PathConstraintSpacingTimeline t = new PathConstraintSpacingTimeline(1, 0, timeline.PathConstraintIndex);
|
||||
PathConstraintData data = skeletonData.PathConstraints.Items[timeline.PathConstraintIndex];
|
||||
t.SetFrame(0, 0, data.Spacing);
|
||||
return t;
|
||||
}
|
||||
|
||||
static PathConstraintMixTimeline GetFillerTimeline (PathConstraintMixTimeline timeline, SkeletonData skeletonData) {
|
||||
PathConstraintMixTimeline t = new PathConstraintMixTimeline(1, 0, timeline.PathConstraintIndex);
|
||||
PathConstraintData data = skeletonData.PathConstraints.Items[timeline.PathConstraintIndex];
|
||||
t.SetFrame(0, 0, data.RotateMix, data.MixX, data.MixY);
|
||||
return t;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,41 +1,41 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class EquipAssetExample : ScriptableObject {
|
||||
public EquipSystemExample.EquipType equipType;
|
||||
public Sprite sprite;
|
||||
public string description;
|
||||
public int yourStats;
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class EquipAssetExample : ScriptableObject {
|
||||
public EquipSystemExample.EquipType equipType;
|
||||
public Sprite sprite;
|
||||
public string description;
|
||||
public int yourStats;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,60 +1,60 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class EquipButtonExample : MonoBehaviour {
|
||||
public EquipAssetExample asset;
|
||||
public EquipSystemExample equipSystem;
|
||||
public Image inventoryImage;
|
||||
|
||||
void OnValidate () {
|
||||
MatchImage();
|
||||
}
|
||||
|
||||
void MatchImage () {
|
||||
if (inventoryImage != null)
|
||||
inventoryImage.sprite = asset.sprite;
|
||||
}
|
||||
|
||||
void Start () {
|
||||
MatchImage();
|
||||
|
||||
Button button = GetComponent<Button>();
|
||||
button.onClick.AddListener(
|
||||
delegate { equipSystem.Equip(asset); }
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class EquipButtonExample : MonoBehaviour {
|
||||
public EquipAssetExample asset;
|
||||
public EquipSystemExample equipSystem;
|
||||
public Image inventoryImage;
|
||||
|
||||
void OnValidate () {
|
||||
MatchImage();
|
||||
}
|
||||
|
||||
void MatchImage () {
|
||||
if (inventoryImage != null)
|
||||
inventoryImage.sprite = asset.sprite;
|
||||
}
|
||||
|
||||
void Start () {
|
||||
MatchImage();
|
||||
|
||||
Button button = GetComponent<Button>();
|
||||
button.onClick.AddListener(
|
||||
delegate { equipSystem.Equip(asset); }
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,107 +1,107 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class EquipSystemExample : MonoBehaviour, IHasSkeletonDataAsset {
|
||||
|
||||
// Implementing IHasSkeletonDataAsset allows Spine attribute drawers to automatically detect this component as a skeleton data source.
|
||||
public SkeletonDataAsset skeletonDataAsset;
|
||||
SkeletonDataAsset IHasSkeletonDataAsset.SkeletonDataAsset { get { return this.skeletonDataAsset; } }
|
||||
|
||||
public Material sourceMaterial;
|
||||
public bool applyPMA = true;
|
||||
public List<EquipHook> equippables = new List<EquipHook>();
|
||||
|
||||
public EquipsVisualsComponentExample target;
|
||||
public Dictionary<EquipAssetExample, Attachment> cachedAttachments = new Dictionary<EquipAssetExample, Attachment>();
|
||||
|
||||
[System.Serializable]
|
||||
public class EquipHook {
|
||||
public EquipType type;
|
||||
[SpineSlot]
|
||||
public string slot;
|
||||
[SpineSkin]
|
||||
public string templateSkin;
|
||||
[SpineAttachment(skinField: "templateSkin")]
|
||||
public string templateAttachment;
|
||||
}
|
||||
|
||||
public enum EquipType {
|
||||
Gun,
|
||||
Goggles
|
||||
}
|
||||
|
||||
public void Equip (EquipAssetExample asset) {
|
||||
EquipType equipType = asset.equipType;
|
||||
EquipHook howToEquip = equippables.Find(x => x.type == equipType);
|
||||
|
||||
SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(true);
|
||||
int slotIndex = skeletonData.FindSlot(howToEquip.slot).Index;
|
||||
Attachment attachment = GenerateAttachmentFromEquipAsset(asset, slotIndex, howToEquip.templateSkin, howToEquip.templateAttachment);
|
||||
target.Equip(slotIndex, howToEquip.templateAttachment, attachment);
|
||||
}
|
||||
|
||||
Attachment GenerateAttachmentFromEquipAsset (EquipAssetExample asset, int slotIndex, string templateSkinName, string templateAttachmentName) {
|
||||
Attachment attachment;
|
||||
cachedAttachments.TryGetValue(asset, out attachment);
|
||||
|
||||
if (attachment == null) {
|
||||
SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(true);
|
||||
Skin templateSkin = skeletonData.FindSkin(templateSkinName);
|
||||
Attachment templateAttachment = templateSkin.GetAttachment(slotIndex, templateAttachmentName);
|
||||
attachment = templateAttachment.GetRemappedClone(asset.sprite, sourceMaterial, premultiplyAlpha: this.applyPMA);
|
||||
// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
|
||||
// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as shown in the method below.
|
||||
|
||||
cachedAttachments.Add(asset, attachment); // Cache this value for next time this asset is used.
|
||||
}
|
||||
|
||||
return attachment;
|
||||
}
|
||||
|
||||
public void Done () {
|
||||
target.OptimizeSkin();
|
||||
// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
|
||||
// creates cached Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
|
||||
// You can optionally clear the textures cache after multiple repack operations.
|
||||
// Just be aware that while this cleanup frees up memory, it is also a costly operation
|
||||
// and will likely cause a spike in the framerate.
|
||||
|
||||
//AtlasUtilities.ClearCache();
|
||||
//Resources.UnloadUnusedAssets();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class EquipSystemExample : MonoBehaviour, IHasSkeletonDataAsset {
|
||||
|
||||
// Implementing IHasSkeletonDataAsset allows Spine attribute drawers to automatically detect this component as a skeleton data source.
|
||||
public SkeletonDataAsset skeletonDataAsset;
|
||||
SkeletonDataAsset IHasSkeletonDataAsset.SkeletonDataAsset { get { return this.skeletonDataAsset; } }
|
||||
|
||||
public Material sourceMaterial;
|
||||
public bool applyPMA = true;
|
||||
public List<EquipHook> equippables = new List<EquipHook>();
|
||||
|
||||
public EquipsVisualsComponentExample target;
|
||||
public Dictionary<EquipAssetExample, Attachment> cachedAttachments = new Dictionary<EquipAssetExample, Attachment>();
|
||||
|
||||
[System.Serializable]
|
||||
public class EquipHook {
|
||||
public EquipType type;
|
||||
[SpineSlot]
|
||||
public string slot;
|
||||
[SpineSkin]
|
||||
public string templateSkin;
|
||||
[SpineAttachment(skinField: "templateSkin")]
|
||||
public string templateAttachment;
|
||||
}
|
||||
|
||||
public enum EquipType {
|
||||
Gun,
|
||||
Goggles
|
||||
}
|
||||
|
||||
public void Equip (EquipAssetExample asset) {
|
||||
EquipType equipType = asset.equipType;
|
||||
EquipHook howToEquip = equippables.Find(x => x.type == equipType);
|
||||
|
||||
SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(true);
|
||||
int slotIndex = skeletonData.FindSlot(howToEquip.slot).Index;
|
||||
Attachment attachment = GenerateAttachmentFromEquipAsset(asset, slotIndex, howToEquip.templateSkin, howToEquip.templateAttachment);
|
||||
target.Equip(slotIndex, howToEquip.templateAttachment, attachment);
|
||||
}
|
||||
|
||||
Attachment GenerateAttachmentFromEquipAsset (EquipAssetExample asset, int slotIndex, string templateSkinName, string templateAttachmentName) {
|
||||
Attachment attachment;
|
||||
cachedAttachments.TryGetValue(asset, out attachment);
|
||||
|
||||
if (attachment == null) {
|
||||
SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(true);
|
||||
Skin templateSkin = skeletonData.FindSkin(templateSkinName);
|
||||
Attachment templateAttachment = templateSkin.GetAttachment(slotIndex, templateAttachmentName);
|
||||
attachment = templateAttachment.GetRemappedClone(asset.sprite, sourceMaterial, premultiplyAlpha: this.applyPMA);
|
||||
// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
|
||||
// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as shown in the method below.
|
||||
|
||||
cachedAttachments.Add(asset, attachment); // Cache this value for next time this asset is used.
|
||||
}
|
||||
|
||||
return attachment;
|
||||
}
|
||||
|
||||
public void Done () {
|
||||
target.OptimizeSkin();
|
||||
// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
|
||||
// creates cached Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
|
||||
// You can optionally clear the textures cache after multiple repack operations.
|
||||
// Just be aware that while this cleanup frees up memory, it is also a costly operation
|
||||
// and will likely cause a spike in the framerate.
|
||||
|
||||
//AtlasUtilities.ClearCache();
|
||||
//Resources.UnloadUnusedAssets();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,100 +1,100 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class EquipsVisualsComponentExample : MonoBehaviour {
|
||||
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
|
||||
[SpineSkin]
|
||||
public string templateSkinName;
|
||||
|
||||
Spine.Skin equipsSkin;
|
||||
Spine.Skin collectedSkin;
|
||||
|
||||
public Material runtimeMaterial;
|
||||
public Texture2D runtimeAtlas;
|
||||
|
||||
void Start () {
|
||||
equipsSkin = new Skin("Equips");
|
||||
|
||||
// OPTIONAL: Add all the attachments from the template skin.
|
||||
Skin templateSkin = skeletonAnimation.Skeleton.Data.FindSkin(templateSkinName);
|
||||
if (templateSkin != null)
|
||||
equipsSkin.AddSkin(templateSkin);
|
||||
|
||||
skeletonAnimation.Skeleton.Skin = equipsSkin;
|
||||
RefreshSkeletonAttachments();
|
||||
}
|
||||
|
||||
public void Equip (int slotIndex, string attachmentName, Attachment attachment) {
|
||||
equipsSkin.SetAttachment(slotIndex, attachmentName, attachment);
|
||||
skeletonAnimation.Skeleton.SetSkin(equipsSkin);
|
||||
RefreshSkeletonAttachments();
|
||||
}
|
||||
|
||||
public void OptimizeSkin () {
|
||||
// 1. Collect all the attachments of all active skins.
|
||||
collectedSkin = collectedSkin ?? new Skin("Collected skin");
|
||||
collectedSkin.Clear();
|
||||
collectedSkin.AddSkin(skeletonAnimation.Skeleton.Data.DefaultSkin);
|
||||
collectedSkin.AddSkin(equipsSkin);
|
||||
|
||||
// 2. Create a repacked skin.
|
||||
// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
|
||||
if (runtimeMaterial)
|
||||
Destroy(runtimeMaterial);
|
||||
if (runtimeAtlas)
|
||||
Destroy(runtimeAtlas);
|
||||
Skin repackedSkin = collectedSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial,
|
||||
out runtimeMaterial, out runtimeAtlas, maxAtlasSize: 1024, clearCache: false);
|
||||
collectedSkin.Clear();
|
||||
|
||||
// You can optionally clear the textures cache after each ore multiple repack operations are done.
|
||||
//AtlasUtilities.ClearCache();
|
||||
//Resources.UnloadUnusedAssets();
|
||||
|
||||
// 3. Use the repacked skin.
|
||||
skeletonAnimation.Skeleton.Skin = repackedSkin;
|
||||
RefreshSkeletonAttachments();
|
||||
}
|
||||
|
||||
void RefreshSkeletonAttachments () {
|
||||
skeletonAnimation.Skeleton.SetSlotsToSetupPose();
|
||||
skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton); //skeletonAnimation.Update(0);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class EquipsVisualsComponentExample : MonoBehaviour {
|
||||
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
|
||||
[SpineSkin]
|
||||
public string templateSkinName;
|
||||
|
||||
Spine.Skin equipsSkin;
|
||||
Spine.Skin collectedSkin;
|
||||
|
||||
public Material runtimeMaterial;
|
||||
public Texture2D runtimeAtlas;
|
||||
|
||||
void Start () {
|
||||
equipsSkin = new Skin("Equips");
|
||||
|
||||
// OPTIONAL: Add all the attachments from the template skin.
|
||||
Skin templateSkin = skeletonAnimation.Skeleton.Data.FindSkin(templateSkinName);
|
||||
if (templateSkin != null)
|
||||
equipsSkin.AddSkin(templateSkin);
|
||||
|
||||
skeletonAnimation.Skeleton.Skin = equipsSkin;
|
||||
RefreshSkeletonAttachments();
|
||||
}
|
||||
|
||||
public void Equip (int slotIndex, string attachmentName, Attachment attachment) {
|
||||
equipsSkin.SetAttachment(slotIndex, attachmentName, attachment);
|
||||
skeletonAnimation.Skeleton.SetSkin(equipsSkin);
|
||||
RefreshSkeletonAttachments();
|
||||
}
|
||||
|
||||
public void OptimizeSkin () {
|
||||
// 1. Collect all the attachments of all active skins.
|
||||
collectedSkin = collectedSkin ?? new Skin("Collected skin");
|
||||
collectedSkin.Clear();
|
||||
collectedSkin.AddSkin(skeletonAnimation.Skeleton.Data.DefaultSkin);
|
||||
collectedSkin.AddSkin(equipsSkin);
|
||||
|
||||
// 2. Create a repacked skin.
|
||||
// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
|
||||
if (runtimeMaterial)
|
||||
Destroy(runtimeMaterial);
|
||||
if (runtimeAtlas)
|
||||
Destroy(runtimeAtlas);
|
||||
Skin repackedSkin = collectedSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial,
|
||||
out runtimeMaterial, out runtimeAtlas, maxAtlasSize: 1024, clearCache: false);
|
||||
collectedSkin.Clear();
|
||||
|
||||
// You can optionally clear the textures cache after each ore multiple repack operations are done.
|
||||
//AtlasUtilities.ClearCache();
|
||||
//Resources.UnloadUnusedAssets();
|
||||
|
||||
// 3. Use the repacked skin.
|
||||
skeletonAnimation.Skeleton.Skin = repackedSkin;
|
||||
RefreshSkeletonAttachments();
|
||||
}
|
||||
|
||||
void RefreshSkeletonAttachments () {
|
||||
skeletonAnimation.Skeleton.SetSlotsToSetupPose();
|
||||
skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton); //skeletonAnimation.Update(0);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,50 +1,50 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class MixAndMatchSkinsButtonExample : MonoBehaviour {
|
||||
|
||||
public SkeletonDataAsset skeletonDataAsset;
|
||||
public MixAndMatchSkinsExample skinsSystem;
|
||||
|
||||
[SpineSkin(dataField: "skeletonDataAsset")] public string itemSkin;
|
||||
public MixAndMatchSkinsExample.ItemType itemType;
|
||||
|
||||
void Start () {
|
||||
Button button = GetComponent<Button>();
|
||||
button.onClick.AddListener(
|
||||
delegate { skinsSystem.Equip(itemSkin, itemType); }
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class MixAndMatchSkinsButtonExample : MonoBehaviour {
|
||||
|
||||
public SkeletonDataAsset skeletonDataAsset;
|
||||
public MixAndMatchSkinsExample skinsSystem;
|
||||
|
||||
[SpineSkin(dataField: "skeletonDataAsset")] public string itemSkin;
|
||||
public MixAndMatchSkinsExample.ItemType itemType;
|
||||
|
||||
void Start () {
|
||||
Button button = GetComponent<Button>();
|
||||
button.onClick.AddListener(
|
||||
delegate { skinsSystem.Equip(itemSkin, itemType); }
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,195 +1,195 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
public class MixAndMatchSkinsExample : MonoBehaviour {
|
||||
|
||||
// character skins
|
||||
[SpineSkin] public string baseSkin = "skin-base";
|
||||
[SpineSkin] public string eyelidsSkin = "eyelids/girly";
|
||||
|
||||
// here we use arrays of strings to be able to cycle between them easily.
|
||||
[SpineSkin] public string[] hairSkins = { "hair/brown", "hair/blue", "hair/pink", "hair/short-red", "hair/long-blue-with-scarf" };
|
||||
public int activeHairIndex = 0;
|
||||
[SpineSkin] public string[] eyesSkins = { "eyes/violet", "eyes/green", "eyes/yellow" };
|
||||
public int activeEyesIndex = 0;
|
||||
[SpineSkin] public string[] noseSkins = { "nose/short", "nose/long" };
|
||||
public int activeNoseIndex = 0;
|
||||
|
||||
// equipment skins
|
||||
public enum ItemType {
|
||||
Cloth,
|
||||
Pants,
|
||||
Bag,
|
||||
Hat
|
||||
}
|
||||
[SpineSkin] public string clothesSkin = "clothes/hoodie-orange";
|
||||
[SpineSkin] public string pantsSkin = "legs/pants-jeans";
|
||||
[SpineSkin] public string bagSkin = "";
|
||||
[SpineSkin] public string hatSkin = "accessories/hat-red-yellow";
|
||||
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
// This "naked body" skin will likely change only once upon character creation,
|
||||
// so we store this combined set of non-equipment Skins for later re-use.
|
||||
Skin characterSkin;
|
||||
|
||||
// for repacking the skin to a new atlas texture
|
||||
public Material runtimeMaterial;
|
||||
public Texture2D runtimeAtlas;
|
||||
|
||||
void Awake () {
|
||||
skeletonAnimation = this.GetComponent<SkeletonAnimation>();
|
||||
}
|
||||
|
||||
void Start () {
|
||||
UpdateCharacterSkin();
|
||||
UpdateCombinedSkin();
|
||||
}
|
||||
|
||||
public void NextHairSkin () {
|
||||
activeHairIndex = (activeHairIndex + 1) % hairSkins.Length;
|
||||
UpdateCharacterSkin();
|
||||
UpdateCombinedSkin();
|
||||
}
|
||||
|
||||
public void PrevHairSkin () {
|
||||
activeHairIndex = (activeHairIndex + hairSkins.Length - 1) % hairSkins.Length;
|
||||
UpdateCharacterSkin();
|
||||
UpdateCombinedSkin();
|
||||
}
|
||||
|
||||
public void NextEyesSkin () {
|
||||
activeEyesIndex = (activeEyesIndex + 1) % eyesSkins.Length;
|
||||
UpdateCharacterSkin();
|
||||
UpdateCombinedSkin();
|
||||
}
|
||||
|
||||
public void PrevEyesSkin () {
|
||||
activeEyesIndex = (activeEyesIndex + eyesSkins.Length - 1) % eyesSkins.Length;
|
||||
UpdateCharacterSkin();
|
||||
UpdateCombinedSkin();
|
||||
}
|
||||
|
||||
public void NextNoseSkin () {
|
||||
activeNoseIndex = (activeNoseIndex + 1) % noseSkins.Length;
|
||||
UpdateCharacterSkin();
|
||||
UpdateCombinedSkin();
|
||||
}
|
||||
|
||||
public void PrevNoseSkin () {
|
||||
activeNoseIndex = (activeNoseIndex + noseSkins.Length - 1) % noseSkins.Length;
|
||||
UpdateCharacterSkin();
|
||||
UpdateCombinedSkin();
|
||||
}
|
||||
|
||||
public void Equip (string itemSkin, ItemType itemType) {
|
||||
switch (itemType) {
|
||||
case ItemType.Cloth:
|
||||
clothesSkin = itemSkin;
|
||||
break;
|
||||
case ItemType.Pants:
|
||||
pantsSkin = itemSkin;
|
||||
break;
|
||||
case ItemType.Bag:
|
||||
bagSkin = itemSkin;
|
||||
break;
|
||||
case ItemType.Hat:
|
||||
hatSkin = itemSkin;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
UpdateCombinedSkin();
|
||||
}
|
||||
|
||||
public void OptimizeSkin () {
|
||||
// Create a repacked skin.
|
||||
Skin previousSkin = skeletonAnimation.Skeleton.Skin;
|
||||
// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
|
||||
if (runtimeMaterial)
|
||||
Destroy(runtimeMaterial);
|
||||
if (runtimeAtlas)
|
||||
Destroy(runtimeAtlas);
|
||||
Skin repackedSkin = previousSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas);
|
||||
previousSkin.Clear();
|
||||
|
||||
// Use the repacked skin.
|
||||
skeletonAnimation.Skeleton.Skin = repackedSkin;
|
||||
skeletonAnimation.Skeleton.SetSlotsToSetupPose();
|
||||
skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton);
|
||||
|
||||
// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
|
||||
// cache necessarily created Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
|
||||
// You can optionally clear the textures cache after multiple repack operations.
|
||||
// Just be aware that while this cleanup frees up memory, it is also a costly operation
|
||||
// and will likely cause a spike in the framerate.
|
||||
AtlasUtilities.ClearCache();
|
||||
Resources.UnloadUnusedAssets();
|
||||
}
|
||||
|
||||
void UpdateCharacterSkin () {
|
||||
Skeleton skeleton = skeletonAnimation.Skeleton;
|
||||
SkeletonData skeletonData = skeleton.Data;
|
||||
characterSkin = new Skin("character-base");
|
||||
// Note that the result Skin returned by calls to skeletonData.FindSkin()
|
||||
// could be cached once in Start() instead of searching for the same skin
|
||||
// every time. For demonstration purposes we keep it simple here.
|
||||
characterSkin.AddSkin(skeletonData.FindSkin(baseSkin));
|
||||
characterSkin.AddSkin(skeletonData.FindSkin(noseSkins[activeNoseIndex]));
|
||||
characterSkin.AddSkin(skeletonData.FindSkin(eyelidsSkin));
|
||||
characterSkin.AddSkin(skeletonData.FindSkin(eyesSkins[activeEyesIndex]));
|
||||
characterSkin.AddSkin(skeletonData.FindSkin(hairSkins[activeHairIndex]));
|
||||
}
|
||||
|
||||
void AddEquipmentSkinsTo (Skin combinedSkin) {
|
||||
Skeleton skeleton = skeletonAnimation.Skeleton;
|
||||
SkeletonData skeletonData = skeleton.Data;
|
||||
combinedSkin.AddSkin(skeletonData.FindSkin(clothesSkin));
|
||||
combinedSkin.AddSkin(skeletonData.FindSkin(pantsSkin));
|
||||
if (!string.IsNullOrEmpty(bagSkin)) combinedSkin.AddSkin(skeletonData.FindSkin(bagSkin));
|
||||
if (!string.IsNullOrEmpty(hatSkin)) combinedSkin.AddSkin(skeletonData.FindSkin(hatSkin));
|
||||
}
|
||||
|
||||
void UpdateCombinedSkin () {
|
||||
Skeleton skeleton = skeletonAnimation.Skeleton;
|
||||
Skin resultCombinedSkin = new Skin("character-combined");
|
||||
|
||||
resultCombinedSkin.AddSkin(characterSkin);
|
||||
AddEquipmentSkinsTo(resultCombinedSkin);
|
||||
|
||||
skeleton.SetSkin(resultCombinedSkin);
|
||||
skeleton.SetSlotsToSetupPose();
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
public class MixAndMatchSkinsExample : MonoBehaviour {
|
||||
|
||||
// character skins
|
||||
[SpineSkin] public string baseSkin = "skin-base";
|
||||
[SpineSkin] public string eyelidsSkin = "eyelids/girly";
|
||||
|
||||
// here we use arrays of strings to be able to cycle between them easily.
|
||||
[SpineSkin] public string[] hairSkins = { "hair/brown", "hair/blue", "hair/pink", "hair/short-red", "hair/long-blue-with-scarf" };
|
||||
public int activeHairIndex = 0;
|
||||
[SpineSkin] public string[] eyesSkins = { "eyes/violet", "eyes/green", "eyes/yellow" };
|
||||
public int activeEyesIndex = 0;
|
||||
[SpineSkin] public string[] noseSkins = { "nose/short", "nose/long" };
|
||||
public int activeNoseIndex = 0;
|
||||
|
||||
// equipment skins
|
||||
public enum ItemType {
|
||||
Cloth,
|
||||
Pants,
|
||||
Bag,
|
||||
Hat
|
||||
}
|
||||
[SpineSkin] public string clothesSkin = "clothes/hoodie-orange";
|
||||
[SpineSkin] public string pantsSkin = "legs/pants-jeans";
|
||||
[SpineSkin] public string bagSkin = "";
|
||||
[SpineSkin] public string hatSkin = "accessories/hat-red-yellow";
|
||||
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
// This "naked body" skin will likely change only once upon character creation,
|
||||
// so we store this combined set of non-equipment Skins for later re-use.
|
||||
Skin characterSkin;
|
||||
|
||||
// for repacking the skin to a new atlas texture
|
||||
public Material runtimeMaterial;
|
||||
public Texture2D runtimeAtlas;
|
||||
|
||||
void Awake () {
|
||||
skeletonAnimation = this.GetComponent<SkeletonAnimation>();
|
||||
}
|
||||
|
||||
void Start () {
|
||||
UpdateCharacterSkin();
|
||||
UpdateCombinedSkin();
|
||||
}
|
||||
|
||||
public void NextHairSkin () {
|
||||
activeHairIndex = (activeHairIndex + 1) % hairSkins.Length;
|
||||
UpdateCharacterSkin();
|
||||
UpdateCombinedSkin();
|
||||
}
|
||||
|
||||
public void PrevHairSkin () {
|
||||
activeHairIndex = (activeHairIndex + hairSkins.Length - 1) % hairSkins.Length;
|
||||
UpdateCharacterSkin();
|
||||
UpdateCombinedSkin();
|
||||
}
|
||||
|
||||
public void NextEyesSkin () {
|
||||
activeEyesIndex = (activeEyesIndex + 1) % eyesSkins.Length;
|
||||
UpdateCharacterSkin();
|
||||
UpdateCombinedSkin();
|
||||
}
|
||||
|
||||
public void PrevEyesSkin () {
|
||||
activeEyesIndex = (activeEyesIndex + eyesSkins.Length - 1) % eyesSkins.Length;
|
||||
UpdateCharacterSkin();
|
||||
UpdateCombinedSkin();
|
||||
}
|
||||
|
||||
public void NextNoseSkin () {
|
||||
activeNoseIndex = (activeNoseIndex + 1) % noseSkins.Length;
|
||||
UpdateCharacterSkin();
|
||||
UpdateCombinedSkin();
|
||||
}
|
||||
|
||||
public void PrevNoseSkin () {
|
||||
activeNoseIndex = (activeNoseIndex + noseSkins.Length - 1) % noseSkins.Length;
|
||||
UpdateCharacterSkin();
|
||||
UpdateCombinedSkin();
|
||||
}
|
||||
|
||||
public void Equip (string itemSkin, ItemType itemType) {
|
||||
switch (itemType) {
|
||||
case ItemType.Cloth:
|
||||
clothesSkin = itemSkin;
|
||||
break;
|
||||
case ItemType.Pants:
|
||||
pantsSkin = itemSkin;
|
||||
break;
|
||||
case ItemType.Bag:
|
||||
bagSkin = itemSkin;
|
||||
break;
|
||||
case ItemType.Hat:
|
||||
hatSkin = itemSkin;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
UpdateCombinedSkin();
|
||||
}
|
||||
|
||||
public void OptimizeSkin () {
|
||||
// Create a repacked skin.
|
||||
Skin previousSkin = skeletonAnimation.Skeleton.Skin;
|
||||
// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
|
||||
if (runtimeMaterial)
|
||||
Destroy(runtimeMaterial);
|
||||
if (runtimeAtlas)
|
||||
Destroy(runtimeAtlas);
|
||||
Skin repackedSkin = previousSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas);
|
||||
previousSkin.Clear();
|
||||
|
||||
// Use the repacked skin.
|
||||
skeletonAnimation.Skeleton.Skin = repackedSkin;
|
||||
skeletonAnimation.Skeleton.SetSlotsToSetupPose();
|
||||
skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton);
|
||||
|
||||
// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
|
||||
// cache necessarily created Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
|
||||
// You can optionally clear the textures cache after multiple repack operations.
|
||||
// Just be aware that while this cleanup frees up memory, it is also a costly operation
|
||||
// and will likely cause a spike in the framerate.
|
||||
AtlasUtilities.ClearCache();
|
||||
Resources.UnloadUnusedAssets();
|
||||
}
|
||||
|
||||
void UpdateCharacterSkin () {
|
||||
Skeleton skeleton = skeletonAnimation.Skeleton;
|
||||
SkeletonData skeletonData = skeleton.Data;
|
||||
characterSkin = new Skin("character-base");
|
||||
// Note that the result Skin returned by calls to skeletonData.FindSkin()
|
||||
// could be cached once in Start() instead of searching for the same skin
|
||||
// every time. For demonstration purposes we keep it simple here.
|
||||
characterSkin.AddSkin(skeletonData.FindSkin(baseSkin));
|
||||
characterSkin.AddSkin(skeletonData.FindSkin(noseSkins[activeNoseIndex]));
|
||||
characterSkin.AddSkin(skeletonData.FindSkin(eyelidsSkin));
|
||||
characterSkin.AddSkin(skeletonData.FindSkin(eyesSkins[activeEyesIndex]));
|
||||
characterSkin.AddSkin(skeletonData.FindSkin(hairSkins[activeHairIndex]));
|
||||
}
|
||||
|
||||
void AddEquipmentSkinsTo (Skin combinedSkin) {
|
||||
Skeleton skeleton = skeletonAnimation.Skeleton;
|
||||
SkeletonData skeletonData = skeleton.Data;
|
||||
combinedSkin.AddSkin(skeletonData.FindSkin(clothesSkin));
|
||||
combinedSkin.AddSkin(skeletonData.FindSkin(pantsSkin));
|
||||
if (!string.IsNullOrEmpty(bagSkin)) combinedSkin.AddSkin(skeletonData.FindSkin(bagSkin));
|
||||
if (!string.IsNullOrEmpty(hatSkin)) combinedSkin.AddSkin(skeletonData.FindSkin(hatSkin));
|
||||
}
|
||||
|
||||
void UpdateCombinedSkin () {
|
||||
Skeleton skeleton = skeletonAnimation.Skeleton;
|
||||
Skin resultCombinedSkin = new Skin("character-combined");
|
||||
|
||||
resultCombinedSkin.AddSkin(characterSkin);
|
||||
AddEquipmentSkinsTo(resultCombinedSkin);
|
||||
|
||||
skeleton.SetSkin(resultCombinedSkin);
|
||||
skeleton.SetSlotsToSetupPose();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,151 +1,151 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
// This is an example script that shows you how to change images on your skeleton using UnityEngine.Sprites.
|
||||
public class MixAndMatch : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[SpineSkin]
|
||||
public string templateAttachmentsSkin = "base";
|
||||
public Material sourceMaterial; // This will be used as the basis for shader and material property settings.
|
||||
|
||||
[Header("Visor")]
|
||||
public Sprite visorSprite;
|
||||
[SpineSlot] public string visorSlot;
|
||||
[SpineAttachment(slotField: "visorSlot", skinField: "baseSkinName")] public string visorKey = "goggles";
|
||||
|
||||
[Header("Gun")]
|
||||
public Sprite gunSprite;
|
||||
[SpineSlot] public string gunSlot;
|
||||
[SpineAttachment(slotField: "gunSlot", skinField: "baseSkinName")] public string gunKey = "gun";
|
||||
|
||||
[Header("Runtime Repack")]
|
||||
public bool repack = true;
|
||||
public BoundingBoxFollower bbFollower;
|
||||
|
||||
[Header("Do not assign")]
|
||||
public Texture2D runtimeAtlas;
|
||||
public Material runtimeMaterial;
|
||||
#endregion
|
||||
|
||||
Skin customSkin;
|
||||
|
||||
void OnValidate () {
|
||||
if (sourceMaterial == null) {
|
||||
SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
if (skeletonAnimation != null)
|
||||
sourceMaterial = skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator Start () {
|
||||
yield return new WaitForSeconds(1f); // Delay for one second before applying. For testing.
|
||||
Apply();
|
||||
}
|
||||
|
||||
void Apply () {
|
||||
SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
Skeleton skeleton = skeletonAnimation.Skeleton;
|
||||
|
||||
// STEP 0: PREPARE SKINS
|
||||
// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
|
||||
customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
|
||||
Skin templateSkin = skeleton.Data.FindSkin(templateAttachmentsSkin);
|
||||
|
||||
// STEP 1: "EQUIP" ITEMS USING SPRITES
|
||||
// STEP 1.1 Find the original/template attachment.
|
||||
// Step 1.2 Get a clone of the original/template attachment.
|
||||
// Step 1.3 Apply the Sprite image to the clone.
|
||||
// Step 1.4 Add the remapped clone to the new custom skin.
|
||||
|
||||
// Let's do this for the visor.
|
||||
int visorSlotIndex = skeleton.Data.FindSlot(visorSlot).Index; // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
|
||||
Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
|
||||
|
||||
// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
|
||||
// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as done in the method below.
|
||||
Attachment newAttachment = templateAttachment.GetRemappedClone(visorSprite, sourceMaterial, pivotShiftsMeshUVCoords: false); // STEP 1.2 - 1.3
|
||||
customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
|
||||
|
||||
// And now for the gun.
|
||||
int gunSlotIndex = skeleton.Data.FindSlot(gunSlot).Index;
|
||||
Attachment templateGun = templateSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
|
||||
Attachment newGun = templateGun.GetRemappedClone(gunSprite, sourceMaterial, pivotShiftsMeshUVCoords: false); // STEP 1.2 - 1.3
|
||||
if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4
|
||||
|
||||
// customSkin.RemoveAttachment(gunSlotIndex, gunKey); // To remove an item.
|
||||
// customSkin.Clear()
|
||||
// Use skin.Clear() To remove all customizations.
|
||||
// Customizations will fall back to the value in the default skin if it was defined there.
|
||||
// To prevent fallback from happening, make sure the key is not defined in the default skin.
|
||||
|
||||
// STEP 3: APPLY AND CLEAN UP.
|
||||
// Recommended, preferably at level-load-time: REPACK THE CUSTOM SKIN TO MINIMIZE DRAW CALLS
|
||||
// IMPORTANT NOTE: the GetRepackedSkin() operation is expensive - if multiple characters
|
||||
// need to call it every few seconds the overhead will outweigh the draw call benefits.
|
||||
//
|
||||
// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
|
||||
// Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
|
||||
// call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
|
||||
if (repack) {
|
||||
Skin repackedSkin = new Skin("repacked skin");
|
||||
repackedSkin.AddSkin(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
|
||||
repackedSkin.AddSkin(customSkin); // Include your new custom skin.
|
||||
|
||||
// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
|
||||
if (runtimeMaterial)
|
||||
Destroy(runtimeMaterial);
|
||||
if (runtimeAtlas)
|
||||
Destroy(runtimeAtlas);
|
||||
repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas); // Pack all the items in the skin.
|
||||
skeleton.SetSkin(repackedSkin); // Assign the repacked skin to your Skeleton.
|
||||
if (bbFollower != null) bbFollower.Initialize(true);
|
||||
} else {
|
||||
skeleton.SetSkin(customSkin); // Just use the custom skin directly.
|
||||
}
|
||||
|
||||
skeleton.SetSlotsToSetupPose(); // Use the pose from setup pose.
|
||||
skeletonAnimation.Update(0); // Use the pose in the currently active animation.
|
||||
|
||||
// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
|
||||
// cache necessarily created Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
|
||||
// You can optionally clear the textures cache after multiple repack operations.
|
||||
// Just be aware that while this cleanup frees up memory, it is also a costly operation
|
||||
// and will likely cause a spike in the framerate.
|
||||
AtlasUtilities.ClearCache();
|
||||
Resources.UnloadUnusedAssets();
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
// This is an example script that shows you how to change images on your skeleton using UnityEngine.Sprites.
|
||||
public class MixAndMatch : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[SpineSkin]
|
||||
public string templateAttachmentsSkin = "base";
|
||||
public Material sourceMaterial; // This will be used as the basis for shader and material property settings.
|
||||
|
||||
[Header("Visor")]
|
||||
public Sprite visorSprite;
|
||||
[SpineSlot] public string visorSlot;
|
||||
[SpineAttachment(slotField: "visorSlot", skinField: "baseSkinName")] public string visorKey = "goggles";
|
||||
|
||||
[Header("Gun")]
|
||||
public Sprite gunSprite;
|
||||
[SpineSlot] public string gunSlot;
|
||||
[SpineAttachment(slotField: "gunSlot", skinField: "baseSkinName")] public string gunKey = "gun";
|
||||
|
||||
[Header("Runtime Repack")]
|
||||
public bool repack = true;
|
||||
public BoundingBoxFollower bbFollower;
|
||||
|
||||
[Header("Do not assign")]
|
||||
public Texture2D runtimeAtlas;
|
||||
public Material runtimeMaterial;
|
||||
#endregion
|
||||
|
||||
Skin customSkin;
|
||||
|
||||
void OnValidate () {
|
||||
if (sourceMaterial == null) {
|
||||
SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
if (skeletonAnimation != null)
|
||||
sourceMaterial = skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator Start () {
|
||||
yield return new WaitForSeconds(1f); // Delay for one second before applying. For testing.
|
||||
Apply();
|
||||
}
|
||||
|
||||
void Apply () {
|
||||
SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
Skeleton skeleton = skeletonAnimation.Skeleton;
|
||||
|
||||
// STEP 0: PREPARE SKINS
|
||||
// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
|
||||
customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
|
||||
Skin templateSkin = skeleton.Data.FindSkin(templateAttachmentsSkin);
|
||||
|
||||
// STEP 1: "EQUIP" ITEMS USING SPRITES
|
||||
// STEP 1.1 Find the original/template attachment.
|
||||
// Step 1.2 Get a clone of the original/template attachment.
|
||||
// Step 1.3 Apply the Sprite image to the clone.
|
||||
// Step 1.4 Add the remapped clone to the new custom skin.
|
||||
|
||||
// Let's do this for the visor.
|
||||
int visorSlotIndex = skeleton.Data.FindSlot(visorSlot).Index; // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
|
||||
Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
|
||||
|
||||
// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
|
||||
// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as done in the method below.
|
||||
Attachment newAttachment = templateAttachment.GetRemappedClone(visorSprite, sourceMaterial, pivotShiftsMeshUVCoords: false); // STEP 1.2 - 1.3
|
||||
customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
|
||||
|
||||
// And now for the gun.
|
||||
int gunSlotIndex = skeleton.Data.FindSlot(gunSlot).Index;
|
||||
Attachment templateGun = templateSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
|
||||
Attachment newGun = templateGun.GetRemappedClone(gunSprite, sourceMaterial, pivotShiftsMeshUVCoords: false); // STEP 1.2 - 1.3
|
||||
if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4
|
||||
|
||||
// customSkin.RemoveAttachment(gunSlotIndex, gunKey); // To remove an item.
|
||||
// customSkin.Clear()
|
||||
// Use skin.Clear() To remove all customizations.
|
||||
// Customizations will fall back to the value in the default skin if it was defined there.
|
||||
// To prevent fallback from happening, make sure the key is not defined in the default skin.
|
||||
|
||||
// STEP 3: APPLY AND CLEAN UP.
|
||||
// Recommended, preferably at level-load-time: REPACK THE CUSTOM SKIN TO MINIMIZE DRAW CALLS
|
||||
// IMPORTANT NOTE: the GetRepackedSkin() operation is expensive - if multiple characters
|
||||
// need to call it every few seconds the overhead will outweigh the draw call benefits.
|
||||
//
|
||||
// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
|
||||
// Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
|
||||
// call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
|
||||
if (repack) {
|
||||
Skin repackedSkin = new Skin("repacked skin");
|
||||
repackedSkin.AddSkin(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
|
||||
repackedSkin.AddSkin(customSkin); // Include your new custom skin.
|
||||
|
||||
// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
|
||||
if (runtimeMaterial)
|
||||
Destroy(runtimeMaterial);
|
||||
if (runtimeAtlas)
|
||||
Destroy(runtimeAtlas);
|
||||
repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas); // Pack all the items in the skin.
|
||||
skeleton.SetSkin(repackedSkin); // Assign the repacked skin to your Skeleton.
|
||||
if (bbFollower != null) bbFollower.Initialize(true);
|
||||
} else {
|
||||
skeleton.SetSkin(customSkin); // Just use the custom skin directly.
|
||||
}
|
||||
|
||||
skeleton.SetSlotsToSetupPose(); // Use the pose from setup pose.
|
||||
skeletonAnimation.Update(0); // Use the pose in the currently active animation.
|
||||
|
||||
// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
|
||||
// cache necessarily created Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
|
||||
// You can optionally clear the textures cache after multiple repack operations.
|
||||
// Just be aware that while this cleanup frees up memory, it is also a costly operation
|
||||
// and will likely cause a spike in the framerate.
|
||||
AtlasUtilities.ClearCache();
|
||||
Resources.UnloadUnusedAssets();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,150 +1,150 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
// This is an example script that shows you how to change images on your skeleton using UnityEngine.Sprites.
|
||||
public class MixAndMatchGraphic : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[SpineSkin]
|
||||
public string baseSkinName = "base";
|
||||
public Material sourceMaterial; // This will be used as the basis for shader and material property settings.
|
||||
|
||||
[Header("Visor")]
|
||||
public Sprite visorSprite;
|
||||
[SpineSlot] public string visorSlot;
|
||||
[SpineAttachment(slotField: "visorSlot", skinField: "baseSkinName")] public string visorKey = "goggles";
|
||||
|
||||
[Header("Gun")]
|
||||
public Sprite gunSprite;
|
||||
[SpineSlot] public string gunSlot;
|
||||
[SpineAttachment(slotField: "gunSlot", skinField: "baseSkinName")] public string gunKey = "gun";
|
||||
|
||||
[Header("Runtime Repack Required!!")]
|
||||
public bool repack = true;
|
||||
|
||||
[Header("Do not assign")]
|
||||
public Texture2D runtimeAtlas;
|
||||
public Material runtimeMaterial;
|
||||
#endregion
|
||||
|
||||
Skin customSkin;
|
||||
|
||||
void OnValidate () {
|
||||
if (sourceMaterial == null) {
|
||||
SkeletonGraphic skeletonGraphic = GetComponent<SkeletonGraphic>();
|
||||
if (skeletonGraphic != null)
|
||||
sourceMaterial = skeletonGraphic.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator Start () {
|
||||
yield return new WaitForSeconds(1f); // Delay for 1 second. For testing.
|
||||
Apply();
|
||||
}
|
||||
|
||||
[ContextMenu("Apply")]
|
||||
void Apply () {
|
||||
SkeletonGraphic skeletonGraphic = GetComponent<SkeletonGraphic>();
|
||||
Skeleton skeleton = skeletonGraphic.Skeleton;
|
||||
|
||||
// STEP 0: PREPARE SKINS
|
||||
// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
|
||||
customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
|
||||
|
||||
// Next let's get the skin that contains our source attachments. These are the attachments that
|
||||
Skin baseSkin = skeleton.Data.FindSkin(baseSkinName);
|
||||
|
||||
// STEP 1: "EQUIP" ITEMS USING SPRITES
|
||||
// STEP 1.1 Find the original attachment.
|
||||
// Step 1.2 Get a clone of the original attachment.
|
||||
// Step 1.3 Apply the Sprite image to it.
|
||||
// Step 1.4 Add the remapped clone to the new custom skin.
|
||||
|
||||
// Let's do this for the visor.
|
||||
int visorSlotIndex = skeleton.Data.FindSlot(visorSlot).Index; // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
|
||||
Attachment baseAttachment = baseSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
|
||||
|
||||
// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
|
||||
// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as done below.
|
||||
Attachment newAttachment = baseAttachment.GetRemappedClone(visorSprite, sourceMaterial); // STEP 1.2 - 1.3
|
||||
customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
|
||||
|
||||
// And now for the gun.
|
||||
int gunSlotIndex = skeleton.Data.FindSlot(gunSlot).Index;
|
||||
Attachment baseGun = baseSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
|
||||
Attachment newGun = baseGun.GetRemappedClone(gunSprite, sourceMaterial); // STEP 1.2 - 1.3
|
||||
if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4
|
||||
|
||||
// customSkin.RemoveAttachment(gunSlotIndex, gunKey); // To remove an item.
|
||||
// customSkin.Clear()
|
||||
// Use skin.Clear() To remove all customizations.
|
||||
// Customizations will fall back to the value in the default skin if it was defined there.
|
||||
// To prevent fallback from happening, make sure the key is not defined in the default skin.
|
||||
|
||||
// STEP 3: APPLY AND CLEAN UP.
|
||||
// Recommended: REPACK THE CUSTOM SKIN TO MINIMIZE DRAW CALLS
|
||||
// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
|
||||
// Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
|
||||
// call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
|
||||
if (repack) {
|
||||
Skin repackedSkin = new Skin("repacked skin");
|
||||
repackedSkin.AddSkin(skeleton.Data.DefaultSkin);
|
||||
repackedSkin.AddSkin(customSkin);
|
||||
// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
|
||||
if (runtimeMaterial)
|
||||
Destroy(runtimeMaterial);
|
||||
if (runtimeAtlas)
|
||||
Destroy(runtimeAtlas);
|
||||
repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas);
|
||||
skeleton.SetSkin(repackedSkin);
|
||||
} else {
|
||||
skeleton.SetSkin(customSkin);
|
||||
}
|
||||
|
||||
//skeleton.SetSlotsToSetupPose();
|
||||
skeleton.SetToSetupPose();
|
||||
skeletonGraphic.Update(0);
|
||||
skeletonGraphic.OverrideTexture = runtimeAtlas;
|
||||
|
||||
// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
|
||||
// cache necessarily created Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
|
||||
// You can optionally clear the textures cache after multiple repack operations.
|
||||
// Just be aware that while this cleanup frees up memory, it is also a costly operation
|
||||
// and will likely cause a spike in the framerate.
|
||||
AtlasUtilities.ClearCache();
|
||||
Resources.UnloadUnusedAssets();
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
// This is an example script that shows you how to change images on your skeleton using UnityEngine.Sprites.
|
||||
public class MixAndMatchGraphic : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[SpineSkin]
|
||||
public string baseSkinName = "base";
|
||||
public Material sourceMaterial; // This will be used as the basis for shader and material property settings.
|
||||
|
||||
[Header("Visor")]
|
||||
public Sprite visorSprite;
|
||||
[SpineSlot] public string visorSlot;
|
||||
[SpineAttachment(slotField: "visorSlot", skinField: "baseSkinName")] public string visorKey = "goggles";
|
||||
|
||||
[Header("Gun")]
|
||||
public Sprite gunSprite;
|
||||
[SpineSlot] public string gunSlot;
|
||||
[SpineAttachment(slotField: "gunSlot", skinField: "baseSkinName")] public string gunKey = "gun";
|
||||
|
||||
[Header("Runtime Repack Required!!")]
|
||||
public bool repack = true;
|
||||
|
||||
[Header("Do not assign")]
|
||||
public Texture2D runtimeAtlas;
|
||||
public Material runtimeMaterial;
|
||||
#endregion
|
||||
|
||||
Skin customSkin;
|
||||
|
||||
void OnValidate () {
|
||||
if (sourceMaterial == null) {
|
||||
SkeletonGraphic skeletonGraphic = GetComponent<SkeletonGraphic>();
|
||||
if (skeletonGraphic != null)
|
||||
sourceMaterial = skeletonGraphic.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator Start () {
|
||||
yield return new WaitForSeconds(1f); // Delay for 1 second. For testing.
|
||||
Apply();
|
||||
}
|
||||
|
||||
[ContextMenu("Apply")]
|
||||
void Apply () {
|
||||
SkeletonGraphic skeletonGraphic = GetComponent<SkeletonGraphic>();
|
||||
Skeleton skeleton = skeletonGraphic.Skeleton;
|
||||
|
||||
// STEP 0: PREPARE SKINS
|
||||
// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
|
||||
customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
|
||||
|
||||
// Next let's get the skin that contains our source attachments. These are the attachments that
|
||||
Skin baseSkin = skeleton.Data.FindSkin(baseSkinName);
|
||||
|
||||
// STEP 1: "EQUIP" ITEMS USING SPRITES
|
||||
// STEP 1.1 Find the original attachment.
|
||||
// Step 1.2 Get a clone of the original attachment.
|
||||
// Step 1.3 Apply the Sprite image to it.
|
||||
// Step 1.4 Add the remapped clone to the new custom skin.
|
||||
|
||||
// Let's do this for the visor.
|
||||
int visorSlotIndex = skeleton.Data.FindSlot(visorSlot).Index; // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
|
||||
Attachment baseAttachment = baseSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
|
||||
|
||||
// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
|
||||
// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as done below.
|
||||
Attachment newAttachment = baseAttachment.GetRemappedClone(visorSprite, sourceMaterial); // STEP 1.2 - 1.3
|
||||
customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
|
||||
|
||||
// And now for the gun.
|
||||
int gunSlotIndex = skeleton.Data.FindSlot(gunSlot).Index;
|
||||
Attachment baseGun = baseSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
|
||||
Attachment newGun = baseGun.GetRemappedClone(gunSprite, sourceMaterial); // STEP 1.2 - 1.3
|
||||
if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4
|
||||
|
||||
// customSkin.RemoveAttachment(gunSlotIndex, gunKey); // To remove an item.
|
||||
// customSkin.Clear()
|
||||
// Use skin.Clear() To remove all customizations.
|
||||
// Customizations will fall back to the value in the default skin if it was defined there.
|
||||
// To prevent fallback from happening, make sure the key is not defined in the default skin.
|
||||
|
||||
// STEP 3: APPLY AND CLEAN UP.
|
||||
// Recommended: REPACK THE CUSTOM SKIN TO MINIMIZE DRAW CALLS
|
||||
// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
|
||||
// Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
|
||||
// call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
|
||||
if (repack) {
|
||||
Skin repackedSkin = new Skin("repacked skin");
|
||||
repackedSkin.AddSkin(skeleton.Data.DefaultSkin);
|
||||
repackedSkin.AddSkin(customSkin);
|
||||
// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
|
||||
if (runtimeMaterial)
|
||||
Destroy(runtimeMaterial);
|
||||
if (runtimeAtlas)
|
||||
Destroy(runtimeAtlas);
|
||||
repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas);
|
||||
skeleton.SetSkin(repackedSkin);
|
||||
} else {
|
||||
skeleton.SetSkin(customSkin);
|
||||
}
|
||||
|
||||
//skeleton.SetSlotsToSetupPose();
|
||||
skeleton.SetToSetupPose();
|
||||
skeletonGraphic.Update(0);
|
||||
skeletonGraphic.OverrideTexture = runtimeAtlas;
|
||||
|
||||
// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
|
||||
// cache necessarily created Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
|
||||
// You can optionally clear the textures cache after multiple repack operations.
|
||||
// Just be aware that while this cleanup frees up memory, it is also a costly operation
|
||||
// and will likely cause a spike in the framerate.
|
||||
AtlasUtilities.ClearCache();
|
||||
Resources.UnloadUnusedAssets();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,102 +1,102 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class RaggedySpineboy : MonoBehaviour {
|
||||
|
||||
public LayerMask groundMask;
|
||||
public float restoreDuration = 0.5f;
|
||||
public Vector2 launchVelocity = new Vector2(50, 100);
|
||||
|
||||
Spine.Unity.Examples.SkeletonRagdoll2D ragdoll;
|
||||
Collider2D naturalCollider;
|
||||
|
||||
void Start () {
|
||||
ragdoll = GetComponent<Spine.Unity.Examples.SkeletonRagdoll2D>();
|
||||
naturalCollider = GetComponent<Collider2D>();
|
||||
}
|
||||
|
||||
void AddRigidbody () {
|
||||
Rigidbody2D rb = gameObject.AddComponent<Rigidbody2D>();
|
||||
rb.freezeRotation = true;
|
||||
naturalCollider.enabled = true;
|
||||
}
|
||||
|
||||
void RemoveRigidbody () {
|
||||
Destroy(GetComponent<Rigidbody2D>());
|
||||
naturalCollider.enabled = false;
|
||||
}
|
||||
|
||||
void OnMouseUp () {
|
||||
if (naturalCollider.enabled)
|
||||
Launch();
|
||||
}
|
||||
|
||||
void Launch () {
|
||||
RemoveRigidbody();
|
||||
ragdoll.Apply();
|
||||
ragdoll.RootRigidbody.velocity = new Vector2(Random.Range(-launchVelocity.x, launchVelocity.x), launchVelocity.y);
|
||||
StartCoroutine(WaitUntilStopped());
|
||||
}
|
||||
|
||||
IEnumerator Restore () {
|
||||
Vector3 estimatedPos = ragdoll.EstimatedSkeletonPosition;
|
||||
Vector3 rbPosition = ragdoll.RootRigidbody.position;
|
||||
|
||||
Vector3 skeletonPoint = estimatedPos;
|
||||
RaycastHit2D hit = Physics2D.Raycast((Vector2)rbPosition, (Vector2)(estimatedPos - rbPosition), Vector3.Distance(estimatedPos, rbPosition), groundMask);
|
||||
if (hit.collider != null)
|
||||
skeletonPoint = hit.point;
|
||||
|
||||
ragdoll.RootRigidbody.isKinematic = true;
|
||||
ragdoll.SetSkeletonPosition(skeletonPoint);
|
||||
|
||||
yield return ragdoll.SmoothMix(0, restoreDuration);
|
||||
ragdoll.Remove();
|
||||
|
||||
AddRigidbody();
|
||||
}
|
||||
|
||||
IEnumerator WaitUntilStopped () {
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
float t = 0;
|
||||
while (t < 0.5f) {
|
||||
t = (ragdoll.RootRigidbody.velocity.magnitude > 0.09f) ? 0 : t + Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
StartCoroutine(Restore());
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class RaggedySpineboy : MonoBehaviour {
|
||||
|
||||
public LayerMask groundMask;
|
||||
public float restoreDuration = 0.5f;
|
||||
public Vector2 launchVelocity = new Vector2(50, 100);
|
||||
|
||||
Spine.Unity.Examples.SkeletonRagdoll2D ragdoll;
|
||||
Collider2D naturalCollider;
|
||||
|
||||
void Start () {
|
||||
ragdoll = GetComponent<Spine.Unity.Examples.SkeletonRagdoll2D>();
|
||||
naturalCollider = GetComponent<Collider2D>();
|
||||
}
|
||||
|
||||
void AddRigidbody () {
|
||||
Rigidbody2D rb = gameObject.AddComponent<Rigidbody2D>();
|
||||
rb.freezeRotation = true;
|
||||
naturalCollider.enabled = true;
|
||||
}
|
||||
|
||||
void RemoveRigidbody () {
|
||||
Destroy(GetComponent<Rigidbody2D>());
|
||||
naturalCollider.enabled = false;
|
||||
}
|
||||
|
||||
void OnMouseUp () {
|
||||
if (naturalCollider.enabled)
|
||||
Launch();
|
||||
}
|
||||
|
||||
void Launch () {
|
||||
RemoveRigidbody();
|
||||
ragdoll.Apply();
|
||||
ragdoll.RootRigidbody.velocity = new Vector2(Random.Range(-launchVelocity.x, launchVelocity.x), launchVelocity.y);
|
||||
StartCoroutine(WaitUntilStopped());
|
||||
}
|
||||
|
||||
IEnumerator Restore () {
|
||||
Vector3 estimatedPos = ragdoll.EstimatedSkeletonPosition;
|
||||
Vector3 rbPosition = ragdoll.RootRigidbody.position;
|
||||
|
||||
Vector3 skeletonPoint = estimatedPos;
|
||||
RaycastHit2D hit = Physics2D.Raycast((Vector2)rbPosition, (Vector2)(estimatedPos - rbPosition), Vector3.Distance(estimatedPos, rbPosition), groundMask);
|
||||
if (hit.collider != null)
|
||||
skeletonPoint = hit.point;
|
||||
|
||||
ragdoll.RootRigidbody.isKinematic = true;
|
||||
ragdoll.SetSkeletonPosition(skeletonPoint);
|
||||
|
||||
yield return ragdoll.SmoothMix(0, restoreDuration);
|
||||
ragdoll.Remove();
|
||||
|
||||
AddRigidbody();
|
||||
}
|
||||
|
||||
IEnumerator WaitUntilStopped () {
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
float t = 0;
|
||||
while (t < 0.5f) {
|
||||
t = (ragdoll.RootRigidbody.velocity.magnitude > 0.09f) ? 0 : t + Time.deltaTime;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
StartCoroutine(Restore());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,44 +1,44 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class ReloadSceneOnKeyDown : MonoBehaviour {
|
||||
|
||||
public KeyCode reloadKey = KeyCode.R;
|
||||
|
||||
void Update () {
|
||||
if (Input.GetKeyDown(reloadKey))
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex, LoadSceneMode.Single);
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class ReloadSceneOnKeyDown : MonoBehaviour {
|
||||
|
||||
public KeyCode reloadKey = KeyCode.R;
|
||||
|
||||
void Update () {
|
||||
if (Input.GetKeyDown(reloadKey))
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex, LoadSceneMode.Single);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,92 +1,92 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2017_2_OR_NEWER
|
||||
#define HAS_VECTOR_INT
|
||||
#endif
|
||||
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class RenderTextureFadeoutExample : MonoBehaviour {
|
||||
|
||||
public SkeletonRenderTextureFadeout renderTextureFadeout;
|
||||
public SkeletonRenderTextureFadeout renderTextureFadeoutCanvas;
|
||||
public SkeletonRenderer normalSkeletonRenderer;
|
||||
|
||||
float fadeoutSeconds = 2.0f;
|
||||
float fadeoutSecondsRemaining;
|
||||
|
||||
IEnumerator Start () {
|
||||
while (true) {
|
||||
StartFadeoutBad();
|
||||
StartFadeoutGood(renderTextureFadeout);
|
||||
StartFadeoutGood(renderTextureFadeoutCanvas);
|
||||
yield return new WaitForSeconds(fadeoutSeconds + 1.0f);
|
||||
}
|
||||
}
|
||||
void Update () {
|
||||
UpdateBadFadeOutAlpha();
|
||||
}
|
||||
|
||||
void UpdateBadFadeOutAlpha () {
|
||||
if (fadeoutSecondsRemaining == 0)
|
||||
return;
|
||||
|
||||
fadeoutSecondsRemaining -= Time.deltaTime;
|
||||
if (fadeoutSecondsRemaining <= 0) {
|
||||
fadeoutSecondsRemaining = 0;
|
||||
return;
|
||||
}
|
||||
float fadeoutAlpha = fadeoutSecondsRemaining / fadeoutSeconds;
|
||||
|
||||
// changing transparency at a MeshRenderer does not yield the desired effect
|
||||
// due to overlapping attachment meshes.
|
||||
normalSkeletonRenderer.Skeleton.SetColor(new Color(1, 1, 1, fadeoutAlpha));
|
||||
}
|
||||
|
||||
void StartFadeoutBad () {
|
||||
fadeoutSecondsRemaining = fadeoutSeconds;
|
||||
}
|
||||
|
||||
void StartFadeoutGood (SkeletonRenderTextureFadeout fadeoutComponent) {
|
||||
fadeoutComponent.gameObject.SetActive(true);
|
||||
// enabling the SkeletonRenderTextureFadeout component starts the fadeout.
|
||||
fadeoutComponent.enabled = true;
|
||||
fadeoutComponent.OnFadeoutComplete -= DisableGameObject;
|
||||
fadeoutComponent.OnFadeoutComplete += DisableGameObject;
|
||||
}
|
||||
|
||||
void DisableGameObject (SkeletonRenderTextureFadeout target) {
|
||||
target.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2022, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2017_2_OR_NEWER
|
||||
#define HAS_VECTOR_INT
|
||||
#endif
|
||||
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class RenderTextureFadeoutExample : MonoBehaviour {
|
||||
|
||||
public SkeletonRenderTextureFadeout renderTextureFadeout;
|
||||
public SkeletonRenderTextureFadeout renderTextureFadeoutCanvas;
|
||||
public SkeletonRenderer normalSkeletonRenderer;
|
||||
|
||||
float fadeoutSeconds = 2.0f;
|
||||
float fadeoutSecondsRemaining;
|
||||
|
||||
IEnumerator Start () {
|
||||
while (true) {
|
||||
StartFadeoutBad();
|
||||
StartFadeoutGood(renderTextureFadeout);
|
||||
StartFadeoutGood(renderTextureFadeoutCanvas);
|
||||
yield return new WaitForSeconds(fadeoutSeconds + 1.0f);
|
||||
}
|
||||
}
|
||||
void Update () {
|
||||
UpdateBadFadeOutAlpha();
|
||||
}
|
||||
|
||||
void UpdateBadFadeOutAlpha () {
|
||||
if (fadeoutSecondsRemaining == 0)
|
||||
return;
|
||||
|
||||
fadeoutSecondsRemaining -= Time.deltaTime;
|
||||
if (fadeoutSecondsRemaining <= 0) {
|
||||
fadeoutSecondsRemaining = 0;
|
||||
return;
|
||||
}
|
||||
float fadeoutAlpha = fadeoutSecondsRemaining / fadeoutSeconds;
|
||||
|
||||
// changing transparency at a MeshRenderer does not yield the desired effect
|
||||
// due to overlapping attachment meshes.
|
||||
normalSkeletonRenderer.Skeleton.SetColor(new Color(1, 1, 1, fadeoutAlpha));
|
||||
}
|
||||
|
||||
void StartFadeoutBad () {
|
||||
fadeoutSecondsRemaining = fadeoutSeconds;
|
||||
}
|
||||
|
||||
void StartFadeoutGood (SkeletonRenderTextureFadeout fadeoutComponent) {
|
||||
fadeoutComponent.gameObject.SetActive(true);
|
||||
// enabling the SkeletonRenderTextureFadeout component starts the fadeout.
|
||||
fadeoutComponent.enabled = true;
|
||||
fadeoutComponent.OnFadeoutComplete -= DisableGameObject;
|
||||
fadeoutComponent.OnFadeoutComplete += DisableGameObject;
|
||||
}
|
||||
|
||||
void DisableGameObject (SkeletonRenderTextureFadeout target) {
|
||||
target.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,41 +1,41 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class Rotator : MonoBehaviour {
|
||||
public Vector3 direction = new Vector3(0, 0, 1f);
|
||||
public float speed = 1f;
|
||||
|
||||
void Update () {
|
||||
transform.Rotate(direction * (speed * Time.deltaTime * 100f));
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class Rotator : MonoBehaviour {
|
||||
public Vector3 direction = new Vector3(0, 0, 1f);
|
||||
public float speed = 1f;
|
||||
|
||||
void Update () {
|
||||
transform.Rotate(direction * (speed * Time.deltaTime * 100f));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,77 +1,77 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class RuntimeLoadFromExportsExample : MonoBehaviour {
|
||||
|
||||
public TextAsset skeletonJson;
|
||||
public TextAsset atlasText;
|
||||
public Texture2D[] textures;
|
||||
public Material materialPropertySource;
|
||||
|
||||
public float delay = 0;
|
||||
public string skinName;
|
||||
public string animationName;
|
||||
|
||||
SpineAtlasAsset runtimeAtlasAsset;
|
||||
SkeletonDataAsset runtimeSkeletonDataAsset;
|
||||
SkeletonAnimation runtimeSkeletonAnimation;
|
||||
|
||||
void CreateRuntimeAssetsAndGameObject () {
|
||||
// 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader);
|
||||
// 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset)
|
||||
// 3. Create SkeletonAnimation (needs a valid SkeletonDataAsset)
|
||||
|
||||
runtimeAtlasAsset = SpineAtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true);
|
||||
runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);
|
||||
}
|
||||
|
||||
IEnumerator Start () {
|
||||
CreateRuntimeAssetsAndGameObject();
|
||||
if (delay > 0) {
|
||||
runtimeSkeletonDataAsset.GetSkeletonData(false); // preload
|
||||
yield return new WaitForSeconds(delay);
|
||||
}
|
||||
runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);
|
||||
|
||||
// additional initialization
|
||||
runtimeSkeletonAnimation.Initialize(false);
|
||||
if (skinName != "")
|
||||
runtimeSkeletonAnimation.Skeleton.SetSkin(skinName);
|
||||
runtimeSkeletonAnimation.Skeleton.SetSlotsToSetupPose();
|
||||
if (animationName != "")
|
||||
runtimeSkeletonAnimation.AnimationState.SetAnimation(0, animationName, true);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class RuntimeLoadFromExportsExample : MonoBehaviour {
|
||||
|
||||
public TextAsset skeletonJson;
|
||||
public TextAsset atlasText;
|
||||
public Texture2D[] textures;
|
||||
public Material materialPropertySource;
|
||||
|
||||
public float delay = 0;
|
||||
public string skinName;
|
||||
public string animationName;
|
||||
|
||||
SpineAtlasAsset runtimeAtlasAsset;
|
||||
SkeletonDataAsset runtimeSkeletonDataAsset;
|
||||
SkeletonAnimation runtimeSkeletonAnimation;
|
||||
|
||||
void CreateRuntimeAssetsAndGameObject () {
|
||||
// 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader);
|
||||
// 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset)
|
||||
// 3. Create SkeletonAnimation (needs a valid SkeletonDataAsset)
|
||||
|
||||
runtimeAtlasAsset = SpineAtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true);
|
||||
runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);
|
||||
}
|
||||
|
||||
IEnumerator Start () {
|
||||
CreateRuntimeAssetsAndGameObject();
|
||||
if (delay > 0) {
|
||||
runtimeSkeletonDataAsset.GetSkeletonData(false); // preload
|
||||
yield return new WaitForSeconds(delay);
|
||||
}
|
||||
runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);
|
||||
|
||||
// additional initialization
|
||||
runtimeSkeletonAnimation.Initialize(false);
|
||||
if (skinName != "")
|
||||
runtimeSkeletonAnimation.Skeleton.SetSkin(skinName);
|
||||
runtimeSkeletonAnimation.Skeleton.SetSlotsToSetupPose();
|
||||
if (animationName != "")
|
||||
runtimeSkeletonAnimation.AnimationState.SetAnimation(0, animationName, true);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,91 +1,91 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class BoneLocalOverride : MonoBehaviour {
|
||||
[SpineBone]
|
||||
public string boneName;
|
||||
|
||||
[Space]
|
||||
[Range(0, 1)] public float alpha = 1;
|
||||
|
||||
[Space]
|
||||
public bool overridePosition = true;
|
||||
public Vector2 localPosition;
|
||||
|
||||
[Space]
|
||||
public bool overrideRotation = true;
|
||||
[Range(0, 360)] public float rotation = 0;
|
||||
|
||||
ISkeletonAnimation spineComponent;
|
||||
Bone bone;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnValidate () {
|
||||
if (Application.isPlaying) return;
|
||||
if (spineComponent == null) spineComponent = GetComponent<ISkeletonAnimation>();
|
||||
if (spineComponent.IsNullOrDestroyed()) return;
|
||||
if (bone != null) bone.SetToSetupPose();
|
||||
OverrideLocal(spineComponent);
|
||||
}
|
||||
#endif
|
||||
|
||||
void Awake () {
|
||||
spineComponent = GetComponent<ISkeletonAnimation>();
|
||||
if (spineComponent == null) { this.enabled = false; return; }
|
||||
spineComponent.UpdateLocal += OverrideLocal;
|
||||
|
||||
if (bone == null) { this.enabled = false; return; }
|
||||
}
|
||||
|
||||
void OverrideLocal (ISkeletonAnimation animated) {
|
||||
if (bone == null || bone.Data.Name != boneName) {
|
||||
if (string.IsNullOrEmpty(boneName)) return;
|
||||
bone = spineComponent.Skeleton.FindBone(boneName);
|
||||
if (bone == null) {
|
||||
Debug.LogFormat("Cannot find bone: '{0}'", boneName);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (overridePosition) {
|
||||
bone.X = Mathf.Lerp(bone.X, localPosition.x, alpha);
|
||||
bone.Y = Mathf.Lerp(bone.Y, localPosition.y, alpha);
|
||||
}
|
||||
|
||||
if (overrideRotation)
|
||||
bone.Rotation = Mathf.Lerp(bone.Rotation, rotation, alpha);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class BoneLocalOverride : MonoBehaviour {
|
||||
[SpineBone]
|
||||
public string boneName;
|
||||
|
||||
[Space]
|
||||
[Range(0, 1)] public float alpha = 1;
|
||||
|
||||
[Space]
|
||||
public bool overridePosition = true;
|
||||
public Vector2 localPosition;
|
||||
|
||||
[Space]
|
||||
public bool overrideRotation = true;
|
||||
[Range(0, 360)] public float rotation = 0;
|
||||
|
||||
ISkeletonAnimation spineComponent;
|
||||
Bone bone;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnValidate () {
|
||||
if (Application.isPlaying) return;
|
||||
if (spineComponent == null) spineComponent = GetComponent<ISkeletonAnimation>();
|
||||
if (spineComponent.IsNullOrDestroyed()) return;
|
||||
if (bone != null) bone.SetToSetupPose();
|
||||
OverrideLocal(spineComponent);
|
||||
}
|
||||
#endif
|
||||
|
||||
void Awake () {
|
||||
spineComponent = GetComponent<ISkeletonAnimation>();
|
||||
if (spineComponent == null) { this.enabled = false; return; }
|
||||
spineComponent.UpdateLocal += OverrideLocal;
|
||||
|
||||
if (bone == null) { this.enabled = false; return; }
|
||||
}
|
||||
|
||||
void OverrideLocal (ISkeletonAnimation animated) {
|
||||
if (bone == null || bone.Data.Name != boneName) {
|
||||
if (string.IsNullOrEmpty(boneName)) return;
|
||||
bone = spineComponent.Skeleton.FindBone(boneName);
|
||||
if (bone == null) {
|
||||
Debug.LogFormat("Cannot find bone: '{0}'", boneName);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (overridePosition) {
|
||||
bone.X = Mathf.Lerp(bone.X, localPosition.x, alpha);
|
||||
bone.Y = Mathf.Lerp(bone.Y, localPosition.y, alpha);
|
||||
}
|
||||
|
||||
if (overrideRotation)
|
||||
bone.Rotation = Mathf.Lerp(bone.Rotation, rotation, alpha);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,62 +1,62 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class CombinedSkin : MonoBehaviour {
|
||||
[SpineSkin]
|
||||
public List<string> skinsToCombine;
|
||||
|
||||
Skin combinedSkin;
|
||||
|
||||
void Start () {
|
||||
ISkeletonComponent skeletonComponent = GetComponent<ISkeletonComponent>();
|
||||
if (skeletonComponent == null) return;
|
||||
Skeleton skeleton = skeletonComponent.Skeleton;
|
||||
if (skeleton == null) return;
|
||||
|
||||
combinedSkin = combinedSkin ?? new Skin("combined");
|
||||
combinedSkin.Clear();
|
||||
foreach (string skinName in skinsToCombine) {
|
||||
Skin skin = skeleton.Data.FindSkin(skinName);
|
||||
if (skin != null) combinedSkin.AddSkin(skin);
|
||||
}
|
||||
|
||||
skeleton.SetSkin(combinedSkin);
|
||||
skeleton.SetToSetupPose();
|
||||
IAnimationStateComponent animationStateComponent = skeletonComponent as IAnimationStateComponent;
|
||||
if (animationStateComponent != null) animationStateComponent.AnimationState.Apply(skeleton);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class CombinedSkin : MonoBehaviour {
|
||||
[SpineSkin]
|
||||
public List<string> skinsToCombine;
|
||||
|
||||
Skin combinedSkin;
|
||||
|
||||
void Start () {
|
||||
ISkeletonComponent skeletonComponent = GetComponent<ISkeletonComponent>();
|
||||
if (skeletonComponent == null) return;
|
||||
Skeleton skeleton = skeletonComponent.Skeleton;
|
||||
if (skeleton == null) return;
|
||||
|
||||
combinedSkin = combinedSkin ?? new Skin("combined");
|
||||
combinedSkin.Clear();
|
||||
foreach (string skinName in skinsToCombine) {
|
||||
Skin skin = skeleton.Data.FindSkin(skinName);
|
||||
if (skin != null) combinedSkin.AddSkin(skin);
|
||||
}
|
||||
|
||||
skeleton.SetSkin(combinedSkin);
|
||||
skeleton.SetToSetupPose();
|
||||
IAnimationStateComponent animationStateComponent = skeletonComponent as IAnimationStateComponent;
|
||||
if (animationStateComponent != null) animationStateComponent.AnimationState.Apply(skeleton);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,201 +1,201 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SkeletonGhost : MonoBehaviour {
|
||||
// Internal Settings
|
||||
const HideFlags GhostHideFlags = HideFlags.HideInHierarchy;
|
||||
const string GhostingShaderName = "Spine/Special/SkeletonGhost";
|
||||
|
||||
[Header("Animation")]
|
||||
public bool ghostingEnabled = true;
|
||||
[Tooltip("The time between invididual ghost pieces being spawned.")]
|
||||
[UnityEngine.Serialization.FormerlySerializedAs("spawnRate")]
|
||||
public float spawnInterval = 1f / 30f;
|
||||
[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.")]
|
||||
public int maximumGhosts = 10;
|
||||
public float fadeSpeed = 10;
|
||||
|
||||
[Header("Rendering")]
|
||||
public Shader ghostShader;
|
||||
public Color32 color = new Color32(0xFF, 0xFF, 0xFF, 0x00); // default for additive.
|
||||
[Tooltip("Remember to set color alpha to 0 if Additive is true")]
|
||||
public bool additive = true;
|
||||
[Tooltip("0 is Color and Alpha, 1 is Alpha only.")]
|
||||
[Range(0, 1)]
|
||||
public float textureFade = 1;
|
||||
|
||||
[Header("Sorting")]
|
||||
public bool sortWithDistanceOnly;
|
||||
public float zOffset = 0f;
|
||||
|
||||
float nextSpawnTime;
|
||||
SkeletonGhostRenderer[] pool;
|
||||
int poolIndex = 0;
|
||||
SkeletonRenderer skeletonRenderer;
|
||||
MeshRenderer meshRenderer;
|
||||
MeshFilter meshFilter;
|
||||
|
||||
readonly Dictionary<Material, Material> materialTable = new Dictionary<Material, Material>();
|
||||
|
||||
void Start () {
|
||||
Initialize(false);
|
||||
}
|
||||
|
||||
public void Initialize (bool overwrite) {
|
||||
if (pool == null || overwrite) {
|
||||
if (ghostShader == null)
|
||||
ghostShader = Shader.Find(GhostingShaderName);
|
||||
|
||||
skeletonRenderer = GetComponent<SkeletonRenderer>();
|
||||
meshFilter = GetComponent<MeshFilter>();
|
||||
meshRenderer = GetComponent<MeshRenderer>();
|
||||
nextSpawnTime = Time.time + spawnInterval;
|
||||
pool = new SkeletonGhostRenderer[maximumGhosts];
|
||||
for (int i = 0; i < maximumGhosts; i++) {
|
||||
GameObject go = new GameObject(gameObject.name + " Ghost", typeof(SkeletonGhostRenderer));
|
||||
pool[i] = go.GetComponent<SkeletonGhostRenderer>();
|
||||
go.SetActive(false);
|
||||
go.hideFlags = GhostHideFlags;
|
||||
}
|
||||
|
||||
IAnimationStateComponent skeletonAnimation = skeletonRenderer as Spine.Unity.IAnimationStateComponent;
|
||||
if (skeletonAnimation != null)
|
||||
skeletonAnimation.AnimationState.Event += OnEvent;
|
||||
}
|
||||
}
|
||||
|
||||
//SkeletonAnimation
|
||||
/*
|
||||
* Int Value: 0 sets ghostingEnabled to false, 1 sets ghostingEnabled to true
|
||||
* Float Value: Values greater than 0 set the spawnRate equal the float value
|
||||
* String Value: Pass RGBA hex color values in to set the color property. IE: "A0FF8BFF"
|
||||
*/
|
||||
void OnEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
|
||||
if (e.Data.Name.Equals("Ghosting", System.StringComparison.Ordinal)) {
|
||||
ghostingEnabled = e.Int > 0;
|
||||
if (e.Float > 0)
|
||||
spawnInterval = e.Float;
|
||||
|
||||
if (!string.IsNullOrEmpty(e.String))
|
||||
this.color = HexToColor(e.String);
|
||||
}
|
||||
}
|
||||
|
||||
//SkeletonAnimator
|
||||
//SkeletonAnimator or Mecanim based animations only support toggling ghostingEnabled. Be sure not to set anything other than the Int param in Spine or String will take priority.
|
||||
void Ghosting (float val) {
|
||||
ghostingEnabled = val > 0;
|
||||
}
|
||||
|
||||
void Update () {
|
||||
if (!ghostingEnabled || poolIndex >= pool.Length)
|
||||
return;
|
||||
|
||||
if (Time.time >= nextSpawnTime) {
|
||||
GameObject go = pool[poolIndex].gameObject;
|
||||
|
||||
Material[] materials = meshRenderer.sharedMaterials;
|
||||
for (int i = 0; i < materials.Length; i++) {
|
||||
Material originalMat = materials[i];
|
||||
Material ghostMat;
|
||||
if (!materialTable.ContainsKey(originalMat)) {
|
||||
ghostMat = new Material(originalMat) {
|
||||
shader = ghostShader,
|
||||
color = Color.white
|
||||
};
|
||||
|
||||
if (ghostMat.HasProperty("_TextureFade"))
|
||||
ghostMat.SetFloat("_TextureFade", textureFade);
|
||||
|
||||
materialTable.Add(originalMat, ghostMat);
|
||||
} else {
|
||||
ghostMat = materialTable[originalMat];
|
||||
}
|
||||
|
||||
materials[i] = ghostMat;
|
||||
}
|
||||
|
||||
Transform goTransform = go.transform;
|
||||
goTransform.parent = transform;
|
||||
|
||||
pool[poolIndex].Initialize(meshFilter.sharedMesh, materials, color, additive, fadeSpeed, meshRenderer.sortingLayerID, (sortWithDistanceOnly) ? meshRenderer.sortingOrder : meshRenderer.sortingOrder - 1);
|
||||
|
||||
goTransform.localPosition = new Vector3(0f, 0f, zOffset);
|
||||
goTransform.localRotation = Quaternion.identity;
|
||||
goTransform.localScale = Vector3.one;
|
||||
|
||||
goTransform.parent = null;
|
||||
|
||||
poolIndex++;
|
||||
|
||||
if (poolIndex == pool.Length)
|
||||
poolIndex = 0;
|
||||
|
||||
nextSpawnTime = Time.time + spawnInterval;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy () {
|
||||
if (pool != null) {
|
||||
for (int i = 0; i < maximumGhosts; i++)
|
||||
if (pool[i] != null) pool[i].Cleanup();
|
||||
}
|
||||
|
||||
foreach (Material mat in materialTable.Values)
|
||||
Destroy(mat);
|
||||
}
|
||||
|
||||
// based on UnifyWiki http://wiki.unity3d.com/index.php?title=HexConverter
|
||||
static Color32 HexToColor (string hex) {
|
||||
const System.Globalization.NumberStyles HexNumber = System.Globalization.NumberStyles.HexNumber;
|
||||
|
||||
if (hex.Length < 6)
|
||||
return Color.magenta;
|
||||
|
||||
hex = hex.Replace("#", "");
|
||||
byte r = byte.Parse(hex.Substring(0, 2), HexNumber);
|
||||
byte g = byte.Parse(hex.Substring(2, 2), HexNumber);
|
||||
byte b = byte.Parse(hex.Substring(4, 2), HexNumber);
|
||||
byte a = 0xFF;
|
||||
if (hex.Length == 8)
|
||||
a = byte.Parse(hex.Substring(6, 2), HexNumber);
|
||||
|
||||
return new Color32(r, g, b, a);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SkeletonGhost : MonoBehaviour {
|
||||
// Internal Settings
|
||||
const HideFlags GhostHideFlags = HideFlags.HideInHierarchy;
|
||||
const string GhostingShaderName = "Spine/Special/SkeletonGhost";
|
||||
|
||||
[Header("Animation")]
|
||||
public bool ghostingEnabled = true;
|
||||
[Tooltip("The time between invididual ghost pieces being spawned.")]
|
||||
[UnityEngine.Serialization.FormerlySerializedAs("spawnRate")]
|
||||
public float spawnInterval = 1f / 30f;
|
||||
[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.")]
|
||||
public int maximumGhosts = 10;
|
||||
public float fadeSpeed = 10;
|
||||
|
||||
[Header("Rendering")]
|
||||
public Shader ghostShader;
|
||||
public Color32 color = new Color32(0xFF, 0xFF, 0xFF, 0x00); // default for additive.
|
||||
[Tooltip("Remember to set color alpha to 0 if Additive is true")]
|
||||
public bool additive = true;
|
||||
[Tooltip("0 is Color and Alpha, 1 is Alpha only.")]
|
||||
[Range(0, 1)]
|
||||
public float textureFade = 1;
|
||||
|
||||
[Header("Sorting")]
|
||||
public bool sortWithDistanceOnly;
|
||||
public float zOffset = 0f;
|
||||
|
||||
float nextSpawnTime;
|
||||
SkeletonGhostRenderer[] pool;
|
||||
int poolIndex = 0;
|
||||
SkeletonRenderer skeletonRenderer;
|
||||
MeshRenderer meshRenderer;
|
||||
MeshFilter meshFilter;
|
||||
|
||||
readonly Dictionary<Material, Material> materialTable = new Dictionary<Material, Material>();
|
||||
|
||||
void Start () {
|
||||
Initialize(false);
|
||||
}
|
||||
|
||||
public void Initialize (bool overwrite) {
|
||||
if (pool == null || overwrite) {
|
||||
if (ghostShader == null)
|
||||
ghostShader = Shader.Find(GhostingShaderName);
|
||||
|
||||
skeletonRenderer = GetComponent<SkeletonRenderer>();
|
||||
meshFilter = GetComponent<MeshFilter>();
|
||||
meshRenderer = GetComponent<MeshRenderer>();
|
||||
nextSpawnTime = Time.time + spawnInterval;
|
||||
pool = new SkeletonGhostRenderer[maximumGhosts];
|
||||
for (int i = 0; i < maximumGhosts; i++) {
|
||||
GameObject go = new GameObject(gameObject.name + " Ghost", typeof(SkeletonGhostRenderer));
|
||||
pool[i] = go.GetComponent<SkeletonGhostRenderer>();
|
||||
go.SetActive(false);
|
||||
go.hideFlags = GhostHideFlags;
|
||||
}
|
||||
|
||||
IAnimationStateComponent skeletonAnimation = skeletonRenderer as Spine.Unity.IAnimationStateComponent;
|
||||
if (skeletonAnimation != null)
|
||||
skeletonAnimation.AnimationState.Event += OnEvent;
|
||||
}
|
||||
}
|
||||
|
||||
//SkeletonAnimation
|
||||
/*
|
||||
* Int Value: 0 sets ghostingEnabled to false, 1 sets ghostingEnabled to true
|
||||
* Float Value: Values greater than 0 set the spawnRate equal the float value
|
||||
* String Value: Pass RGBA hex color values in to set the color property. IE: "A0FF8BFF"
|
||||
*/
|
||||
void OnEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
|
||||
if (e.Data.Name.Equals("Ghosting", System.StringComparison.Ordinal)) {
|
||||
ghostingEnabled = e.Int > 0;
|
||||
if (e.Float > 0)
|
||||
spawnInterval = e.Float;
|
||||
|
||||
if (!string.IsNullOrEmpty(e.String))
|
||||
this.color = HexToColor(e.String);
|
||||
}
|
||||
}
|
||||
|
||||
//SkeletonAnimator
|
||||
//SkeletonAnimator or Mecanim based animations only support toggling ghostingEnabled. Be sure not to set anything other than the Int param in Spine or String will take priority.
|
||||
void Ghosting (float val) {
|
||||
ghostingEnabled = val > 0;
|
||||
}
|
||||
|
||||
void Update () {
|
||||
if (!ghostingEnabled || poolIndex >= pool.Length)
|
||||
return;
|
||||
|
||||
if (Time.time >= nextSpawnTime) {
|
||||
GameObject go = pool[poolIndex].gameObject;
|
||||
|
||||
Material[] materials = meshRenderer.sharedMaterials;
|
||||
for (int i = 0; i < materials.Length; i++) {
|
||||
Material originalMat = materials[i];
|
||||
Material ghostMat;
|
||||
if (!materialTable.ContainsKey(originalMat)) {
|
||||
ghostMat = new Material(originalMat) {
|
||||
shader = ghostShader,
|
||||
color = Color.white
|
||||
};
|
||||
|
||||
if (ghostMat.HasProperty("_TextureFade"))
|
||||
ghostMat.SetFloat("_TextureFade", textureFade);
|
||||
|
||||
materialTable.Add(originalMat, ghostMat);
|
||||
} else {
|
||||
ghostMat = materialTable[originalMat];
|
||||
}
|
||||
|
||||
materials[i] = ghostMat;
|
||||
}
|
||||
|
||||
Transform goTransform = go.transform;
|
||||
goTransform.parent = transform;
|
||||
|
||||
pool[poolIndex].Initialize(meshFilter.sharedMesh, materials, color, additive, fadeSpeed, meshRenderer.sortingLayerID, (sortWithDistanceOnly) ? meshRenderer.sortingOrder : meshRenderer.sortingOrder - 1);
|
||||
|
||||
goTransform.localPosition = new Vector3(0f, 0f, zOffset);
|
||||
goTransform.localRotation = Quaternion.identity;
|
||||
goTransform.localScale = Vector3.one;
|
||||
|
||||
goTransform.parent = null;
|
||||
|
||||
poolIndex++;
|
||||
|
||||
if (poolIndex == pool.Length)
|
||||
poolIndex = 0;
|
||||
|
||||
nextSpawnTime = Time.time + spawnInterval;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy () {
|
||||
if (pool != null) {
|
||||
for (int i = 0; i < maximumGhosts; i++)
|
||||
if (pool[i] != null) pool[i].Cleanup();
|
||||
}
|
||||
|
||||
foreach (Material mat in materialTable.Values)
|
||||
Destroy(mat);
|
||||
}
|
||||
|
||||
// based on UnifyWiki http://wiki.unity3d.com/index.php?title=HexConverter
|
||||
static Color32 HexToColor (string hex) {
|
||||
const System.Globalization.NumberStyles HexNumber = System.Globalization.NumberStyles.HexNumber;
|
||||
|
||||
if (hex.Length < 6)
|
||||
return Color.magenta;
|
||||
|
||||
hex = hex.Replace("#", "");
|
||||
byte r = byte.Parse(hex.Substring(0, 2), HexNumber);
|
||||
byte g = byte.Parse(hex.Substring(2, 2), HexNumber);
|
||||
byte b = byte.Parse(hex.Substring(4, 2), HexNumber);
|
||||
byte a = 0xFF;
|
||||
if (hex.Length == 8)
|
||||
a = byte.Parse(hex.Substring(6, 2), HexNumber);
|
||||
|
||||
return new Color32(r, g, b, a);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,128 +1,128 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SkeletonGhostRenderer : MonoBehaviour {
|
||||
static readonly Color32 TransparentBlack = new Color32(0, 0, 0, 0);
|
||||
const string colorPropertyName = "_Color";
|
||||
|
||||
float fadeSpeed = 10;
|
||||
Color32 startColor;
|
||||
MeshFilter meshFilter;
|
||||
MeshRenderer meshRenderer;
|
||||
|
||||
MaterialPropertyBlock mpb;
|
||||
int colorId;
|
||||
|
||||
void Awake () {
|
||||
meshRenderer = gameObject.AddComponent<MeshRenderer>();
|
||||
meshFilter = gameObject.AddComponent<MeshFilter>();
|
||||
|
||||
colorId = Shader.PropertyToID(colorPropertyName);
|
||||
mpb = new MaterialPropertyBlock();
|
||||
}
|
||||
|
||||
public void Initialize (Mesh mesh, Material[] materials, Color32 color, bool additive, float speed, int sortingLayerID, int sortingOrder) {
|
||||
StopAllCoroutines();
|
||||
|
||||
gameObject.SetActive(true);
|
||||
meshRenderer.sharedMaterials = materials;
|
||||
meshRenderer.sortingLayerID = sortingLayerID;
|
||||
meshRenderer.sortingOrder = sortingOrder;
|
||||
meshFilter.sharedMesh = Instantiate(mesh);
|
||||
startColor = color;
|
||||
mpb.SetColor(colorId, color);
|
||||
meshRenderer.SetPropertyBlock(mpb);
|
||||
|
||||
fadeSpeed = speed;
|
||||
|
||||
if (additive)
|
||||
StartCoroutine(FadeAdditive());
|
||||
else
|
||||
StartCoroutine(Fade());
|
||||
}
|
||||
|
||||
IEnumerator Fade () {
|
||||
Color32 c = startColor;
|
||||
Color32 black = SkeletonGhostRenderer.TransparentBlack;
|
||||
|
||||
float t = 1f;
|
||||
for (float hardTimeLimit = 5f; hardTimeLimit > 0; hardTimeLimit -= Time.deltaTime) {
|
||||
c = Color32.Lerp(black, startColor, t);
|
||||
mpb.SetColor(colorId, c);
|
||||
meshRenderer.SetPropertyBlock(mpb);
|
||||
|
||||
t = Mathf.Lerp(t, 0, Time.deltaTime * fadeSpeed);
|
||||
if (t <= 0)
|
||||
break;
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
Destroy(meshFilter.sharedMesh);
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
IEnumerator FadeAdditive () {
|
||||
Color32 c = startColor;
|
||||
Color32 black = SkeletonGhostRenderer.TransparentBlack;
|
||||
|
||||
float t = 1f;
|
||||
|
||||
for (float hardTimeLimit = 5f; hardTimeLimit > 0; hardTimeLimit -= Time.deltaTime) {
|
||||
c = Color32.Lerp(black, startColor, t);
|
||||
mpb.SetColor(colorId, c);
|
||||
meshRenderer.SetPropertyBlock(mpb);
|
||||
|
||||
t = Mathf.Lerp(t, 0, Time.deltaTime * fadeSpeed);
|
||||
if (t <= 0)
|
||||
break;
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
Destroy(meshFilter.sharedMesh);
|
||||
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void Cleanup () {
|
||||
if (meshFilter != null && meshFilter.sharedMesh != null)
|
||||
Destroy(meshFilter.sharedMesh);
|
||||
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SkeletonGhostRenderer : MonoBehaviour {
|
||||
static readonly Color32 TransparentBlack = new Color32(0, 0, 0, 0);
|
||||
const string colorPropertyName = "_Color";
|
||||
|
||||
float fadeSpeed = 10;
|
||||
Color32 startColor;
|
||||
MeshFilter meshFilter;
|
||||
MeshRenderer meshRenderer;
|
||||
|
||||
MaterialPropertyBlock mpb;
|
||||
int colorId;
|
||||
|
||||
void Awake () {
|
||||
meshRenderer = gameObject.AddComponent<MeshRenderer>();
|
||||
meshFilter = gameObject.AddComponent<MeshFilter>();
|
||||
|
||||
colorId = Shader.PropertyToID(colorPropertyName);
|
||||
mpb = new MaterialPropertyBlock();
|
||||
}
|
||||
|
||||
public void Initialize (Mesh mesh, Material[] materials, Color32 color, bool additive, float speed, int sortingLayerID, int sortingOrder) {
|
||||
StopAllCoroutines();
|
||||
|
||||
gameObject.SetActive(true);
|
||||
meshRenderer.sharedMaterials = materials;
|
||||
meshRenderer.sortingLayerID = sortingLayerID;
|
||||
meshRenderer.sortingOrder = sortingOrder;
|
||||
meshFilter.sharedMesh = Instantiate(mesh);
|
||||
startColor = color;
|
||||
mpb.SetColor(colorId, color);
|
||||
meshRenderer.SetPropertyBlock(mpb);
|
||||
|
||||
fadeSpeed = speed;
|
||||
|
||||
if (additive)
|
||||
StartCoroutine(FadeAdditive());
|
||||
else
|
||||
StartCoroutine(Fade());
|
||||
}
|
||||
|
||||
IEnumerator Fade () {
|
||||
Color32 c = startColor;
|
||||
Color32 black = SkeletonGhostRenderer.TransparentBlack;
|
||||
|
||||
float t = 1f;
|
||||
for (float hardTimeLimit = 5f; hardTimeLimit > 0; hardTimeLimit -= Time.deltaTime) {
|
||||
c = Color32.Lerp(black, startColor, t);
|
||||
mpb.SetColor(colorId, c);
|
||||
meshRenderer.SetPropertyBlock(mpb);
|
||||
|
||||
t = Mathf.Lerp(t, 0, Time.deltaTime * fadeSpeed);
|
||||
if (t <= 0)
|
||||
break;
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
Destroy(meshFilter.sharedMesh);
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
IEnumerator FadeAdditive () {
|
||||
Color32 c = startColor;
|
||||
Color32 black = SkeletonGhostRenderer.TransparentBlack;
|
||||
|
||||
float t = 1f;
|
||||
|
||||
for (float hardTimeLimit = 5f; hardTimeLimit > 0; hardTimeLimit -= Time.deltaTime) {
|
||||
c = Color32.Lerp(black, startColor, t);
|
||||
mpb.SetColor(colorId, c);
|
||||
meshRenderer.SetPropertyBlock(mpb);
|
||||
|
||||
t = Mathf.Lerp(t, 0, Time.deltaTime * fadeSpeed);
|
||||
if (t <= 0)
|
||||
break;
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
Destroy(meshFilter.sharedMesh);
|
||||
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void Cleanup () {
|
||||
if (meshFilter != null && meshFilter.sharedMesh != null)
|
||||
Destroy(meshFilter.sharedMesh);
|
||||
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,81 +1,81 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity.AttachmentTools;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
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 {
|
||||
|
||||
[System.Serializable]
|
||||
public class SlotRegionPair {
|
||||
[SpineSlot] public string slot;
|
||||
[SpineAtlasRegion] public string region;
|
||||
}
|
||||
|
||||
[SerializeField] protected SpineAtlasAsset atlasAsset;
|
||||
[SerializeField] protected bool inheritProperties = true;
|
||||
[SerializeField] protected List<SlotRegionPair> attachments = new List<SlotRegionPair>();
|
||||
|
||||
Atlas atlas;
|
||||
|
||||
void Awake () {
|
||||
SkeletonRenderer skeletonRenderer = GetComponent<SkeletonRenderer>();
|
||||
skeletonRenderer.OnRebuild += Apply;
|
||||
if (skeletonRenderer.valid) Apply(skeletonRenderer);
|
||||
}
|
||||
|
||||
void Apply (SkeletonRenderer skeletonRenderer) {
|
||||
if (!this.enabled) return;
|
||||
|
||||
atlas = atlasAsset.GetAtlas();
|
||||
if (atlas == null) return;
|
||||
float scale = skeletonRenderer.skeletonDataAsset.scale;
|
||||
|
||||
foreach (SlotRegionPair entry in attachments) {
|
||||
Slot slot = skeletonRenderer.Skeleton.FindSlot(entry.slot);
|
||||
Attachment originalAttachment = slot.Attachment;
|
||||
AtlasRegion region = atlas.FindRegion(entry.region);
|
||||
|
||||
if (region == null) {
|
||||
slot.Attachment = null;
|
||||
} else if (inheritProperties && originalAttachment != null) {
|
||||
slot.Attachment = originalAttachment.GetRemappedClone(region, true, true, scale);
|
||||
} else {
|
||||
RegionAttachment newRegionAttachment = region.ToRegionAttachment(region.name, scale);
|
||||
slot.Attachment = newRegionAttachment;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity.AttachmentTools;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
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 {
|
||||
|
||||
[System.Serializable]
|
||||
public class SlotRegionPair {
|
||||
[SpineSlot] public string slot;
|
||||
[SpineAtlasRegion] public string region;
|
||||
}
|
||||
|
||||
[SerializeField] protected SpineAtlasAsset atlasAsset;
|
||||
[SerializeField] protected bool inheritProperties = true;
|
||||
[SerializeField] protected List<SlotRegionPair> attachments = new List<SlotRegionPair>();
|
||||
|
||||
Atlas atlas;
|
||||
|
||||
void Awake () {
|
||||
SkeletonRenderer skeletonRenderer = GetComponent<SkeletonRenderer>();
|
||||
skeletonRenderer.OnRebuild += Apply;
|
||||
if (skeletonRenderer.valid) Apply(skeletonRenderer);
|
||||
}
|
||||
|
||||
void Apply (SkeletonRenderer skeletonRenderer) {
|
||||
if (!this.enabled) return;
|
||||
|
||||
atlas = atlasAsset.GetAtlas();
|
||||
if (atlas == null) return;
|
||||
float scale = skeletonRenderer.skeletonDataAsset.scale;
|
||||
|
||||
foreach (SlotRegionPair entry in attachments) {
|
||||
Slot slot = skeletonRenderer.Skeleton.FindSlot(entry.slot);
|
||||
Attachment originalAttachment = slot.Attachment;
|
||||
AtlasRegion region = atlas.FindRegion(entry.region);
|
||||
|
||||
if (region == null) {
|
||||
slot.Attachment = null;
|
||||
} else if (inheritProperties && originalAttachment != null) {
|
||||
slot.Attachment = originalAttachment.GetRemappedClone(region, true, true, scale);
|
||||
} else {
|
||||
RegionAttachment newRegionAttachment = region.ToRegionAttachment(region.name, scale);
|
||||
slot.Attachment = newRegionAttachment;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,184 +1,184 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Original Contribution by: Mitch Thompson
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpriteAttacher : MonoBehaviour {
|
||||
public const string DefaultPMAShader = "Spine/Skeleton";
|
||||
public const string DefaultStraightAlphaShader = "Sprites/Default";
|
||||
|
||||
#region Inspector
|
||||
public bool attachOnStart = true;
|
||||
public bool overrideAnimation = true;
|
||||
public Sprite sprite;
|
||||
[SpineSlot] public string slot;
|
||||
#endregion
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnValidate () {
|
||||
ISkeletonComponent skeletonComponent = GetComponent<ISkeletonComponent>();
|
||||
SkeletonRenderer skeletonRenderer = skeletonComponent as SkeletonRenderer;
|
||||
bool applyPMA;
|
||||
|
||||
if (skeletonRenderer != null) {
|
||||
applyPMA = skeletonRenderer.pmaVertexColors;
|
||||
} else {
|
||||
SkeletonGraphic skeletonGraphic = skeletonComponent as SkeletonGraphic;
|
||||
applyPMA = skeletonGraphic != null && skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
|
||||
}
|
||||
|
||||
if (applyPMA) {
|
||||
try {
|
||||
if (sprite == null)
|
||||
return;
|
||||
sprite.texture.GetPixel(0, 0);
|
||||
} catch (UnityException e) {
|
||||
Debug.LogFormat("Texture of {0} ({1}) is not read/write enabled. SpriteAttacher requires this in order to work with a SkeletonRenderer that renders premultiplied alpha. Please check the texture settings.", sprite.name, sprite.texture.name);
|
||||
UnityEditor.EditorGUIUtility.PingObject(sprite.texture);
|
||||
throw e;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
RegionAttachment attachment;
|
||||
Slot spineSlot;
|
||||
bool applyPMA;
|
||||
|
||||
static Dictionary<Texture, AtlasPage> atlasPageCache;
|
||||
static AtlasPage GetPageFor (Texture texture, Shader shader) {
|
||||
if (atlasPageCache == null) atlasPageCache = new Dictionary<Texture, AtlasPage>();
|
||||
AtlasPage atlasPage;
|
||||
atlasPageCache.TryGetValue(texture, out atlasPage);
|
||||
if (atlasPage == null) {
|
||||
Material newMaterial = new Material(shader);
|
||||
atlasPage = newMaterial.ToSpineAtlasPage();
|
||||
atlasPageCache[texture] = atlasPage;
|
||||
}
|
||||
return atlasPage;
|
||||
}
|
||||
|
||||
void Start () {
|
||||
// Initialize slot and attachment references.
|
||||
Initialize(false);
|
||||
|
||||
if (attachOnStart)
|
||||
Attach();
|
||||
}
|
||||
|
||||
void AnimationOverrideSpriteAttach (ISkeletonAnimation animated) {
|
||||
if (overrideAnimation && isActiveAndEnabled)
|
||||
Attach();
|
||||
}
|
||||
|
||||
public void Initialize (bool overwrite = true) {
|
||||
if (overwrite || attachment == null) {
|
||||
// Get the applyPMA value.
|
||||
ISkeletonComponent skeletonComponent = GetComponent<ISkeletonComponent>();
|
||||
SkeletonRenderer skeletonRenderer = skeletonComponent as SkeletonRenderer;
|
||||
if (skeletonRenderer != null)
|
||||
this.applyPMA = skeletonRenderer.pmaVertexColors;
|
||||
else {
|
||||
SkeletonGraphic skeletonGraphic = skeletonComponent as SkeletonGraphic;
|
||||
if (skeletonGraphic != null)
|
||||
this.applyPMA = skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
|
||||
}
|
||||
|
||||
// Subscribe to UpdateComplete to override animation keys.
|
||||
if (overrideAnimation) {
|
||||
ISkeletonAnimation animatedSkeleton = skeletonComponent as ISkeletonAnimation;
|
||||
if (animatedSkeleton != null) {
|
||||
animatedSkeleton.UpdateComplete -= AnimationOverrideSpriteAttach;
|
||||
animatedSkeleton.UpdateComplete += AnimationOverrideSpriteAttach;
|
||||
}
|
||||
}
|
||||
|
||||
spineSlot = spineSlot ?? skeletonComponent.Skeleton.FindSlot(slot);
|
||||
Shader attachmentShader = applyPMA ? Shader.Find(DefaultPMAShader) : Shader.Find(DefaultStraightAlphaShader);
|
||||
if (sprite == null)
|
||||
attachment = null;
|
||||
else
|
||||
attachment = applyPMA ? sprite.ToRegionAttachmentPMAClone(attachmentShader) : sprite.ToRegionAttachment(SpriteAttacher.GetPageFor(sprite.texture, attachmentShader));
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy () {
|
||||
ISkeletonAnimation animatedSkeleton = GetComponent<ISkeletonAnimation>();
|
||||
if (animatedSkeleton != null)
|
||||
animatedSkeleton.UpdateComplete -= AnimationOverrideSpriteAttach;
|
||||
}
|
||||
|
||||
/// <summary>Update the slot's attachment to the Attachment generated from the sprite.</summary>
|
||||
public void Attach () {
|
||||
if (spineSlot != null)
|
||||
spineSlot.Attachment = attachment;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
public static class SpriteAttachmentExtensions {
|
||||
[System.Obsolete]
|
||||
public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) {
|
||||
return skeleton.AttachUnitySprite(slotName, sprite, Shader.Find(shaderName), applyPMA, rotation: rotation);
|
||||
}
|
||||
|
||||
[System.Obsolete]
|
||||
public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) {
|
||||
return skeletonData.AddUnitySprite(slotName, sprite, skinName, Shader.Find(shaderName), applyPMA, rotation: rotation);
|
||||
}
|
||||
|
||||
[System.Obsolete]
|
||||
public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, Shader shader, bool applyPMA, float rotation = 0f) {
|
||||
RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation: rotation);
|
||||
skeleton.FindSlot(slotName).Attachment = att;
|
||||
return att;
|
||||
}
|
||||
|
||||
[System.Obsolete]
|
||||
public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA, float rotation = 0f) {
|
||||
RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation);
|
||||
|
||||
int slotIndex = skeletonData.FindSlot(slotName).Index;
|
||||
Skin skin = skeletonData.DefaultSkin;
|
||||
if (skinName != "")
|
||||
skin = skeletonData.FindSkin(skinName);
|
||||
|
||||
if (skin != null)
|
||||
skin.SetAttachment(slotIndex, att.Name, att);
|
||||
|
||||
return att;
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Original Contribution by: Mitch Thompson
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpriteAttacher : MonoBehaviour {
|
||||
public const string DefaultPMAShader = "Spine/Skeleton";
|
||||
public const string DefaultStraightAlphaShader = "Sprites/Default";
|
||||
|
||||
#region Inspector
|
||||
public bool attachOnStart = true;
|
||||
public bool overrideAnimation = true;
|
||||
public Sprite sprite;
|
||||
[SpineSlot] public string slot;
|
||||
#endregion
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnValidate () {
|
||||
ISkeletonComponent skeletonComponent = GetComponent<ISkeletonComponent>();
|
||||
SkeletonRenderer skeletonRenderer = skeletonComponent as SkeletonRenderer;
|
||||
bool applyPMA;
|
||||
|
||||
if (skeletonRenderer != null) {
|
||||
applyPMA = skeletonRenderer.pmaVertexColors;
|
||||
} else {
|
||||
SkeletonGraphic skeletonGraphic = skeletonComponent as SkeletonGraphic;
|
||||
applyPMA = skeletonGraphic != null && skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
|
||||
}
|
||||
|
||||
if (applyPMA) {
|
||||
try {
|
||||
if (sprite == null)
|
||||
return;
|
||||
sprite.texture.GetPixel(0, 0);
|
||||
} catch (UnityException e) {
|
||||
Debug.LogFormat("Texture of {0} ({1}) is not read/write enabled. SpriteAttacher requires this in order to work with a SkeletonRenderer that renders premultiplied alpha. Please check the texture settings.", sprite.name, sprite.texture.name);
|
||||
UnityEditor.EditorGUIUtility.PingObject(sprite.texture);
|
||||
throw e;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
RegionAttachment attachment;
|
||||
Slot spineSlot;
|
||||
bool applyPMA;
|
||||
|
||||
static Dictionary<Texture, AtlasPage> atlasPageCache;
|
||||
static AtlasPage GetPageFor (Texture texture, Shader shader) {
|
||||
if (atlasPageCache == null) atlasPageCache = new Dictionary<Texture, AtlasPage>();
|
||||
AtlasPage atlasPage;
|
||||
atlasPageCache.TryGetValue(texture, out atlasPage);
|
||||
if (atlasPage == null) {
|
||||
Material newMaterial = new Material(shader);
|
||||
atlasPage = newMaterial.ToSpineAtlasPage();
|
||||
atlasPageCache[texture] = atlasPage;
|
||||
}
|
||||
return atlasPage;
|
||||
}
|
||||
|
||||
void Start () {
|
||||
// Initialize slot and attachment references.
|
||||
Initialize(false);
|
||||
|
||||
if (attachOnStart)
|
||||
Attach();
|
||||
}
|
||||
|
||||
void AnimationOverrideSpriteAttach (ISkeletonAnimation animated) {
|
||||
if (overrideAnimation && isActiveAndEnabled)
|
||||
Attach();
|
||||
}
|
||||
|
||||
public void Initialize (bool overwrite = true) {
|
||||
if (overwrite || attachment == null) {
|
||||
// Get the applyPMA value.
|
||||
ISkeletonComponent skeletonComponent = GetComponent<ISkeletonComponent>();
|
||||
SkeletonRenderer skeletonRenderer = skeletonComponent as SkeletonRenderer;
|
||||
if (skeletonRenderer != null)
|
||||
this.applyPMA = skeletonRenderer.pmaVertexColors;
|
||||
else {
|
||||
SkeletonGraphic skeletonGraphic = skeletonComponent as SkeletonGraphic;
|
||||
if (skeletonGraphic != null)
|
||||
this.applyPMA = skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
|
||||
}
|
||||
|
||||
// Subscribe to UpdateComplete to override animation keys.
|
||||
if (overrideAnimation) {
|
||||
ISkeletonAnimation animatedSkeleton = skeletonComponent as ISkeletonAnimation;
|
||||
if (animatedSkeleton != null) {
|
||||
animatedSkeleton.UpdateComplete -= AnimationOverrideSpriteAttach;
|
||||
animatedSkeleton.UpdateComplete += AnimationOverrideSpriteAttach;
|
||||
}
|
||||
}
|
||||
|
||||
spineSlot = spineSlot ?? skeletonComponent.Skeleton.FindSlot(slot);
|
||||
Shader attachmentShader = applyPMA ? Shader.Find(DefaultPMAShader) : Shader.Find(DefaultStraightAlphaShader);
|
||||
if (sprite == null)
|
||||
attachment = null;
|
||||
else
|
||||
attachment = applyPMA ? sprite.ToRegionAttachmentPMAClone(attachmentShader) : sprite.ToRegionAttachment(SpriteAttacher.GetPageFor(sprite.texture, attachmentShader));
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy () {
|
||||
ISkeletonAnimation animatedSkeleton = GetComponent<ISkeletonAnimation>();
|
||||
if (animatedSkeleton != null)
|
||||
animatedSkeleton.UpdateComplete -= AnimationOverrideSpriteAttach;
|
||||
}
|
||||
|
||||
/// <summary>Update the slot's attachment to the Attachment generated from the sprite.</summary>
|
||||
public void Attach () {
|
||||
if (spineSlot != null)
|
||||
spineSlot.Attachment = attachment;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
public static class SpriteAttachmentExtensions {
|
||||
[System.Obsolete]
|
||||
public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) {
|
||||
return skeleton.AttachUnitySprite(slotName, sprite, Shader.Find(shaderName), applyPMA, rotation: rotation);
|
||||
}
|
||||
|
||||
[System.Obsolete]
|
||||
public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) {
|
||||
return skeletonData.AddUnitySprite(slotName, sprite, skinName, Shader.Find(shaderName), applyPMA, rotation: rotation);
|
||||
}
|
||||
|
||||
[System.Obsolete]
|
||||
public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, Shader shader, bool applyPMA, float rotation = 0f) {
|
||||
RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation: rotation);
|
||||
skeleton.FindSlot(slotName).Attachment = att;
|
||||
return att;
|
||||
}
|
||||
|
||||
[System.Obsolete]
|
||||
public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA, float rotation = 0f) {
|
||||
RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation);
|
||||
|
||||
int slotIndex = skeletonData.FindSlot(slotName).Index;
|
||||
Skin skin = skeletonData.DefaultSkin;
|
||||
if (skinName != "")
|
||||
skin = skeletonData.FindSkin(skinName);
|
||||
|
||||
if (skin != null)
|
||||
skin.SetAttachment(slotIndex, att.Name, att);
|
||||
|
||||
return att;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,69 +1,69 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
public class OutlineSkeletonGraphic : MonoBehaviour {
|
||||
|
||||
public SkeletonGraphic skeletonGraphic;
|
||||
public Material materialWithoutOutline;
|
||||
public Material materialWithOutline;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void Reset () {
|
||||
skeletonGraphic = GetComponent<SkeletonGraphic>();
|
||||
|
||||
// Add normal material as default
|
||||
if (skeletonGraphic != null && skeletonGraphic.skeletonDataAsset != null) {
|
||||
AtlasAssetBase[] atlasAssets = skeletonGraphic.skeletonDataAsset.atlasAssets;
|
||||
|
||||
if (atlasAssets.Length > 0 && atlasAssets[0].PrimaryMaterial) {
|
||||
materialWithoutOutline = atlasAssets[0].PrimaryMaterial;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void OnEnable () {
|
||||
if (skeletonGraphic == null)
|
||||
skeletonGraphic = GetComponent<SkeletonGraphic>();
|
||||
}
|
||||
|
||||
public void EnableOutlineRendering () {
|
||||
skeletonGraphic.material = materialWithOutline;
|
||||
}
|
||||
|
||||
public void DisableOutlineRendering () {
|
||||
skeletonGraphic.material = materialWithoutOutline;
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
public class OutlineSkeletonGraphic : MonoBehaviour {
|
||||
|
||||
public SkeletonGraphic skeletonGraphic;
|
||||
public Material materialWithoutOutline;
|
||||
public Material materialWithOutline;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void Reset () {
|
||||
skeletonGraphic = GetComponent<SkeletonGraphic>();
|
||||
|
||||
// Add normal material as default
|
||||
if (skeletonGraphic != null && skeletonGraphic.skeletonDataAsset != null) {
|
||||
AtlasAssetBase[] atlasAssets = skeletonGraphic.skeletonDataAsset.atlasAssets;
|
||||
|
||||
if (atlasAssets.Length > 0 && atlasAssets[0].PrimaryMaterial) {
|
||||
materialWithoutOutline = atlasAssets[0].PrimaryMaterial;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void OnEnable () {
|
||||
if (skeletonGraphic == null)
|
||||
skeletonGraphic = GetComponent<SkeletonGraphic>();
|
||||
}
|
||||
|
||||
public void EnableOutlineRendering () {
|
||||
skeletonGraphic.material = materialWithOutline;
|
||||
}
|
||||
|
||||
public void DisableOutlineRendering () {
|
||||
skeletonGraphic.material = materialWithoutOutline;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,268 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
||||
#define NEW_PREFAB_SYSTEM
|
||||
#endif
|
||||
|
||||
#if UNITY_2019_3_OR_NEWER
|
||||
#define SET_VERTICES_HAS_LENGTH_PARAMETER
|
||||
#endif
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
#if NEW_PREFAB_SYSTEM
|
||||
[ExecuteAlways]
|
||||
#else
|
||||
[ExecuteInEditMode]
|
||||
#endif
|
||||
public class RenderCombinedMesh : MonoBehaviour {
|
||||
public SkeletonRenderer skeletonRenderer;
|
||||
public SkeletonRenderSeparator renderSeparator;
|
||||
public MeshRenderer[] referenceRenderers;
|
||||
|
||||
bool updateViaSkeletonCallback = false;
|
||||
MeshFilter[] referenceMeshFilters;
|
||||
MeshRenderer ownRenderer;
|
||||
MeshFilter ownMeshFilter;
|
||||
|
||||
protected DoubleBuffered<Mesh> doubleBufferedMesh;
|
||||
protected ExposedList<Vector3> positionBuffer;
|
||||
protected ExposedList<Color32> colorBuffer;
|
||||
protected ExposedList<Vector2> uvBuffer;
|
||||
protected ExposedList<int> indexBuffer;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void Reset () {
|
||||
if (skeletonRenderer == null)
|
||||
skeletonRenderer = this.GetComponentInParent<SkeletonRenderer>();
|
||||
GatherRenderers();
|
||||
|
||||
Awake();
|
||||
if (referenceRenderers.Length > 0)
|
||||
ownRenderer.sharedMaterial = referenceRenderers[0].sharedMaterial;
|
||||
|
||||
LateUpdate();
|
||||
}
|
||||
#endif
|
||||
protected void GatherRenderers () {
|
||||
referenceRenderers = this.GetComponentsInChildren<MeshRenderer>();
|
||||
if (referenceRenderers.Length == 0 ||
|
||||
(referenceRenderers.Length == 1 && referenceRenderers[0].gameObject == this.gameObject)) {
|
||||
Transform parent = this.transform.parent;
|
||||
if (parent)
|
||||
referenceRenderers = parent.GetComponentsInChildren<MeshRenderer>();
|
||||
}
|
||||
referenceRenderers = referenceRenderers.Where(
|
||||
(val, idx) => val.gameObject != this.gameObject && val.enabled).ToArray();
|
||||
}
|
||||
|
||||
void Awake () {
|
||||
if (skeletonRenderer == null)
|
||||
skeletonRenderer = this.GetComponentInParent<SkeletonRenderer>();
|
||||
if (referenceRenderers == null || referenceRenderers.Length == 0) {
|
||||
GatherRenderers();
|
||||
}
|
||||
|
||||
if (renderSeparator == null) {
|
||||
if (skeletonRenderer)
|
||||
renderSeparator = skeletonRenderer.GetComponent<SkeletonRenderSeparator>();
|
||||
else
|
||||
renderSeparator = this.GetComponentInParent<SkeletonRenderSeparator>();
|
||||
}
|
||||
|
||||
int count = referenceRenderers.Length;
|
||||
referenceMeshFilters = new MeshFilter[count];
|
||||
for (int i = 0; i < count; ++i) {
|
||||
referenceMeshFilters[i] = referenceRenderers[i].GetComponent<MeshFilter>();
|
||||
}
|
||||
|
||||
ownRenderer = this.GetComponent<MeshRenderer>();
|
||||
if (ownRenderer == null)
|
||||
ownRenderer = this.gameObject.AddComponent<MeshRenderer>();
|
||||
ownMeshFilter = this.GetComponent<MeshFilter>();
|
||||
if (ownMeshFilter == null)
|
||||
ownMeshFilter = this.gameObject.AddComponent<MeshFilter>();
|
||||
}
|
||||
|
||||
void OnEnable () {
|
||||
#if UNITY_EDITOR
|
||||
if (Application.isPlaying)
|
||||
Awake();
|
||||
#endif
|
||||
if (skeletonRenderer) {
|
||||
skeletonRenderer.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
|
||||
skeletonRenderer.OnMeshAndMaterialsUpdated += UpdateOnCallback;
|
||||
updateViaSkeletonCallback = true;
|
||||
}
|
||||
if (renderSeparator) {
|
||||
renderSeparator.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
|
||||
renderSeparator.OnMeshAndMaterialsUpdated += UpdateOnCallback;
|
||||
updateViaSkeletonCallback = true;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
if (skeletonRenderer)
|
||||
skeletonRenderer.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
|
||||
if (renderSeparator)
|
||||
renderSeparator.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
|
||||
}
|
||||
|
||||
void OnDestroy () {
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
Mesh mesh = doubleBufferedMesh.GetNext();
|
||||
#if UNITY_EDITOR
|
||||
if (Application.isEditor && !Application.isPlaying)
|
||||
UnityEngine.Object.DestroyImmediate(mesh);
|
||||
else
|
||||
UnityEngine.Object.Destroy(mesh);
|
||||
#else
|
||||
UnityEngine.Object.Destroy(mesh);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
void LateUpdate () {
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying) {
|
||||
UpdateMesh();
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (updateViaSkeletonCallback)
|
||||
return;
|
||||
UpdateMesh();
|
||||
}
|
||||
|
||||
void UpdateOnCallback (SkeletonRenderer r) {
|
||||
UpdateMesh();
|
||||
}
|
||||
|
||||
protected void EnsureBufferSizes (int combinedVertexCount, int combinedIndexCount) {
|
||||
if (positionBuffer == null) {
|
||||
positionBuffer = new ExposedList<Vector3>(combinedVertexCount);
|
||||
uvBuffer = new ExposedList<Vector2>(combinedVertexCount);
|
||||
colorBuffer = new ExposedList<Color32>(combinedVertexCount);
|
||||
indexBuffer = new ExposedList<int>(combinedIndexCount);
|
||||
}
|
||||
|
||||
if (positionBuffer.Count != combinedVertexCount) {
|
||||
positionBuffer.Resize(combinedVertexCount);
|
||||
uvBuffer.Resize(combinedVertexCount);
|
||||
colorBuffer.Resize(combinedVertexCount);
|
||||
}
|
||||
if (indexBuffer.Count != combinedIndexCount) {
|
||||
indexBuffer.Resize(combinedIndexCount);
|
||||
}
|
||||
}
|
||||
|
||||
void InitMesh () {
|
||||
if (doubleBufferedMesh == null) {
|
||||
doubleBufferedMesh = new DoubleBuffered<Mesh>();
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
Mesh combinedMesh = doubleBufferedMesh.GetNext();
|
||||
combinedMesh.MarkDynamic();
|
||||
combinedMesh.name = "RenderCombinedMesh" + i;
|
||||
combinedMesh.subMeshCount = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void UpdateMesh () {
|
||||
InitMesh();
|
||||
int combinedVertexCount = 0;
|
||||
int combinedIndexCount = 0;
|
||||
GetCombinedMeshInfo(ref combinedVertexCount, ref combinedIndexCount);
|
||||
|
||||
EnsureBufferSizes(combinedVertexCount, combinedIndexCount);
|
||||
|
||||
int combinedV = 0;
|
||||
int combinedI = 0;
|
||||
for (int r = 0, rendererCount = referenceMeshFilters.Length; r < rendererCount; ++r) {
|
||||
MeshFilter meshFilter = referenceMeshFilters[r];
|
||||
Mesh mesh = meshFilter.sharedMesh;
|
||||
if (mesh == null) continue;
|
||||
|
||||
int vertexCount = mesh.vertexCount;
|
||||
Vector3[] positions = mesh.vertices;
|
||||
Vector2[] uvs = mesh.uv;
|
||||
Color32[] colors = mesh.colors32;
|
||||
|
||||
System.Array.Copy(positions, 0, this.positionBuffer.Items, combinedV, vertexCount);
|
||||
System.Array.Copy(uvs, 0, this.uvBuffer.Items, combinedV, vertexCount);
|
||||
System.Array.Copy(colors, 0, this.colorBuffer.Items, combinedV, vertexCount);
|
||||
|
||||
for (int s = 0, submeshCount = mesh.subMeshCount; s < submeshCount; ++s) {
|
||||
int submeshIndexCount = (int)mesh.GetIndexCount(s);
|
||||
int[] submeshIndices = mesh.GetIndices(s);
|
||||
int[] dstIndices = this.indexBuffer.Items;
|
||||
for (int i = 0; i < submeshIndexCount; ++i)
|
||||
dstIndices[i + combinedI] = submeshIndices[i] + combinedV;
|
||||
combinedI += submeshIndexCount;
|
||||
}
|
||||
combinedV += vertexCount;
|
||||
}
|
||||
|
||||
Mesh combinedMesh = doubleBufferedMesh.GetNext();
|
||||
combinedMesh.Clear();
|
||||
#if SET_VERTICES_HAS_LENGTH_PARAMETER
|
||||
combinedMesh.SetVertices(this.positionBuffer.Items, 0, this.positionBuffer.Count);
|
||||
combinedMesh.SetUVs(0, this.uvBuffer.Items, 0, this.uvBuffer.Count);
|
||||
combinedMesh.SetColors(this.colorBuffer.Items, 0, this.colorBuffer.Count);
|
||||
combinedMesh.SetTriangles(this.indexBuffer.Items, 0, this.indexBuffer.Count, 0);
|
||||
#else
|
||||
// Note: excess already contains zero positions and indices after ExposedList.Resize().
|
||||
combinedMesh.vertices = this.positionBuffer.Items;
|
||||
combinedMesh.uv = this.uvBuffer.Items;
|
||||
combinedMesh.colors32 = this.colorBuffer.Items;
|
||||
combinedMesh.triangles = this.indexBuffer.Items;
|
||||
#endif
|
||||
ownMeshFilter.sharedMesh = combinedMesh;
|
||||
}
|
||||
|
||||
void GetCombinedMeshInfo (ref int vertexCount, ref int indexCount) {
|
||||
for (int r = 0, rendererCount = referenceMeshFilters.Length; r < rendererCount; ++r) {
|
||||
MeshFilter meshFilter = referenceMeshFilters[r];
|
||||
Mesh mesh = meshFilter.sharedMesh;
|
||||
if (mesh == null) continue;
|
||||
|
||||
vertexCount += mesh.vertexCount;
|
||||
for (int s = 0, submeshCount = mesh.subMeshCount; s < submeshCount; ++s) {
|
||||
indexCount += (int)mesh.GetIndexCount(s);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 05709c69e8e14304b9781652ad05daef
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,157 +1,151 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
||||
#define NEW_PREFAB_SYSTEM
|
||||
#endif
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
#if NEW_PREFAB_SYSTEM
|
||||
[ExecuteAlways]
|
||||
#else
|
||||
[ExecuteInEditMode]
|
||||
#endif
|
||||
[RequireComponent(typeof(MeshRenderer)), RequireComponent(typeof(MeshFilter))]
|
||||
public class RenderExistingMesh : MonoBehaviour {
|
||||
public MeshRenderer referenceRenderer;
|
||||
|
||||
bool updateViaSkeletonCallback = false;
|
||||
MeshFilter referenceMeshFilter;
|
||||
MeshRenderer ownRenderer;
|
||||
MeshFilter ownMeshFilter;
|
||||
|
||||
[System.Serializable]
|
||||
public struct MaterialReplacement {
|
||||
public Material originalMaterial;
|
||||
public Material replacementMaterial;
|
||||
}
|
||||
public MaterialReplacement[] replacementMaterials = new MaterialReplacement[0];
|
||||
|
||||
private Dictionary<Material, Material> replacementMaterialDict = new Dictionary<Material, Material>();
|
||||
private Material[] sharedMaterials = new Material[0];
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void Reset () {
|
||||
if (referenceRenderer == null) {
|
||||
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
|
||||
if (!referenceRenderer)
|
||||
return;
|
||||
}
|
||||
|
||||
Material[] parentMaterials = referenceRenderer.sharedMaterials;
|
||||
if (replacementMaterials.Length != parentMaterials.Length) {
|
||||
replacementMaterials = new MaterialReplacement[parentMaterials.Length];
|
||||
}
|
||||
for (int i = 0; i < parentMaterials.Length; ++i) {
|
||||
replacementMaterials[i].originalMaterial = parentMaterials[i];
|
||||
replacementMaterials[i].replacementMaterial = parentMaterials[i];
|
||||
}
|
||||
Awake();
|
||||
LateUpdate();
|
||||
}
|
||||
#endif
|
||||
|
||||
void Awake () {
|
||||
if (referenceRenderer == null) {
|
||||
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
|
||||
}
|
||||
|
||||
// subscribe to OnMeshAndMaterialsUpdated
|
||||
SkeletonAnimation skeletonRenderer = referenceRenderer.GetComponent<SkeletonAnimation>();
|
||||
if (skeletonRenderer) {
|
||||
skeletonRenderer.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
|
||||
skeletonRenderer.OnMeshAndMaterialsUpdated += UpdateOnCallback;
|
||||
updateViaSkeletonCallback = true;
|
||||
}
|
||||
referenceMeshFilter = referenceRenderer.GetComponent<MeshFilter>();
|
||||
ownRenderer = this.GetComponent<MeshRenderer>();
|
||||
ownMeshFilter = this.GetComponent<MeshFilter>();
|
||||
|
||||
InitializeDict();
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// handle disabled scene reload
|
||||
private void OnEnable () {
|
||||
if (Application.isPlaying)
|
||||
Awake();
|
||||
}
|
||||
|
||||
private void Update () {
|
||||
if (!Application.isPlaying)
|
||||
InitializeDict();
|
||||
}
|
||||
#endif
|
||||
|
||||
void LateUpdate () {
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying) {
|
||||
UpdateMaterials();
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (updateViaSkeletonCallback)
|
||||
return;
|
||||
UpdateMaterials();
|
||||
}
|
||||
|
||||
void UpdateOnCallback (SkeletonRenderer r) {
|
||||
UpdateMaterials();
|
||||
}
|
||||
|
||||
void UpdateMaterials () {
|
||||
ownMeshFilter.sharedMesh = referenceMeshFilter.sharedMesh;
|
||||
|
||||
Material[] parentMaterials = referenceRenderer.sharedMaterials;
|
||||
if (sharedMaterials.Length != parentMaterials.Length) {
|
||||
sharedMaterials = new Material[parentMaterials.Length];
|
||||
}
|
||||
for (int i = 0; i < parentMaterials.Length; ++i) {
|
||||
Material parentMaterial = parentMaterials[i];
|
||||
if (replacementMaterialDict.ContainsKey(parentMaterial)) {
|
||||
sharedMaterials[i] = replacementMaterialDict[parentMaterial];
|
||||
}
|
||||
}
|
||||
ownRenderer.sharedMaterials = sharedMaterials;
|
||||
}
|
||||
|
||||
void InitializeDict () {
|
||||
replacementMaterialDict.Clear();
|
||||
for (int i = 0; i < replacementMaterials.Length; ++i) {
|
||||
MaterialReplacement entry = replacementMaterials[i];
|
||||
replacementMaterialDict[entry.originalMaterial] = entry.replacementMaterial;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
||||
#define NEW_PREFAB_SYSTEM
|
||||
#endif
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
#if NEW_PREFAB_SYSTEM
|
||||
[ExecuteAlways]
|
||||
#else
|
||||
[ExecuteInEditMode]
|
||||
#endif
|
||||
[RequireComponent(typeof(MeshRenderer)), RequireComponent(typeof(MeshFilter))]
|
||||
public class RenderExistingMesh : MonoBehaviour {
|
||||
public MeshRenderer referenceRenderer;
|
||||
|
||||
bool updateViaSkeletonCallback = false;
|
||||
MeshFilter referenceMeshFilter;
|
||||
MeshRenderer ownRenderer;
|
||||
MeshFilter ownMeshFilter;
|
||||
|
||||
[System.Serializable]
|
||||
public struct MaterialReplacement {
|
||||
public Material originalMaterial;
|
||||
public Material replacementMaterial;
|
||||
}
|
||||
public MaterialReplacement[] replacementMaterials = new MaterialReplacement[0];
|
||||
|
||||
private Dictionary<Material, Material> replacementMaterialDict = new Dictionary<Material, Material>();
|
||||
private Material[] sharedMaterials = new Material[0];
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void Reset () {
|
||||
if (referenceRenderer == null) {
|
||||
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
|
||||
if (!referenceRenderer)
|
||||
return;
|
||||
}
|
||||
|
||||
Material[] parentMaterials = referenceRenderer.sharedMaterials;
|
||||
if (replacementMaterials.Length != parentMaterials.Length) {
|
||||
replacementMaterials = new MaterialReplacement[parentMaterials.Length];
|
||||
}
|
||||
for (int i = 0; i < parentMaterials.Length; ++i) {
|
||||
replacementMaterials[i].originalMaterial = parentMaterials[i];
|
||||
replacementMaterials[i].replacementMaterial = parentMaterials[i];
|
||||
}
|
||||
Awake();
|
||||
LateUpdate();
|
||||
}
|
||||
#endif
|
||||
|
||||
void Awake () {
|
||||
if (referenceRenderer == null) {
|
||||
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
|
||||
}
|
||||
|
||||
// subscribe to OnMeshAndMaterialsUpdated
|
||||
SkeletonAnimation skeletonRenderer = referenceRenderer.GetComponent<SkeletonAnimation>();
|
||||
if (skeletonRenderer) {
|
||||
skeletonRenderer.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
|
||||
skeletonRenderer.OnMeshAndMaterialsUpdated += UpdateOnCallback;
|
||||
updateViaSkeletonCallback = true;
|
||||
}
|
||||
referenceMeshFilter = referenceRenderer.GetComponent<MeshFilter>();
|
||||
ownRenderer = this.GetComponent<MeshRenderer>();
|
||||
ownMeshFilter = this.GetComponent<MeshFilter>();
|
||||
|
||||
InitializeDict();
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void Update () {
|
||||
if (!Application.isPlaying) {
|
||||
InitializeDict();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void LateUpdate () {
|
||||
#if UNITY_EDITOR
|
||||
if (!Application.isPlaying) {
|
||||
UpdateMaterials();
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (updateViaSkeletonCallback)
|
||||
return;
|
||||
UpdateMaterials();
|
||||
}
|
||||
|
||||
void UpdateOnCallback (SkeletonRenderer r) {
|
||||
UpdateMaterials();
|
||||
}
|
||||
|
||||
void UpdateMaterials () {
|
||||
ownMeshFilter.sharedMesh = referenceMeshFilter.sharedMesh;
|
||||
|
||||
Material[] parentMaterials = referenceRenderer.sharedMaterials;
|
||||
if (sharedMaterials.Length != parentMaterials.Length) {
|
||||
sharedMaterials = new Material[parentMaterials.Length];
|
||||
}
|
||||
for (int i = 0; i < parentMaterials.Length; ++i) {
|
||||
Material parentMaterial = parentMaterials[i];
|
||||
if (replacementMaterialDict.ContainsKey(parentMaterial)) {
|
||||
sharedMaterials[i] = replacementMaterialDict[parentMaterial];
|
||||
}
|
||||
}
|
||||
ownRenderer.sharedMaterials = sharedMaterials;
|
||||
}
|
||||
|
||||
void InitializeDict () {
|
||||
for (int i = 0; i < replacementMaterials.Length; ++i) {
|
||||
MaterialReplacement entry = replacementMaterials[i];
|
||||
replacementMaterialDict[entry.originalMaterial] = entry.replacementMaterial;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,77 +1,77 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
public class RootMotionDeltaCompensation : MonoBehaviour {
|
||||
|
||||
[SerializeField] protected SkeletonRootMotionBase rootMotion;
|
||||
public Transform targetPosition;
|
||||
public int trackIndex = 0;
|
||||
public bool adjustX = true;
|
||||
public bool adjustY = true;
|
||||
public float minScaleX = -999;
|
||||
public float minScaleY = -999;
|
||||
public float maxScaleX = 999;
|
||||
public float maxScaleY = 999;
|
||||
|
||||
public bool allowXTranslation = false;
|
||||
public bool allowYTranslation = true;
|
||||
|
||||
void Start () {
|
||||
if (rootMotion == null)
|
||||
rootMotion = this.GetComponent<SkeletonRootMotionBase>();
|
||||
}
|
||||
|
||||
void Update () {
|
||||
AdjustDelta();
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
if (adjustX)
|
||||
rootMotion.rootMotionScaleX = 1;
|
||||
if (adjustY)
|
||||
rootMotion.rootMotionScaleY = 1;
|
||||
if (allowXTranslation)
|
||||
rootMotion.rootMotionTranslateXPerY = 0;
|
||||
if (allowYTranslation)
|
||||
rootMotion.rootMotionTranslateYPerX = 0;
|
||||
}
|
||||
|
||||
void AdjustDelta () {
|
||||
Vector3 toTarget = targetPosition.position - this.transform.position;
|
||||
rootMotion.AdjustRootMotionToDistance(toTarget, trackIndex, adjustX, adjustY,
|
||||
minScaleX, maxScaleX, minScaleY, maxScaleY,
|
||||
allowXTranslation, allowYTranslation);
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
public class RootMotionDeltaCompensation : MonoBehaviour {
|
||||
|
||||
[SerializeField] protected SkeletonRootMotionBase rootMotion;
|
||||
public Transform targetPosition;
|
||||
public int trackIndex = 0;
|
||||
public bool adjustX = true;
|
||||
public bool adjustY = true;
|
||||
public float minScaleX = -999;
|
||||
public float minScaleY = -999;
|
||||
public float maxScaleX = 999;
|
||||
public float maxScaleY = 999;
|
||||
|
||||
public bool allowXTranslation = false;
|
||||
public bool allowYTranslation = true;
|
||||
|
||||
void Start () {
|
||||
if (rootMotion == null)
|
||||
rootMotion = this.GetComponent<SkeletonRootMotionBase>();
|
||||
}
|
||||
|
||||
void Update () {
|
||||
AdjustDelta();
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
if (adjustX)
|
||||
rootMotion.rootMotionScaleX = 1;
|
||||
if (adjustY)
|
||||
rootMotion.rootMotionScaleY = 1;
|
||||
if (allowXTranslation)
|
||||
rootMotion.rootMotionTranslateXPerY = 0;
|
||||
if (allowYTranslation)
|
||||
rootMotion.rootMotionTranslateYPerX = 0;
|
||||
}
|
||||
|
||||
void AdjustDelta () {
|
||||
Vector3 toTarget = targetPosition.position - this.transform.position;
|
||||
rootMotion.AdjustRootMotionToDistance(toTarget, trackIndex, adjustX, adjustY,
|
||||
minScaleX, maxScaleX, minScaleY, maxScaleY,
|
||||
allowXTranslation, allowYTranslation);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,84 +1,84 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
// This is a sample component for C# vertex effects for Spine rendering components.
|
||||
// Using shaders and materials to control vertex properties is still more performant
|
||||
// than using this API, but in cases where your vertex effect logic cannot be
|
||||
// expressed as shader code, these vertex effects can be useful.
|
||||
public class JitterEffectExample : MonoBehaviour {
|
||||
|
||||
[Range(0f, 0.8f)]
|
||||
public float jitterMagnitude = 0.2f;
|
||||
|
||||
SkeletonRenderer skeletonRenderer;
|
||||
|
||||
void OnEnable () {
|
||||
skeletonRenderer = GetComponent<SkeletonRenderer>();
|
||||
if (skeletonRenderer == null) return;
|
||||
|
||||
// Use the OnPostProcessVertices callback to modify the vertices at the correct time.
|
||||
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
|
||||
skeletonRenderer.OnPostProcessVertices += ProcessVertices;
|
||||
|
||||
Debug.Log("Jitter Effect Enabled.");
|
||||
}
|
||||
|
||||
void ProcessVertices (MeshGeneratorBuffers buffers) {
|
||||
if (!this.enabled) return;
|
||||
|
||||
// For efficiency, limit your effect to the actual mesh vertex count using vertexCount
|
||||
int vertexCount = buffers.vertexCount;
|
||||
|
||||
// Modify vertex positions by accessing Vector3[] vertexBuffer
|
||||
Vector3[] vertices = buffers.vertexBuffer;
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
vertices[i] += (Vector3)(Random.insideUnitCircle * jitterMagnitude);
|
||||
|
||||
// You can also modify uvs and colors.
|
||||
//Vector2[] uvs = buffers.uvBuffer;
|
||||
//Color32[] colors = buffers.colorBuffer;
|
||||
|
||||
//
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
if (skeletonRenderer == null) return;
|
||||
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
|
||||
|
||||
Debug.Log("Jitter Effect Disabled.");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
// This is a sample component for C# vertex effects for Spine rendering components.
|
||||
// Using shaders and materials to control vertex properties is still more performant
|
||||
// than using this API, but in cases where your vertex effect logic cannot be
|
||||
// expressed as shader code, these vertex effects can be useful.
|
||||
public class JitterEffectExample : MonoBehaviour {
|
||||
|
||||
[Range(0f, 0.8f)]
|
||||
public float jitterMagnitude = 0.2f;
|
||||
|
||||
SkeletonRenderer skeletonRenderer;
|
||||
|
||||
void OnEnable () {
|
||||
skeletonRenderer = GetComponent<SkeletonRenderer>();
|
||||
if (skeletonRenderer == null) return;
|
||||
|
||||
// Use the OnPostProcessVertices callback to modify the vertices at the correct time.
|
||||
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
|
||||
skeletonRenderer.OnPostProcessVertices += ProcessVertices;
|
||||
|
||||
Debug.Log("Jitter Effect Enabled.");
|
||||
}
|
||||
|
||||
void ProcessVertices (MeshGeneratorBuffers buffers) {
|
||||
if (!this.enabled) return;
|
||||
|
||||
// For efficiency, limit your effect to the actual mesh vertex count using vertexCount
|
||||
int vertexCount = buffers.vertexCount;
|
||||
|
||||
// Modify vertex positions by accessing Vector3[] vertexBuffer
|
||||
Vector3[] vertices = buffers.vertexBuffer;
|
||||
for (int i = 0; i < vertexCount; i++)
|
||||
vertices[i] += (Vector3)(Random.insideUnitCircle * jitterMagnitude);
|
||||
|
||||
// You can also modify uvs and colors.
|
||||
//Vector2[] uvs = buffers.uvBuffer;
|
||||
//Color32[] colors = buffers.colorBuffer;
|
||||
|
||||
//
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
if (skeletonRenderer == null) return;
|
||||
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
|
||||
|
||||
Debug.Log("Jitter Effect Disabled.");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,105 +1,105 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
// This is a sample component for C# vertex effects for Spine rendering components.
|
||||
// Using shaders and materials to control vertex properties is still more performant
|
||||
// than using this API, but in cases where your vertex effect logic cannot be
|
||||
// expressed as shader code, these vertex effects can be useful.
|
||||
public class TwoByTwoTransformEffectExample : MonoBehaviour {
|
||||
|
||||
public Vector2 xAxis = new Vector2(1, 0);
|
||||
public Vector2 yAxis = new Vector2(0, 1);
|
||||
|
||||
SkeletonRenderer skeletonRenderer;
|
||||
|
||||
void OnEnable () {
|
||||
skeletonRenderer = GetComponent<SkeletonRenderer>();
|
||||
if (skeletonRenderer == null) return;
|
||||
|
||||
// Use the OnPostProcessVertices callback to modify the vertices at the correct time.
|
||||
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
|
||||
skeletonRenderer.OnPostProcessVertices += ProcessVertices;
|
||||
|
||||
Debug.Log("2x2 Transform Effect Enabled.");
|
||||
}
|
||||
|
||||
void ProcessVertices (MeshGeneratorBuffers buffers) {
|
||||
if (!this.enabled)
|
||||
return;
|
||||
|
||||
int vertexCount = buffers.vertexCount; // For efficiency, limit your effect to the actual mesh vertex count using vertexCount
|
||||
|
||||
// Modify vertex positions by accessing Vector3[] vertexBuffer
|
||||
Vector3[] vertices = buffers.vertexBuffer;
|
||||
Vector3 transformedPos = default(Vector3);
|
||||
for (int i = 0; i < vertexCount; i++) {
|
||||
Vector3 originalPos = vertices[i];
|
||||
transformedPos.x = (xAxis.x * originalPos.x) + (yAxis.x * originalPos.y);
|
||||
transformedPos.y = (xAxis.y * originalPos.x) + (yAxis.y * originalPos.y);
|
||||
vertices[i] = transformedPos;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
if (skeletonRenderer == null) return;
|
||||
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
|
||||
Debug.Log("2x2 Transform Effect Disabled.");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[UnityEditor.CustomEditor(typeof(Spine.Unity.Examples.TwoByTwoTransformEffectExample))]
|
||||
public class TwoByTwoTransformEffectExampleEditor : UnityEditor.Editor {
|
||||
|
||||
Spine.Unity.Examples.TwoByTwoTransformEffectExample Target { get { return target as Spine.Unity.Examples.TwoByTwoTransformEffectExample; } }
|
||||
|
||||
void OnSceneGUI () {
|
||||
Transform transform = Target.transform;
|
||||
LocalVectorHandle(ref Target.xAxis, transform, Color.red);
|
||||
LocalVectorHandle(ref Target.yAxis, transform, Color.green);
|
||||
}
|
||||
|
||||
static void LocalVectorHandle (ref Vector2 v, Transform transform, Color color) {
|
||||
Color originalColor = UnityEditor.Handles.color;
|
||||
UnityEditor.Handles.color = color;
|
||||
UnityEditor.Handles.DrawLine(transform.position, transform.TransformPoint(v));
|
||||
v = transform.InverseTransformPoint(UnityEditor.Handles.FreeMoveHandle(transform.TransformPoint(v), Quaternion.identity, 0.3f, Vector3.zero, UnityEditor.Handles.CubeHandleCap));
|
||||
UnityEditor.Handles.color = originalColor;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
// This is a sample component for C# vertex effects for Spine rendering components.
|
||||
// Using shaders and materials to control vertex properties is still more performant
|
||||
// than using this API, but in cases where your vertex effect logic cannot be
|
||||
// expressed as shader code, these vertex effects can be useful.
|
||||
public class TwoByTwoTransformEffectExample : MonoBehaviour {
|
||||
|
||||
public Vector2 xAxis = new Vector2(1, 0);
|
||||
public Vector2 yAxis = new Vector2(0, 1);
|
||||
|
||||
SkeletonRenderer skeletonRenderer;
|
||||
|
||||
void OnEnable () {
|
||||
skeletonRenderer = GetComponent<SkeletonRenderer>();
|
||||
if (skeletonRenderer == null) return;
|
||||
|
||||
// Use the OnPostProcessVertices callback to modify the vertices at the correct time.
|
||||
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
|
||||
skeletonRenderer.OnPostProcessVertices += ProcessVertices;
|
||||
|
||||
Debug.Log("2x2 Transform Effect Enabled.");
|
||||
}
|
||||
|
||||
void ProcessVertices (MeshGeneratorBuffers buffers) {
|
||||
if (!this.enabled)
|
||||
return;
|
||||
|
||||
int vertexCount = buffers.vertexCount; // For efficiency, limit your effect to the actual mesh vertex count using vertexCount
|
||||
|
||||
// Modify vertex positions by accessing Vector3[] vertexBuffer
|
||||
Vector3[] vertices = buffers.vertexBuffer;
|
||||
Vector3 transformedPos = default(Vector3);
|
||||
for (int i = 0; i < vertexCount; i++) {
|
||||
Vector3 originalPos = vertices[i];
|
||||
transformedPos.x = (xAxis.x * originalPos.x) + (yAxis.x * originalPos.y);
|
||||
transformedPos.y = (xAxis.y * originalPos.x) + (yAxis.y * originalPos.y);
|
||||
vertices[i] = transformedPos;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
if (skeletonRenderer == null) return;
|
||||
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
|
||||
Debug.Log("2x2 Transform Effect Disabled.");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[UnityEditor.CustomEditor(typeof(Spine.Unity.Examples.TwoByTwoTransformEffectExample))]
|
||||
public class TwoByTwoTransformEffectExampleEditor : UnityEditor.Editor {
|
||||
|
||||
Spine.Unity.Examples.TwoByTwoTransformEffectExample Target { get { return target as Spine.Unity.Examples.TwoByTwoTransformEffectExample; } }
|
||||
|
||||
void OnSceneGUI () {
|
||||
Transform transform = Target.transform;
|
||||
LocalVectorHandle(ref Target.xAxis, transform, Color.red);
|
||||
LocalVectorHandle(ref Target.yAxis, transform, Color.green);
|
||||
}
|
||||
|
||||
static void LocalVectorHandle (ref Vector2 v, Transform transform, Color color) {
|
||||
Color originalColor = UnityEditor.Handles.color;
|
||||
UnityEditor.Handles.color = color;
|
||||
UnityEditor.Handles.DrawLine(transform.position, transform.TransformPoint(v));
|
||||
v = transform.InverseTransformPoint(UnityEditor.Handles.FreeMoveHandle(transform.TransformPoint(v), Quaternion.identity, 0.3f, Vector3.zero, UnityEditor.Handles.CubeHandleCap));
|
||||
UnityEditor.Handles.color = originalColor;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -1,53 +1,53 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
/// <summary>
|
||||
/// This component is intended to increase the physics solver iteration count
|
||||
/// for Rigidbody Joint setups which would otherwise be too unstable.
|
||||
///
|
||||
/// To use this example component, add it to a GameObject which is parent of
|
||||
/// one or more Rigidbody instances. The physics setting "solver iteration count"
|
||||
/// will be overwritten by the provided value.
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class SetRigidbodySolverIterations : MonoBehaviour {
|
||||
public int solverIterations = 30;
|
||||
|
||||
void Awake () {
|
||||
Rigidbody[] rigidbodies = this.GetComponentsInChildren<Rigidbody>();
|
||||
foreach (Rigidbody rigidbody in rigidbodies) {
|
||||
rigidbody.solverIterations = solverIterations;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
/// <summary>
|
||||
/// This component is intended to increase the physics solver iteration count
|
||||
/// for Rigidbody Joint setups which would otherwise be too unstable.
|
||||
///
|
||||
/// To use this example component, add it to a GameObject which is parent of
|
||||
/// one or more Rigidbody instances. The physics setting "solver iteration count"
|
||||
/// will be overwritten by the provided value.
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class SetRigidbodySolverIterations : MonoBehaviour {
|
||||
public int solverIterations = 30;
|
||||
|
||||
void Awake () {
|
||||
Rigidbody[] rigidbodies = this.GetComponentsInChildren<Rigidbody>();
|
||||
foreach (Rigidbody rigidbody in rigidbodies) {
|
||||
rigidbody.solverIterations = solverIterations;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,96 +1,96 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity {
|
||||
|
||||
// To use this example component, add it to your SkeletonAnimation Spine GameObject.
|
||||
// This component will disable that SkeletonAnimation component to prevent it from calling its own Update and LateUpdate methods.
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public sealed class SkeletonAnimationFixedTimestep : MonoBehaviour {
|
||||
#region Inspector
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
|
||||
[Tooltip("The duration of each frame in seconds. For 12 fps: enter '1/12' in the Unity inspector.")]
|
||||
public float frameDeltaTime = 1 / 15f;
|
||||
|
||||
[Header("Advanced")]
|
||||
[Tooltip("The maximum number of fixed timesteps. If the game framerate drops below the If the framerate is consistently faster than the limited frames, this does nothing.")]
|
||||
public int maxFrameSkip = 4;
|
||||
|
||||
[Tooltip("If enabled, the Skeleton mesh will be updated only on the same frame when the animation and skeleton are updated. Disable this or call SkeletonAnimation.LateUpdate yourself if you are modifying the Skeleton using other components that don't run in the same fixed timestep.")]
|
||||
public bool frameskipMeshUpdate = true;
|
||||
|
||||
[Tooltip("This is the amount the internal accumulator starts with. Set it to some fraction of your frame delta time if you want to stagger updates between multiple skeletons.")]
|
||||
public float timeOffset;
|
||||
#endregion
|
||||
|
||||
float accumulatedTime = 0;
|
||||
bool requiresNewMesh;
|
||||
|
||||
void OnValidate () {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
if (frameDeltaTime <= 0) frameDeltaTime = 1 / 60f;
|
||||
if (maxFrameSkip < 1) maxFrameSkip = 1;
|
||||
}
|
||||
|
||||
void Awake () {
|
||||
requiresNewMesh = true;
|
||||
accumulatedTime = timeOffset;
|
||||
}
|
||||
|
||||
void Update () {
|
||||
if (skeletonAnimation.enabled)
|
||||
skeletonAnimation.enabled = false;
|
||||
|
||||
accumulatedTime += Time.deltaTime;
|
||||
|
||||
float frames = 0;
|
||||
while (accumulatedTime >= frameDeltaTime) {
|
||||
frames++;
|
||||
if (frames > maxFrameSkip) break;
|
||||
accumulatedTime -= frameDeltaTime;
|
||||
}
|
||||
|
||||
if (frames > 0) {
|
||||
skeletonAnimation.Update(frames * frameDeltaTime);
|
||||
requiresNewMesh = true;
|
||||
}
|
||||
}
|
||||
|
||||
void LateUpdate () {
|
||||
if (frameskipMeshUpdate && !requiresNewMesh) return;
|
||||
|
||||
skeletonAnimation.LateUpdate();
|
||||
requiresNewMesh = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity {
|
||||
|
||||
// To use this example component, add it to your SkeletonAnimation Spine GameObject.
|
||||
// This component will disable that SkeletonAnimation component to prevent it from calling its own Update and LateUpdate methods.
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
public sealed class SkeletonAnimationFixedTimestep : MonoBehaviour {
|
||||
#region Inspector
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
|
||||
[Tooltip("The duration of each frame in seconds. For 12 fps: enter '1/12' in the Unity inspector.")]
|
||||
public float frameDeltaTime = 1 / 15f;
|
||||
|
||||
[Header("Advanced")]
|
||||
[Tooltip("The maximum number of fixed timesteps. If the game framerate drops below the If the framerate is consistently faster than the limited frames, this does nothing.")]
|
||||
public int maxFrameSkip = 4;
|
||||
|
||||
[Tooltip("If enabled, the Skeleton mesh will be updated only on the same frame when the animation and skeleton are updated. Disable this or call SkeletonAnimation.LateUpdate yourself if you are modifying the Skeleton using other components that don't run in the same fixed timestep.")]
|
||||
public bool frameskipMeshUpdate = true;
|
||||
|
||||
[Tooltip("This is the amount the internal accumulator starts with. Set it to some fraction of your frame delta time if you want to stagger updates between multiple skeletons.")]
|
||||
public float timeOffset;
|
||||
#endregion
|
||||
|
||||
float accumulatedTime = 0;
|
||||
bool requiresNewMesh;
|
||||
|
||||
void OnValidate () {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
if (frameDeltaTime <= 0) frameDeltaTime = 1 / 60f;
|
||||
if (maxFrameSkip < 1) maxFrameSkip = 1;
|
||||
}
|
||||
|
||||
void Awake () {
|
||||
requiresNewMesh = true;
|
||||
accumulatedTime = timeOffset;
|
||||
}
|
||||
|
||||
void Update () {
|
||||
if (skeletonAnimation.enabled)
|
||||
skeletonAnimation.enabled = false;
|
||||
|
||||
accumulatedTime += Time.deltaTime;
|
||||
|
||||
float frames = 0;
|
||||
while (accumulatedTime >= frameDeltaTime) {
|
||||
frames++;
|
||||
if (frames > maxFrameSkip) break;
|
||||
accumulatedTime -= frameDeltaTime;
|
||||
}
|
||||
|
||||
if (frames > 0) {
|
||||
skeletonAnimation.Update(frames * frameDeltaTime);
|
||||
requiresNewMesh = true;
|
||||
}
|
||||
}
|
||||
|
||||
void LateUpdate () {
|
||||
if (frameskipMeshUpdate && !requiresNewMesh) return;
|
||||
|
||||
skeletonAnimation.LateUpdate();
|
||||
requiresNewMesh = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,168 +1,168 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity {
|
||||
|
||||
using Animation = Spine.Animation;
|
||||
using AnimationState = Spine.AnimationState;
|
||||
|
||||
public class SkeletonAnimationMulti : MonoBehaviour {
|
||||
const int MainTrackIndex = 0;
|
||||
|
||||
public bool initialFlipX, initialFlipY;
|
||||
public string initialAnimation;
|
||||
public bool initialLoop;
|
||||
[Space]
|
||||
public List<SkeletonDataAsset> skeletonDataAssets = new List<SkeletonDataAsset>();
|
||||
[Header("Settings")]
|
||||
public MeshGenerator.Settings meshGeneratorSettings = MeshGenerator.Settings.Default;
|
||||
|
||||
readonly List<SkeletonAnimation> skeletonAnimations = new List<SkeletonAnimation>();
|
||||
readonly Dictionary<string, Animation> animationNameTable = new Dictionary<string, Animation>();
|
||||
readonly Dictionary<Animation, SkeletonAnimation> animationSkeletonTable = new Dictionary<Animation, SkeletonAnimation>();
|
||||
//Stateful
|
||||
SkeletonAnimation currentSkeletonAnimation;
|
||||
|
||||
void Clear () {
|
||||
foreach (SkeletonAnimation skeletonAnimation in skeletonAnimations)
|
||||
Destroy(skeletonAnimation.gameObject);
|
||||
|
||||
skeletonAnimations.Clear();
|
||||
animationNameTable.Clear();
|
||||
animationSkeletonTable.Clear();
|
||||
}
|
||||
|
||||
void SetActiveSkeleton (int index) {
|
||||
if (index < 0 || index >= skeletonAnimations.Count)
|
||||
SetActiveSkeleton(null);
|
||||
else
|
||||
SetActiveSkeleton(skeletonAnimations[index]);
|
||||
}
|
||||
|
||||
void SetActiveSkeleton (SkeletonAnimation skeletonAnimation) {
|
||||
foreach (SkeletonAnimation iter in skeletonAnimations)
|
||||
iter.gameObject.SetActive(iter == skeletonAnimation);
|
||||
|
||||
currentSkeletonAnimation = skeletonAnimation;
|
||||
}
|
||||
|
||||
#region Lifecycle
|
||||
void Awake () {
|
||||
Initialize(false);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region API
|
||||
public Dictionary<Animation, SkeletonAnimation> AnimationSkeletonTable { get { return this.animationSkeletonTable; } }
|
||||
public Dictionary<string, Animation> AnimationNameTable { get { return this.animationNameTable; } }
|
||||
public SkeletonAnimation CurrentSkeletonAnimation { get { return this.currentSkeletonAnimation; } }
|
||||
public List<SkeletonAnimation> SkeletonAnimations { get { return skeletonAnimations; } }
|
||||
|
||||
public void Initialize (bool overwrite) {
|
||||
if (skeletonAnimations.Count != 0 && !overwrite) return;
|
||||
|
||||
Clear();
|
||||
|
||||
MeshGenerator.Settings settings = this.meshGeneratorSettings;
|
||||
Transform thisTransform = this.transform;
|
||||
foreach (SkeletonDataAsset dataAsset in skeletonDataAssets) {
|
||||
SkeletonAnimation newSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(dataAsset);
|
||||
newSkeletonAnimation.transform.SetParent(thisTransform, false);
|
||||
|
||||
newSkeletonAnimation.SetMeshSettings(settings);
|
||||
newSkeletonAnimation.initialFlipX = this.initialFlipX;
|
||||
newSkeletonAnimation.initialFlipY = this.initialFlipY;
|
||||
Skeleton skeleton = newSkeletonAnimation.skeleton;
|
||||
skeleton.ScaleX = this.initialFlipX ? -1 : 1;
|
||||
skeleton.ScaleY = this.initialFlipY ? -1 : 1;
|
||||
|
||||
newSkeletonAnimation.Initialize(false);
|
||||
skeletonAnimations.Add(newSkeletonAnimation);
|
||||
}
|
||||
|
||||
// Build cache
|
||||
Dictionary<string, Animation> animationNameTable = this.animationNameTable;
|
||||
Dictionary<Animation, SkeletonAnimation> animationSkeletonTable = this.animationSkeletonTable;
|
||||
foreach (SkeletonAnimation skeletonAnimation in skeletonAnimations) {
|
||||
foreach (Animation animationObject in skeletonAnimation.Skeleton.Data.Animations) {
|
||||
animationNameTable[animationObject.Name] = animationObject;
|
||||
animationSkeletonTable[animationObject] = skeletonAnimation;
|
||||
}
|
||||
}
|
||||
|
||||
SetActiveSkeleton(skeletonAnimations[0]);
|
||||
SetAnimation(initialAnimation, initialLoop);
|
||||
}
|
||||
|
||||
public Animation FindAnimation (string animationName) {
|
||||
Animation animation;
|
||||
animationNameTable.TryGetValue(animationName, out animation);
|
||||
return animation;
|
||||
}
|
||||
|
||||
public TrackEntry SetAnimation (string animationName, bool loop) {
|
||||
return SetAnimation(FindAnimation(animationName), loop);
|
||||
}
|
||||
|
||||
public TrackEntry SetAnimation (Animation animation, bool loop) {
|
||||
if (animation == null) return null;
|
||||
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
animationSkeletonTable.TryGetValue(animation, out skeletonAnimation);
|
||||
|
||||
if (skeletonAnimation != null) {
|
||||
SetActiveSkeleton(skeletonAnimation);
|
||||
skeletonAnimation.skeleton.SetToSetupPose();
|
||||
TrackEntry trackEntry = skeletonAnimation.state.SetAnimation(MainTrackIndex, animation, loop);
|
||||
skeletonAnimation.Update(0);
|
||||
return trackEntry;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public void SetEmptyAnimation (float mixDuration) {
|
||||
currentSkeletonAnimation.state.SetEmptyAnimation(MainTrackIndex, mixDuration);
|
||||
}
|
||||
|
||||
public void ClearAnimation () {
|
||||
currentSkeletonAnimation.state.ClearTrack(MainTrackIndex);
|
||||
}
|
||||
|
||||
public TrackEntry GetCurrent () {
|
||||
return currentSkeletonAnimation.state.GetCurrent(MainTrackIndex);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity {
|
||||
|
||||
using Animation = Spine.Animation;
|
||||
using AnimationState = Spine.AnimationState;
|
||||
|
||||
public class SkeletonAnimationMulti : MonoBehaviour {
|
||||
const int MainTrackIndex = 0;
|
||||
|
||||
public bool initialFlipX, initialFlipY;
|
||||
public string initialAnimation;
|
||||
public bool initialLoop;
|
||||
[Space]
|
||||
public List<SkeletonDataAsset> skeletonDataAssets = new List<SkeletonDataAsset>();
|
||||
[Header("Settings")]
|
||||
public MeshGenerator.Settings meshGeneratorSettings = MeshGenerator.Settings.Default;
|
||||
|
||||
readonly List<SkeletonAnimation> skeletonAnimations = new List<SkeletonAnimation>();
|
||||
readonly Dictionary<string, Animation> animationNameTable = new Dictionary<string, Animation>();
|
||||
readonly Dictionary<Animation, SkeletonAnimation> animationSkeletonTable = new Dictionary<Animation, SkeletonAnimation>();
|
||||
//Stateful
|
||||
SkeletonAnimation currentSkeletonAnimation;
|
||||
|
||||
void Clear () {
|
||||
foreach (SkeletonAnimation skeletonAnimation in skeletonAnimations)
|
||||
Destroy(skeletonAnimation.gameObject);
|
||||
|
||||
skeletonAnimations.Clear();
|
||||
animationNameTable.Clear();
|
||||
animationSkeletonTable.Clear();
|
||||
}
|
||||
|
||||
void SetActiveSkeleton (int index) {
|
||||
if (index < 0 || index >= skeletonAnimations.Count)
|
||||
SetActiveSkeleton(null);
|
||||
else
|
||||
SetActiveSkeleton(skeletonAnimations[index]);
|
||||
}
|
||||
|
||||
void SetActiveSkeleton (SkeletonAnimation skeletonAnimation) {
|
||||
foreach (SkeletonAnimation iter in skeletonAnimations)
|
||||
iter.gameObject.SetActive(iter == skeletonAnimation);
|
||||
|
||||
currentSkeletonAnimation = skeletonAnimation;
|
||||
}
|
||||
|
||||
#region Lifecycle
|
||||
void Awake () {
|
||||
Initialize(false);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region API
|
||||
public Dictionary<Animation, SkeletonAnimation> AnimationSkeletonTable { get { return this.animationSkeletonTable; } }
|
||||
public Dictionary<string, Animation> AnimationNameTable { get { return this.animationNameTable; } }
|
||||
public SkeletonAnimation CurrentSkeletonAnimation { get { return this.currentSkeletonAnimation; } }
|
||||
public List<SkeletonAnimation> SkeletonAnimations { get { return skeletonAnimations; } }
|
||||
|
||||
public void Initialize (bool overwrite) {
|
||||
if (skeletonAnimations.Count != 0 && !overwrite) return;
|
||||
|
||||
Clear();
|
||||
|
||||
MeshGenerator.Settings settings = this.meshGeneratorSettings;
|
||||
Transform thisTransform = this.transform;
|
||||
foreach (SkeletonDataAsset dataAsset in skeletonDataAssets) {
|
||||
SkeletonAnimation newSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(dataAsset);
|
||||
newSkeletonAnimation.transform.SetParent(thisTransform, false);
|
||||
|
||||
newSkeletonAnimation.SetMeshSettings(settings);
|
||||
newSkeletonAnimation.initialFlipX = this.initialFlipX;
|
||||
newSkeletonAnimation.initialFlipY = this.initialFlipY;
|
||||
Skeleton skeleton = newSkeletonAnimation.skeleton;
|
||||
skeleton.ScaleX = this.initialFlipX ? -1 : 1;
|
||||
skeleton.ScaleY = this.initialFlipY ? -1 : 1;
|
||||
|
||||
newSkeletonAnimation.Initialize(false);
|
||||
skeletonAnimations.Add(newSkeletonAnimation);
|
||||
}
|
||||
|
||||
// Build cache
|
||||
Dictionary<string, Animation> animationNameTable = this.animationNameTable;
|
||||
Dictionary<Animation, SkeletonAnimation> animationSkeletonTable = this.animationSkeletonTable;
|
||||
foreach (SkeletonAnimation skeletonAnimation in skeletonAnimations) {
|
||||
foreach (Animation animationObject in skeletonAnimation.Skeleton.Data.Animations) {
|
||||
animationNameTable[animationObject.Name] = animationObject;
|
||||
animationSkeletonTable[animationObject] = skeletonAnimation;
|
||||
}
|
||||
}
|
||||
|
||||
SetActiveSkeleton(skeletonAnimations[0]);
|
||||
SetAnimation(initialAnimation, initialLoop);
|
||||
}
|
||||
|
||||
public Animation FindAnimation (string animationName) {
|
||||
Animation animation;
|
||||
animationNameTable.TryGetValue(animationName, out animation);
|
||||
return animation;
|
||||
}
|
||||
|
||||
public TrackEntry SetAnimation (string animationName, bool loop) {
|
||||
return SetAnimation(FindAnimation(animationName), loop);
|
||||
}
|
||||
|
||||
public TrackEntry SetAnimation (Animation animation, bool loop) {
|
||||
if (animation == null) return null;
|
||||
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
animationSkeletonTable.TryGetValue(animation, out skeletonAnimation);
|
||||
|
||||
if (skeletonAnimation != null) {
|
||||
SetActiveSkeleton(skeletonAnimation);
|
||||
skeletonAnimation.skeleton.SetToSetupPose();
|
||||
TrackEntry trackEntry = skeletonAnimation.state.SetAnimation(MainTrackIndex, animation, loop);
|
||||
skeletonAnimation.Update(0);
|
||||
return trackEntry;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public void SetEmptyAnimation (float mixDuration) {
|
||||
currentSkeletonAnimation.state.SetEmptyAnimation(MainTrackIndex, mixDuration);
|
||||
}
|
||||
|
||||
public void ClearAnimation () {
|
||||
currentSkeletonAnimation.state.ClearTrack(MainTrackIndex);
|
||||
}
|
||||
|
||||
public TrackEntry GetCurrent () {
|
||||
return currentSkeletonAnimation.state.GetCurrent(MainTrackIndex);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,83 +1,83 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Prototyping {
|
||||
/// <summary>
|
||||
/// Stores and serializes initial settings for a Spine Skeleton component. The settings only get applied on Start at runtime.</summary>
|
||||
public class SkeletonColorInitialize : MonoBehaviour {
|
||||
public Color skeletonColor = Color.white;
|
||||
public List<SlotSettings> slotSettings = new List<SlotSettings>();
|
||||
|
||||
[System.Serializable]
|
||||
public class SlotSettings {
|
||||
[SpineSlot]
|
||||
public string slot = string.Empty;
|
||||
public Color color = Color.white;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnValidate () {
|
||||
ISkeletonComponent skeletonComponent = GetComponent<ISkeletonComponent>();
|
||||
if (skeletonComponent != null) {
|
||||
skeletonComponent.Skeleton.SetSlotsToSetupPose();
|
||||
IAnimationStateComponent animationStateComponent = GetComponent<IAnimationStateComponent>();
|
||||
if (animationStateComponent != null && animationStateComponent.AnimationState != null) {
|
||||
animationStateComponent.AnimationState.Apply(skeletonComponent.Skeleton);
|
||||
}
|
||||
}
|
||||
ApplySettings();
|
||||
}
|
||||
#endif
|
||||
|
||||
void Start () {
|
||||
ApplySettings();
|
||||
}
|
||||
|
||||
void ApplySettings () {
|
||||
ISkeletonComponent skeletonComponent = GetComponent<ISkeletonComponent>();
|
||||
if (skeletonComponent != null) {
|
||||
Skeleton skeleton = skeletonComponent.Skeleton;
|
||||
skeleton.SetColor(skeletonColor);
|
||||
|
||||
foreach (SlotSettings s in slotSettings) {
|
||||
Slot slot = skeleton.FindSlot(s.slot);
|
||||
if (slot != null) slot.SetColor(s.color);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Prototyping {
|
||||
/// <summary>
|
||||
/// Stores and serializes initial settings for a Spine Skeleton component. The settings only get applied on Start at runtime.</summary>
|
||||
public class SkeletonColorInitialize : MonoBehaviour {
|
||||
public Color skeletonColor = Color.white;
|
||||
public List<SlotSettings> slotSettings = new List<SlotSettings>();
|
||||
|
||||
[System.Serializable]
|
||||
public class SlotSettings {
|
||||
[SpineSlot]
|
||||
public string slot = string.Empty;
|
||||
public Color color = Color.white;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnValidate () {
|
||||
ISkeletonComponent skeletonComponent = GetComponent<ISkeletonComponent>();
|
||||
if (skeletonComponent != null) {
|
||||
skeletonComponent.Skeleton.SetSlotsToSetupPose();
|
||||
IAnimationStateComponent animationStateComponent = GetComponent<IAnimationStateComponent>();
|
||||
if (animationStateComponent != null && animationStateComponent.AnimationState != null) {
|
||||
animationStateComponent.AnimationState.Apply(skeletonComponent.Skeleton);
|
||||
}
|
||||
}
|
||||
ApplySettings();
|
||||
}
|
||||
#endif
|
||||
|
||||
void Start () {
|
||||
ApplySettings();
|
||||
}
|
||||
|
||||
void ApplySettings () {
|
||||
ISkeletonComponent skeletonComponent = GetComponent<ISkeletonComponent>();
|
||||
if (skeletonComponent != null) {
|
||||
Skeleton skeleton = skeletonComponent.Skeleton;
|
||||
skeleton.SetColor(skeletonColor);
|
||||
|
||||
foreach (SlotSettings s in slotSettings) {
|
||||
Slot slot = skeleton.FindSlot(s.slot);
|
||||
if (slot != null) slot.SetColor(s.color);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,104 +1,104 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SkeletonGraphicMirror : MonoBehaviour {
|
||||
|
||||
public SkeletonRenderer source;
|
||||
public bool mirrorOnStart = true;
|
||||
public bool restoreOnDisable = true;
|
||||
SkeletonGraphic skeletonGraphic;
|
||||
|
||||
Skeleton originalSkeleton;
|
||||
bool originalFreeze;
|
||||
Texture2D overrideTexture;
|
||||
|
||||
private void Awake () {
|
||||
skeletonGraphic = GetComponent<SkeletonGraphic>();
|
||||
}
|
||||
|
||||
void Start () {
|
||||
if (mirrorOnStart)
|
||||
StartMirroring();
|
||||
}
|
||||
|
||||
void LateUpdate () {
|
||||
skeletonGraphic.UpdateMesh();
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
if (restoreOnDisable)
|
||||
RestoreIndependentSkeleton();
|
||||
}
|
||||
|
||||
/// <summary>Freeze the SkeletonGraphic on this GameObject, and use the source as the Skeleton to be rendered by the SkeletonGraphic.</summary>
|
||||
public void StartMirroring () {
|
||||
if (source == null)
|
||||
return;
|
||||
if (skeletonGraphic == null)
|
||||
return;
|
||||
|
||||
skeletonGraphic.startingAnimation = string.Empty;
|
||||
|
||||
if (originalSkeleton == null) {
|
||||
originalSkeleton = skeletonGraphic.Skeleton;
|
||||
originalFreeze = skeletonGraphic.freeze;
|
||||
}
|
||||
|
||||
skeletonGraphic.Skeleton = source.skeleton;
|
||||
skeletonGraphic.freeze = true;
|
||||
if (overrideTexture != null)
|
||||
skeletonGraphic.OverrideTexture = overrideTexture;
|
||||
}
|
||||
|
||||
/// <summary>Use a new texture for the SkeletonGraphic. Use this if your source skeleton uses a repacked atlas. </summary>
|
||||
public void UpdateTexture (Texture2D newOverrideTexture) {
|
||||
overrideTexture = newOverrideTexture;
|
||||
if (newOverrideTexture != null)
|
||||
skeletonGraphic.OverrideTexture = overrideTexture;
|
||||
}
|
||||
|
||||
/// <summary>Stops mirroring the source SkeletonRenderer and allows the SkeletonGraphic to become an independent Skeleton component again.</summary>
|
||||
public void RestoreIndependentSkeleton () {
|
||||
if (originalSkeleton == null)
|
||||
return;
|
||||
|
||||
skeletonGraphic.Skeleton = originalSkeleton;
|
||||
skeletonGraphic.freeze = originalFreeze;
|
||||
skeletonGraphic.OverrideTexture = null;
|
||||
|
||||
originalSkeleton = null;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SkeletonGraphicMirror : MonoBehaviour {
|
||||
|
||||
public SkeletonRenderer source;
|
||||
public bool mirrorOnStart = true;
|
||||
public bool restoreOnDisable = true;
|
||||
SkeletonGraphic skeletonGraphic;
|
||||
|
||||
Skeleton originalSkeleton;
|
||||
bool originalFreeze;
|
||||
Texture2D overrideTexture;
|
||||
|
||||
private void Awake () {
|
||||
skeletonGraphic = GetComponent<SkeletonGraphic>();
|
||||
}
|
||||
|
||||
void Start () {
|
||||
if (mirrorOnStart)
|
||||
StartMirroring();
|
||||
}
|
||||
|
||||
void LateUpdate () {
|
||||
skeletonGraphic.UpdateMesh();
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
if (restoreOnDisable)
|
||||
RestoreIndependentSkeleton();
|
||||
}
|
||||
|
||||
/// <summary>Freeze the SkeletonGraphic on this GameObject, and use the source as the Skeleton to be rendered by the SkeletonGraphic.</summary>
|
||||
public void StartMirroring () {
|
||||
if (source == null)
|
||||
return;
|
||||
if (skeletonGraphic == null)
|
||||
return;
|
||||
|
||||
skeletonGraphic.startingAnimation = string.Empty;
|
||||
|
||||
if (originalSkeleton == null) {
|
||||
originalSkeleton = skeletonGraphic.Skeleton;
|
||||
originalFreeze = skeletonGraphic.freeze;
|
||||
}
|
||||
|
||||
skeletonGraphic.Skeleton = source.skeleton;
|
||||
skeletonGraphic.freeze = true;
|
||||
if (overrideTexture != null)
|
||||
skeletonGraphic.OverrideTexture = overrideTexture;
|
||||
}
|
||||
|
||||
/// <summary>Use a new texture for the SkeletonGraphic. Use this if your source skeleton uses a repacked atlas. </summary>
|
||||
public void UpdateTexture (Texture2D newOverrideTexture) {
|
||||
overrideTexture = newOverrideTexture;
|
||||
if (newOverrideTexture != null)
|
||||
skeletonGraphic.OverrideTexture = overrideTexture;
|
||||
}
|
||||
|
||||
/// <summary>Stops mirroring the source SkeletonRenderer and allows the SkeletonGraphic to become an independent Skeleton component again.</summary>
|
||||
public void RestoreIndependentSkeleton () {
|
||||
if (originalSkeleton == null)
|
||||
return;
|
||||
|
||||
skeletonGraphic.Skeleton = originalSkeleton;
|
||||
skeletonGraphic.freeze = originalFreeze;
|
||||
skeletonGraphic.OverrideTexture = null;
|
||||
|
||||
originalSkeleton = null;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,52 +1,52 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
|
||||
public class SkeletonGraphicPlayAnimationAtEvent : MonoBehaviour {
|
||||
|
||||
public SkeletonGraphic skeletonGraphic;
|
||||
public int trackIndex = 0;
|
||||
public float playbackSpeed = 1.0f;
|
||||
|
||||
public void PlayAnimationLooping (string animation) {
|
||||
Spine.TrackEntry entry = skeletonGraphic.AnimationState.SetAnimation(trackIndex, animation, true);
|
||||
entry.TimeScale = playbackSpeed;
|
||||
}
|
||||
|
||||
public void PlayAnimationOnce (string animation) {
|
||||
Spine.TrackEntry entry = skeletonGraphic.AnimationState.SetAnimation(trackIndex, animation, false);
|
||||
entry.TimeScale = playbackSpeed;
|
||||
}
|
||||
|
||||
public void ClearTrack () {
|
||||
skeletonGraphic.AnimationState.ClearTrack(trackIndex);
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
|
||||
public class SkeletonGraphicPlayAnimationAtEvent : MonoBehaviour {
|
||||
|
||||
public SkeletonGraphic skeletonGraphic;
|
||||
public int trackIndex = 0;
|
||||
public float playbackSpeed = 1.0f;
|
||||
|
||||
public void PlayAnimationLooping (string animation) {
|
||||
Spine.TrackEntry entry = skeletonGraphic.AnimationState.SetAnimation(trackIndex, animation, true);
|
||||
entry.TimeScale = playbackSpeed;
|
||||
}
|
||||
|
||||
public void PlayAnimationOnce (string animation) {
|
||||
Spine.TrackEntry entry = skeletonGraphic.AnimationState.SetAnimation(trackIndex, animation, false);
|
||||
entry.TimeScale = playbackSpeed;
|
||||
}
|
||||
|
||||
public void ClearTrack () {
|
||||
skeletonGraphic.AnimationState.ClearTrack(trackIndex);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,260 +1,260 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2017_2_OR_NEWER
|
||||
#define HAS_VECTOR2INT
|
||||
#endif
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
/// <summary>
|
||||
/// When enabled, this component renders a skeleton to a RenderTexture and
|
||||
/// then draws this RenderTexture at a UI RawImage quad of the same size.
|
||||
/// This allows changing transparency at a single quad, which produces a more
|
||||
/// natural fadeout effect.
|
||||
/// Note: It is recommended to keep this component disabled as much as possible
|
||||
/// because of the additional rendering overhead. Only enable it when alpha blending is required.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(SkeletonGraphic))]
|
||||
public class SkeletonGraphicRenderTexture : SkeletonRenderTextureBase {
|
||||
#if HAS_VECTOR2INT
|
||||
[System.Serializable]
|
||||
public struct TextureMaterialPair {
|
||||
public Texture texture;
|
||||
public Material material;
|
||||
|
||||
public TextureMaterialPair (Texture texture, Material material) {
|
||||
this.texture = texture;
|
||||
this.material = material;
|
||||
}
|
||||
}
|
||||
|
||||
public RectTransform customRenderRect;
|
||||
protected SkeletonGraphic skeletonGraphic;
|
||||
public List<TextureMaterialPair> meshRendererMaterialForTexture = new List<TextureMaterialPair>();
|
||||
protected CanvasRenderer quadCanvasRenderer;
|
||||
protected RawImage quadRawImage;
|
||||
protected readonly Vector3[] worldCorners = new Vector3[4];
|
||||
|
||||
protected override void Awake () {
|
||||
base.Awake();
|
||||
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
|
||||
if (targetCamera == null) {
|
||||
targetCamera = skeletonGraphic.canvas.worldCamera;
|
||||
if (targetCamera == null)
|
||||
targetCamera = Camera.main;
|
||||
}
|
||||
CreateQuadChild();
|
||||
}
|
||||
|
||||
void CreateQuadChild () {
|
||||
quad = new GameObject(this.name + " RenderTexture", typeof(CanvasRenderer), typeof(RawImage));
|
||||
quad.transform.SetParent(this.transform.parent, false);
|
||||
quadCanvasRenderer = quad.GetComponent<CanvasRenderer>();
|
||||
quadRawImage = quad.GetComponent<RawImage>();
|
||||
|
||||
quadMesh = new Mesh();
|
||||
quadMesh.MarkDynamic();
|
||||
quadMesh.name = "RenderTexture Quad";
|
||||
quadMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
|
||||
}
|
||||
|
||||
void Reset () {
|
||||
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
|
||||
AtlasAssetBase[] atlasAssets = skeletonGraphic.SkeletonDataAsset.atlasAssets;
|
||||
for (int i = 0; i < atlasAssets.Length; ++i) {
|
||||
foreach (Material material in atlasAssets[i].Materials) {
|
||||
if (material.mainTexture != null) {
|
||||
meshRendererMaterialForTexture.Add(
|
||||
new TextureMaterialPair(material.mainTexture, material));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnEnable () {
|
||||
skeletonGraphic.OnInstructionsPrepared += PrepareQuad;
|
||||
skeletonGraphic.AssignMeshOverrideSingleRenderer += RenderSingleMeshToRenderTexture;
|
||||
skeletonGraphic.AssignMeshOverrideMultipleRenderers += RenderMultipleMeshesToRenderTexture;
|
||||
skeletonGraphic.disableMeshAssignmentOnOverride = true;
|
||||
skeletonGraphic.OnMeshAndMaterialsUpdated += RenderOntoQuad;
|
||||
List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
|
||||
for (int i = 0; i < canvasRenderers.Count; ++i)
|
||||
canvasRenderers[i].cull = true;
|
||||
|
||||
if (quadCanvasRenderer)
|
||||
quadCanvasRenderer.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
skeletonGraphic.OnInstructionsPrepared -= PrepareQuad;
|
||||
skeletonGraphic.AssignMeshOverrideSingleRenderer -= RenderSingleMeshToRenderTexture;
|
||||
skeletonGraphic.AssignMeshOverrideMultipleRenderers -= RenderMultipleMeshesToRenderTexture;
|
||||
skeletonGraphic.disableMeshAssignmentOnOverride = false;
|
||||
skeletonGraphic.OnMeshAndMaterialsUpdated -= RenderOntoQuad;
|
||||
List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
|
||||
for (int i = 0; i < canvasRenderers.Count; ++i)
|
||||
canvasRenderers[i].cull = false;
|
||||
|
||||
if (quadCanvasRenderer)
|
||||
quadCanvasRenderer.gameObject.SetActive(false);
|
||||
if (renderTexture)
|
||||
RenderTexture.ReleaseTemporary(renderTexture);
|
||||
allocatedRenderTextureSize = Vector2Int.zero;
|
||||
}
|
||||
|
||||
void PrepareQuad (SkeletonRendererInstruction instruction) {
|
||||
PrepareForMesh();
|
||||
SetupQuad();
|
||||
}
|
||||
|
||||
void RenderOntoQuad (SkeletonGraphic skeletonRenderer) {
|
||||
AssignAtQuad();
|
||||
}
|
||||
|
||||
protected void PrepareForMesh () {
|
||||
// We need to get the min/max of all four corners, rotation of the skeleton
|
||||
// in combination with perspective projection otherwise might lead to incorrect
|
||||
// screen space min/max.
|
||||
RectTransform rectTransform = customRenderRect ? customRenderRect : skeletonGraphic.rectTransform;
|
||||
rectTransform.GetWorldCorners(worldCorners);
|
||||
|
||||
RenderMode canvasRenderMode = skeletonGraphic.canvas.renderMode;
|
||||
Vector3 screenCorner0, screenCorner1, screenCorner2, screenCorner3;
|
||||
// note: world corners are ordered bottom left, top left, top right, bottom right.
|
||||
// This corresponds to 0, 3, 1, 2 in our desired order.
|
||||
if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
|
||||
screenCorner0 = worldCorners[0];
|
||||
screenCorner1 = worldCorners[3];
|
||||
screenCorner2 = worldCorners[1];
|
||||
screenCorner3 = worldCorners[2];
|
||||
} else {
|
||||
screenCorner0 = targetCamera.WorldToScreenPoint(worldCorners[0]);
|
||||
screenCorner1 = targetCamera.WorldToScreenPoint(worldCorners[3]);
|
||||
screenCorner2 = targetCamera.WorldToScreenPoint(worldCorners[1]);
|
||||
screenCorner3 = targetCamera.WorldToScreenPoint(worldCorners[2]);
|
||||
}
|
||||
|
||||
// To avoid perspective distortion when rotated, we project all vertices
|
||||
// onto a plane parallel to the view frustum near plane.
|
||||
// Avoids the requirement of 'noperspective' vertex attribute interpolation modifier in shaders.
|
||||
float averageScreenDepth = (screenCorner0.z + screenCorner1.z + screenCorner2.z + screenCorner3.z) / 4.0f;
|
||||
screenCorner0.z = screenCorner1.z = screenCorner2.z = screenCorner3.z = averageScreenDepth;
|
||||
|
||||
if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
|
||||
worldCornerNoDistortion0 = screenCorner0;
|
||||
worldCornerNoDistortion1 = screenCorner1;
|
||||
worldCornerNoDistortion2 = screenCorner2;
|
||||
worldCornerNoDistortion3 = screenCorner3;
|
||||
} else {
|
||||
worldCornerNoDistortion0 = targetCamera.ScreenToWorldPoint(screenCorner0);
|
||||
worldCornerNoDistortion1 = targetCamera.ScreenToWorldPoint(screenCorner1);
|
||||
worldCornerNoDistortion2 = targetCamera.ScreenToWorldPoint(screenCorner2);
|
||||
worldCornerNoDistortion3 = targetCamera.ScreenToWorldPoint(screenCorner3);
|
||||
}
|
||||
Vector3 screenSpaceMin, screenSpaceMax;
|
||||
PrepareTextureMapping(out screenSpaceMin, out screenSpaceMax,
|
||||
screenCorner0, screenCorner1, screenCorner2, screenCorner3);
|
||||
PrepareCommandBuffer(targetCamera, screenSpaceMin, screenSpaceMax);
|
||||
}
|
||||
|
||||
protected Material MeshRendererMaterialForTexture (Texture texture) {
|
||||
return meshRendererMaterialForTexture.Find(x => x.texture == texture).material;
|
||||
}
|
||||
|
||||
protected void RenderSingleMeshToRenderTexture (Mesh mesh, Material graphicMaterial, Texture texture) {
|
||||
Material meshRendererMaterial = MeshRendererMaterialForTexture(texture);
|
||||
commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, -1);
|
||||
Graphics.ExecuteCommandBuffer(commandBuffer);
|
||||
}
|
||||
|
||||
protected void RenderMultipleMeshesToRenderTexture (int meshCount,
|
||||
Mesh[] meshes, Material[] graphicMaterials, Texture[] textures) {
|
||||
|
||||
for (int i = 0; i < meshCount; ++i) {
|
||||
Material meshRendererMaterial = MeshRendererMaterialForTexture(textures[i]);
|
||||
commandBuffer.DrawMesh(meshes[i], transform.localToWorldMatrix, meshRendererMaterial, 0, -1);
|
||||
}
|
||||
Graphics.ExecuteCommandBuffer(commandBuffer);
|
||||
}
|
||||
|
||||
protected void SetupQuad () {
|
||||
quadRawImage.texture = this.renderTexture;
|
||||
quadRawImage.color = color;
|
||||
quadCanvasRenderer.SetColor(color);
|
||||
|
||||
RectTransform srcRectTransform = skeletonGraphic.rectTransform;
|
||||
RectTransform dstRectTransform = quadRawImage.rectTransform;
|
||||
|
||||
dstRectTransform.anchorMin = srcRectTransform.anchorMin;
|
||||
dstRectTransform.anchorMax = srcRectTransform.anchorMax;
|
||||
dstRectTransform.anchoredPosition = srcRectTransform.anchoredPosition;
|
||||
dstRectTransform.pivot = srcRectTransform.pivot;
|
||||
dstRectTransform.localScale = srcRectTransform.localScale;
|
||||
dstRectTransform.sizeDelta = srcRectTransform.sizeDelta;
|
||||
dstRectTransform.rotation = srcRectTransform.rotation;
|
||||
}
|
||||
|
||||
protected void PrepareCommandBuffer (Camera targetCamera, Vector3 screenSpaceMin, Vector3 screenSpaceMax) {
|
||||
commandBuffer.Clear();
|
||||
commandBuffer.SetRenderTarget(renderTexture);
|
||||
commandBuffer.ClearRenderTarget(true, true, Color.clear);
|
||||
|
||||
Rect canvasRect = skeletonGraphic.canvas.pixelRect;
|
||||
|
||||
Matrix4x4 projectionMatrix = Matrix4x4.Ortho(
|
||||
canvasRect.x, canvasRect.x + canvasRect.width,
|
||||
canvasRect.y, canvasRect.y + canvasRect.height,
|
||||
float.MinValue, float.MaxValue);
|
||||
|
||||
RenderMode canvasRenderMode = skeletonGraphic.canvas.renderMode;
|
||||
if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
|
||||
commandBuffer.SetViewMatrix(Matrix4x4.identity);
|
||||
commandBuffer.SetProjectionMatrix(projectionMatrix);
|
||||
} else {
|
||||
commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
|
||||
commandBuffer.SetProjectionMatrix(targetCamera.projectionMatrix);
|
||||
}
|
||||
|
||||
Vector2 targetCameraViewportSize = targetCamera.pixelRect.size;
|
||||
Rect viewportRect = new Rect(-screenSpaceMin * downScaleFactor, targetCameraViewportSize * downScaleFactor);
|
||||
commandBuffer.SetViewport(viewportRect);
|
||||
}
|
||||
|
||||
protected override void AssignMeshAtRenderer () {
|
||||
quadCanvasRenderer.SetMesh(quadMesh);
|
||||
}
|
||||
#endif // HAS_VECTOR2INT
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2022, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2017_2_OR_NEWER
|
||||
#define HAS_VECTOR2INT
|
||||
#endif
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
/// <summary>
|
||||
/// When enabled, this component renders a skeleton to a RenderTexture and
|
||||
/// then draws this RenderTexture at a UI RawImage quad of the same size.
|
||||
/// This allows changing transparency at a single quad, which produces a more
|
||||
/// natural fadeout effect.
|
||||
/// Note: It is recommended to keep this component disabled as much as possible
|
||||
/// because of the additional rendering overhead. Only enable it when alpha blending is required.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(SkeletonGraphic))]
|
||||
public class SkeletonGraphicRenderTexture : SkeletonRenderTextureBase {
|
||||
#if HAS_VECTOR2INT
|
||||
[System.Serializable]
|
||||
public struct TextureMaterialPair {
|
||||
public Texture texture;
|
||||
public Material material;
|
||||
|
||||
public TextureMaterialPair (Texture texture, Material material) {
|
||||
this.texture = texture;
|
||||
this.material = material;
|
||||
}
|
||||
}
|
||||
|
||||
public RectTransform customRenderRect;
|
||||
protected SkeletonGraphic skeletonGraphic;
|
||||
public List<TextureMaterialPair> meshRendererMaterialForTexture = new List<TextureMaterialPair>();
|
||||
protected CanvasRenderer quadCanvasRenderer;
|
||||
protected RawImage quadRawImage;
|
||||
protected readonly Vector3[] worldCorners = new Vector3[4];
|
||||
|
||||
protected override void Awake () {
|
||||
base.Awake();
|
||||
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
|
||||
if (targetCamera == null) {
|
||||
targetCamera = skeletonGraphic.canvas.worldCamera;
|
||||
if (targetCamera == null)
|
||||
targetCamera = Camera.main;
|
||||
}
|
||||
CreateQuadChild();
|
||||
}
|
||||
|
||||
void CreateQuadChild () {
|
||||
quad = new GameObject(this.name + " RenderTexture", typeof(CanvasRenderer), typeof(RawImage));
|
||||
quad.transform.SetParent(this.transform.parent, false);
|
||||
quadCanvasRenderer = quad.GetComponent<CanvasRenderer>();
|
||||
quadRawImage = quad.GetComponent<RawImage>();
|
||||
|
||||
quadMesh = new Mesh();
|
||||
quadMesh.MarkDynamic();
|
||||
quadMesh.name = "RenderTexture Quad";
|
||||
quadMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
|
||||
}
|
||||
|
||||
void Reset () {
|
||||
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
|
||||
AtlasAssetBase[] atlasAssets = skeletonGraphic.SkeletonDataAsset.atlasAssets;
|
||||
for (int i = 0; i < atlasAssets.Length; ++i) {
|
||||
foreach (Material material in atlasAssets[i].Materials) {
|
||||
if (material.mainTexture != null) {
|
||||
meshRendererMaterialForTexture.Add(
|
||||
new TextureMaterialPair(material.mainTexture, material));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void OnEnable () {
|
||||
skeletonGraphic.OnInstructionsPrepared += PrepareQuad;
|
||||
skeletonGraphic.AssignMeshOverrideSingleRenderer += RenderSingleMeshToRenderTexture;
|
||||
skeletonGraphic.AssignMeshOverrideMultipleRenderers += RenderMultipleMeshesToRenderTexture;
|
||||
skeletonGraphic.disableMeshAssignmentOnOverride = true;
|
||||
skeletonGraphic.OnMeshAndMaterialsUpdated += RenderOntoQuad;
|
||||
List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
|
||||
for (int i = 0; i < canvasRenderers.Count; ++i)
|
||||
canvasRenderers[i].cull = true;
|
||||
|
||||
if (quadCanvasRenderer)
|
||||
quadCanvasRenderer.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
skeletonGraphic.OnInstructionsPrepared -= PrepareQuad;
|
||||
skeletonGraphic.AssignMeshOverrideSingleRenderer -= RenderSingleMeshToRenderTexture;
|
||||
skeletonGraphic.AssignMeshOverrideMultipleRenderers -= RenderMultipleMeshesToRenderTexture;
|
||||
skeletonGraphic.disableMeshAssignmentOnOverride = false;
|
||||
skeletonGraphic.OnMeshAndMaterialsUpdated -= RenderOntoQuad;
|
||||
List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
|
||||
for (int i = 0; i < canvasRenderers.Count; ++i)
|
||||
canvasRenderers[i].cull = false;
|
||||
|
||||
if (quadCanvasRenderer)
|
||||
quadCanvasRenderer.gameObject.SetActive(false);
|
||||
if (renderTexture)
|
||||
RenderTexture.ReleaseTemporary(renderTexture);
|
||||
allocatedRenderTextureSize = Vector2Int.zero;
|
||||
}
|
||||
|
||||
void PrepareQuad (SkeletonRendererInstruction instruction) {
|
||||
PrepareForMesh();
|
||||
SetupQuad();
|
||||
}
|
||||
|
||||
void RenderOntoQuad (SkeletonGraphic skeletonRenderer) {
|
||||
AssignAtQuad();
|
||||
}
|
||||
|
||||
protected void PrepareForMesh () {
|
||||
// We need to get the min/max of all four corners, rotation of the skeleton
|
||||
// in combination with perspective projection otherwise might lead to incorrect
|
||||
// screen space min/max.
|
||||
RectTransform rectTransform = customRenderRect ? customRenderRect : skeletonGraphic.rectTransform;
|
||||
rectTransform.GetWorldCorners(worldCorners);
|
||||
|
||||
RenderMode canvasRenderMode = skeletonGraphic.canvas.renderMode;
|
||||
Vector3 screenCorner0, screenCorner1, screenCorner2, screenCorner3;
|
||||
// note: world corners are ordered bottom left, top left, top right, bottom right.
|
||||
// This corresponds to 0, 3, 1, 2 in our desired order.
|
||||
if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
|
||||
screenCorner0 = worldCorners[0];
|
||||
screenCorner1 = worldCorners[3];
|
||||
screenCorner2 = worldCorners[1];
|
||||
screenCorner3 = worldCorners[2];
|
||||
} else {
|
||||
screenCorner0 = targetCamera.WorldToScreenPoint(worldCorners[0]);
|
||||
screenCorner1 = targetCamera.WorldToScreenPoint(worldCorners[3]);
|
||||
screenCorner2 = targetCamera.WorldToScreenPoint(worldCorners[1]);
|
||||
screenCorner3 = targetCamera.WorldToScreenPoint(worldCorners[2]);
|
||||
}
|
||||
|
||||
// To avoid perspective distortion when rotated, we project all vertices
|
||||
// onto a plane parallel to the view frustum near plane.
|
||||
// Avoids the requirement of 'noperspective' vertex attribute interpolation modifier in shaders.
|
||||
float averageScreenDepth = (screenCorner0.z + screenCorner1.z + screenCorner2.z + screenCorner3.z) / 4.0f;
|
||||
screenCorner0.z = screenCorner1.z = screenCorner2.z = screenCorner3.z = averageScreenDepth;
|
||||
|
||||
if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
|
||||
worldCornerNoDistortion0 = screenCorner0;
|
||||
worldCornerNoDistortion1 = screenCorner1;
|
||||
worldCornerNoDistortion2 = screenCorner2;
|
||||
worldCornerNoDistortion3 = screenCorner3;
|
||||
} else {
|
||||
worldCornerNoDistortion0 = targetCamera.ScreenToWorldPoint(screenCorner0);
|
||||
worldCornerNoDistortion1 = targetCamera.ScreenToWorldPoint(screenCorner1);
|
||||
worldCornerNoDistortion2 = targetCamera.ScreenToWorldPoint(screenCorner2);
|
||||
worldCornerNoDistortion3 = targetCamera.ScreenToWorldPoint(screenCorner3);
|
||||
}
|
||||
Vector3 screenSpaceMin, screenSpaceMax;
|
||||
PrepareTextureMapping(out screenSpaceMin, out screenSpaceMax,
|
||||
screenCorner0, screenCorner1, screenCorner2, screenCorner3);
|
||||
PrepareCommandBuffer(targetCamera, screenSpaceMin, screenSpaceMax);
|
||||
}
|
||||
|
||||
protected Material MeshRendererMaterialForTexture (Texture texture) {
|
||||
return meshRendererMaterialForTexture.Find(x => x.texture == texture).material;
|
||||
}
|
||||
|
||||
protected void RenderSingleMeshToRenderTexture (Mesh mesh, Material graphicMaterial, Texture texture) {
|
||||
Material meshRendererMaterial = MeshRendererMaterialForTexture(texture);
|
||||
commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, -1);
|
||||
Graphics.ExecuteCommandBuffer(commandBuffer);
|
||||
}
|
||||
|
||||
protected void RenderMultipleMeshesToRenderTexture (int meshCount,
|
||||
Mesh[] meshes, Material[] graphicMaterials, Texture[] textures) {
|
||||
|
||||
for (int i = 0; i < meshCount; ++i) {
|
||||
Material meshRendererMaterial = MeshRendererMaterialForTexture(textures[i]);
|
||||
commandBuffer.DrawMesh(meshes[i], transform.localToWorldMatrix, meshRendererMaterial, 0, -1);
|
||||
}
|
||||
Graphics.ExecuteCommandBuffer(commandBuffer);
|
||||
}
|
||||
|
||||
protected void SetupQuad () {
|
||||
quadRawImage.texture = this.renderTexture;
|
||||
quadRawImage.color = color;
|
||||
quadCanvasRenderer.SetColor(color);
|
||||
|
||||
RectTransform srcRectTransform = skeletonGraphic.rectTransform;
|
||||
RectTransform dstRectTransform = quadRawImage.rectTransform;
|
||||
|
||||
dstRectTransform.anchorMin = srcRectTransform.anchorMin;
|
||||
dstRectTransform.anchorMax = srcRectTransform.anchorMax;
|
||||
dstRectTransform.anchoredPosition = srcRectTransform.anchoredPosition;
|
||||
dstRectTransform.pivot = srcRectTransform.pivot;
|
||||
dstRectTransform.localScale = srcRectTransform.localScale;
|
||||
dstRectTransform.sizeDelta = srcRectTransform.sizeDelta;
|
||||
dstRectTransform.rotation = srcRectTransform.rotation;
|
||||
}
|
||||
|
||||
protected void PrepareCommandBuffer (Camera targetCamera, Vector3 screenSpaceMin, Vector3 screenSpaceMax) {
|
||||
commandBuffer.Clear();
|
||||
commandBuffer.SetRenderTarget(renderTexture);
|
||||
commandBuffer.ClearRenderTarget(true, true, Color.clear);
|
||||
|
||||
Rect canvasRect = skeletonGraphic.canvas.pixelRect;
|
||||
|
||||
Matrix4x4 projectionMatrix = Matrix4x4.Ortho(
|
||||
canvasRect.x, canvasRect.x + canvasRect.width,
|
||||
canvasRect.y, canvasRect.y + canvasRect.height,
|
||||
float.MinValue, float.MaxValue);
|
||||
|
||||
RenderMode canvasRenderMode = skeletonGraphic.canvas.renderMode;
|
||||
if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
|
||||
commandBuffer.SetViewMatrix(Matrix4x4.identity);
|
||||
commandBuffer.SetProjectionMatrix(projectionMatrix);
|
||||
} else {
|
||||
commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
|
||||
commandBuffer.SetProjectionMatrix(targetCamera.projectionMatrix);
|
||||
}
|
||||
|
||||
Vector2 targetCameraViewportSize = targetCamera.pixelRect.size;
|
||||
Rect viewportRect = new Rect(-screenSpaceMin * downScaleFactor, targetCameraViewportSize * downScaleFactor);
|
||||
commandBuffer.SetViewport(viewportRect);
|
||||
}
|
||||
|
||||
protected override void AssignMeshAtRenderer () {
|
||||
quadCanvasRenderer.SetMesh(quadMesh);
|
||||
}
|
||||
#endif // HAS_VECTOR2INT
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,202 +1,191 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2019_3_OR_NEWER
|
||||
#define HAS_FORCE_RENDER_OFF
|
||||
#endif
|
||||
|
||||
#if UNITY_2018_2_OR_NEWER
|
||||
#define HAS_GET_SHARED_MATERIALS
|
||||
#endif
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
/// <summary>
|
||||
/// When enabled, this component renders a skeleton to a RenderTexture and
|
||||
/// then draws this RenderTexture at a quad of the same size.
|
||||
/// This allows changing transparency at a single quad, which produces a more
|
||||
/// natural fadeout effect.
|
||||
/// Note: It is recommended to keep this component disabled as much as possible
|
||||
/// because of the additional rendering overhead. Only enable it when alpha blending is required.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SkeletonRenderTexture : SkeletonRenderTextureBase {
|
||||
#if HAS_GET_SHARED_MATERIALS
|
||||
public Material quadMaterial;
|
||||
protected SkeletonRenderer skeletonRenderer;
|
||||
protected MeshRenderer meshRenderer;
|
||||
protected MeshFilter meshFilter;
|
||||
protected MeshRenderer quadMeshRenderer;
|
||||
protected MeshFilter quadMeshFilter;
|
||||
|
||||
private MaterialPropertyBlock propertyBlock;
|
||||
private readonly List<Material> materials = new List<Material>();
|
||||
protected override void Awake () {
|
||||
base.Awake();
|
||||
meshRenderer = this.GetComponent<MeshRenderer>();
|
||||
meshFilter = this.GetComponent<MeshFilter>();
|
||||
skeletonRenderer = this.GetComponent<SkeletonRenderer>();
|
||||
if (targetCamera == null)
|
||||
targetCamera = Camera.main;
|
||||
|
||||
propertyBlock = new MaterialPropertyBlock();
|
||||
CreateQuadChild();
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
protected void Reset () {
|
||||
string[] folders = { "Assets", "Packages" };
|
||||
string[] assets = UnityEditor.AssetDatabase.FindAssets("t:material RenderQuadMaterial", folders);
|
||||
if (assets.Length > 0) {
|
||||
string materialPath = UnityEditor.AssetDatabase.GUIDToAssetPath(assets[0]);
|
||||
quadMaterial = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(materialPath);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void CreateQuadChild () {
|
||||
quad = new GameObject(this.name + " RenderTexture", typeof(MeshRenderer), typeof(MeshFilter));
|
||||
quad.transform.SetParent(this.transform.parent, false);
|
||||
quadMeshRenderer = quad.GetComponent<MeshRenderer>();
|
||||
quadMeshFilter = quad.GetComponent<MeshFilter>();
|
||||
|
||||
quadMeshRenderer.sortingOrder = meshRenderer.sortingOrder;
|
||||
quadMeshRenderer.sortingLayerID = meshRenderer.sortingLayerID;
|
||||
|
||||
quadMesh = new Mesh();
|
||||
quadMesh.MarkDynamic();
|
||||
quadMesh.name = "RenderTexture Quad";
|
||||
quadMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
|
||||
|
||||
if (quadMaterial != null)
|
||||
quadMeshRenderer.material = new Material(quadMaterial);
|
||||
else
|
||||
quadMeshRenderer.material = new Material(Shader.Find("Spine/RenderQuad"));
|
||||
}
|
||||
|
||||
void OnEnable () {
|
||||
skeletonRenderer.OnMeshAndMaterialsUpdated += RenderOntoQuad;
|
||||
#if HAS_FORCE_RENDER_OFF
|
||||
meshRenderer.forceRenderingOff = true;
|
||||
#else
|
||||
Debug.LogError("This component requires Unity 2019.3 or newer for meshRenderer.forceRenderingOff. " +
|
||||
"Otherwise you will see the mesh rendered twice.");
|
||||
#endif
|
||||
if (quadMeshRenderer)
|
||||
quadMeshRenderer.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
skeletonRenderer.OnMeshAndMaterialsUpdated -= RenderOntoQuad;
|
||||
#if HAS_FORCE_RENDER_OFF
|
||||
meshRenderer.forceRenderingOff = false;
|
||||
#endif
|
||||
if (quadMeshRenderer)
|
||||
quadMeshRenderer.gameObject.SetActive(false);
|
||||
if (renderTexture)
|
||||
RenderTexture.ReleaseTemporary(renderTexture);
|
||||
allocatedRenderTextureSize = Vector2Int.zero;
|
||||
}
|
||||
|
||||
void RenderOntoQuad (SkeletonRenderer skeletonRenderer) {
|
||||
PrepareForMesh();
|
||||
RenderToRenderTexture();
|
||||
AssignAtQuad();
|
||||
}
|
||||
|
||||
protected void PrepareForMesh () {
|
||||
// We need to get the min/max of all four corners, rotation of the skeleton
|
||||
// in combination with perspective projection otherwise might lead to incorrect
|
||||
// screen space min/max.
|
||||
Bounds boundsLocalSpace = meshFilter.sharedMesh.bounds;
|
||||
Vector3 localCorner0 = boundsLocalSpace.min;
|
||||
Vector3 localCorner3 = boundsLocalSpace.max;
|
||||
Vector3 localCorner1 = new Vector3(localCorner0.x, localCorner3.y, localCorner0.z);
|
||||
Vector3 localCorner2 = new Vector3(localCorner3.x, localCorner0.y, localCorner3.z);
|
||||
|
||||
Vector3 worldCorner0 = transform.TransformPoint(localCorner0);
|
||||
Vector3 worldCorner1 = transform.TransformPoint(localCorner1);
|
||||
Vector3 worldCorner2 = transform.TransformPoint(localCorner2);
|
||||
Vector3 worldCorner3 = transform.TransformPoint(localCorner3);
|
||||
|
||||
Vector3 screenCorner0 = targetCamera.WorldToScreenPoint(worldCorner0);
|
||||
Vector3 screenCorner1 = targetCamera.WorldToScreenPoint(worldCorner1);
|
||||
Vector3 screenCorner2 = targetCamera.WorldToScreenPoint(worldCorner2);
|
||||
Vector3 screenCorner3 = targetCamera.WorldToScreenPoint(worldCorner3);
|
||||
|
||||
// To avoid perspective distortion when rotated, we project all vertices
|
||||
// onto a plane parallel to the view frustum near plane.
|
||||
// Avoids the requirement of 'noperspective' vertex attribute interpolation modifier in shaders.
|
||||
float averageScreenDepth = (screenCorner0.z + screenCorner1.z + screenCorner2.z + screenCorner3.z) / 4.0f;
|
||||
screenCorner0.z = screenCorner1.z = screenCorner2.z = screenCorner3.z = averageScreenDepth;
|
||||
worldCornerNoDistortion0 = targetCamera.ScreenToWorldPoint(screenCorner0);
|
||||
worldCornerNoDistortion1 = targetCamera.ScreenToWorldPoint(screenCorner1);
|
||||
worldCornerNoDistortion2 = targetCamera.ScreenToWorldPoint(screenCorner2);
|
||||
worldCornerNoDistortion3 = targetCamera.ScreenToWorldPoint(screenCorner3);
|
||||
|
||||
Vector3 screenSpaceMin, screenSpaceMax;
|
||||
PrepareTextureMapping(out screenSpaceMin, out screenSpaceMax,
|
||||
screenCorner0, screenCorner1, screenCorner2, screenCorner3);
|
||||
PrepareCommandBuffer(targetCamera, screenSpaceMin, screenSpaceMax);
|
||||
}
|
||||
|
||||
protected void PrepareCommandBuffer (Camera targetCamera, Vector3 screenSpaceMin, Vector3 screenSpaceMax) {
|
||||
commandBuffer.Clear();
|
||||
commandBuffer.SetRenderTarget(renderTexture);
|
||||
commandBuffer.ClearRenderTarget(true, true, Color.clear);
|
||||
|
||||
commandBuffer.SetProjectionMatrix(targetCamera.projectionMatrix);
|
||||
commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
|
||||
Vector2 targetCameraViewportSize = targetCamera.pixelRect.size;
|
||||
Rect viewportRect = new Rect(-screenSpaceMin * downScaleFactor, targetCameraViewportSize * downScaleFactor);
|
||||
commandBuffer.SetViewport(viewportRect);
|
||||
}
|
||||
|
||||
protected void RenderToRenderTexture () {
|
||||
meshRenderer.GetPropertyBlock(propertyBlock);
|
||||
meshRenderer.GetSharedMaterials(materials);
|
||||
|
||||
for (int i = 0; i < materials.Count; i++)
|
||||
commandBuffer.DrawMesh(meshFilter.sharedMesh, transform.localToWorldMatrix,
|
||||
materials[i], meshRenderer.subMeshStartIndex + i, -1, propertyBlock);
|
||||
Graphics.ExecuteCommandBuffer(commandBuffer);
|
||||
}
|
||||
|
||||
protected override void AssignMeshAtRenderer () {
|
||||
quadMeshFilter.mesh = quadMesh;
|
||||
quadMeshRenderer.sharedMaterial.mainTexture = this.renderTexture;
|
||||
quadMeshRenderer.sharedMaterial.color = color;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2022, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2019_3_OR_NEWER
|
||||
#define HAS_FORCE_RENDER_OFF
|
||||
#endif
|
||||
|
||||
#if UNITY_2018_2_OR_NEWER
|
||||
#define HAS_GET_SHARED_MATERIALS
|
||||
#endif
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
/// <summary>
|
||||
/// When enabled, this component renders a skeleton to a RenderTexture and
|
||||
/// then draws this RenderTexture at a quad of the same size.
|
||||
/// This allows changing transparency at a single quad, which produces a more
|
||||
/// natural fadeout effect.
|
||||
/// Note: It is recommended to keep this component disabled as much as possible
|
||||
/// because of the additional rendering overhead. Only enable it when alpha blending is required.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SkeletonRenderTexture : SkeletonRenderTextureBase {
|
||||
#if HAS_GET_SHARED_MATERIALS
|
||||
public Material quadMaterial;
|
||||
protected SkeletonRenderer skeletonRenderer;
|
||||
protected MeshRenderer meshRenderer;
|
||||
protected MeshFilter meshFilter;
|
||||
protected MeshRenderer quadMeshRenderer;
|
||||
protected MeshFilter quadMeshFilter;
|
||||
|
||||
private MaterialPropertyBlock propertyBlock;
|
||||
private readonly List<Material> materials = new List<Material>();
|
||||
protected override void Awake () {
|
||||
base.Awake();
|
||||
meshRenderer = this.GetComponent<MeshRenderer>();
|
||||
meshFilter = this.GetComponent<MeshFilter>();
|
||||
skeletonRenderer = this.GetComponent<SkeletonRenderer>();
|
||||
if (targetCamera == null)
|
||||
targetCamera = Camera.main;
|
||||
|
||||
propertyBlock = new MaterialPropertyBlock();
|
||||
CreateQuadChild();
|
||||
}
|
||||
|
||||
void CreateQuadChild () {
|
||||
quad = new GameObject(this.name + " RenderTexture", typeof(MeshRenderer), typeof(MeshFilter));
|
||||
quad.transform.SetParent(this.transform.parent, false);
|
||||
quadMeshRenderer = quad.GetComponent<MeshRenderer>();
|
||||
quadMeshFilter = quad.GetComponent<MeshFilter>();
|
||||
|
||||
quadMeshRenderer.sortingOrder = meshRenderer.sortingOrder;
|
||||
quadMeshRenderer.sortingLayerID = meshRenderer.sortingLayerID;
|
||||
|
||||
quadMesh = new Mesh();
|
||||
quadMesh.MarkDynamic();
|
||||
quadMesh.name = "RenderTexture Quad";
|
||||
quadMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
|
||||
|
||||
if (quadMaterial != null)
|
||||
quadMeshRenderer.material = new Material(quadMaterial);
|
||||
else
|
||||
quadMeshRenderer.material = new Material(Shader.Find("Spine/RenderQuad"));
|
||||
}
|
||||
|
||||
void OnEnable () {
|
||||
skeletonRenderer.OnMeshAndMaterialsUpdated += RenderOntoQuad;
|
||||
#if HAS_FORCE_RENDER_OFF
|
||||
meshRenderer.forceRenderingOff = true;
|
||||
#else
|
||||
Debug.LogError("This component requires Unity 2019.3 or newer for meshRenderer.forceRenderingOff. " +
|
||||
"Otherwise you will see the mesh rendered twice.");
|
||||
#endif
|
||||
if (quadMeshRenderer)
|
||||
quadMeshRenderer.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
skeletonRenderer.OnMeshAndMaterialsUpdated -= RenderOntoQuad;
|
||||
#if HAS_FORCE_RENDER_OFF
|
||||
meshRenderer.forceRenderingOff = false;
|
||||
#endif
|
||||
if (quadMeshRenderer)
|
||||
quadMeshRenderer.gameObject.SetActive(false);
|
||||
if (renderTexture)
|
||||
RenderTexture.ReleaseTemporary(renderTexture);
|
||||
allocatedRenderTextureSize = Vector2Int.zero;
|
||||
}
|
||||
|
||||
void RenderOntoQuad (SkeletonRenderer skeletonRenderer) {
|
||||
PrepareForMesh();
|
||||
RenderToRenderTexture();
|
||||
AssignAtQuad();
|
||||
}
|
||||
|
||||
protected void PrepareForMesh () {
|
||||
// We need to get the min/max of all four corners, rotation of the skeleton
|
||||
// in combination with perspective projection otherwise might lead to incorrect
|
||||
// screen space min/max.
|
||||
Bounds boundsLocalSpace = meshFilter.sharedMesh.bounds;
|
||||
Vector3 localCorner0 = boundsLocalSpace.min;
|
||||
Vector3 localCorner3 = boundsLocalSpace.max;
|
||||
Vector3 localCorner1 = new Vector3(localCorner0.x, localCorner3.y, localCorner0.z);
|
||||
Vector3 localCorner2 = new Vector3(localCorner3.x, localCorner0.y, localCorner3.z);
|
||||
|
||||
Vector3 worldCorner0 = transform.TransformPoint(localCorner0);
|
||||
Vector3 worldCorner1 = transform.TransformPoint(localCorner1);
|
||||
Vector3 worldCorner2 = transform.TransformPoint(localCorner2);
|
||||
Vector3 worldCorner3 = transform.TransformPoint(localCorner3);
|
||||
|
||||
Vector3 screenCorner0 = targetCamera.WorldToScreenPoint(worldCorner0);
|
||||
Vector3 screenCorner1 = targetCamera.WorldToScreenPoint(worldCorner1);
|
||||
Vector3 screenCorner2 = targetCamera.WorldToScreenPoint(worldCorner2);
|
||||
Vector3 screenCorner3 = targetCamera.WorldToScreenPoint(worldCorner3);
|
||||
|
||||
// To avoid perspective distortion when rotated, we project all vertices
|
||||
// onto a plane parallel to the view frustum near plane.
|
||||
// Avoids the requirement of 'noperspective' vertex attribute interpolation modifier in shaders.
|
||||
float averageScreenDepth = (screenCorner0.z + screenCorner1.z + screenCorner2.z + screenCorner3.z) / 4.0f;
|
||||
screenCorner0.z = screenCorner1.z = screenCorner2.z = screenCorner3.z = averageScreenDepth;
|
||||
worldCornerNoDistortion0 = targetCamera.ScreenToWorldPoint(screenCorner0);
|
||||
worldCornerNoDistortion1 = targetCamera.ScreenToWorldPoint(screenCorner1);
|
||||
worldCornerNoDistortion2 = targetCamera.ScreenToWorldPoint(screenCorner2);
|
||||
worldCornerNoDistortion3 = targetCamera.ScreenToWorldPoint(screenCorner3);
|
||||
|
||||
Vector3 screenSpaceMin, screenSpaceMax;
|
||||
PrepareTextureMapping(out screenSpaceMin, out screenSpaceMax,
|
||||
screenCorner0, screenCorner1, screenCorner2, screenCorner3);
|
||||
PrepareCommandBuffer(targetCamera, screenSpaceMin, screenSpaceMax);
|
||||
}
|
||||
|
||||
protected void PrepareCommandBuffer (Camera targetCamera, Vector3 screenSpaceMin, Vector3 screenSpaceMax) {
|
||||
commandBuffer.Clear();
|
||||
commandBuffer.SetRenderTarget(renderTexture);
|
||||
commandBuffer.ClearRenderTarget(true, true, Color.clear);
|
||||
|
||||
commandBuffer.SetProjectionMatrix(targetCamera.projectionMatrix);
|
||||
commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
|
||||
Vector2 targetCameraViewportSize = targetCamera.pixelRect.size;
|
||||
Rect viewportRect = new Rect(-screenSpaceMin * downScaleFactor, targetCameraViewportSize * downScaleFactor);
|
||||
commandBuffer.SetViewport(viewportRect);
|
||||
}
|
||||
|
||||
protected void RenderToRenderTexture () {
|
||||
meshRenderer.GetPropertyBlock(propertyBlock);
|
||||
meshRenderer.GetSharedMaterials(materials);
|
||||
|
||||
for (int i = 0; i < materials.Count; i++)
|
||||
commandBuffer.DrawMesh(meshFilter.sharedMesh, transform.localToWorldMatrix,
|
||||
materials[i], meshRenderer.subMeshStartIndex + i, -1, propertyBlock);
|
||||
Graphics.ExecuteCommandBuffer(commandBuffer);
|
||||
}
|
||||
|
||||
protected override void AssignMeshAtRenderer () {
|
||||
quadMeshFilter.mesh = quadMesh;
|
||||
quadMeshRenderer.sharedMaterial.mainTexture = this.renderTexture;
|
||||
quadMeshRenderer.sharedMaterial.color = color;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,164 +1,164 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2017_2_OR_NEWER
|
||||
#define HAS_VECTOR2INT
|
||||
#endif
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
public abstract class SkeletonRenderTextureBase : MonoBehaviour {
|
||||
#if HAS_VECTOR2INT
|
||||
public Color color = Color.white;
|
||||
public int maxRenderTextureSize = 1024;
|
||||
public GameObject quad;
|
||||
protected Mesh quadMesh;
|
||||
public RenderTexture renderTexture;
|
||||
public Camera targetCamera;
|
||||
|
||||
protected CommandBuffer commandBuffer;
|
||||
protected Vector2Int screenSize;
|
||||
protected Vector2Int usedRenderTextureSize;
|
||||
protected Vector2Int allocatedRenderTextureSize;
|
||||
protected Vector2 downScaleFactor = Vector2.one;
|
||||
|
||||
protected Vector3 worldCornerNoDistortion0;
|
||||
protected Vector3 worldCornerNoDistortion1;
|
||||
protected Vector3 worldCornerNoDistortion2;
|
||||
protected Vector3 worldCornerNoDistortion3;
|
||||
protected Vector2 uvCorner0;
|
||||
protected Vector2 uvCorner1;
|
||||
protected Vector2 uvCorner2;
|
||||
protected Vector2 uvCorner3;
|
||||
|
||||
protected virtual void Awake () {
|
||||
commandBuffer = new CommandBuffer();
|
||||
}
|
||||
|
||||
void OnDestroy () {
|
||||
if (renderTexture)
|
||||
RenderTexture.ReleaseTemporary(renderTexture);
|
||||
}
|
||||
|
||||
protected void PrepareTextureMapping (out Vector3 screenSpaceMin, out Vector3 screenSpaceMax,
|
||||
Vector3 screenCorner0, Vector3 screenCorner1, Vector3 screenCorner2, Vector3 screenCorner3) {
|
||||
|
||||
screenSpaceMin =
|
||||
Vector3.Min(screenCorner0, Vector3.Min(screenCorner1,
|
||||
Vector3.Min(screenCorner2, screenCorner3)));
|
||||
screenSpaceMax =
|
||||
Vector3.Max(screenCorner0, Vector3.Max(screenCorner1,
|
||||
Vector3.Max(screenCorner2, screenCorner3)));
|
||||
// ensure we are on whole pixel borders
|
||||
screenSpaceMin.x = Mathf.Floor(screenSpaceMin.x);
|
||||
screenSpaceMin.y = Mathf.Floor(screenSpaceMin.y);
|
||||
screenSpaceMax.x = Mathf.Ceil(screenSpaceMax.x);
|
||||
screenSpaceMax.y = Mathf.Ceil(screenSpaceMax.y);
|
||||
|
||||
// inverse-map screenCornerN to screenSpaceMin/screenSpaceMax area to get UV coordinates
|
||||
uvCorner0 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner0);
|
||||
uvCorner1 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner1);
|
||||
uvCorner2 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner2);
|
||||
uvCorner3 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner3);
|
||||
|
||||
screenSize = new Vector2Int(Math.Abs((int)screenSpaceMax.x - (int)screenSpaceMin.x),
|
||||
Math.Abs((int)screenSpaceMax.y - (int)screenSpaceMin.y));
|
||||
usedRenderTextureSize = new Vector2Int(
|
||||
Math.Min(maxRenderTextureSize, screenSize.x),
|
||||
Math.Min(maxRenderTextureSize, screenSize.y));
|
||||
downScaleFactor = new Vector2(
|
||||
(float)usedRenderTextureSize.x / (float)screenSize.x,
|
||||
(float)usedRenderTextureSize.y / (float)screenSize.y);
|
||||
|
||||
PrepareRenderTexture();
|
||||
}
|
||||
|
||||
protected void PrepareRenderTexture () {
|
||||
Vector2Int textureSize = new Vector2Int(
|
||||
Mathf.NextPowerOfTwo(usedRenderTextureSize.x),
|
||||
Mathf.NextPowerOfTwo(usedRenderTextureSize.y));
|
||||
|
||||
if (textureSize != allocatedRenderTextureSize) {
|
||||
if (renderTexture)
|
||||
RenderTexture.ReleaseTemporary(renderTexture);
|
||||
renderTexture = RenderTexture.GetTemporary(textureSize.x, textureSize.y);
|
||||
renderTexture.filterMode = FilterMode.Point;
|
||||
allocatedRenderTextureSize = textureSize;
|
||||
}
|
||||
}
|
||||
|
||||
protected void AssignAtQuad () {
|
||||
Transform quadTransform = quad.transform;
|
||||
quadTransform.position = this.transform.position;
|
||||
quadTransform.rotation = this.transform.rotation;
|
||||
quadTransform.localScale = this.transform.localScale;
|
||||
|
||||
Vector3 v0 = quadTransform.InverseTransformPoint(worldCornerNoDistortion0);
|
||||
Vector3 v1 = quadTransform.InverseTransformPoint(worldCornerNoDistortion1);
|
||||
Vector3 v2 = quadTransform.InverseTransformPoint(worldCornerNoDistortion2);
|
||||
Vector3 v3 = quadTransform.InverseTransformPoint(worldCornerNoDistortion3);
|
||||
Vector3[] vertices = new Vector3[4] { v0, v1, v2, v3 };
|
||||
|
||||
quadMesh.vertices = vertices;
|
||||
|
||||
int[] indices = new int[6] { 0, 1, 2, 2, 1, 3 };
|
||||
quadMesh.triangles = indices;
|
||||
|
||||
Vector3[] normals = new Vector3[4] {
|
||||
-Vector3.forward,
|
||||
-Vector3.forward,
|
||||
-Vector3.forward,
|
||||
-Vector3.forward
|
||||
};
|
||||
quadMesh.normals = normals;
|
||||
|
||||
float maxU = (float)usedRenderTextureSize.x / (float)allocatedRenderTextureSize.x;
|
||||
float maxV = (float)usedRenderTextureSize.y / (float)allocatedRenderTextureSize.y;
|
||||
if (downScaleFactor.x < 1 || downScaleFactor.y < 1) {
|
||||
maxU = downScaleFactor.x * (float)screenSize.x / (float)allocatedRenderTextureSize.x;
|
||||
maxV = downScaleFactor.y * (float)screenSize.y / (float)allocatedRenderTextureSize.y;
|
||||
}
|
||||
Vector2[] uv = new Vector2[4] {
|
||||
new Vector2(uvCorner0.x * maxU, uvCorner0.y * maxV),
|
||||
new Vector2(uvCorner1.x * maxU, uvCorner1.y * maxV),
|
||||
new Vector2(uvCorner2.x * maxU, uvCorner2.y * maxV),
|
||||
new Vector2(uvCorner3.x * maxU, uvCorner3.y * maxV),
|
||||
};
|
||||
quadMesh.uv = uv;
|
||||
AssignMeshAtRenderer();
|
||||
}
|
||||
|
||||
protected abstract void AssignMeshAtRenderer ();
|
||||
#endif // HAS_VECTOR2INT
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2022, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2017_2_OR_NEWER
|
||||
#define HAS_VECTOR2INT
|
||||
#endif
|
||||
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
public abstract class SkeletonRenderTextureBase : MonoBehaviour {
|
||||
#if HAS_VECTOR2INT
|
||||
public Color color = Color.white;
|
||||
public int maxRenderTextureSize = 1024;
|
||||
public GameObject quad;
|
||||
protected Mesh quadMesh;
|
||||
public RenderTexture renderTexture;
|
||||
public Camera targetCamera;
|
||||
|
||||
protected CommandBuffer commandBuffer;
|
||||
protected Vector2Int screenSize;
|
||||
protected Vector2Int usedRenderTextureSize;
|
||||
protected Vector2Int allocatedRenderTextureSize;
|
||||
protected Vector2 downScaleFactor = Vector2.one;
|
||||
|
||||
protected Vector3 worldCornerNoDistortion0;
|
||||
protected Vector3 worldCornerNoDistortion1;
|
||||
protected Vector3 worldCornerNoDistortion2;
|
||||
protected Vector3 worldCornerNoDistortion3;
|
||||
protected Vector2 uvCorner0;
|
||||
protected Vector2 uvCorner1;
|
||||
protected Vector2 uvCorner2;
|
||||
protected Vector2 uvCorner3;
|
||||
|
||||
protected virtual void Awake () {
|
||||
commandBuffer = new CommandBuffer();
|
||||
}
|
||||
|
||||
void OnDestroy () {
|
||||
if (renderTexture)
|
||||
RenderTexture.ReleaseTemporary(renderTexture);
|
||||
}
|
||||
|
||||
protected void PrepareTextureMapping (out Vector3 screenSpaceMin, out Vector3 screenSpaceMax,
|
||||
Vector3 screenCorner0, Vector3 screenCorner1, Vector3 screenCorner2, Vector3 screenCorner3) {
|
||||
|
||||
screenSpaceMin =
|
||||
Vector3.Min(screenCorner0, Vector3.Min(screenCorner1,
|
||||
Vector3.Min(screenCorner2, screenCorner3)));
|
||||
screenSpaceMax =
|
||||
Vector3.Max(screenCorner0, Vector3.Max(screenCorner1,
|
||||
Vector3.Max(screenCorner2, screenCorner3)));
|
||||
// ensure we are on whole pixel borders
|
||||
screenSpaceMin.x = Mathf.Floor(screenSpaceMin.x);
|
||||
screenSpaceMin.y = Mathf.Floor(screenSpaceMin.y);
|
||||
screenSpaceMax.x = Mathf.Ceil(screenSpaceMax.x);
|
||||
screenSpaceMax.y = Mathf.Ceil(screenSpaceMax.y);
|
||||
|
||||
// inverse-map screenCornerN to screenSpaceMin/screenSpaceMax area to get UV coordinates
|
||||
uvCorner0 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner0);
|
||||
uvCorner1 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner1);
|
||||
uvCorner2 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner2);
|
||||
uvCorner3 = MathUtilities.InverseLerp(screenSpaceMin, screenSpaceMax, screenCorner3);
|
||||
|
||||
screenSize = new Vector2Int(Math.Abs((int)screenSpaceMax.x - (int)screenSpaceMin.x),
|
||||
Math.Abs((int)screenSpaceMax.y - (int)screenSpaceMin.y));
|
||||
usedRenderTextureSize = new Vector2Int(
|
||||
Math.Min(maxRenderTextureSize, screenSize.x),
|
||||
Math.Min(maxRenderTextureSize, screenSize.y));
|
||||
downScaleFactor = new Vector2(
|
||||
(float)usedRenderTextureSize.x / (float)screenSize.x,
|
||||
(float)usedRenderTextureSize.y / (float)screenSize.y);
|
||||
|
||||
PrepareRenderTexture();
|
||||
}
|
||||
|
||||
protected void PrepareRenderTexture () {
|
||||
Vector2Int textureSize = new Vector2Int(
|
||||
Mathf.NextPowerOfTwo(usedRenderTextureSize.x),
|
||||
Mathf.NextPowerOfTwo(usedRenderTextureSize.y));
|
||||
|
||||
if (textureSize != allocatedRenderTextureSize) {
|
||||
if (renderTexture)
|
||||
RenderTexture.ReleaseTemporary(renderTexture);
|
||||
renderTexture = RenderTexture.GetTemporary(textureSize.x, textureSize.y);
|
||||
renderTexture.filterMode = FilterMode.Point;
|
||||
allocatedRenderTextureSize = textureSize;
|
||||
}
|
||||
}
|
||||
|
||||
protected void AssignAtQuad () {
|
||||
Transform quadTransform = quad.transform;
|
||||
quadTransform.position = this.transform.position;
|
||||
quadTransform.rotation = this.transform.rotation;
|
||||
quadTransform.localScale = this.transform.localScale;
|
||||
|
||||
Vector3 v0 = quadTransform.InverseTransformPoint(worldCornerNoDistortion0);
|
||||
Vector3 v1 = quadTransform.InverseTransformPoint(worldCornerNoDistortion1);
|
||||
Vector3 v2 = quadTransform.InverseTransformPoint(worldCornerNoDistortion2);
|
||||
Vector3 v3 = quadTransform.InverseTransformPoint(worldCornerNoDistortion3);
|
||||
Vector3[] vertices = new Vector3[4] { v0, v1, v2, v3 };
|
||||
|
||||
quadMesh.vertices = vertices;
|
||||
|
||||
int[] indices = new int[6] { 0, 1, 2, 2, 1, 3 };
|
||||
quadMesh.triangles = indices;
|
||||
|
||||
Vector3[] normals = new Vector3[4] {
|
||||
-Vector3.forward,
|
||||
-Vector3.forward,
|
||||
-Vector3.forward,
|
||||
-Vector3.forward
|
||||
};
|
||||
quadMesh.normals = normals;
|
||||
|
||||
float maxU = (float)usedRenderTextureSize.x / (float)allocatedRenderTextureSize.x;
|
||||
float maxV = (float)usedRenderTextureSize.y / (float)allocatedRenderTextureSize.y;
|
||||
if (downScaleFactor.x < 1 || downScaleFactor.y < 1) {
|
||||
maxU = downScaleFactor.x * (float)screenSize.x / (float)allocatedRenderTextureSize.x;
|
||||
maxV = downScaleFactor.y * (float)screenSize.y / (float)allocatedRenderTextureSize.y;
|
||||
}
|
||||
Vector2[] uv = new Vector2[4] {
|
||||
new Vector2(uvCorner0.x * maxU, uvCorner0.y * maxV),
|
||||
new Vector2(uvCorner1.x * maxU, uvCorner1.y * maxV),
|
||||
new Vector2(uvCorner2.x * maxU, uvCorner2.y * maxV),
|
||||
new Vector2(uvCorner3.x * maxU, uvCorner3.y * maxV),
|
||||
};
|
||||
quadMesh.uv = uv;
|
||||
AssignMeshAtRenderer();
|
||||
}
|
||||
|
||||
protected abstract void AssignMeshAtRenderer ();
|
||||
#endif // HAS_VECTOR2INT
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,88 +1,88 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2019_3_OR_NEWER
|
||||
#define HAS_FORCE_RENDER_OFF
|
||||
#endif
|
||||
|
||||
#if UNITY_2017_2_OR_NEWER
|
||||
#define HAS_VECTOR_INT
|
||||
#endif
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
/// <summary>
|
||||
/// A simple fadeout component that uses a <see cref="SkeletonRenderTexture"/> for transparency fadeout.
|
||||
/// Attach a <see cref="SkeletonRenderTexture"/> and this component to a skeleton GameObject and disable both
|
||||
/// components initially and keep them disabled during normal gameplay. When you need to start fadeout,
|
||||
/// enable this component.
|
||||
/// At the end of the fadeout, the event delegate <c>OnFadeoutComplete</c> is called, to which you can bind e.g.
|
||||
/// a method that disables or destroys the entire GameObject.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(SkeletonRenderTextureBase))]
|
||||
public class SkeletonRenderTextureFadeout : MonoBehaviour {
|
||||
SkeletonRenderTextureBase skeletonRenderTexture;
|
||||
|
||||
public float fadeoutSeconds = 2.0f;
|
||||
protected float fadeoutSecondsRemaining;
|
||||
|
||||
public delegate void FadeoutCallback (SkeletonRenderTextureFadeout skeleton);
|
||||
public event FadeoutCallback OnFadeoutComplete;
|
||||
|
||||
protected void Awake () {
|
||||
skeletonRenderTexture = this.GetComponent<SkeletonRenderTextureBase>();
|
||||
}
|
||||
|
||||
protected void OnEnable () {
|
||||
fadeoutSecondsRemaining = fadeoutSeconds;
|
||||
skeletonRenderTexture.enabled = true;
|
||||
}
|
||||
|
||||
protected void Update () {
|
||||
if (fadeoutSecondsRemaining == 0)
|
||||
return;
|
||||
|
||||
fadeoutSecondsRemaining -= Time.deltaTime;
|
||||
if (fadeoutSecondsRemaining <= 0) {
|
||||
fadeoutSecondsRemaining = 0;
|
||||
if (OnFadeoutComplete != null)
|
||||
OnFadeoutComplete(this);
|
||||
return;
|
||||
}
|
||||
float fadeoutAlpha = fadeoutSecondsRemaining / fadeoutSeconds;
|
||||
#if HAS_VECTOR_INT
|
||||
skeletonRenderTexture.color.a = fadeoutAlpha;
|
||||
#else
|
||||
Debug.LogError("The SkeletonRenderTexture component requires Unity 2017.2 or newer.");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2022, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2019_3_OR_NEWER
|
||||
#define HAS_FORCE_RENDER_OFF
|
||||
#endif
|
||||
|
||||
#if UNITY_2017_2_OR_NEWER
|
||||
#define HAS_VECTOR_INT
|
||||
#endif
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
/// <summary>
|
||||
/// A simple fadeout component that uses a <see cref="SkeletonRenderTexture"/> for transparency fadeout.
|
||||
/// Attach a <see cref="SkeletonRenderTexture"/> and this component to a skeleton GameObject and disable both
|
||||
/// components initially and keep them disabled during normal gameplay. When you need to start fadeout,
|
||||
/// enable this component.
|
||||
/// At the end of the fadeout, the event delegate <c>OnFadeoutComplete</c> is called, to which you can bind e.g.
|
||||
/// a method that disables or destroys the entire GameObject.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(SkeletonRenderTextureBase))]
|
||||
public class SkeletonRenderTextureFadeout : MonoBehaviour {
|
||||
SkeletonRenderTextureBase skeletonRenderTexture;
|
||||
|
||||
public float fadeoutSeconds = 2.0f;
|
||||
protected float fadeoutSecondsRemaining;
|
||||
|
||||
public delegate void FadeoutCallback (SkeletonRenderTextureFadeout skeleton);
|
||||
public event FadeoutCallback OnFadeoutComplete;
|
||||
|
||||
protected void Awake () {
|
||||
skeletonRenderTexture = this.GetComponent<SkeletonRenderTextureBase>();
|
||||
}
|
||||
|
||||
protected void OnEnable () {
|
||||
fadeoutSecondsRemaining = fadeoutSeconds;
|
||||
skeletonRenderTexture.enabled = true;
|
||||
}
|
||||
|
||||
protected void Update () {
|
||||
if (fadeoutSecondsRemaining == 0)
|
||||
return;
|
||||
|
||||
fadeoutSecondsRemaining -= Time.deltaTime;
|
||||
if (fadeoutSecondsRemaining <= 0) {
|
||||
fadeoutSecondsRemaining = 0;
|
||||
if (OnFadeoutComplete != null)
|
||||
OnFadeoutComplete(this);
|
||||
return;
|
||||
}
|
||||
float fadeoutAlpha = fadeoutSecondsRemaining / fadeoutSeconds;
|
||||
#if HAS_VECTOR_INT
|
||||
skeletonRenderTexture.color.a = fadeoutAlpha;
|
||||
#else
|
||||
Debug.LogError("The SkeletonRenderTexture component requires Unity 2017.2 or newer.");
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,37 +1,37 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SkeletonRagdoll2DInspector { }
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SkeletonRagdoll2DInspector { }
|
||||
}
|
||||
|
||||
@ -1,46 +1,46 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
public class SkeletonRagdollInspector : UnityEditor.Editor {
|
||||
[CustomPropertyDrawer(typeof(SkeletonRagdoll.LayerFieldAttribute))]
|
||||
public class LayerFieldPropertyDrawer : PropertyDrawer {
|
||||
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
|
||||
property.intValue = EditorGUI.LayerField(position, label, property.intValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
public class SkeletonRagdollInspector : UnityEditor.Editor {
|
||||
[CustomPropertyDrawer(typeof(SkeletonRagdoll.LayerFieldAttribute))]
|
||||
public class LayerFieldPropertyDrawer : PropertyDrawer {
|
||||
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
|
||||
property.intValue = EditorGUI.LayerField(position, label, property.intValue);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,443 +1,443 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SkeletonRagdoll : MonoBehaviour {
|
||||
static Transform parentSpaceHelper;
|
||||
|
||||
#region Inspector
|
||||
[Header("Hierarchy")]
|
||||
[SpineBone]
|
||||
public string startingBoneName = "";
|
||||
[SpineBone]
|
||||
public List<string> stopBoneNames = new List<string>();
|
||||
|
||||
[Header("Parameters")]
|
||||
public bool applyOnStart;
|
||||
[Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
|
||||
public bool disableIK = true;
|
||||
public bool disableOtherConstraints = false;
|
||||
[Space(18)]
|
||||
[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
|
||||
public bool pinStartBone;
|
||||
[Tooltip("Enable Collision between adjacent ragdoll elements (IE: Neck and Head)")]
|
||||
public bool enableJointCollision;
|
||||
public bool useGravity = true;
|
||||
[Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
|
||||
public float thickness = 0.125f;
|
||||
[Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
|
||||
public float rotationLimit = 20;
|
||||
public float rootMass = 20;
|
||||
[Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
|
||||
[Range(0.01f, 1f)]
|
||||
public float massFalloffFactor = 0.4f;
|
||||
[Tooltip("The layer assigned to all of the rigidbody parts.")]
|
||||
public int colliderLayer = 0;
|
||||
[Range(0, 1)]
|
||||
public float mix = 1;
|
||||
public bool oldRagdollBehaviour = false;
|
||||
#endregion
|
||||
|
||||
ISkeletonAnimation targetSkeletonComponent;
|
||||
Skeleton skeleton;
|
||||
struct BoneFlipEntry {
|
||||
public BoneFlipEntry (bool flipX, bool flipY) {
|
||||
this.flipX = flipX;
|
||||
this.flipY = flipY;
|
||||
}
|
||||
|
||||
public bool flipX;
|
||||
public bool flipY;
|
||||
}
|
||||
Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
|
||||
Dictionary<Bone, BoneFlipEntry> boneFlipTable = new Dictionary<Bone, BoneFlipEntry>();
|
||||
Transform ragdollRoot;
|
||||
public Rigidbody RootRigidbody { get; private set; }
|
||||
public Bone StartingBone { get; private set; }
|
||||
Vector3 rootOffset;
|
||||
public Vector3 RootOffset { get { return this.rootOffset; } }
|
||||
bool isActive;
|
||||
public bool IsActive { get { return this.isActive; } }
|
||||
|
||||
IEnumerator Start () {
|
||||
if (parentSpaceHelper == null) {
|
||||
parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
|
||||
parentSpaceHelper.hideFlags = HideFlags.HideInHierarchy;
|
||||
}
|
||||
|
||||
targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
|
||||
if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
|
||||
skeleton = targetSkeletonComponent.Skeleton;
|
||||
|
||||
if (applyOnStart) {
|
||||
yield return null;
|
||||
Apply();
|
||||
}
|
||||
}
|
||||
|
||||
#region API
|
||||
public Rigidbody[] RigidbodyArray {
|
||||
get {
|
||||
if (!isActive)
|
||||
return new Rigidbody[0];
|
||||
|
||||
Rigidbody[] rigidBodies = new Rigidbody[boneTable.Count];
|
||||
int i = 0;
|
||||
foreach (Transform t in boneTable.Values) {
|
||||
rigidBodies[i] = t.GetComponent<Rigidbody>();
|
||||
i++;
|
||||
}
|
||||
|
||||
return rigidBodies;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 EstimatedSkeletonPosition {
|
||||
get { return RootRigidbody.position - rootOffset; }
|
||||
}
|
||||
|
||||
/// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
|
||||
public void Apply () {
|
||||
isActive = true;
|
||||
mix = 1;
|
||||
|
||||
StartingBone = skeleton.FindBone(startingBoneName);
|
||||
RecursivelyCreateBoneProxies(StartingBone);
|
||||
|
||||
RootRigidbody = boneTable[StartingBone].GetComponent<Rigidbody>();
|
||||
RootRigidbody.isKinematic = pinStartBone;
|
||||
RootRigidbody.mass = rootMass;
|
||||
List<Collider> boneColliders = new List<Collider>();
|
||||
foreach (KeyValuePair<Bone, Transform> pair in boneTable) {
|
||||
Bone b = pair.Key;
|
||||
Transform t = pair.Value;
|
||||
Transform parentTransform;
|
||||
boneColliders.Add(t.GetComponent<Collider>());
|
||||
if (b == StartingBone) {
|
||||
ragdollRoot = new GameObject("RagdollRoot").transform;
|
||||
ragdollRoot.SetParent(transform, false);
|
||||
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root's parent, thus the skeleton's scale and position.
|
||||
ragdollRoot.localPosition = new Vector3(skeleton.X, skeleton.Y, 0);
|
||||
ragdollRoot.localRotation = (skeleton.ScaleX < 0) ? Quaternion.Euler(0, 0, 180.0f) : Quaternion.identity;
|
||||
} else {
|
||||
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, b.Parent.WorldRotationX - b.Parent.ShearX);
|
||||
}
|
||||
parentTransform = ragdollRoot;
|
||||
rootOffset = t.position - transform.position;
|
||||
} else {
|
||||
parentTransform = boneTable[b.Parent];
|
||||
}
|
||||
|
||||
// Add joint and attach to parent.
|
||||
Rigidbody rbParent = parentTransform.GetComponent<Rigidbody>();
|
||||
if (rbParent != null) {
|
||||
HingeJoint joint = t.gameObject.AddComponent<HingeJoint>();
|
||||
joint.connectedBody = rbParent;
|
||||
Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
|
||||
localPos.x *= 1;
|
||||
joint.connectedAnchor = localPos;
|
||||
joint.axis = Vector3.forward;
|
||||
|
||||
joint.GetComponent<Rigidbody>().mass = joint.connectedBody.mass * massFalloffFactor;
|
||||
joint.limits = new JointLimits {
|
||||
min = -rotationLimit,
|
||||
max = rotationLimit,
|
||||
};
|
||||
joint.useLimits = true;
|
||||
joint.enableCollision = enableJointCollision;
|
||||
}
|
||||
}
|
||||
|
||||
// Ignore collisions among bones.
|
||||
for (int x = 0; x < boneColliders.Count; x++) {
|
||||
for (int y = 0; y < boneColliders.Count; y++) {
|
||||
if (x == y) continue;
|
||||
Physics.IgnoreCollision(boneColliders[x], boneColliders[y]);
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy existing override-mode SkeletonUtilityBones.
|
||||
SkeletonUtilityBone[] utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
if (utilityBones.Length > 0) {
|
||||
List<string> destroyedUtilityBoneNames = new List<string>();
|
||||
foreach (SkeletonUtilityBone ub in utilityBones) {
|
||||
if (ub.mode == SkeletonUtilityBone.Mode.Override) {
|
||||
destroyedUtilityBoneNames.Add(ub.gameObject.name);
|
||||
Destroy(ub.gameObject);
|
||||
}
|
||||
}
|
||||
if (destroyedUtilityBoneNames.Count > 0) {
|
||||
string msg = "Destroyed Utility Bones: ";
|
||||
for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
|
||||
msg += destroyedUtilityBoneNames[i];
|
||||
if (i != destroyedUtilityBoneNames.Count - 1) {
|
||||
msg += ",";
|
||||
}
|
||||
}
|
||||
Debug.LogWarning(msg);
|
||||
}
|
||||
}
|
||||
|
||||
// Disable skeleton constraints.
|
||||
if (disableIK) {
|
||||
ExposedList<IkConstraint> ikConstraints = skeleton.IkConstraints;
|
||||
for (int i = 0, n = ikConstraints.Count; i < n; i++)
|
||||
ikConstraints.Items[i].Mix = 0;
|
||||
}
|
||||
|
||||
if (disableOtherConstraints) {
|
||||
ExposedList<TransformConstraint> transformConstraints = skeleton.TransformConstraints;
|
||||
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
|
||||
transformConstraints.Items[i].MixRotate = 0;
|
||||
transformConstraints.Items[i].MixScaleX = 0;
|
||||
transformConstraints.Items[i].MixScaleY = 0;
|
||||
transformConstraints.Items[i].MixShearY = 0;
|
||||
transformConstraints.Items[i].MixX = 0;
|
||||
transformConstraints.Items[i].MixY = 0;
|
||||
}
|
||||
|
||||
ExposedList<PathConstraint> pathConstraints = skeleton.PathConstraints;
|
||||
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
|
||||
pathConstraints.Items[i].MixRotate = 0;
|
||||
pathConstraints.Items[i].MixX = 0;
|
||||
pathConstraints.Items[i].MixY = 0;
|
||||
}
|
||||
}
|
||||
|
||||
targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
/// <summary>Transitions the mix value from the current value to a target value.</summary>
|
||||
public Coroutine SmoothMix (float target, float duration) {
|
||||
return StartCoroutine(SmoothMixCoroutine(target, duration));
|
||||
}
|
||||
|
||||
IEnumerator SmoothMixCoroutine (float target, float duration) {
|
||||
float startTime = Time.time;
|
||||
float startMix = mix;
|
||||
while (mix > 0) {
|
||||
skeleton.SetBonesToSetupPose();
|
||||
mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
|
||||
public void SetSkeletonPosition (Vector3 worldPosition) {
|
||||
if (!isActive) {
|
||||
Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 offset = worldPosition - transform.position;
|
||||
transform.position = worldPosition;
|
||||
foreach (Transform t in boneTable.Values)
|
||||
t.position -= offset;
|
||||
|
||||
UpdateSpineSkeleton(null);
|
||||
skeleton.UpdateWorldTransform();
|
||||
}
|
||||
|
||||
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
||||
public void Remove () {
|
||||
isActive = false;
|
||||
foreach (Transform t in boneTable.Values)
|
||||
Destroy(t.gameObject);
|
||||
|
||||
Destroy(ragdollRoot.gameObject);
|
||||
|
||||
boneTable.Clear();
|
||||
targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
public Rigidbody GetRigidbody (string boneName) {
|
||||
Bone bone = skeleton.FindBone(boneName);
|
||||
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody>() : null;
|
||||
}
|
||||
#endregion
|
||||
|
||||
void RecursivelyCreateBoneProxies (Bone b) {
|
||||
string boneName = b.Data.Name;
|
||||
if (stopBoneNames.Contains(boneName))
|
||||
return;
|
||||
|
||||
GameObject boneGameObject = new GameObject(boneName);
|
||||
boneGameObject.layer = colliderLayer;
|
||||
Transform t = boneGameObject.transform;
|
||||
boneTable.Add(b, t);
|
||||
|
||||
t.parent = transform;
|
||||
t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
||||
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.ShearX);
|
||||
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 1);
|
||||
|
||||
List<Collider> colliders = AttachBoundingBoxRagdollColliders(b);
|
||||
if (colliders.Count == 0) {
|
||||
float length = b.Data.Length;
|
||||
if (length == 0) {
|
||||
SphereCollider ball = boneGameObject.AddComponent<SphereCollider>();
|
||||
ball.radius = thickness * 0.5f;
|
||||
} else {
|
||||
BoxCollider box = boneGameObject.AddComponent<BoxCollider>();
|
||||
box.size = new Vector3(length, thickness, thickness);
|
||||
box.center = new Vector3(length * 0.5f, 0);
|
||||
}
|
||||
}
|
||||
Rigidbody rb = boneGameObject.AddComponent<Rigidbody>();
|
||||
rb.constraints = RigidbodyConstraints.FreezePositionZ;
|
||||
|
||||
foreach (Bone child in b.Children)
|
||||
RecursivelyCreateBoneProxies(child);
|
||||
}
|
||||
|
||||
void UpdateSpineSkeleton (ISkeletonAnimation skeletonRenderer) {
|
||||
bool parentFlipX;
|
||||
bool parentFlipY;
|
||||
GetStartBoneParentFlipState(out parentFlipX, out parentFlipY);
|
||||
|
||||
foreach (KeyValuePair<Bone, Transform> pair in boneTable) {
|
||||
Bone b = pair.Key;
|
||||
Transform t = pair.Value;
|
||||
bool isStartingBone = b == StartingBone;
|
||||
Bone parentBone = b.Parent;
|
||||
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[parentBone];
|
||||
if (!isStartingBone) {
|
||||
BoneFlipEntry parentBoneFlip = boneFlipTable[parentBone];
|
||||
parentFlipX = parentBoneFlip.flipX;
|
||||
parentFlipY = parentBoneFlip.flipY;
|
||||
}
|
||||
bool flipX = parentFlipX ^ (b.ScaleX < 0);
|
||||
bool flipY = parentFlipY ^ (b.ScaleY < 0);
|
||||
|
||||
BoneFlipEntry boneFlip;
|
||||
boneFlipTable.TryGetValue(b, out boneFlip);
|
||||
boneFlip.flipX = flipX;
|
||||
boneFlip.flipY = flipY;
|
||||
boneFlipTable[b] = boneFlip;
|
||||
|
||||
bool flipXOR = flipX ^ flipY;
|
||||
bool parentFlipXOR = parentFlipX ^ parentFlipY;
|
||||
|
||||
if (!oldRagdollBehaviour && isStartingBone) {
|
||||
if (b != skeleton.RootBone) { // RagdollRoot is not skeleton root.
|
||||
ragdollRoot.localPosition = new Vector3(parentBone.WorldX, parentBone.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, parentBone.WorldRotationX - parentBone.ShearX);
|
||||
ragdollRoot.localScale = new Vector3(parentBone.WorldScaleX, parentBone.WorldScaleY, 1);
|
||||
}
|
||||
}
|
||||
Vector3 parentTransformWorldPosition = parentTransform.position;
|
||||
Quaternion parentTransformWorldRotation = parentTransform.rotation;
|
||||
|
||||
parentSpaceHelper.position = parentTransformWorldPosition;
|
||||
parentSpaceHelper.rotation = parentTransformWorldRotation;
|
||||
parentSpaceHelper.localScale = parentTransform.lossyScale;
|
||||
|
||||
if (oldRagdollBehaviour) {
|
||||
if (isStartingBone && b != skeleton.RootBone) {
|
||||
Vector3 localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
||||
parentSpaceHelper.position = ragdollRoot.TransformPoint(localPosition);
|
||||
parentSpaceHelper.localRotation = Quaternion.Euler(0, 0, parentBone.WorldRotationX - parentBone.ShearX);
|
||||
parentSpaceHelper.localScale = new Vector3(parentBone.WorldScaleX, parentBone.WorldScaleY, 1);
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 boneWorldPosition = t.position;
|
||||
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
|
||||
|
||||
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
|
||||
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
|
||||
|
||||
if (flipXOR) boneLocalPosition.y *= -1f;
|
||||
if (parentFlipXOR != flipXOR) boneLocalPosition.y *= -1f;
|
||||
|
||||
if (parentFlipXOR) boneLocalRotation *= -1f;
|
||||
if (parentFlipX != flipX) boneLocalRotation += 180;
|
||||
|
||||
b.X = Mathf.Lerp(b.X, boneLocalPosition.x, mix);
|
||||
b.Y = Mathf.Lerp(b.Y, boneLocalPosition.y, mix);
|
||||
b.Rotation = Mathf.Lerp(b.Rotation, boneLocalRotation, mix);
|
||||
//b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
|
||||
}
|
||||
}
|
||||
|
||||
void GetStartBoneParentFlipState (out bool parentFlipX, out bool parentFlipY) {
|
||||
parentFlipX = skeleton.ScaleX < 0;
|
||||
parentFlipY = skeleton.ScaleY < 0;
|
||||
Bone parent = this.StartingBone == null ? null : this.StartingBone.Parent;
|
||||
while (parent != null) {
|
||||
parentFlipX ^= parent.ScaleX < 0;
|
||||
parentFlipY ^= parent.ScaleY < 0;
|
||||
parent = parent.Parent;
|
||||
}
|
||||
}
|
||||
|
||||
List<Collider> AttachBoundingBoxRagdollColliders (Bone b) {
|
||||
const string AttachmentNameMarker = "ragdoll";
|
||||
List<Collider> colliders = new List<Collider>();
|
||||
|
||||
Transform t = boneTable[b];
|
||||
GameObject go = t.gameObject;
|
||||
Skin skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
|
||||
|
||||
List<Skin.SkinEntry> skinEntries = new List<Skin.SkinEntry>();
|
||||
foreach (Slot s in skeleton.Slots) {
|
||||
if (s.Bone == b) {
|
||||
skin.GetAttachments(skeleton.Slots.IndexOf(s), skinEntries);
|
||||
|
||||
foreach (Skin.SkinEntry entry in skinEntries) {
|
||||
BoundingBoxAttachment bbAttachment = entry.Attachment as BoundingBoxAttachment;
|
||||
if (bbAttachment != null) {
|
||||
if (!entry.Name.ToLower().Contains(AttachmentNameMarker))
|
||||
continue;
|
||||
|
||||
BoxCollider bbCollider = go.AddComponent<BoxCollider>();
|
||||
Bounds bounds = SkeletonUtility.GetBoundingBoxBounds(bbAttachment, thickness);
|
||||
bbCollider.center = bounds.center;
|
||||
bbCollider.size = bounds.size;
|
||||
colliders.Add(bbCollider);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return colliders;
|
||||
}
|
||||
|
||||
public class LayerFieldAttribute : PropertyAttribute { }
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SkeletonRagdoll : MonoBehaviour {
|
||||
static Transform parentSpaceHelper;
|
||||
|
||||
#region Inspector
|
||||
[Header("Hierarchy")]
|
||||
[SpineBone]
|
||||
public string startingBoneName = "";
|
||||
[SpineBone]
|
||||
public List<string> stopBoneNames = new List<string>();
|
||||
|
||||
[Header("Parameters")]
|
||||
public bool applyOnStart;
|
||||
[Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
|
||||
public bool disableIK = true;
|
||||
public bool disableOtherConstraints = false;
|
||||
[Space(18)]
|
||||
[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
|
||||
public bool pinStartBone;
|
||||
[Tooltip("Enable Collision between adjacent ragdoll elements (IE: Neck and Head)")]
|
||||
public bool enableJointCollision;
|
||||
public bool useGravity = true;
|
||||
[Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
|
||||
public float thickness = 0.125f;
|
||||
[Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
|
||||
public float rotationLimit = 20;
|
||||
public float rootMass = 20;
|
||||
[Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
|
||||
[Range(0.01f, 1f)]
|
||||
public float massFalloffFactor = 0.4f;
|
||||
[Tooltip("The layer assigned to all of the rigidbody parts.")]
|
||||
public int colliderLayer = 0;
|
||||
[Range(0, 1)]
|
||||
public float mix = 1;
|
||||
public bool oldRagdollBehaviour = false;
|
||||
#endregion
|
||||
|
||||
ISkeletonAnimation targetSkeletonComponent;
|
||||
Skeleton skeleton;
|
||||
struct BoneFlipEntry {
|
||||
public BoneFlipEntry (bool flipX, bool flipY) {
|
||||
this.flipX = flipX;
|
||||
this.flipY = flipY;
|
||||
}
|
||||
|
||||
public bool flipX;
|
||||
public bool flipY;
|
||||
}
|
||||
Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
|
||||
Dictionary<Bone, BoneFlipEntry> boneFlipTable = new Dictionary<Bone, BoneFlipEntry>();
|
||||
Transform ragdollRoot;
|
||||
public Rigidbody RootRigidbody { get; private set; }
|
||||
public Bone StartingBone { get; private set; }
|
||||
Vector3 rootOffset;
|
||||
public Vector3 RootOffset { get { return this.rootOffset; } }
|
||||
bool isActive;
|
||||
public bool IsActive { get { return this.isActive; } }
|
||||
|
||||
IEnumerator Start () {
|
||||
if (parentSpaceHelper == null) {
|
||||
parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
|
||||
parentSpaceHelper.hideFlags = HideFlags.HideInHierarchy;
|
||||
}
|
||||
|
||||
targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
|
||||
if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
|
||||
skeleton = targetSkeletonComponent.Skeleton;
|
||||
|
||||
if (applyOnStart) {
|
||||
yield return null;
|
||||
Apply();
|
||||
}
|
||||
}
|
||||
|
||||
#region API
|
||||
public Rigidbody[] RigidbodyArray {
|
||||
get {
|
||||
if (!isActive)
|
||||
return new Rigidbody[0];
|
||||
|
||||
Rigidbody[] rigidBodies = new Rigidbody[boneTable.Count];
|
||||
int i = 0;
|
||||
foreach (Transform t in boneTable.Values) {
|
||||
rigidBodies[i] = t.GetComponent<Rigidbody>();
|
||||
i++;
|
||||
}
|
||||
|
||||
return rigidBodies;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 EstimatedSkeletonPosition {
|
||||
get { return RootRigidbody.position - rootOffset; }
|
||||
}
|
||||
|
||||
/// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
|
||||
public void Apply () {
|
||||
isActive = true;
|
||||
mix = 1;
|
||||
|
||||
StartingBone = skeleton.FindBone(startingBoneName);
|
||||
RecursivelyCreateBoneProxies(StartingBone);
|
||||
|
||||
RootRigidbody = boneTable[StartingBone].GetComponent<Rigidbody>();
|
||||
RootRigidbody.isKinematic = pinStartBone;
|
||||
RootRigidbody.mass = rootMass;
|
||||
List<Collider> boneColliders = new List<Collider>();
|
||||
foreach (KeyValuePair<Bone, Transform> pair in boneTable) {
|
||||
Bone b = pair.Key;
|
||||
Transform t = pair.Value;
|
||||
Transform parentTransform;
|
||||
boneColliders.Add(t.GetComponent<Collider>());
|
||||
if (b == StartingBone) {
|
||||
ragdollRoot = new GameObject("RagdollRoot").transform;
|
||||
ragdollRoot.SetParent(transform, false);
|
||||
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root's parent, thus the skeleton's scale and position.
|
||||
ragdollRoot.localPosition = new Vector3(skeleton.X, skeleton.Y, 0);
|
||||
ragdollRoot.localRotation = (skeleton.ScaleX < 0) ? Quaternion.Euler(0, 0, 180.0f) : Quaternion.identity;
|
||||
} else {
|
||||
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, b.Parent.WorldRotationX - b.Parent.ShearX);
|
||||
}
|
||||
parentTransform = ragdollRoot;
|
||||
rootOffset = t.position - transform.position;
|
||||
} else {
|
||||
parentTransform = boneTable[b.Parent];
|
||||
}
|
||||
|
||||
// Add joint and attach to parent.
|
||||
Rigidbody rbParent = parentTransform.GetComponent<Rigidbody>();
|
||||
if (rbParent != null) {
|
||||
HingeJoint joint = t.gameObject.AddComponent<HingeJoint>();
|
||||
joint.connectedBody = rbParent;
|
||||
Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
|
||||
localPos.x *= 1;
|
||||
joint.connectedAnchor = localPos;
|
||||
joint.axis = Vector3.forward;
|
||||
|
||||
joint.GetComponent<Rigidbody>().mass = joint.connectedBody.mass * massFalloffFactor;
|
||||
joint.limits = new JointLimits {
|
||||
min = -rotationLimit,
|
||||
max = rotationLimit,
|
||||
};
|
||||
joint.useLimits = true;
|
||||
joint.enableCollision = enableJointCollision;
|
||||
}
|
||||
}
|
||||
|
||||
// Ignore collisions among bones.
|
||||
for (int x = 0; x < boneColliders.Count; x++) {
|
||||
for (int y = 0; y < boneColliders.Count; y++) {
|
||||
if (x == y) continue;
|
||||
Physics.IgnoreCollision(boneColliders[x], boneColliders[y]);
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy existing override-mode SkeletonUtilityBones.
|
||||
SkeletonUtilityBone[] utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
if (utilityBones.Length > 0) {
|
||||
List<string> destroyedUtilityBoneNames = new List<string>();
|
||||
foreach (SkeletonUtilityBone ub in utilityBones) {
|
||||
if (ub.mode == SkeletonUtilityBone.Mode.Override) {
|
||||
destroyedUtilityBoneNames.Add(ub.gameObject.name);
|
||||
Destroy(ub.gameObject);
|
||||
}
|
||||
}
|
||||
if (destroyedUtilityBoneNames.Count > 0) {
|
||||
string msg = "Destroyed Utility Bones: ";
|
||||
for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
|
||||
msg += destroyedUtilityBoneNames[i];
|
||||
if (i != destroyedUtilityBoneNames.Count - 1) {
|
||||
msg += ",";
|
||||
}
|
||||
}
|
||||
Debug.LogWarning(msg);
|
||||
}
|
||||
}
|
||||
|
||||
// Disable skeleton constraints.
|
||||
if (disableIK) {
|
||||
ExposedList<IkConstraint> ikConstraints = skeleton.IkConstraints;
|
||||
for (int i = 0, n = ikConstraints.Count; i < n; i++)
|
||||
ikConstraints.Items[i].Mix = 0;
|
||||
}
|
||||
|
||||
if (disableOtherConstraints) {
|
||||
ExposedList<TransformConstraint> transformConstraints = skeleton.TransformConstraints;
|
||||
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
|
||||
transformConstraints.Items[i].MixRotate = 0;
|
||||
transformConstraints.Items[i].MixScaleX = 0;
|
||||
transformConstraints.Items[i].MixScaleY = 0;
|
||||
transformConstraints.Items[i].MixShearY = 0;
|
||||
transformConstraints.Items[i].MixX = 0;
|
||||
transformConstraints.Items[i].MixY = 0;
|
||||
}
|
||||
|
||||
ExposedList<PathConstraint> pathConstraints = skeleton.PathConstraints;
|
||||
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
|
||||
pathConstraints.Items[i].MixRotate = 0;
|
||||
pathConstraints.Items[i].MixX = 0;
|
||||
pathConstraints.Items[i].MixY = 0;
|
||||
}
|
||||
}
|
||||
|
||||
targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
/// <summary>Transitions the mix value from the current value to a target value.</summary>
|
||||
public Coroutine SmoothMix (float target, float duration) {
|
||||
return StartCoroutine(SmoothMixCoroutine(target, duration));
|
||||
}
|
||||
|
||||
IEnumerator SmoothMixCoroutine (float target, float duration) {
|
||||
float startTime = Time.time;
|
||||
float startMix = mix;
|
||||
while (mix > 0) {
|
||||
skeleton.SetBonesToSetupPose();
|
||||
mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
|
||||
public void SetSkeletonPosition (Vector3 worldPosition) {
|
||||
if (!isActive) {
|
||||
Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 offset = worldPosition - transform.position;
|
||||
transform.position = worldPosition;
|
||||
foreach (Transform t in boneTable.Values)
|
||||
t.position -= offset;
|
||||
|
||||
UpdateSpineSkeleton(null);
|
||||
skeleton.UpdateWorldTransform();
|
||||
}
|
||||
|
||||
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
||||
public void Remove () {
|
||||
isActive = false;
|
||||
foreach (Transform t in boneTable.Values)
|
||||
Destroy(t.gameObject);
|
||||
|
||||
Destroy(ragdollRoot.gameObject);
|
||||
|
||||
boneTable.Clear();
|
||||
targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
public Rigidbody GetRigidbody (string boneName) {
|
||||
Bone bone = skeleton.FindBone(boneName);
|
||||
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody>() : null;
|
||||
}
|
||||
#endregion
|
||||
|
||||
void RecursivelyCreateBoneProxies (Bone b) {
|
||||
string boneName = b.Data.Name;
|
||||
if (stopBoneNames.Contains(boneName))
|
||||
return;
|
||||
|
||||
GameObject boneGameObject = new GameObject(boneName);
|
||||
boneGameObject.layer = colliderLayer;
|
||||
Transform t = boneGameObject.transform;
|
||||
boneTable.Add(b, t);
|
||||
|
||||
t.parent = transform;
|
||||
t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
||||
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.ShearX);
|
||||
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 1);
|
||||
|
||||
List<Collider> colliders = AttachBoundingBoxRagdollColliders(b);
|
||||
if (colliders.Count == 0) {
|
||||
float length = b.Data.Length;
|
||||
if (length == 0) {
|
||||
SphereCollider ball = boneGameObject.AddComponent<SphereCollider>();
|
||||
ball.radius = thickness * 0.5f;
|
||||
} else {
|
||||
BoxCollider box = boneGameObject.AddComponent<BoxCollider>();
|
||||
box.size = new Vector3(length, thickness, thickness);
|
||||
box.center = new Vector3(length * 0.5f, 0);
|
||||
}
|
||||
}
|
||||
Rigidbody rb = boneGameObject.AddComponent<Rigidbody>();
|
||||
rb.constraints = RigidbodyConstraints.FreezePositionZ;
|
||||
|
||||
foreach (Bone child in b.Children)
|
||||
RecursivelyCreateBoneProxies(child);
|
||||
}
|
||||
|
||||
void UpdateSpineSkeleton (ISkeletonAnimation skeletonRenderer) {
|
||||
bool parentFlipX;
|
||||
bool parentFlipY;
|
||||
GetStartBoneParentFlipState(out parentFlipX, out parentFlipY);
|
||||
|
||||
foreach (KeyValuePair<Bone, Transform> pair in boneTable) {
|
||||
Bone b = pair.Key;
|
||||
Transform t = pair.Value;
|
||||
bool isStartingBone = b == StartingBone;
|
||||
Bone parentBone = b.Parent;
|
||||
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[parentBone];
|
||||
if (!isStartingBone) {
|
||||
BoneFlipEntry parentBoneFlip = boneFlipTable[parentBone];
|
||||
parentFlipX = parentBoneFlip.flipX;
|
||||
parentFlipY = parentBoneFlip.flipY;
|
||||
}
|
||||
bool flipX = parentFlipX ^ (b.ScaleX < 0);
|
||||
bool flipY = parentFlipY ^ (b.ScaleY < 0);
|
||||
|
||||
BoneFlipEntry boneFlip;
|
||||
boneFlipTable.TryGetValue(b, out boneFlip);
|
||||
boneFlip.flipX = flipX;
|
||||
boneFlip.flipY = flipY;
|
||||
boneFlipTable[b] = boneFlip;
|
||||
|
||||
bool flipXOR = flipX ^ flipY;
|
||||
bool parentFlipXOR = parentFlipX ^ parentFlipY;
|
||||
|
||||
if (!oldRagdollBehaviour && isStartingBone) {
|
||||
if (b != skeleton.RootBone) { // RagdollRoot is not skeleton root.
|
||||
ragdollRoot.localPosition = new Vector3(parentBone.WorldX, parentBone.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, parentBone.WorldRotationX - parentBone.ShearX);
|
||||
ragdollRoot.localScale = new Vector3(parentBone.WorldScaleX, parentBone.WorldScaleY, 1);
|
||||
}
|
||||
}
|
||||
Vector3 parentTransformWorldPosition = parentTransform.position;
|
||||
Quaternion parentTransformWorldRotation = parentTransform.rotation;
|
||||
|
||||
parentSpaceHelper.position = parentTransformWorldPosition;
|
||||
parentSpaceHelper.rotation = parentTransformWorldRotation;
|
||||
parentSpaceHelper.localScale = parentTransform.lossyScale;
|
||||
|
||||
if (oldRagdollBehaviour) {
|
||||
if (isStartingBone && b != skeleton.RootBone) {
|
||||
Vector3 localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
||||
parentSpaceHelper.position = ragdollRoot.TransformPoint(localPosition);
|
||||
parentSpaceHelper.localRotation = Quaternion.Euler(0, 0, parentBone.WorldRotationX - parentBone.ShearX);
|
||||
parentSpaceHelper.localScale = new Vector3(parentBone.WorldScaleX, parentBone.WorldScaleY, 1);
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 boneWorldPosition = t.position;
|
||||
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
|
||||
|
||||
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
|
||||
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
|
||||
|
||||
if (flipXOR) boneLocalPosition.y *= -1f;
|
||||
if (parentFlipXOR != flipXOR) boneLocalPosition.y *= -1f;
|
||||
|
||||
if (parentFlipXOR) boneLocalRotation *= -1f;
|
||||
if (parentFlipX != flipX) boneLocalRotation += 180;
|
||||
|
||||
b.X = Mathf.Lerp(b.X, boneLocalPosition.x, mix);
|
||||
b.Y = Mathf.Lerp(b.Y, boneLocalPosition.y, mix);
|
||||
b.Rotation = Mathf.Lerp(b.Rotation, boneLocalRotation, mix);
|
||||
//b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
|
||||
}
|
||||
}
|
||||
|
||||
void GetStartBoneParentFlipState (out bool parentFlipX, out bool parentFlipY) {
|
||||
parentFlipX = skeleton.ScaleX < 0;
|
||||
parentFlipY = skeleton.ScaleY < 0;
|
||||
Bone parent = this.StartingBone == null ? null : this.StartingBone.Parent;
|
||||
while (parent != null) {
|
||||
parentFlipX ^= parent.ScaleX < 0;
|
||||
parentFlipY ^= parent.ScaleY < 0;
|
||||
parent = parent.Parent;
|
||||
}
|
||||
}
|
||||
|
||||
List<Collider> AttachBoundingBoxRagdollColliders (Bone b) {
|
||||
const string AttachmentNameMarker = "ragdoll";
|
||||
List<Collider> colliders = new List<Collider>();
|
||||
|
||||
Transform t = boneTable[b];
|
||||
GameObject go = t.gameObject;
|
||||
Skin skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
|
||||
|
||||
List<Skin.SkinEntry> skinEntries = new List<Skin.SkinEntry>();
|
||||
foreach (Slot s in skeleton.Slots) {
|
||||
if (s.Bone == b) {
|
||||
skin.GetAttachments(skeleton.Slots.IndexOf(s), skinEntries);
|
||||
|
||||
foreach (Skin.SkinEntry entry in skinEntries) {
|
||||
BoundingBoxAttachment bbAttachment = entry.Attachment as BoundingBoxAttachment;
|
||||
if (bbAttachment != null) {
|
||||
if (!entry.Name.ToLower().Contains(AttachmentNameMarker))
|
||||
continue;
|
||||
|
||||
BoxCollider bbCollider = go.AddComponent<BoxCollider>();
|
||||
Bounds bounds = SkeletonUtility.GetBoundingBoxBounds(bbAttachment, thickness);
|
||||
bbCollider.center = bounds.center;
|
||||
bbCollider.size = bounds.size;
|
||||
colliders.Add(bbCollider);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return colliders;
|
||||
}
|
||||
|
||||
public class LayerFieldAttribute : PropertyAttribute { }
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,472 +1,472 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
#if UNITY_2019_2 || UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 // note: 2020.3+ uses old bahavior again
|
||||
#define HINGE_JOINT_2019_BEHAVIOUR
|
||||
#endif
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SkeletonRagdoll2D : MonoBehaviour {
|
||||
static Transform parentSpaceHelper;
|
||||
|
||||
#region Inspector
|
||||
[Header("Hierarchy")]
|
||||
[SpineBone]
|
||||
public string startingBoneName = "";
|
||||
[SpineBone]
|
||||
public List<string> stopBoneNames = new List<string>();
|
||||
|
||||
[Header("Parameters")]
|
||||
public bool applyOnStart;
|
||||
[Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
|
||||
public bool disableIK = true;
|
||||
public bool disableOtherConstraints = false;
|
||||
[Space]
|
||||
[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
|
||||
public bool pinStartBone;
|
||||
public float gravityScale = 1;
|
||||
[Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
|
||||
public float thickness = 0.125f;
|
||||
[Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
|
||||
public float rotationLimit = 20;
|
||||
public float rootMass = 20;
|
||||
[Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
|
||||
[Range(0.01f, 1f)]
|
||||
public float massFalloffFactor = 0.4f;
|
||||
[Tooltip("The layer assigned to all of the rigidbody parts.")]
|
||||
[SkeletonRagdoll.LayerField]
|
||||
public int colliderLayer = 0;
|
||||
[Range(0, 1)]
|
||||
public float mix = 1;
|
||||
public bool oldRagdollBehaviour = false;
|
||||
#endregion
|
||||
|
||||
ISkeletonAnimation targetSkeletonComponent;
|
||||
Skeleton skeleton;
|
||||
struct BoneFlipEntry {
|
||||
public BoneFlipEntry (bool flipX, bool flipY) {
|
||||
this.flipX = flipX;
|
||||
this.flipY = flipY;
|
||||
}
|
||||
|
||||
public bool flipX;
|
||||
public bool flipY;
|
||||
}
|
||||
Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
|
||||
Dictionary<Bone, BoneFlipEntry> boneFlipTable = new Dictionary<Bone, BoneFlipEntry>();
|
||||
Transform ragdollRoot;
|
||||
public Rigidbody2D RootRigidbody { get; private set; }
|
||||
public Bone StartingBone { get; private set; }
|
||||
Vector2 rootOffset;
|
||||
public Vector3 RootOffset { get { return this.rootOffset; } }
|
||||
bool isActive;
|
||||
public bool IsActive { get { return this.isActive; } }
|
||||
|
||||
IEnumerator Start () {
|
||||
if (parentSpaceHelper == null) {
|
||||
parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
|
||||
}
|
||||
|
||||
targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
|
||||
if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
|
||||
skeleton = targetSkeletonComponent.Skeleton;
|
||||
|
||||
if (applyOnStart) {
|
||||
yield return null;
|
||||
Apply();
|
||||
}
|
||||
}
|
||||
|
||||
#region API
|
||||
public Rigidbody2D[] RigidbodyArray {
|
||||
get {
|
||||
if (!isActive)
|
||||
return new Rigidbody2D[0];
|
||||
|
||||
Rigidbody2D[] rigidBodies = new Rigidbody2D[boneTable.Count];
|
||||
int i = 0;
|
||||
foreach (Transform t in boneTable.Values) {
|
||||
rigidBodies[i] = t.GetComponent<Rigidbody2D>();
|
||||
i++;
|
||||
}
|
||||
|
||||
return rigidBodies;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 EstimatedSkeletonPosition {
|
||||
get { return this.RootRigidbody.position - rootOffset; }
|
||||
}
|
||||
|
||||
/// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
|
||||
public void Apply () {
|
||||
isActive = true;
|
||||
mix = 1;
|
||||
|
||||
Bone startingBone = this.StartingBone = skeleton.FindBone(startingBoneName);
|
||||
RecursivelyCreateBoneProxies(startingBone);
|
||||
|
||||
RootRigidbody = boneTable[startingBone].GetComponent<Rigidbody2D>();
|
||||
RootRigidbody.isKinematic = pinStartBone;
|
||||
RootRigidbody.mass = rootMass;
|
||||
List<Collider2D> boneColliders = new List<Collider2D>();
|
||||
foreach (KeyValuePair<Bone, Transform> pair in boneTable) {
|
||||
Bone b = pair.Key;
|
||||
Transform t = pair.Value;
|
||||
Transform parentTransform;
|
||||
boneColliders.Add(t.GetComponent<Collider2D>());
|
||||
if (b == startingBone) {
|
||||
ragdollRoot = new GameObject("RagdollRoot").transform;
|
||||
ragdollRoot.SetParent(transform, false);
|
||||
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root's parent, thus the skeleton's scale and position.
|
||||
ragdollRoot.localPosition = new Vector3(skeleton.X, skeleton.Y, 0);
|
||||
ragdollRoot.localRotation = (skeleton.ScaleX < 0) ? Quaternion.Euler(0, 0, 180.0f) : Quaternion.identity;
|
||||
} else {
|
||||
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, b.Parent.WorldRotationX - b.Parent.ShearX);
|
||||
}
|
||||
parentTransform = ragdollRoot;
|
||||
rootOffset = t.position - transform.position;
|
||||
} else {
|
||||
parentTransform = boneTable[b.Parent];
|
||||
}
|
||||
|
||||
// Add joint and attach to parent.
|
||||
Rigidbody2D rbParent = parentTransform.GetComponent<Rigidbody2D>();
|
||||
if (rbParent != null) {
|
||||
HingeJoint2D joint = t.gameObject.AddComponent<HingeJoint2D>();
|
||||
joint.connectedBody = rbParent;
|
||||
Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
|
||||
joint.connectedAnchor = localPos;
|
||||
|
||||
joint.GetComponent<Rigidbody2D>().mass = joint.connectedBody.mass * massFalloffFactor;
|
||||
|
||||
#if HINGE_JOINT_2019_BEHAVIOUR
|
||||
float referenceAngle = (rbParent.transform.eulerAngles.z - t.eulerAngles.z + 360f) % 360f;
|
||||
float minAngle = referenceAngle - rotationLimit;
|
||||
float maxAngle = referenceAngle + rotationLimit;
|
||||
if (maxAngle > 180f) {
|
||||
minAngle -= 360f;
|
||||
maxAngle -= 360f;
|
||||
}
|
||||
#else
|
||||
float minAngle = -rotationLimit;
|
||||
float maxAngle = rotationLimit;
|
||||
#endif
|
||||
joint.limits = new JointAngleLimits2D {
|
||||
min = minAngle,
|
||||
max = maxAngle
|
||||
};
|
||||
joint.useLimits = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Ignore collisions among bones.
|
||||
for (int x = 0; x < boneColliders.Count; x++) {
|
||||
for (int y = 0; y < boneColliders.Count; y++) {
|
||||
if (x == y) continue;
|
||||
Physics2D.IgnoreCollision(boneColliders[x], boneColliders[y]);
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy existing override-mode SkeletonUtility bones.
|
||||
SkeletonUtilityBone[] utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
if (utilityBones.Length > 0) {
|
||||
List<string> destroyedUtilityBoneNames = new List<string>();
|
||||
foreach (SkeletonUtilityBone ub in utilityBones) {
|
||||
if (ub.mode == SkeletonUtilityBone.Mode.Override) {
|
||||
destroyedUtilityBoneNames.Add(ub.gameObject.name);
|
||||
Destroy(ub.gameObject);
|
||||
}
|
||||
}
|
||||
if (destroyedUtilityBoneNames.Count > 0) {
|
||||
string msg = "Destroyed Utility Bones: ";
|
||||
for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
|
||||
msg += destroyedUtilityBoneNames[i];
|
||||
if (i != destroyedUtilityBoneNames.Count - 1) {
|
||||
msg += ",";
|
||||
}
|
||||
}
|
||||
Debug.LogWarning(msg);
|
||||
}
|
||||
}
|
||||
|
||||
// Disable skeleton constraints.
|
||||
if (disableIK) {
|
||||
ExposedList<IkConstraint> ikConstraints = skeleton.IkConstraints;
|
||||
for (int i = 0, n = ikConstraints.Count; i < n; i++)
|
||||
ikConstraints.Items[i].Mix = 0;
|
||||
}
|
||||
|
||||
if (disableOtherConstraints) {
|
||||
ExposedList<TransformConstraint> transformConstraints = skeleton.TransformConstraints;
|
||||
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
|
||||
transformConstraints.Items[i].MixRotate = 0;
|
||||
transformConstraints.Items[i].MixScaleX = 0;
|
||||
transformConstraints.Items[i].MixScaleY = 0;
|
||||
transformConstraints.Items[i].MixShearY = 0;
|
||||
transformConstraints.Items[i].MixX = 0;
|
||||
transformConstraints.Items[i].MixY = 0;
|
||||
}
|
||||
|
||||
ExposedList<PathConstraint> pathConstraints = skeleton.PathConstraints;
|
||||
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
|
||||
pathConstraints.Items[i].MixRotate = 0;
|
||||
pathConstraints.Items[i].MixX = 0;
|
||||
pathConstraints.Items[i].MixY = 0;
|
||||
}
|
||||
}
|
||||
|
||||
targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
/// <summary>Transitions the mix value from the current value to a target value.</summary>
|
||||
public Coroutine SmoothMix (float target, float duration) {
|
||||
return StartCoroutine(SmoothMixCoroutine(target, duration));
|
||||
}
|
||||
|
||||
IEnumerator SmoothMixCoroutine (float target, float duration) {
|
||||
float startTime = Time.time;
|
||||
float startMix = mix;
|
||||
while (mix > 0) {
|
||||
skeleton.SetBonesToSetupPose();
|
||||
mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
|
||||
public void SetSkeletonPosition (Vector3 worldPosition) {
|
||||
if (!isActive) {
|
||||
Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 offset = worldPosition - transform.position;
|
||||
transform.position = worldPosition;
|
||||
foreach (Transform t in boneTable.Values)
|
||||
t.position -= offset;
|
||||
|
||||
UpdateSpineSkeleton(null);
|
||||
skeleton.UpdateWorldTransform();
|
||||
}
|
||||
|
||||
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
||||
public void Remove () {
|
||||
isActive = false;
|
||||
foreach (Transform t in boneTable.Values)
|
||||
Destroy(t.gameObject);
|
||||
|
||||
Destroy(ragdollRoot.gameObject);
|
||||
boneTable.Clear();
|
||||
targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
public Rigidbody2D GetRigidbody (string boneName) {
|
||||
Bone bone = skeleton.FindBone(boneName);
|
||||
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody2D>() : null;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>Generates the ragdoll simulation's Transform and joint setup.</summary>
|
||||
void RecursivelyCreateBoneProxies (Bone b) {
|
||||
string boneName = b.Data.Name;
|
||||
if (stopBoneNames.Contains(boneName))
|
||||
return;
|
||||
|
||||
GameObject boneGameObject = new GameObject(boneName);
|
||||
boneGameObject.layer = this.colliderLayer;
|
||||
Transform t = boneGameObject.transform;
|
||||
boneTable.Add(b, t);
|
||||
|
||||
t.parent = transform;
|
||||
t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
||||
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.ShearX);
|
||||
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 1);
|
||||
|
||||
List<Collider2D> colliders = AttachBoundingBoxRagdollColliders(b, boneGameObject, skeleton, this.gravityScale);
|
||||
if (colliders.Count == 0) {
|
||||
float length = b.Data.Length;
|
||||
if (length == 0) {
|
||||
CircleCollider2D circle = boneGameObject.AddComponent<CircleCollider2D>();
|
||||
circle.radius = thickness * 0.5f;
|
||||
} else {
|
||||
BoxCollider2D box = boneGameObject.AddComponent<BoxCollider2D>();
|
||||
box.size = new Vector2(length, thickness);
|
||||
box.offset = new Vector2(length * 0.5f, 0); // box.center in UNITY_4
|
||||
}
|
||||
}
|
||||
|
||||
Rigidbody2D rb = boneGameObject.GetComponent<Rigidbody2D>();
|
||||
if (rb == null) rb = boneGameObject.AddComponent<Rigidbody2D>();
|
||||
rb.gravityScale = this.gravityScale;
|
||||
|
||||
foreach (Bone child in b.Children)
|
||||
RecursivelyCreateBoneProxies(child);
|
||||
}
|
||||
|
||||
/// <summary>Performed every skeleton animation update to translate Unity Transforms positions into Spine bone transforms.</summary>
|
||||
void UpdateSpineSkeleton (ISkeletonAnimation animatedSkeleton) {
|
||||
bool parentFlipX;
|
||||
bool parentFlipY;
|
||||
Bone startingBone = this.StartingBone;
|
||||
GetStartBoneParentFlipState(out parentFlipX, out parentFlipY);
|
||||
|
||||
foreach (KeyValuePair<Bone, Transform> pair in boneTable) {
|
||||
Bone b = pair.Key;
|
||||
Transform t = pair.Value;
|
||||
bool isStartingBone = (b == startingBone);
|
||||
Bone parentBone = b.Parent;
|
||||
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[parentBone];
|
||||
if (!isStartingBone) {
|
||||
BoneFlipEntry parentBoneFlip = boneFlipTable[parentBone];
|
||||
parentFlipX = parentBoneFlip.flipX;
|
||||
parentFlipY = parentBoneFlip.flipY;
|
||||
}
|
||||
bool flipX = parentFlipX ^ (b.ScaleX < 0);
|
||||
bool flipY = parentFlipY ^ (b.ScaleY < 0);
|
||||
|
||||
BoneFlipEntry boneFlip;
|
||||
boneFlipTable.TryGetValue(b, out boneFlip);
|
||||
boneFlip.flipX = flipX;
|
||||
boneFlip.flipY = flipY;
|
||||
boneFlipTable[b] = boneFlip;
|
||||
|
||||
bool flipXOR = flipX ^ flipY;
|
||||
bool parentFlipXOR = parentFlipX ^ parentFlipY;
|
||||
|
||||
if (!oldRagdollBehaviour && isStartingBone) {
|
||||
if (b != skeleton.RootBone) { // RagdollRoot is not skeleton root.
|
||||
ragdollRoot.localPosition = new Vector3(parentBone.WorldX, parentBone.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, parentBone.WorldRotationX - parentBone.ShearX);
|
||||
ragdollRoot.localScale = new Vector3(parentBone.WorldScaleX, parentBone.WorldScaleY, 1);
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 parentTransformWorldPosition = parentTransform.position;
|
||||
Quaternion parentTransformWorldRotation = parentTransform.rotation;
|
||||
|
||||
parentSpaceHelper.position = parentTransformWorldPosition;
|
||||
parentSpaceHelper.rotation = parentTransformWorldRotation;
|
||||
parentSpaceHelper.localScale = parentTransform.lossyScale;
|
||||
|
||||
if (oldRagdollBehaviour) {
|
||||
if (isStartingBone && b != skeleton.RootBone) {
|
||||
Vector3 localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
||||
parentSpaceHelper.position = ragdollRoot.TransformPoint(localPosition);
|
||||
parentSpaceHelper.localRotation = Quaternion.Euler(0, 0, parentBone.WorldRotationX - parentBone.ShearX);
|
||||
parentSpaceHelper.localScale = new Vector3(parentBone.WorldScaleX, parentBone.WorldScaleY, 1);
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 boneWorldPosition = t.position;
|
||||
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
|
||||
|
||||
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
|
||||
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
|
||||
|
||||
if (flipXOR) boneLocalPosition.y *= -1f;
|
||||
if (parentFlipXOR != flipXOR) boneLocalPosition.y *= -1f;
|
||||
|
||||
if (parentFlipXOR) boneLocalRotation *= -1f;
|
||||
if (parentFlipX != flipX) boneLocalRotation += 180;
|
||||
|
||||
b.X = Mathf.Lerp(b.X, boneLocalPosition.x, mix);
|
||||
b.Y = Mathf.Lerp(b.Y, boneLocalPosition.y, mix);
|
||||
b.Rotation = Mathf.Lerp(b.Rotation, boneLocalRotation, mix);
|
||||
//b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
|
||||
}
|
||||
}
|
||||
|
||||
void GetStartBoneParentFlipState (out bool parentFlipX, out bool parentFlipY) {
|
||||
parentFlipX = skeleton.ScaleX < 0;
|
||||
parentFlipY = skeleton.ScaleY < 0;
|
||||
Bone parent = this.StartingBone == null ? null : this.StartingBone.Parent;
|
||||
while (parent != null) {
|
||||
parentFlipX ^= parent.ScaleX < 0;
|
||||
parentFlipY ^= parent.ScaleY < 0;
|
||||
parent = parent.Parent;
|
||||
}
|
||||
}
|
||||
|
||||
static List<Collider2D> AttachBoundingBoxRagdollColliders (Bone b, GameObject go, Skeleton skeleton, float gravityScale) {
|
||||
const string AttachmentNameMarker = "ragdoll";
|
||||
List<Collider2D> colliders = new List<Collider2D>();
|
||||
Skin skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
|
||||
|
||||
List<Skin.SkinEntry> skinEntries = new List<Skin.SkinEntry>();
|
||||
foreach (Slot slot in skeleton.Slots) {
|
||||
if (slot.Bone == b) {
|
||||
skin.GetAttachments(skeleton.Slots.IndexOf(slot), skinEntries);
|
||||
|
||||
bool bbAttachmentAdded = false;
|
||||
foreach (Skin.SkinEntry entry in skinEntries) {
|
||||
BoundingBoxAttachment bbAttachment = entry.Attachment as BoundingBoxAttachment;
|
||||
if (bbAttachment != null) {
|
||||
if (!entry.Name.ToLower().Contains(AttachmentNameMarker))
|
||||
continue;
|
||||
|
||||
bbAttachmentAdded = true;
|
||||
PolygonCollider2D bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(bbAttachment, slot, go, isTrigger: false);
|
||||
colliders.Add(bbCollider);
|
||||
}
|
||||
}
|
||||
|
||||
if (bbAttachmentAdded)
|
||||
SkeletonUtility.AddBoneRigidbody2D(go, isKinematic: false, gravityScale: gravityScale);
|
||||
}
|
||||
}
|
||||
|
||||
return colliders;
|
||||
}
|
||||
|
||||
static Vector3 FlipScale (bool flipX, bool flipY) {
|
||||
return new Vector3(flipX ? -1f : 1f, flipY ? -1f : 1f, 1f);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnDrawGizmosSelected () {
|
||||
if (isActive) {
|
||||
Gizmos.DrawWireSphere(transform.position, thickness * 1.2f);
|
||||
Vector3 newTransformPos = RootRigidbody.position - rootOffset;
|
||||
Gizmos.DrawLine(transform.position, newTransformPos);
|
||||
Gizmos.DrawWireSphere(newTransformPos, thickness * 1.2f);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
#if UNITY_2019_2 || UNITY_2019_3 || UNITY_2019_4 || UNITY_2020_1 || UNITY_2020_2 // note: 2020.3+ uses old bahavior again
|
||||
#define HINGE_JOINT_2019_BEHAVIOUR
|
||||
#endif
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SkeletonRagdoll2D : MonoBehaviour {
|
||||
static Transform parentSpaceHelper;
|
||||
|
||||
#region Inspector
|
||||
[Header("Hierarchy")]
|
||||
[SpineBone]
|
||||
public string startingBoneName = "";
|
||||
[SpineBone]
|
||||
public List<string> stopBoneNames = new List<string>();
|
||||
|
||||
[Header("Parameters")]
|
||||
public bool applyOnStart;
|
||||
[Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
|
||||
public bool disableIK = true;
|
||||
public bool disableOtherConstraints = false;
|
||||
[Space]
|
||||
[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
|
||||
public bool pinStartBone;
|
||||
public float gravityScale = 1;
|
||||
[Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
|
||||
public float thickness = 0.125f;
|
||||
[Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
|
||||
public float rotationLimit = 20;
|
||||
public float rootMass = 20;
|
||||
[Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
|
||||
[Range(0.01f, 1f)]
|
||||
public float massFalloffFactor = 0.4f;
|
||||
[Tooltip("The layer assigned to all of the rigidbody parts.")]
|
||||
[SkeletonRagdoll.LayerField]
|
||||
public int colliderLayer = 0;
|
||||
[Range(0, 1)]
|
||||
public float mix = 1;
|
||||
public bool oldRagdollBehaviour = false;
|
||||
#endregion
|
||||
|
||||
ISkeletonAnimation targetSkeletonComponent;
|
||||
Skeleton skeleton;
|
||||
struct BoneFlipEntry {
|
||||
public BoneFlipEntry (bool flipX, bool flipY) {
|
||||
this.flipX = flipX;
|
||||
this.flipY = flipY;
|
||||
}
|
||||
|
||||
public bool flipX;
|
||||
public bool flipY;
|
||||
}
|
||||
Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
|
||||
Dictionary<Bone, BoneFlipEntry> boneFlipTable = new Dictionary<Bone, BoneFlipEntry>();
|
||||
Transform ragdollRoot;
|
||||
public Rigidbody2D RootRigidbody { get; private set; }
|
||||
public Bone StartingBone { get; private set; }
|
||||
Vector2 rootOffset;
|
||||
public Vector3 RootOffset { get { return this.rootOffset; } }
|
||||
bool isActive;
|
||||
public bool IsActive { get { return this.isActive; } }
|
||||
|
||||
IEnumerator Start () {
|
||||
if (parentSpaceHelper == null) {
|
||||
parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
|
||||
}
|
||||
|
||||
targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
|
||||
if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
|
||||
skeleton = targetSkeletonComponent.Skeleton;
|
||||
|
||||
if (applyOnStart) {
|
||||
yield return null;
|
||||
Apply();
|
||||
}
|
||||
}
|
||||
|
||||
#region API
|
||||
public Rigidbody2D[] RigidbodyArray {
|
||||
get {
|
||||
if (!isActive)
|
||||
return new Rigidbody2D[0];
|
||||
|
||||
Rigidbody2D[] rigidBodies = new Rigidbody2D[boneTable.Count];
|
||||
int i = 0;
|
||||
foreach (Transform t in boneTable.Values) {
|
||||
rigidBodies[i] = t.GetComponent<Rigidbody2D>();
|
||||
i++;
|
||||
}
|
||||
|
||||
return rigidBodies;
|
||||
}
|
||||
}
|
||||
|
||||
public Vector3 EstimatedSkeletonPosition {
|
||||
get { return this.RootRigidbody.position - rootOffset; }
|
||||
}
|
||||
|
||||
/// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
|
||||
public void Apply () {
|
||||
isActive = true;
|
||||
mix = 1;
|
||||
|
||||
Bone startingBone = this.StartingBone = skeleton.FindBone(startingBoneName);
|
||||
RecursivelyCreateBoneProxies(startingBone);
|
||||
|
||||
RootRigidbody = boneTable[startingBone].GetComponent<Rigidbody2D>();
|
||||
RootRigidbody.isKinematic = pinStartBone;
|
||||
RootRigidbody.mass = rootMass;
|
||||
List<Collider2D> boneColliders = new List<Collider2D>();
|
||||
foreach (KeyValuePair<Bone, Transform> pair in boneTable) {
|
||||
Bone b = pair.Key;
|
||||
Transform t = pair.Value;
|
||||
Transform parentTransform;
|
||||
boneColliders.Add(t.GetComponent<Collider2D>());
|
||||
if (b == startingBone) {
|
||||
ragdollRoot = new GameObject("RagdollRoot").transform;
|
||||
ragdollRoot.SetParent(transform, false);
|
||||
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root's parent, thus the skeleton's scale and position.
|
||||
ragdollRoot.localPosition = new Vector3(skeleton.X, skeleton.Y, 0);
|
||||
ragdollRoot.localRotation = (skeleton.ScaleX < 0) ? Quaternion.Euler(0, 0, 180.0f) : Quaternion.identity;
|
||||
} else {
|
||||
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, b.Parent.WorldRotationX - b.Parent.ShearX);
|
||||
}
|
||||
parentTransform = ragdollRoot;
|
||||
rootOffset = t.position - transform.position;
|
||||
} else {
|
||||
parentTransform = boneTable[b.Parent];
|
||||
}
|
||||
|
||||
// Add joint and attach to parent.
|
||||
Rigidbody2D rbParent = parentTransform.GetComponent<Rigidbody2D>();
|
||||
if (rbParent != null) {
|
||||
HingeJoint2D joint = t.gameObject.AddComponent<HingeJoint2D>();
|
||||
joint.connectedBody = rbParent;
|
||||
Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
|
||||
joint.connectedAnchor = localPos;
|
||||
|
||||
joint.GetComponent<Rigidbody2D>().mass = joint.connectedBody.mass * massFalloffFactor;
|
||||
|
||||
#if HINGE_JOINT_2019_BEHAVIOUR
|
||||
float referenceAngle = (rbParent.transform.eulerAngles.z - t.eulerAngles.z + 360f) % 360f;
|
||||
float minAngle = referenceAngle - rotationLimit;
|
||||
float maxAngle = referenceAngle + rotationLimit;
|
||||
if (maxAngle > 180f) {
|
||||
minAngle -= 360f;
|
||||
maxAngle -= 360f;
|
||||
}
|
||||
#else
|
||||
float minAngle = -rotationLimit;
|
||||
float maxAngle = rotationLimit;
|
||||
#endif
|
||||
joint.limits = new JointAngleLimits2D {
|
||||
min = minAngle,
|
||||
max = maxAngle
|
||||
};
|
||||
joint.useLimits = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Ignore collisions among bones.
|
||||
for (int x = 0; x < boneColliders.Count; x++) {
|
||||
for (int y = 0; y < boneColliders.Count; y++) {
|
||||
if (x == y) continue;
|
||||
Physics2D.IgnoreCollision(boneColliders[x], boneColliders[y]);
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy existing override-mode SkeletonUtility bones.
|
||||
SkeletonUtilityBone[] utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
if (utilityBones.Length > 0) {
|
||||
List<string> destroyedUtilityBoneNames = new List<string>();
|
||||
foreach (SkeletonUtilityBone ub in utilityBones) {
|
||||
if (ub.mode == SkeletonUtilityBone.Mode.Override) {
|
||||
destroyedUtilityBoneNames.Add(ub.gameObject.name);
|
||||
Destroy(ub.gameObject);
|
||||
}
|
||||
}
|
||||
if (destroyedUtilityBoneNames.Count > 0) {
|
||||
string msg = "Destroyed Utility Bones: ";
|
||||
for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
|
||||
msg += destroyedUtilityBoneNames[i];
|
||||
if (i != destroyedUtilityBoneNames.Count - 1) {
|
||||
msg += ",";
|
||||
}
|
||||
}
|
||||
Debug.LogWarning(msg);
|
||||
}
|
||||
}
|
||||
|
||||
// Disable skeleton constraints.
|
||||
if (disableIK) {
|
||||
ExposedList<IkConstraint> ikConstraints = skeleton.IkConstraints;
|
||||
for (int i = 0, n = ikConstraints.Count; i < n; i++)
|
||||
ikConstraints.Items[i].Mix = 0;
|
||||
}
|
||||
|
||||
if (disableOtherConstraints) {
|
||||
ExposedList<TransformConstraint> transformConstraints = skeleton.TransformConstraints;
|
||||
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
|
||||
transformConstraints.Items[i].MixRotate = 0;
|
||||
transformConstraints.Items[i].MixScaleX = 0;
|
||||
transformConstraints.Items[i].MixScaleY = 0;
|
||||
transformConstraints.Items[i].MixShearY = 0;
|
||||
transformConstraints.Items[i].MixX = 0;
|
||||
transformConstraints.Items[i].MixY = 0;
|
||||
}
|
||||
|
||||
ExposedList<PathConstraint> pathConstraints = skeleton.PathConstraints;
|
||||
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
|
||||
pathConstraints.Items[i].MixRotate = 0;
|
||||
pathConstraints.Items[i].MixX = 0;
|
||||
pathConstraints.Items[i].MixY = 0;
|
||||
}
|
||||
}
|
||||
|
||||
targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
/// <summary>Transitions the mix value from the current value to a target value.</summary>
|
||||
public Coroutine SmoothMix (float target, float duration) {
|
||||
return StartCoroutine(SmoothMixCoroutine(target, duration));
|
||||
}
|
||||
|
||||
IEnumerator SmoothMixCoroutine (float target, float duration) {
|
||||
float startTime = Time.time;
|
||||
float startMix = mix;
|
||||
while (mix > 0) {
|
||||
skeleton.SetBonesToSetupPose();
|
||||
mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
|
||||
public void SetSkeletonPosition (Vector3 worldPosition) {
|
||||
if (!isActive) {
|
||||
Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
|
||||
return;
|
||||
}
|
||||
|
||||
Vector3 offset = worldPosition - transform.position;
|
||||
transform.position = worldPosition;
|
||||
foreach (Transform t in boneTable.Values)
|
||||
t.position -= offset;
|
||||
|
||||
UpdateSpineSkeleton(null);
|
||||
skeleton.UpdateWorldTransform();
|
||||
}
|
||||
|
||||
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
||||
public void Remove () {
|
||||
isActive = false;
|
||||
foreach (Transform t in boneTable.Values)
|
||||
Destroy(t.gameObject);
|
||||
|
||||
Destroy(ragdollRoot.gameObject);
|
||||
boneTable.Clear();
|
||||
targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
|
||||
}
|
||||
|
||||
public Rigidbody2D GetRigidbody (string boneName) {
|
||||
Bone bone = skeleton.FindBone(boneName);
|
||||
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody2D>() : null;
|
||||
}
|
||||
#endregion
|
||||
|
||||
/// <summary>Generates the ragdoll simulation's Transform and joint setup.</summary>
|
||||
void RecursivelyCreateBoneProxies (Bone b) {
|
||||
string boneName = b.Data.Name;
|
||||
if (stopBoneNames.Contains(boneName))
|
||||
return;
|
||||
|
||||
GameObject boneGameObject = new GameObject(boneName);
|
||||
boneGameObject.layer = this.colliderLayer;
|
||||
Transform t = boneGameObject.transform;
|
||||
boneTable.Add(b, t);
|
||||
|
||||
t.parent = transform;
|
||||
t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
|
||||
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.ShearX);
|
||||
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 1);
|
||||
|
||||
List<Collider2D> colliders = AttachBoundingBoxRagdollColliders(b, boneGameObject, skeleton, this.gravityScale);
|
||||
if (colliders.Count == 0) {
|
||||
float length = b.Data.Length;
|
||||
if (length == 0) {
|
||||
CircleCollider2D circle = boneGameObject.AddComponent<CircleCollider2D>();
|
||||
circle.radius = thickness * 0.5f;
|
||||
} else {
|
||||
BoxCollider2D box = boneGameObject.AddComponent<BoxCollider2D>();
|
||||
box.size = new Vector2(length, thickness);
|
||||
box.offset = new Vector2(length * 0.5f, 0); // box.center in UNITY_4
|
||||
}
|
||||
}
|
||||
|
||||
Rigidbody2D rb = boneGameObject.GetComponent<Rigidbody2D>();
|
||||
if (rb == null) rb = boneGameObject.AddComponent<Rigidbody2D>();
|
||||
rb.gravityScale = this.gravityScale;
|
||||
|
||||
foreach (Bone child in b.Children)
|
||||
RecursivelyCreateBoneProxies(child);
|
||||
}
|
||||
|
||||
/// <summary>Performed every skeleton animation update to translate Unity Transforms positions into Spine bone transforms.</summary>
|
||||
void UpdateSpineSkeleton (ISkeletonAnimation animatedSkeleton) {
|
||||
bool parentFlipX;
|
||||
bool parentFlipY;
|
||||
Bone startingBone = this.StartingBone;
|
||||
GetStartBoneParentFlipState(out parentFlipX, out parentFlipY);
|
||||
|
||||
foreach (KeyValuePair<Bone, Transform> pair in boneTable) {
|
||||
Bone b = pair.Key;
|
||||
Transform t = pair.Value;
|
||||
bool isStartingBone = (b == startingBone);
|
||||
Bone parentBone = b.Parent;
|
||||
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[parentBone];
|
||||
if (!isStartingBone) {
|
||||
BoneFlipEntry parentBoneFlip = boneFlipTable[parentBone];
|
||||
parentFlipX = parentBoneFlip.flipX;
|
||||
parentFlipY = parentBoneFlip.flipY;
|
||||
}
|
||||
bool flipX = parentFlipX ^ (b.ScaleX < 0);
|
||||
bool flipY = parentFlipY ^ (b.ScaleY < 0);
|
||||
|
||||
BoneFlipEntry boneFlip;
|
||||
boneFlipTable.TryGetValue(b, out boneFlip);
|
||||
boneFlip.flipX = flipX;
|
||||
boneFlip.flipY = flipY;
|
||||
boneFlipTable[b] = boneFlip;
|
||||
|
||||
bool flipXOR = flipX ^ flipY;
|
||||
bool parentFlipXOR = parentFlipX ^ parentFlipY;
|
||||
|
||||
if (!oldRagdollBehaviour && isStartingBone) {
|
||||
if (b != skeleton.RootBone) { // RagdollRoot is not skeleton root.
|
||||
ragdollRoot.localPosition = new Vector3(parentBone.WorldX, parentBone.WorldY, 0);
|
||||
ragdollRoot.localRotation = Quaternion.Euler(0, 0, parentBone.WorldRotationX - parentBone.ShearX);
|
||||
ragdollRoot.localScale = new Vector3(parentBone.WorldScaleX, parentBone.WorldScaleY, 1);
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 parentTransformWorldPosition = parentTransform.position;
|
||||
Quaternion parentTransformWorldRotation = parentTransform.rotation;
|
||||
|
||||
parentSpaceHelper.position = parentTransformWorldPosition;
|
||||
parentSpaceHelper.rotation = parentTransformWorldRotation;
|
||||
parentSpaceHelper.localScale = parentTransform.lossyScale;
|
||||
|
||||
if (oldRagdollBehaviour) {
|
||||
if (isStartingBone && b != skeleton.RootBone) {
|
||||
Vector3 localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
|
||||
parentSpaceHelper.position = ragdollRoot.TransformPoint(localPosition);
|
||||
parentSpaceHelper.localRotation = Quaternion.Euler(0, 0, parentBone.WorldRotationX - parentBone.ShearX);
|
||||
parentSpaceHelper.localScale = new Vector3(parentBone.WorldScaleX, parentBone.WorldScaleY, 1);
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 boneWorldPosition = t.position;
|
||||
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
|
||||
|
||||
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
|
||||
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
|
||||
|
||||
if (flipXOR) boneLocalPosition.y *= -1f;
|
||||
if (parentFlipXOR != flipXOR) boneLocalPosition.y *= -1f;
|
||||
|
||||
if (parentFlipXOR) boneLocalRotation *= -1f;
|
||||
if (parentFlipX != flipX) boneLocalRotation += 180;
|
||||
|
||||
b.X = Mathf.Lerp(b.X, boneLocalPosition.x, mix);
|
||||
b.Y = Mathf.Lerp(b.Y, boneLocalPosition.y, mix);
|
||||
b.Rotation = Mathf.Lerp(b.Rotation, boneLocalRotation, mix);
|
||||
//b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
|
||||
}
|
||||
}
|
||||
|
||||
void GetStartBoneParentFlipState (out bool parentFlipX, out bool parentFlipY) {
|
||||
parentFlipX = skeleton.ScaleX < 0;
|
||||
parentFlipY = skeleton.ScaleY < 0;
|
||||
Bone parent = this.StartingBone == null ? null : this.StartingBone.Parent;
|
||||
while (parent != null) {
|
||||
parentFlipX ^= parent.ScaleX < 0;
|
||||
parentFlipY ^= parent.ScaleY < 0;
|
||||
parent = parent.Parent;
|
||||
}
|
||||
}
|
||||
|
||||
static List<Collider2D> AttachBoundingBoxRagdollColliders (Bone b, GameObject go, Skeleton skeleton, float gravityScale) {
|
||||
const string AttachmentNameMarker = "ragdoll";
|
||||
List<Collider2D> colliders = new List<Collider2D>();
|
||||
Skin skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
|
||||
|
||||
List<Skin.SkinEntry> skinEntries = new List<Skin.SkinEntry>();
|
||||
foreach (Slot slot in skeleton.Slots) {
|
||||
if (slot.Bone == b) {
|
||||
skin.GetAttachments(skeleton.Slots.IndexOf(slot), skinEntries);
|
||||
|
||||
bool bbAttachmentAdded = false;
|
||||
foreach (Skin.SkinEntry entry in skinEntries) {
|
||||
BoundingBoxAttachment bbAttachment = entry.Attachment as BoundingBoxAttachment;
|
||||
if (bbAttachment != null) {
|
||||
if (!entry.Name.ToLower().Contains(AttachmentNameMarker))
|
||||
continue;
|
||||
|
||||
bbAttachmentAdded = true;
|
||||
PolygonCollider2D bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(bbAttachment, slot, go, isTrigger: false);
|
||||
colliders.Add(bbCollider);
|
||||
}
|
||||
}
|
||||
|
||||
if (bbAttachmentAdded)
|
||||
SkeletonUtility.AddBoneRigidbody2D(go, isKinematic: false, gravityScale: gravityScale);
|
||||
}
|
||||
}
|
||||
|
||||
return colliders;
|
||||
}
|
||||
|
||||
static Vector3 FlipScale (bool flipX, bool flipY) {
|
||||
return new Vector3(flipX ? -1f : 1f, flipY ? -1f : 1f, 1f);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnDrawGizmosSelected () {
|
||||
if (isActive) {
|
||||
Gizmos.DrawWireSphere(transform.position, thickness * 1.2f);
|
||||
Vector3 newTransformPos = RootRigidbody.position - rootOffset;
|
||||
Gizmos.DrawLine(transform.position, newTransformPos);
|
||||
Gizmos.DrawWireSphere(newTransformPos, thickness * 1.2f);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,84 +1,84 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint {
|
||||
public Transform[] eyes;
|
||||
public float radius = 0.5f;
|
||||
public Transform target;
|
||||
public Vector3 targetPosition;
|
||||
public float speed = 10;
|
||||
Vector3[] origins;
|
||||
Vector3 centerPoint;
|
||||
|
||||
protected override void OnEnable () {
|
||||
if (!Application.isPlaying) return;
|
||||
base.OnEnable();
|
||||
|
||||
Bounds centerBounds = new Bounds(eyes[0].localPosition, Vector3.zero);
|
||||
origins = new Vector3[eyes.Length];
|
||||
for (int i = 0; i < eyes.Length; i++) {
|
||||
origins[i] = eyes[i].localPosition;
|
||||
centerBounds.Encapsulate(origins[i]);
|
||||
}
|
||||
|
||||
centerPoint = centerBounds.center;
|
||||
}
|
||||
|
||||
protected override void OnDisable () {
|
||||
if (!Application.isPlaying) return;
|
||||
|
||||
for (int i = 0; i < eyes.Length; i++) {
|
||||
eyes[i].localPosition = origins[i];
|
||||
}
|
||||
base.OnDisable();
|
||||
}
|
||||
|
||||
public override void DoUpdate () {
|
||||
if (target != null) targetPosition = target.position;
|
||||
|
||||
Vector3 goal = targetPosition;
|
||||
Vector3 center = transform.TransformPoint(centerPoint);
|
||||
Vector3 dir = goal - center;
|
||||
|
||||
if (dir.magnitude > 1)
|
||||
dir.Normalize();
|
||||
|
||||
for (int i = 0; i < eyes.Length; i++) {
|
||||
center = transform.TransformPoint(origins[i]);
|
||||
eyes[i].position = Vector3.MoveTowards(eyes[i].position, center + (dir * radius * hierarchy.PositionScale),
|
||||
speed * hierarchy.PositionScale * Time.deltaTime);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint {
|
||||
public Transform[] eyes;
|
||||
public float radius = 0.5f;
|
||||
public Transform target;
|
||||
public Vector3 targetPosition;
|
||||
public float speed = 10;
|
||||
Vector3[] origins;
|
||||
Vector3 centerPoint;
|
||||
|
||||
protected override void OnEnable () {
|
||||
if (!Application.isPlaying) return;
|
||||
base.OnEnable();
|
||||
|
||||
Bounds centerBounds = new Bounds(eyes[0].localPosition, Vector3.zero);
|
||||
origins = new Vector3[eyes.Length];
|
||||
for (int i = 0; i < eyes.Length; i++) {
|
||||
origins[i] = eyes[i].localPosition;
|
||||
centerBounds.Encapsulate(origins[i]);
|
||||
}
|
||||
|
||||
centerPoint = centerBounds.center;
|
||||
}
|
||||
|
||||
protected override void OnDisable () {
|
||||
if (!Application.isPlaying) return;
|
||||
|
||||
for (int i = 0; i < eyes.Length; i++) {
|
||||
eyes[i].localPosition = origins[i];
|
||||
}
|
||||
base.OnDisable();
|
||||
}
|
||||
|
||||
public override void DoUpdate () {
|
||||
if (target != null) targetPosition = target.position;
|
||||
|
||||
Vector3 goal = targetPosition;
|
||||
Vector3 center = transform.TransformPoint(centerPoint);
|
||||
Vector3 dir = goal - center;
|
||||
|
||||
if (dir.magnitude > 1)
|
||||
dir.Normalize();
|
||||
|
||||
for (int i = 0; i < eyes.Length; i++) {
|
||||
center = transform.TransformPoint(origins[i]);
|
||||
eyes[i].position = Vector3.MoveTowards(eyes[i].position, center + (dir * radius * hierarchy.PositionScale),
|
||||
speed * hierarchy.PositionScale * Time.deltaTime);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,140 +1,140 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
||||
#define NEW_PREFAB_SYSTEM
|
||||
#endif
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
#if NEW_PREFAB_SYSTEM
|
||||
[ExecuteAlways]
|
||||
#else
|
||||
[ExecuteInEditMode]
|
||||
#endif
|
||||
[RequireComponent(typeof(SkeletonUtilityBone))]
|
||||
public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
|
||||
|
||||
[Tooltip("LayerMask for what objects to raycast against")]
|
||||
public LayerMask groundMask;
|
||||
[Tooltip("Use 2D")]
|
||||
public bool use2D = false;
|
||||
[Tooltip("Uses SphereCast for 3D mode and CircleCast for 2D mode")]
|
||||
public bool useRadius = false;
|
||||
[Tooltip("The Radius")]
|
||||
public float castRadius = 0.1f;
|
||||
[Tooltip("How high above the target bone to begin casting from")]
|
||||
public float castDistance = 5f;
|
||||
[Tooltip("X-Axis adjustment")]
|
||||
public float castOffset = 0;
|
||||
[Tooltip("Y-Axis adjustment")]
|
||||
public float groundOffset = 0;
|
||||
[Tooltip("How fast the target IK position adjusts to the ground. Use smaller values to prevent snapping")]
|
||||
public float adjustSpeed = 5;
|
||||
|
||||
Vector3 rayOrigin;
|
||||
Vector3 rayDir = new Vector3(0, -1, 0);
|
||||
float hitY;
|
||||
float lastHitY;
|
||||
|
||||
protected override void OnEnable () {
|
||||
base.OnEnable();
|
||||
lastHitY = transform.position.y;
|
||||
}
|
||||
|
||||
public override void DoUpdate () {
|
||||
rayOrigin = transform.position + new Vector3(castOffset, castDistance, 0);
|
||||
|
||||
float positionScale = hierarchy.PositionScale;
|
||||
float adjustDistanceThisFrame = adjustSpeed * positionScale * Time.deltaTime;
|
||||
hitY = float.MinValue;
|
||||
if (use2D) {
|
||||
RaycastHit2D hit;
|
||||
|
||||
if (useRadius)
|
||||
hit = Physics2D.CircleCast(rayOrigin, castRadius, rayDir, castDistance + groundOffset, groundMask);
|
||||
else
|
||||
hit = Physics2D.Raycast(rayOrigin, rayDir, castDistance + groundOffset, groundMask);
|
||||
|
||||
if (hit.collider != null) {
|
||||
hitY = hit.point.y + groundOffset;
|
||||
if (Application.isPlaying)
|
||||
hitY = Mathf.MoveTowards(lastHitY, hitY, adjustDistanceThisFrame);
|
||||
} else {
|
||||
if (Application.isPlaying)
|
||||
hitY = Mathf.MoveTowards(lastHitY, transform.position.y, adjustDistanceThisFrame);
|
||||
}
|
||||
} else {
|
||||
RaycastHit hit;
|
||||
bool validHit = false;
|
||||
|
||||
if (useRadius)
|
||||
validHit = Physics.SphereCast(rayOrigin, castRadius, rayDir, out hit, castDistance + groundOffset, groundMask);
|
||||
else
|
||||
validHit = Physics.Raycast(rayOrigin, rayDir, out hit, castDistance + groundOffset, groundMask);
|
||||
|
||||
if (validHit) {
|
||||
hitY = hit.point.y + groundOffset;
|
||||
if (Application.isPlaying)
|
||||
hitY = Mathf.MoveTowards(lastHitY, hitY, adjustDistanceThisFrame);
|
||||
|
||||
} else {
|
||||
if (Application.isPlaying)
|
||||
hitY = Mathf.MoveTowards(lastHitY, transform.position.y, adjustDistanceThisFrame);
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 v = transform.position;
|
||||
v.y = Mathf.Clamp(v.y, Mathf.Min(lastHitY, hitY), float.MaxValue);
|
||||
transform.position = v;
|
||||
|
||||
bone.bone.X = transform.localPosition.x / hierarchy.PositionScale;
|
||||
bone.bone.Y = transform.localPosition.y / hierarchy.PositionScale;
|
||||
|
||||
lastHitY = hitY;
|
||||
}
|
||||
|
||||
void OnDrawGizmos () {
|
||||
Vector3 hitEnd = rayOrigin + (rayDir * Mathf.Min(castDistance, rayOrigin.y - hitY));
|
||||
Vector3 clearEnd = rayOrigin + (rayDir * castDistance);
|
||||
Gizmos.DrawLine(rayOrigin, hitEnd);
|
||||
|
||||
if (useRadius) {
|
||||
Gizmos.DrawLine(new Vector3(hitEnd.x - castRadius, hitEnd.y - groundOffset, hitEnd.z), new Vector3(hitEnd.x + castRadius, hitEnd.y - groundOffset, hitEnd.z));
|
||||
Gizmos.DrawLine(new Vector3(clearEnd.x - castRadius, clearEnd.y, clearEnd.z), new Vector3(clearEnd.x + castRadius, clearEnd.y, clearEnd.z));
|
||||
}
|
||||
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawLine(hitEnd, clearEnd);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
||||
#define NEW_PREFAB_SYSTEM
|
||||
#endif
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
#if NEW_PREFAB_SYSTEM
|
||||
[ExecuteAlways]
|
||||
#else
|
||||
[ExecuteInEditMode]
|
||||
#endif
|
||||
[RequireComponent(typeof(SkeletonUtilityBone))]
|
||||
public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
|
||||
|
||||
[Tooltip("LayerMask for what objects to raycast against")]
|
||||
public LayerMask groundMask;
|
||||
[Tooltip("Use 2D")]
|
||||
public bool use2D = false;
|
||||
[Tooltip("Uses SphereCast for 3D mode and CircleCast for 2D mode")]
|
||||
public bool useRadius = false;
|
||||
[Tooltip("The Radius")]
|
||||
public float castRadius = 0.1f;
|
||||
[Tooltip("How high above the target bone to begin casting from")]
|
||||
public float castDistance = 5f;
|
||||
[Tooltip("X-Axis adjustment")]
|
||||
public float castOffset = 0;
|
||||
[Tooltip("Y-Axis adjustment")]
|
||||
public float groundOffset = 0;
|
||||
[Tooltip("How fast the target IK position adjusts to the ground. Use smaller values to prevent snapping")]
|
||||
public float adjustSpeed = 5;
|
||||
|
||||
Vector3 rayOrigin;
|
||||
Vector3 rayDir = new Vector3(0, -1, 0);
|
||||
float hitY;
|
||||
float lastHitY;
|
||||
|
||||
protected override void OnEnable () {
|
||||
base.OnEnable();
|
||||
lastHitY = transform.position.y;
|
||||
}
|
||||
|
||||
public override void DoUpdate () {
|
||||
rayOrigin = transform.position + new Vector3(castOffset, castDistance, 0);
|
||||
|
||||
float positionScale = hierarchy.PositionScale;
|
||||
float adjustDistanceThisFrame = adjustSpeed * positionScale * Time.deltaTime;
|
||||
hitY = float.MinValue;
|
||||
if (use2D) {
|
||||
RaycastHit2D hit;
|
||||
|
||||
if (useRadius)
|
||||
hit = Physics2D.CircleCast(rayOrigin, castRadius, rayDir, castDistance + groundOffset, groundMask);
|
||||
else
|
||||
hit = Physics2D.Raycast(rayOrigin, rayDir, castDistance + groundOffset, groundMask);
|
||||
|
||||
if (hit.collider != null) {
|
||||
hitY = hit.point.y + groundOffset;
|
||||
if (Application.isPlaying)
|
||||
hitY = Mathf.MoveTowards(lastHitY, hitY, adjustDistanceThisFrame);
|
||||
} else {
|
||||
if (Application.isPlaying)
|
||||
hitY = Mathf.MoveTowards(lastHitY, transform.position.y, adjustDistanceThisFrame);
|
||||
}
|
||||
} else {
|
||||
RaycastHit hit;
|
||||
bool validHit = false;
|
||||
|
||||
if (useRadius)
|
||||
validHit = Physics.SphereCast(rayOrigin, castRadius, rayDir, out hit, castDistance + groundOffset, groundMask);
|
||||
else
|
||||
validHit = Physics.Raycast(rayOrigin, rayDir, out hit, castDistance + groundOffset, groundMask);
|
||||
|
||||
if (validHit) {
|
||||
hitY = hit.point.y + groundOffset;
|
||||
if (Application.isPlaying)
|
||||
hitY = Mathf.MoveTowards(lastHitY, hitY, adjustDistanceThisFrame);
|
||||
|
||||
} else {
|
||||
if (Application.isPlaying)
|
||||
hitY = Mathf.MoveTowards(lastHitY, transform.position.y, adjustDistanceThisFrame);
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 v = transform.position;
|
||||
v.y = Mathf.Clamp(v.y, Mathf.Min(lastHitY, hitY), float.MaxValue);
|
||||
transform.position = v;
|
||||
|
||||
bone.bone.X = transform.localPosition.x / hierarchy.PositionScale;
|
||||
bone.bone.Y = transform.localPosition.y / hierarchy.PositionScale;
|
||||
|
||||
lastHitY = hitY;
|
||||
}
|
||||
|
||||
void OnDrawGizmos () {
|
||||
Vector3 hitEnd = rayOrigin + (rayDir * Mathf.Min(castDistance, rayOrigin.y - hitY));
|
||||
Vector3 clearEnd = rayOrigin + (rayDir * castDistance);
|
||||
Gizmos.DrawLine(rayOrigin, hitEnd);
|
||||
|
||||
if (useRadius) {
|
||||
Gizmos.DrawLine(new Vector3(hitEnd.x - castRadius, hitEnd.y - groundOffset, hitEnd.z), new Vector3(hitEnd.x + castRadius, hitEnd.y - groundOffset, hitEnd.z));
|
||||
Gizmos.DrawLine(new Vector3(clearEnd.x - castRadius, clearEnd.y, clearEnd.z), new Vector3(clearEnd.x + castRadius, clearEnd.y, clearEnd.z));
|
||||
}
|
||||
|
||||
Gizmos.color = Color.red;
|
||||
Gizmos.DrawLine(hitEnd, clearEnd);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,137 +1,137 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
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
|
||||
public class SkeletonUtilityKinematicShadow : MonoBehaviour {
|
||||
#region Inspector
|
||||
[Tooltip("If checked, the hinge chain can inherit your root transform's velocity or position/rotation changes.")]
|
||||
public bool detachedShadow = false;
|
||||
public Transform parent;
|
||||
public bool hideShadow = true;
|
||||
public PhysicsSystem physicsSystem = PhysicsSystem.Physics3D;
|
||||
#endregion
|
||||
|
||||
GameObject shadowRoot;
|
||||
readonly List<TransformPair> shadowTable = new List<TransformPair>();
|
||||
struct TransformPair {
|
||||
public Transform dest, src;
|
||||
}
|
||||
|
||||
public enum PhysicsSystem {
|
||||
Physics2D,
|
||||
Physics3D
|
||||
};
|
||||
|
||||
void Start () {
|
||||
// Duplicate this gameObject as the "shadow" with a different parent.
|
||||
shadowRoot = Instantiate<GameObject>(this.gameObject);
|
||||
Destroy(shadowRoot.GetComponent<SkeletonUtilityKinematicShadow>());
|
||||
|
||||
// Prepare shadow gameObject's properties.
|
||||
Transform shadowRootTransform = shadowRoot.transform;
|
||||
shadowRootTransform.position = transform.position;
|
||||
shadowRootTransform.rotation = transform.rotation;
|
||||
|
||||
Vector3 scaleRef = transform.TransformPoint(Vector3.right);
|
||||
float scale = Vector3.Distance(transform.position, scaleRef);
|
||||
shadowRootTransform.localScale = Vector3.one;
|
||||
|
||||
if (!detachedShadow) {
|
||||
// Do not change to null coalescing operator (??). Unity overloads null checks for UnityEngine.Objects but not the ?? operator.
|
||||
if (parent == null)
|
||||
shadowRootTransform.parent = transform.root;
|
||||
else
|
||||
shadowRootTransform.parent = parent;
|
||||
}
|
||||
|
||||
if (hideShadow)
|
||||
shadowRoot.hideFlags = HideFlags.HideInHierarchy;
|
||||
|
||||
Joint[] shadowJoints = shadowRoot.GetComponentsInChildren<Joint>();
|
||||
foreach (Joint j in shadowJoints)
|
||||
j.connectedAnchor *= scale;
|
||||
|
||||
// Build list of bone pairs (matches shadow transforms with bone transforms)
|
||||
SkeletonUtilityBone[] bones = GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
SkeletonUtilityBone[] shadowBones = shadowRoot.GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
foreach (SkeletonUtilityBone b in bones) {
|
||||
if (b.gameObject == this.gameObject)
|
||||
continue;
|
||||
|
||||
System.Type checkType = (physicsSystem == PhysicsSystem.Physics2D) ? typeof(Rigidbody2D) : typeof(Rigidbody);
|
||||
foreach (SkeletonUtilityBone sb in shadowBones) {
|
||||
if (sb.GetComponent(checkType) != null && sb.boneName == b.boneName) {
|
||||
shadowTable.Add(new TransformPair {
|
||||
dest = b.transform,
|
||||
src = sb.transform
|
||||
});
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Destroy conflicting and unneeded components
|
||||
DestroyComponents(shadowBones);
|
||||
|
||||
DestroyComponents(GetComponentsInChildren<Joint>());
|
||||
DestroyComponents(GetComponentsInChildren<Rigidbody>());
|
||||
DestroyComponents(GetComponentsInChildren<Collider>());
|
||||
}
|
||||
|
||||
static void DestroyComponents (Component[] components) {
|
||||
for (int i = 0, n = components.Length; i < n; i++)
|
||||
Destroy(components[i]);
|
||||
}
|
||||
|
||||
void FixedUpdate () {
|
||||
if (physicsSystem == PhysicsSystem.Physics2D) {
|
||||
Rigidbody2D shadowRootRigidbody = shadowRoot.GetComponent<Rigidbody2D>();
|
||||
shadowRootRigidbody.MovePosition(transform.position);
|
||||
shadowRootRigidbody.MoveRotation(transform.rotation.eulerAngles.z);
|
||||
} else {
|
||||
Rigidbody shadowRootRigidbody = shadowRoot.GetComponent<Rigidbody>();
|
||||
shadowRootRigidbody.MovePosition(transform.position);
|
||||
shadowRootRigidbody.MoveRotation(transform.rotation);
|
||||
}
|
||||
|
||||
for (int i = 0, n = shadowTable.Count; i < n; i++) {
|
||||
TransformPair pair = shadowTable[i];
|
||||
pair.dest.localPosition = pair.src.localPosition;
|
||||
pair.dest.localRotation = pair.src.localRotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
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
|
||||
public class SkeletonUtilityKinematicShadow : MonoBehaviour {
|
||||
#region Inspector
|
||||
[Tooltip("If checked, the hinge chain can inherit your root transform's velocity or position/rotation changes.")]
|
||||
public bool detachedShadow = false;
|
||||
public Transform parent;
|
||||
public bool hideShadow = true;
|
||||
public PhysicsSystem physicsSystem = PhysicsSystem.Physics3D;
|
||||
#endregion
|
||||
|
||||
GameObject shadowRoot;
|
||||
readonly List<TransformPair> shadowTable = new List<TransformPair>();
|
||||
struct TransformPair {
|
||||
public Transform dest, src;
|
||||
}
|
||||
|
||||
public enum PhysicsSystem {
|
||||
Physics2D,
|
||||
Physics3D
|
||||
};
|
||||
|
||||
void Start () {
|
||||
// Duplicate this gameObject as the "shadow" with a different parent.
|
||||
shadowRoot = Instantiate<GameObject>(this.gameObject);
|
||||
Destroy(shadowRoot.GetComponent<SkeletonUtilityKinematicShadow>());
|
||||
|
||||
// Prepare shadow gameObject's properties.
|
||||
Transform shadowRootTransform = shadowRoot.transform;
|
||||
shadowRootTransform.position = transform.position;
|
||||
shadowRootTransform.rotation = transform.rotation;
|
||||
|
||||
Vector3 scaleRef = transform.TransformPoint(Vector3.right);
|
||||
float scale = Vector3.Distance(transform.position, scaleRef);
|
||||
shadowRootTransform.localScale = Vector3.one;
|
||||
|
||||
if (!detachedShadow) {
|
||||
// Do not change to null coalescing operator (??). Unity overloads null checks for UnityEngine.Objects but not the ?? operator.
|
||||
if (parent == null)
|
||||
shadowRootTransform.parent = transform.root;
|
||||
else
|
||||
shadowRootTransform.parent = parent;
|
||||
}
|
||||
|
||||
if (hideShadow)
|
||||
shadowRoot.hideFlags = HideFlags.HideInHierarchy;
|
||||
|
||||
Joint[] shadowJoints = shadowRoot.GetComponentsInChildren<Joint>();
|
||||
foreach (Joint j in shadowJoints)
|
||||
j.connectedAnchor *= scale;
|
||||
|
||||
// Build list of bone pairs (matches shadow transforms with bone transforms)
|
||||
SkeletonUtilityBone[] bones = GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
SkeletonUtilityBone[] shadowBones = shadowRoot.GetComponentsInChildren<SkeletonUtilityBone>();
|
||||
foreach (SkeletonUtilityBone b in bones) {
|
||||
if (b.gameObject == this.gameObject)
|
||||
continue;
|
||||
|
||||
System.Type checkType = (physicsSystem == PhysicsSystem.Physics2D) ? typeof(Rigidbody2D) : typeof(Rigidbody);
|
||||
foreach (SkeletonUtilityBone sb in shadowBones) {
|
||||
if (sb.GetComponent(checkType) != null && sb.boneName == b.boneName) {
|
||||
shadowTable.Add(new TransformPair {
|
||||
dest = b.transform,
|
||||
src = sb.transform
|
||||
});
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Destroy conflicting and unneeded components
|
||||
DestroyComponents(shadowBones);
|
||||
|
||||
DestroyComponents(GetComponentsInChildren<Joint>());
|
||||
DestroyComponents(GetComponentsInChildren<Rigidbody>());
|
||||
DestroyComponents(GetComponentsInChildren<Collider>());
|
||||
}
|
||||
|
||||
static void DestroyComponents (Component[] components) {
|
||||
for (int i = 0, n = components.Length; i < n; i++)
|
||||
Destroy(components[i]);
|
||||
}
|
||||
|
||||
void FixedUpdate () {
|
||||
if (physicsSystem == PhysicsSystem.Physics2D) {
|
||||
Rigidbody2D shadowRootRigidbody = shadowRoot.GetComponent<Rigidbody2D>();
|
||||
shadowRootRigidbody.MovePosition(transform.position);
|
||||
shadowRootRigidbody.MoveRotation(transform.rotation.eulerAngles.z);
|
||||
} else {
|
||||
Rigidbody shadowRootRigidbody = shadowRoot.GetComponent<Rigidbody>();
|
||||
shadowRootRigidbody.MovePosition(transform.position);
|
||||
shadowRootRigidbody.MoveRotation(transform.rotation);
|
||||
}
|
||||
|
||||
for (int i = 0, n = shadowTable.Count; i < n; i++) {
|
||||
TransformPair pair = shadowTable[i];
|
||||
pair.dest.localPosition = pair.src.localPosition;
|
||||
pair.dest.localRotation = pair.src.localRotation;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,88 +1,88 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
/// <summary>
|
||||
/// Add this component to a Spine GameObject to apply a specific slot's Colors as MaterialProperties.
|
||||
/// This allows you to apply the two color tint to the whole skeleton and not require the overhead of an extra vertex stream on the mesh.
|
||||
/// </summary>
|
||||
public class SlotTintBlackFollower : MonoBehaviour {
|
||||
#region Inspector
|
||||
/// <summary>
|
||||
/// Serialized name of the slot loaded at runtime. Change the slot field instead of this if you want to change the followed slot at runtime.</summary>
|
||||
[SpineSlot]
|
||||
[SerializeField]
|
||||
protected string slotName;
|
||||
|
||||
[SerializeField]
|
||||
protected string colorPropertyName = "_Color";
|
||||
[SerializeField]
|
||||
protected string blackPropertyName = "_Black";
|
||||
#endregion
|
||||
|
||||
public Slot slot;
|
||||
MeshRenderer mr;
|
||||
MaterialPropertyBlock mb;
|
||||
int colorPropertyId, blackPropertyId;
|
||||
|
||||
void Start () {
|
||||
Initialize(false);
|
||||
}
|
||||
|
||||
public void Initialize (bool overwrite) {
|
||||
if (overwrite || mb == null) {
|
||||
mb = new MaterialPropertyBlock();
|
||||
mr = GetComponent<MeshRenderer>();
|
||||
slot = GetComponent<ISkeletonComponent>().Skeleton.FindSlot(slotName);
|
||||
|
||||
colorPropertyId = Shader.PropertyToID(colorPropertyName);
|
||||
blackPropertyId = Shader.PropertyToID(blackPropertyName);
|
||||
}
|
||||
}
|
||||
|
||||
public void Update () {
|
||||
Slot s = slot;
|
||||
if (s == null) return;
|
||||
|
||||
mb.SetColor(colorPropertyId, s.GetColor());
|
||||
mb.SetColor(blackPropertyId, s.GetColorTintBlack());
|
||||
|
||||
mr.SetPropertyBlock(mb);
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
mb.Clear();
|
||||
mr.SetPropertyBlock(mb);
|
||||
}
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
/// <summary>
|
||||
/// Add this component to a Spine GameObject to apply a specific slot's Colors as MaterialProperties.
|
||||
/// This allows you to apply the two color tint to the whole skeleton and not require the overhead of an extra vertex stream on the mesh.
|
||||
/// </summary>
|
||||
public class SlotTintBlackFollower : MonoBehaviour {
|
||||
#region Inspector
|
||||
/// <summary>
|
||||
/// Serialized name of the slot loaded at runtime. Change the slot field instead of this if you want to change the followed slot at runtime.</summary>
|
||||
[SpineSlot]
|
||||
[SerializeField]
|
||||
protected string slotName;
|
||||
|
||||
[SerializeField]
|
||||
protected string colorPropertyName = "_Color";
|
||||
[SerializeField]
|
||||
protected string blackPropertyName = "_Black";
|
||||
#endregion
|
||||
|
||||
public Slot slot;
|
||||
MeshRenderer mr;
|
||||
MaterialPropertyBlock mb;
|
||||
int colorPropertyId, blackPropertyId;
|
||||
|
||||
void Start () {
|
||||
Initialize(false);
|
||||
}
|
||||
|
||||
public void Initialize (bool overwrite) {
|
||||
if (overwrite || mb == null) {
|
||||
mb = new MaterialPropertyBlock();
|
||||
mr = GetComponent<MeshRenderer>();
|
||||
slot = GetComponent<ISkeletonComponent>().Skeleton.FindSlot(slotName);
|
||||
|
||||
colorPropertyId = Shader.PropertyToID(colorPropertyName);
|
||||
blackPropertyId = Shader.PropertyToID(blackPropertyName);
|
||||
}
|
||||
}
|
||||
|
||||
public void Update () {
|
||||
Slot s = slot;
|
||||
if (s == null) return;
|
||||
|
||||
mb.SetColor(colorPropertyId, s.GetColor());
|
||||
mb.SetColor(blackPropertyId, s.GetColorTintBlack());
|
||||
|
||||
mr.SetPropertyBlock(mb);
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
mb.Clear();
|
||||
mr.SetPropertyBlock(mb);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,82 +1,82 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace Spine.Unity.Prototyping {
|
||||
|
||||
public class SpineEventUnityHandler : MonoBehaviour {
|
||||
|
||||
[System.Serializable]
|
||||
public class EventPair {
|
||||
[SpineEvent] public string spineEvent;
|
||||
public UnityEvent unityHandler;
|
||||
public AnimationState.TrackEntryEventDelegate eventDelegate;
|
||||
}
|
||||
|
||||
public List<EventPair> events = new List<EventPair>();
|
||||
|
||||
ISkeletonComponent skeletonComponent;
|
||||
IAnimationStateComponent animationStateComponent;
|
||||
|
||||
void Start () {
|
||||
if (skeletonComponent == null)
|
||||
skeletonComponent = GetComponent<ISkeletonComponent>();
|
||||
if (skeletonComponent == null) return;
|
||||
if (animationStateComponent == null)
|
||||
animationStateComponent = skeletonComponent as IAnimationStateComponent;
|
||||
if (animationStateComponent == null) return;
|
||||
Skeleton skeleton = skeletonComponent.Skeleton;
|
||||
if (skeleton == null) return;
|
||||
|
||||
|
||||
SkeletonData skeletonData = skeleton.Data;
|
||||
AnimationState state = animationStateComponent.AnimationState;
|
||||
foreach (EventPair ep in events) {
|
||||
EventData eventData = skeletonData.FindEvent(ep.spineEvent);
|
||||
ep.eventDelegate = ep.eventDelegate ?? delegate (TrackEntry trackEntry, Event e) { if (e.Data == eventData) ep.unityHandler.Invoke(); };
|
||||
state.Event += ep.eventDelegate;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy () {
|
||||
if (animationStateComponent == null) animationStateComponent = GetComponent<IAnimationStateComponent>();
|
||||
if (animationStateComponent.IsNullOrDestroyed()) return;
|
||||
|
||||
AnimationState state = animationStateComponent.AnimationState;
|
||||
foreach (EventPair ep in events) {
|
||||
if (ep.eventDelegate != null) state.Event -= ep.eventDelegate;
|
||||
ep.eventDelegate = null;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
|
||||
namespace Spine.Unity.Prototyping {
|
||||
|
||||
public class SpineEventUnityHandler : MonoBehaviour {
|
||||
|
||||
[System.Serializable]
|
||||
public class EventPair {
|
||||
[SpineEvent] public string spineEvent;
|
||||
public UnityEvent unityHandler;
|
||||
public AnimationState.TrackEntryEventDelegate eventDelegate;
|
||||
}
|
||||
|
||||
public List<EventPair> events = new List<EventPair>();
|
||||
|
||||
ISkeletonComponent skeletonComponent;
|
||||
IAnimationStateComponent animationStateComponent;
|
||||
|
||||
void Start () {
|
||||
if (skeletonComponent == null)
|
||||
skeletonComponent = GetComponent<ISkeletonComponent>();
|
||||
if (skeletonComponent == null) return;
|
||||
if (animationStateComponent == null)
|
||||
animationStateComponent = skeletonComponent as IAnimationStateComponent;
|
||||
if (animationStateComponent == null) return;
|
||||
Skeleton skeleton = skeletonComponent.Skeleton;
|
||||
if (skeleton == null) return;
|
||||
|
||||
|
||||
SkeletonData skeletonData = skeleton.Data;
|
||||
AnimationState state = animationStateComponent.AnimationState;
|
||||
foreach (EventPair ep in events) {
|
||||
EventData eventData = skeletonData.FindEvent(ep.spineEvent);
|
||||
ep.eventDelegate = ep.eventDelegate ?? delegate (TrackEntry trackEntry, Event e) { if (e.Data == eventData) ep.unityHandler.Invoke(); };
|
||||
state.Event += ep.eventDelegate;
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy () {
|
||||
if (animationStateComponent == null) animationStateComponent = GetComponent<IAnimationStateComponent>();
|
||||
if (animationStateComponent.IsNullOrDestroyed()) return;
|
||||
|
||||
AnimationState state = animationStateComponent.AnimationState;
|
||||
foreach (EventPair ep in events) {
|
||||
if (ep.eventDelegate != null) state.Event -= ep.eventDelegate;
|
||||
ep.eventDelegate = null;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,71 +1,71 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpawnFromSkeletonDataExample : MonoBehaviour {
|
||||
|
||||
public SkeletonDataAsset skeletonDataAsset;
|
||||
[Range(0, 100)]
|
||||
public int count = 20;
|
||||
|
||||
[SpineAnimation(dataField: "skeletonDataAsset")]
|
||||
public string startingAnimation;
|
||||
|
||||
IEnumerator Start () {
|
||||
if (skeletonDataAsset == null) yield break;
|
||||
skeletonDataAsset.GetSkeletonData(false); // Preload SkeletonDataAsset.
|
||||
yield return new WaitForSeconds(1f); // Pretend stuff is happening.
|
||||
|
||||
Animation spineAnimation = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
|
||||
for (int i = 0; i < count; i++) {
|
||||
SkeletonAnimation sa = SkeletonAnimation.NewSkeletonAnimationGameObject(skeletonDataAsset); // Spawn a new SkeletonAnimation GameObject.
|
||||
DoExtraStuff(sa, spineAnimation); // optional stuff for fun.
|
||||
sa.gameObject.name = i.ToString();
|
||||
yield return new WaitForSeconds(1f / 8f);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void DoExtraStuff (SkeletonAnimation sa, Spine.Animation spineAnimation) {
|
||||
sa.transform.localPosition = Random.insideUnitCircle * 6f;
|
||||
sa.transform.SetParent(this.transform, false);
|
||||
|
||||
if (spineAnimation != null) {
|
||||
sa.Initialize(false);
|
||||
sa.AnimationState.SetAnimation(0, spineAnimation, true);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpawnFromSkeletonDataExample : MonoBehaviour {
|
||||
|
||||
public SkeletonDataAsset skeletonDataAsset;
|
||||
[Range(0, 100)]
|
||||
public int count = 20;
|
||||
|
||||
[SpineAnimation(dataField: "skeletonDataAsset")]
|
||||
public string startingAnimation;
|
||||
|
||||
IEnumerator Start () {
|
||||
if (skeletonDataAsset == null) yield break;
|
||||
skeletonDataAsset.GetSkeletonData(false); // Preload SkeletonDataAsset.
|
||||
yield return new WaitForSeconds(1f); // Pretend stuff is happening.
|
||||
|
||||
Animation spineAnimation = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
|
||||
for (int i = 0; i < count; i++) {
|
||||
SkeletonAnimation sa = SkeletonAnimation.NewSkeletonAnimationGameObject(skeletonDataAsset); // Spawn a new SkeletonAnimation GameObject.
|
||||
DoExtraStuff(sa, spineAnimation); // optional stuff for fun.
|
||||
sa.gameObject.name = i.ToString();
|
||||
yield return new WaitForSeconds(1f / 8f);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void DoExtraStuff (SkeletonAnimation sa, Spine.Animation spineAnimation) {
|
||||
sa.transform.localPosition = Random.insideUnitCircle * 6f;
|
||||
sa.transform.SetParent(this.transform, false);
|
||||
|
||||
if (spineAnimation != null) {
|
||||
sa.Initialize(false);
|
||||
sa.AnimationState.SetAnimation(0, spineAnimation, true);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,62 +1,62 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpawnSkeletonGraphicExample : MonoBehaviour {
|
||||
|
||||
public SkeletonDataAsset skeletonDataAsset;
|
||||
|
||||
[SpineAnimation(dataField: "skeletonDataAsset")]
|
||||
public string startingAnimation;
|
||||
|
||||
[SpineSkin(dataField: "skeletonDataAsset")]
|
||||
public string startingSkin = "base";
|
||||
public Material skeletonGraphicMaterial;
|
||||
|
||||
IEnumerator Start () {
|
||||
if (skeletonDataAsset == null) yield break;
|
||||
skeletonDataAsset.GetSkeletonData(false); // Preload SkeletonDataAsset.
|
||||
yield return new WaitForSeconds(1f); // Pretend stuff is happening.
|
||||
|
||||
SkeletonGraphic sg = SkeletonGraphic.NewSkeletonGraphicGameObject(skeletonDataAsset, this.transform, skeletonGraphicMaterial); // Spawn a new SkeletonGraphic GameObject.
|
||||
sg.gameObject.name = "SkeletonGraphic Instance";
|
||||
|
||||
// Extra Stuff
|
||||
sg.Initialize(false);
|
||||
sg.Skeleton.SetSkin(startingSkin);
|
||||
sg.Skeleton.SetSlotsToSetupPose();
|
||||
sg.AnimationState.SetAnimation(0, startingAnimation, true);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpawnSkeletonGraphicExample : MonoBehaviour {
|
||||
|
||||
public SkeletonDataAsset skeletonDataAsset;
|
||||
|
||||
[SpineAnimation(dataField: "skeletonDataAsset")]
|
||||
public string startingAnimation;
|
||||
|
||||
[SpineSkin(dataField: "skeletonDataAsset")]
|
||||
public string startingSkin = "base";
|
||||
public Material skeletonGraphicMaterial;
|
||||
|
||||
IEnumerator Start () {
|
||||
if (skeletonDataAsset == null) yield break;
|
||||
skeletonDataAsset.GetSkeletonData(false); // Preload SkeletonDataAsset.
|
||||
yield return new WaitForSeconds(1f); // Pretend stuff is happening.
|
||||
|
||||
SkeletonGraphic sg = SkeletonGraphic.NewSkeletonGraphicGameObject(skeletonDataAsset, this.transform, skeletonGraphicMaterial); // Spawn a new SkeletonGraphic GameObject.
|
||||
sg.gameObject.name = "SkeletonGraphic Instance";
|
||||
|
||||
// Extra Stuff
|
||||
sg.Initialize(false);
|
||||
sg.Skeleton.SetSkin(startingSkin);
|
||||
sg.Skeleton.SetSlotsToSetupPose();
|
||||
sg.AnimationState.SetAnimation(0, startingAnimation, true);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,63 +1,63 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SpineGauge : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[Range(0, 1)]
|
||||
public float fillPercent = 0;
|
||||
public AnimationReferenceAsset fillAnimation;
|
||||
#endregion
|
||||
|
||||
SkeletonRenderer skeletonRenderer;
|
||||
|
||||
void Awake () {
|
||||
skeletonRenderer = GetComponent<SkeletonRenderer>();
|
||||
}
|
||||
|
||||
void Update () {
|
||||
SetGaugePercent(fillPercent);
|
||||
}
|
||||
|
||||
public void SetGaugePercent (float percent) {
|
||||
if (skeletonRenderer == null) return;
|
||||
Skeleton skeleton = skeletonRenderer.skeleton; if (skeleton == null) return;
|
||||
|
||||
fillAnimation.Animation.Apply(skeleton, 0, percent, false, null, 1f, MixBlend.Setup, MixDirection.In);
|
||||
skeleton.UpdateWorldTransform();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SpineGauge : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[Range(0, 1)]
|
||||
public float fillPercent = 0;
|
||||
public AnimationReferenceAsset fillAnimation;
|
||||
#endregion
|
||||
|
||||
SkeletonRenderer skeletonRenderer;
|
||||
|
||||
void Awake () {
|
||||
skeletonRenderer = GetComponent<SkeletonRenderer>();
|
||||
}
|
||||
|
||||
void Update () {
|
||||
SetGaugePercent(fillPercent);
|
||||
}
|
||||
|
||||
public void SetGaugePercent (float percent) {
|
||||
if (skeletonRenderer == null) return;
|
||||
Skeleton skeleton = skeletonRenderer.skeleton; if (skeleton == null) return;
|
||||
|
||||
fillAnimation.Animation.Apply(skeleton, 0, percent, false, null, 1f, MixBlend.Setup, MixDirection.In);
|
||||
skeleton.UpdateWorldTransform();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
118
Assets/ThirdParty/Spine Examples/Scripts/Spineboy.cs
vendored
118
Assets/ThirdParty/Spine Examples/Scripts/Spineboy.cs
vendored
@ -1,59 +1,59 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class Spineboy : MonoBehaviour {
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
|
||||
public void Start () {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>(); // Get the SkeletonAnimation component for the GameObject this script is attached to.
|
||||
AnimationState animationState = skeletonAnimation.AnimationState;
|
||||
|
||||
animationState.Event += HandleEvent; ; // Call our method any time an animation fires an event.
|
||||
animationState.End += (entry) => Debug.Log("start: " + entry.TrackIndex); // A lambda can be used for the callback instead of a method.
|
||||
|
||||
animationState.AddAnimation(0, "jump", false, 2); // Queue jump to be played on track 0 two seconds after the starting animation.
|
||||
animationState.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
|
||||
}
|
||||
|
||||
void HandleEvent (TrackEntry trackEntry, Spine.Event e) {
|
||||
Debug.Log(trackEntry.TrackIndex + " " + trackEntry.Animation.Name + ": event " + e + ", " + e.Int);
|
||||
}
|
||||
|
||||
public void OnMouseDown () {
|
||||
skeletonAnimation.AnimationState.SetAnimation(0, "jump", false); // Set jump to be played on track 0 immediately.
|
||||
skeletonAnimation.AnimationState.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class Spineboy : MonoBehaviour {
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
|
||||
public void Start () {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>(); // Get the SkeletonAnimation component for the GameObject this script is attached to.
|
||||
AnimationState animationState = skeletonAnimation.AnimationState;
|
||||
|
||||
animationState.Event += HandleEvent; ; // Call our method any time an animation fires an event.
|
||||
animationState.End += (entry) => Debug.Log("start: " + entry.TrackIndex); // A lambda can be used for the callback instead of a method.
|
||||
|
||||
animationState.AddAnimation(0, "jump", false, 2); // Queue jump to be played on track 0 two seconds after the starting animation.
|
||||
animationState.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
|
||||
}
|
||||
|
||||
void HandleEvent (TrackEntry trackEntry, Spine.Event e) {
|
||||
Debug.Log(trackEntry.TrackIndex + " " + trackEntry.Animation.Name + ": event " + e + ", " + e.Int);
|
||||
}
|
||||
|
||||
public void OnMouseDown () {
|
||||
skeletonAnimation.AnimationState.SetAnimation(0, "jump", false); // Set jump to be played on track 0 immediately.
|
||||
skeletonAnimation.AnimationState.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,72 +1,72 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyBodyTilt : MonoBehaviour {
|
||||
|
||||
[Header("Settings")]
|
||||
public SpineboyFootplanter planter;
|
||||
|
||||
[SpineBone]
|
||||
public string hip = "hip", head = "head";
|
||||
public float hipTiltScale = 7;
|
||||
public float headTiltScale = 0.7f;
|
||||
public float hipRotationMoveScale = 60f;
|
||||
|
||||
[Header("Debug")]
|
||||
public float hipRotationTarget;
|
||||
public float hipRotationSmoothed;
|
||||
public float baseHeadRotation;
|
||||
|
||||
Bone hipBone, headBone;
|
||||
|
||||
void Start () {
|
||||
SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
Skeleton skeleton = skeletonAnimation.Skeleton;
|
||||
|
||||
hipBone = skeleton.FindBone(hip);
|
||||
headBone = skeleton.FindBone(head);
|
||||
baseHeadRotation = headBone.Rotation;
|
||||
|
||||
skeletonAnimation.UpdateLocal += UpdateLocal;
|
||||
}
|
||||
|
||||
private void UpdateLocal (ISkeletonAnimation animated) {
|
||||
hipRotationTarget = planter.Balance * hipTiltScale;
|
||||
hipRotationSmoothed = Mathf.MoveTowards(hipRotationSmoothed, hipRotationTarget, Time.deltaTime * hipRotationMoveScale * Mathf.Abs(2f * planter.Balance / planter.offBalanceThreshold));
|
||||
hipBone.Rotation = hipRotationSmoothed;
|
||||
headBone.Rotation = baseHeadRotation + (-hipRotationSmoothed * headTiltScale);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyBodyTilt : MonoBehaviour {
|
||||
|
||||
[Header("Settings")]
|
||||
public SpineboyFootplanter planter;
|
||||
|
||||
[SpineBone]
|
||||
public string hip = "hip", head = "head";
|
||||
public float hipTiltScale = 7;
|
||||
public float headTiltScale = 0.7f;
|
||||
public float hipRotationMoveScale = 60f;
|
||||
|
||||
[Header("Debug")]
|
||||
public float hipRotationTarget;
|
||||
public float hipRotationSmoothed;
|
||||
public float baseHeadRotation;
|
||||
|
||||
Bone hipBone, headBone;
|
||||
|
||||
void Start () {
|
||||
SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
Skeleton skeleton = skeletonAnimation.Skeleton;
|
||||
|
||||
hipBone = skeleton.FindBone(hip);
|
||||
headBone = skeleton.FindBone(head);
|
||||
baseHeadRotation = headBone.Rotation;
|
||||
|
||||
skeletonAnimation.UpdateLocal += UpdateLocal;
|
||||
}
|
||||
|
||||
private void UpdateLocal (ISkeletonAnimation animated) {
|
||||
hipRotationTarget = planter.Balance * hipTiltScale;
|
||||
hipRotationSmoothed = Mathf.MoveTowards(hipRotationSmoothed, hipRotationTarget, Time.deltaTime * hipRotationMoveScale * Mathf.Abs(2f * planter.Balance / planter.offBalanceThreshold));
|
||||
hipBone.Rotation = hipRotationSmoothed;
|
||||
headBone.Rotation = baseHeadRotation + (-hipRotationSmoothed * headTiltScale);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,89 +1,89 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyFacialExpression : MonoBehaviour {
|
||||
|
||||
public SpineboyFootplanter footPlanter;
|
||||
|
||||
[SpineSlot]
|
||||
public string eyeSlotName, mouthSlotName;
|
||||
|
||||
[SpineAttachment(slotField: "eyeSlotName")]
|
||||
public string shockEyeName, normalEyeName;
|
||||
|
||||
[SpineAttachment(slotField: "mouthSlotName")]
|
||||
public string shockMouthName, normalMouthName;
|
||||
|
||||
public Slot eyeSlot, mouthSlot;
|
||||
public Attachment shockEye, normalEye, shockMouth, normalMouth;
|
||||
|
||||
public float balanceThreshold = 2.5f;
|
||||
public float shockDuration = 1f;
|
||||
|
||||
[Header("Debug")]
|
||||
public float shockTimer = 0f;
|
||||
|
||||
void Start () {
|
||||
SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
Skeleton skeleton = skeletonAnimation.Skeleton;
|
||||
eyeSlot = skeleton.FindSlot(eyeSlotName);
|
||||
mouthSlot = skeleton.FindSlot(mouthSlotName);
|
||||
|
||||
int eyeSlotIndex = skeleton.Data.FindSlot(eyeSlotName).Index;
|
||||
shockEye = skeleton.GetAttachment(eyeSlotIndex, shockEyeName);
|
||||
normalEye = skeleton.GetAttachment(eyeSlotIndex, normalEyeName);
|
||||
|
||||
int mouthSlotIndex = skeleton.Data.FindSlot(mouthSlotName).Index;
|
||||
shockMouth = skeleton.GetAttachment(mouthSlotIndex, shockMouthName);
|
||||
normalMouth = skeleton.GetAttachment(mouthSlotIndex, normalMouthName);
|
||||
}
|
||||
|
||||
void Update () {
|
||||
if (Mathf.Abs(footPlanter.Balance) > balanceThreshold)
|
||||
shockTimer = shockDuration;
|
||||
|
||||
if (shockTimer > 0)
|
||||
shockTimer -= Time.deltaTime;
|
||||
|
||||
if (shockTimer > 0) {
|
||||
eyeSlot.Attachment = shockEye;
|
||||
mouthSlot.Attachment = shockMouth;
|
||||
} else {
|
||||
eyeSlot.Attachment = normalEye;
|
||||
mouthSlot.Attachment = normalMouth;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyFacialExpression : MonoBehaviour {
|
||||
|
||||
public SpineboyFootplanter footPlanter;
|
||||
|
||||
[SpineSlot]
|
||||
public string eyeSlotName, mouthSlotName;
|
||||
|
||||
[SpineAttachment(slotField: "eyeSlotName")]
|
||||
public string shockEyeName, normalEyeName;
|
||||
|
||||
[SpineAttachment(slotField: "mouthSlotName")]
|
||||
public string shockMouthName, normalMouthName;
|
||||
|
||||
public Slot eyeSlot, mouthSlot;
|
||||
public Attachment shockEye, normalEye, shockMouth, normalMouth;
|
||||
|
||||
public float balanceThreshold = 2.5f;
|
||||
public float shockDuration = 1f;
|
||||
|
||||
[Header("Debug")]
|
||||
public float shockTimer = 0f;
|
||||
|
||||
void Start () {
|
||||
SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
Skeleton skeleton = skeletonAnimation.Skeleton;
|
||||
eyeSlot = skeleton.FindSlot(eyeSlotName);
|
||||
mouthSlot = skeleton.FindSlot(mouthSlotName);
|
||||
|
||||
int eyeSlotIndex = skeleton.Data.FindSlot(eyeSlotName).Index;
|
||||
shockEye = skeleton.GetAttachment(eyeSlotIndex, shockEyeName);
|
||||
normalEye = skeleton.GetAttachment(eyeSlotIndex, normalEyeName);
|
||||
|
||||
int mouthSlotIndex = skeleton.Data.FindSlot(mouthSlotName).Index;
|
||||
shockMouth = skeleton.GetAttachment(mouthSlotIndex, shockMouthName);
|
||||
normalMouth = skeleton.GetAttachment(mouthSlotIndex, normalMouthName);
|
||||
}
|
||||
|
||||
void Update () {
|
||||
if (Mathf.Abs(footPlanter.Balance) > balanceThreshold)
|
||||
shockTimer = shockDuration;
|
||||
|
||||
if (shockTimer > 0)
|
||||
shockTimer -= Time.deltaTime;
|
||||
|
||||
if (shockTimer > 0) {
|
||||
eyeSlot.Attachment = shockEye;
|
||||
mouthSlot.Attachment = shockMouth;
|
||||
} else {
|
||||
eyeSlot.Attachment = normalEye;
|
||||
mouthSlot.Attachment = normalMouth;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,236 +1,236 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyFootplanter : MonoBehaviour {
|
||||
|
||||
public float timeScale = 0.5f;
|
||||
[SpineBone] public string nearBoneName, farBoneName;
|
||||
|
||||
[Header("Settings")]
|
||||
public Vector2 footSize;
|
||||
public float footRayRaise = 2f;
|
||||
public float comfyDistance = 1f;
|
||||
public float centerOfGravityXOffset = -0.25f;
|
||||
public float feetTooFarApartThreshold = 3f;
|
||||
public float offBalanceThreshold = 1.4f;
|
||||
public float minimumSpaceBetweenFeet = 0.5f;
|
||||
public float maxNewStepDisplacement = 2f;
|
||||
public float shuffleDistance = 1f;
|
||||
public float baseLerpSpeed = 3.5f;
|
||||
public FootMovement forward, backward;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] float balance;
|
||||
[SerializeField] float distanceBetweenFeet;
|
||||
[SerializeField] protected Foot nearFoot, farFoot;
|
||||
|
||||
Skeleton skeleton;
|
||||
Bone nearFootBone, farFootBone;
|
||||
|
||||
[System.Serializable]
|
||||
public class FootMovement {
|
||||
public AnimationCurve xMoveCurve;
|
||||
public AnimationCurve raiseCurve;
|
||||
public float maxRaise;
|
||||
public float minDistanceCompensate;
|
||||
public float maxDistanceCompensate;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class Foot {
|
||||
public Vector2 worldPos;
|
||||
public float displacementFromCenter;
|
||||
public float distanceFromCenter;
|
||||
|
||||
[Space]
|
||||
public float lerp;
|
||||
public Vector2 worldPosPrev;
|
||||
public Vector2 worldPosNext;
|
||||
|
||||
public bool IsStepInProgress { get { return lerp < 1f; } }
|
||||
public bool IsPrettyMuchDoneStepping { get { return lerp > 0.7f; } }
|
||||
|
||||
public void UpdateDistance (float centerOfGravityX) {
|
||||
displacementFromCenter = worldPos.x - centerOfGravityX;
|
||||
distanceFromCenter = Mathf.Abs(displacementFromCenter);
|
||||
}
|
||||
|
||||
public void StartNewStep (float newDistance, float centerOfGravityX, float tentativeY, float footRayRaise, RaycastHit2D[] hits, Vector2 footSize) {
|
||||
lerp = 0f;
|
||||
worldPosPrev = worldPos;
|
||||
float newX = centerOfGravityX - newDistance;
|
||||
Vector2 origin = new Vector2(newX, tentativeY + footRayRaise);
|
||||
//int hitCount = Physics2D.BoxCastNonAlloc(origin, footSize, 0f, Vector2.down, hits);
|
||||
int hitCount = Physics2D.BoxCast(origin, footSize, 0f, Vector2.down, new ContactFilter2D { useTriggers = false }, hits);
|
||||
worldPosNext = hitCount > 0 ? hits[0].point : new Vector2(newX, tentativeY);
|
||||
}
|
||||
|
||||
public void UpdateStepProgress (float deltaTime, float stepSpeed, float shuffleDistance, FootMovement forwardMovement, FootMovement backwardMovement) {
|
||||
if (!this.IsStepInProgress)
|
||||
return;
|
||||
|
||||
lerp += deltaTime * stepSpeed;
|
||||
|
||||
float strideSignedSize = worldPosNext.x - worldPosPrev.x;
|
||||
float strideSign = Mathf.Sign(strideSignedSize);
|
||||
float strideSize = (Mathf.Abs(strideSignedSize));
|
||||
|
||||
FootMovement movement = strideSign > 0 ? forwardMovement : backwardMovement;
|
||||
|
||||
worldPos.x = Mathf.Lerp(worldPosPrev.x, worldPosNext.x, movement.xMoveCurve.Evaluate(lerp));
|
||||
float groundLevel = Mathf.Lerp(worldPosPrev.y, worldPosNext.y, lerp);
|
||||
|
||||
if (strideSize > shuffleDistance) {
|
||||
float strideSizeFootRaise = Mathf.Clamp((strideSize * 0.5f), 1f, 2f);
|
||||
worldPos.y = groundLevel + (movement.raiseCurve.Evaluate(lerp) * movement.maxRaise * strideSizeFootRaise);
|
||||
} else {
|
||||
lerp += Time.deltaTime;
|
||||
worldPos.y = groundLevel;
|
||||
}
|
||||
|
||||
if (lerp > 1f)
|
||||
lerp = 1f;
|
||||
}
|
||||
|
||||
public static float GetNewDisplacement (float otherLegDisplacementFromCenter, float comfyDistance, float minimumFootDistanceX, float maxNewStepDisplacement, FootMovement forwardMovement, FootMovement backwardMovement) {
|
||||
FootMovement movement = Mathf.Sign(otherLegDisplacementFromCenter) < 0 ? forwardMovement : backwardMovement;
|
||||
float randomCompensate = Random.Range(movement.minDistanceCompensate, movement.maxDistanceCompensate);
|
||||
|
||||
float newDisplacement = (otherLegDisplacementFromCenter * randomCompensate);
|
||||
if (Mathf.Abs(newDisplacement) > maxNewStepDisplacement || Mathf.Abs(otherLegDisplacementFromCenter) < minimumFootDistanceX)
|
||||
newDisplacement = comfyDistance * Mathf.Sign(newDisplacement) * randomCompensate;
|
||||
|
||||
return newDisplacement;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public float Balance { get { return balance; } }
|
||||
|
||||
void Start () {
|
||||
Time.timeScale = timeScale;
|
||||
Vector3 tpos = transform.position;
|
||||
|
||||
// Default starting positions.
|
||||
nearFoot.worldPos = tpos;
|
||||
nearFoot.worldPos.x -= comfyDistance;
|
||||
nearFoot.worldPosPrev = nearFoot.worldPosNext = nearFoot.worldPos;
|
||||
|
||||
farFoot.worldPos = tpos;
|
||||
farFoot.worldPos.x += comfyDistance;
|
||||
farFoot.worldPosPrev = farFoot.worldPosNext = farFoot.worldPos;
|
||||
|
||||
SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
skeleton = skeletonAnimation.Skeleton;
|
||||
|
||||
skeletonAnimation.UpdateLocal += UpdateLocal;
|
||||
|
||||
nearFootBone = skeleton.FindBone(nearBoneName);
|
||||
farFootBone = skeleton.FindBone(farBoneName);
|
||||
|
||||
nearFoot.lerp = 1f;
|
||||
farFoot.lerp = 1f;
|
||||
}
|
||||
|
||||
RaycastHit2D[] hits = new RaycastHit2D[1];
|
||||
|
||||
private void UpdateLocal (ISkeletonAnimation animated) {
|
||||
Transform thisTransform = transform;
|
||||
|
||||
Vector2 thisTransformPosition = thisTransform.position;
|
||||
float centerOfGravityX = thisTransformPosition.x + centerOfGravityXOffset;
|
||||
|
||||
nearFoot.UpdateDistance(centerOfGravityX);
|
||||
farFoot.UpdateDistance(centerOfGravityX);
|
||||
balance = nearFoot.displacementFromCenter + farFoot.displacementFromCenter;
|
||||
distanceBetweenFeet = Mathf.Abs(nearFoot.worldPos.x - farFoot.worldPos.x);
|
||||
|
||||
// Detect time to make a new step
|
||||
bool isTooOffBalance = Mathf.Abs(balance) > offBalanceThreshold;
|
||||
bool isFeetTooFarApart = distanceBetweenFeet > feetTooFarApartThreshold;
|
||||
bool timeForNewStep = isFeetTooFarApart || isTooOffBalance;
|
||||
if (timeForNewStep) {
|
||||
|
||||
// Choose which foot to use for next step.
|
||||
Foot stepFoot, otherFoot;
|
||||
bool stepLegIsNearLeg = nearFoot.distanceFromCenter > farFoot.distanceFromCenter;
|
||||
if (stepLegIsNearLeg) {
|
||||
stepFoot = nearFoot;
|
||||
otherFoot = farFoot;
|
||||
} else {
|
||||
stepFoot = farFoot;
|
||||
otherFoot = nearFoot;
|
||||
}
|
||||
|
||||
// Start a new step.
|
||||
if (!stepFoot.IsStepInProgress && otherFoot.IsPrettyMuchDoneStepping) {
|
||||
float newDisplacement = Foot.GetNewDisplacement(otherFoot.displacementFromCenter, comfyDistance, minimumSpaceBetweenFeet, maxNewStepDisplacement, forward, backward);
|
||||
stepFoot.StartNewStep(newDisplacement, centerOfGravityX, thisTransformPosition.y, footRayRaise, hits, footSize);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
float deltaTime = Time.deltaTime;
|
||||
float stepSpeed = baseLerpSpeed;
|
||||
stepSpeed += (Mathf.Abs(balance) - 0.6f) * 2.5f;
|
||||
|
||||
// Animate steps that are in progress.
|
||||
nearFoot.UpdateStepProgress(deltaTime, stepSpeed, shuffleDistance, forward, backward);
|
||||
farFoot.UpdateStepProgress(deltaTime, stepSpeed, shuffleDistance, forward, backward);
|
||||
|
||||
nearFootBone.SetLocalPosition(thisTransform.InverseTransformPoint(nearFoot.worldPos));
|
||||
farFootBone.SetLocalPosition(thisTransform.InverseTransformPoint(farFoot.worldPos));
|
||||
}
|
||||
|
||||
|
||||
|
||||
void OnDrawGizmos () {
|
||||
if (Application.isPlaying) {
|
||||
const float Radius = 0.15f;
|
||||
|
||||
Gizmos.color = Color.green;
|
||||
Gizmos.DrawSphere(nearFoot.worldPos, Radius);
|
||||
Gizmos.DrawWireSphere(nearFoot.worldPosNext, Radius);
|
||||
|
||||
Gizmos.color = Color.magenta;
|
||||
Gizmos.DrawSphere(farFoot.worldPos, Radius);
|
||||
Gizmos.DrawWireSphere(farFoot.worldPosNext, Radius);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyFootplanter : MonoBehaviour {
|
||||
|
||||
public float timeScale = 0.5f;
|
||||
[SpineBone] public string nearBoneName, farBoneName;
|
||||
|
||||
[Header("Settings")]
|
||||
public Vector2 footSize;
|
||||
public float footRayRaise = 2f;
|
||||
public float comfyDistance = 1f;
|
||||
public float centerOfGravityXOffset = -0.25f;
|
||||
public float feetTooFarApartThreshold = 3f;
|
||||
public float offBalanceThreshold = 1.4f;
|
||||
public float minimumSpaceBetweenFeet = 0.5f;
|
||||
public float maxNewStepDisplacement = 2f;
|
||||
public float shuffleDistance = 1f;
|
||||
public float baseLerpSpeed = 3.5f;
|
||||
public FootMovement forward, backward;
|
||||
|
||||
[Header("Debug")]
|
||||
[SerializeField] float balance;
|
||||
[SerializeField] float distanceBetweenFeet;
|
||||
[SerializeField] protected Foot nearFoot, farFoot;
|
||||
|
||||
Skeleton skeleton;
|
||||
Bone nearFootBone, farFootBone;
|
||||
|
||||
[System.Serializable]
|
||||
public class FootMovement {
|
||||
public AnimationCurve xMoveCurve;
|
||||
public AnimationCurve raiseCurve;
|
||||
public float maxRaise;
|
||||
public float minDistanceCompensate;
|
||||
public float maxDistanceCompensate;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class Foot {
|
||||
public Vector2 worldPos;
|
||||
public float displacementFromCenter;
|
||||
public float distanceFromCenter;
|
||||
|
||||
[Space]
|
||||
public float lerp;
|
||||
public Vector2 worldPosPrev;
|
||||
public Vector2 worldPosNext;
|
||||
|
||||
public bool IsStepInProgress { get { return lerp < 1f; } }
|
||||
public bool IsPrettyMuchDoneStepping { get { return lerp > 0.7f; } }
|
||||
|
||||
public void UpdateDistance (float centerOfGravityX) {
|
||||
displacementFromCenter = worldPos.x - centerOfGravityX;
|
||||
distanceFromCenter = Mathf.Abs(displacementFromCenter);
|
||||
}
|
||||
|
||||
public void StartNewStep (float newDistance, float centerOfGravityX, float tentativeY, float footRayRaise, RaycastHit2D[] hits, Vector2 footSize) {
|
||||
lerp = 0f;
|
||||
worldPosPrev = worldPos;
|
||||
float newX = centerOfGravityX - newDistance;
|
||||
Vector2 origin = new Vector2(newX, tentativeY + footRayRaise);
|
||||
//int hitCount = Physics2D.BoxCastNonAlloc(origin, footSize, 0f, Vector2.down, hits);
|
||||
int hitCount = Physics2D.BoxCast(origin, footSize, 0f, Vector2.down, new ContactFilter2D { useTriggers = false }, hits);
|
||||
worldPosNext = hitCount > 0 ? hits[0].point : new Vector2(newX, tentativeY);
|
||||
}
|
||||
|
||||
public void UpdateStepProgress (float deltaTime, float stepSpeed, float shuffleDistance, FootMovement forwardMovement, FootMovement backwardMovement) {
|
||||
if (!this.IsStepInProgress)
|
||||
return;
|
||||
|
||||
lerp += deltaTime * stepSpeed;
|
||||
|
||||
float strideSignedSize = worldPosNext.x - worldPosPrev.x;
|
||||
float strideSign = Mathf.Sign(strideSignedSize);
|
||||
float strideSize = (Mathf.Abs(strideSignedSize));
|
||||
|
||||
FootMovement movement = strideSign > 0 ? forwardMovement : backwardMovement;
|
||||
|
||||
worldPos.x = Mathf.Lerp(worldPosPrev.x, worldPosNext.x, movement.xMoveCurve.Evaluate(lerp));
|
||||
float groundLevel = Mathf.Lerp(worldPosPrev.y, worldPosNext.y, lerp);
|
||||
|
||||
if (strideSize > shuffleDistance) {
|
||||
float strideSizeFootRaise = Mathf.Clamp((strideSize * 0.5f), 1f, 2f);
|
||||
worldPos.y = groundLevel + (movement.raiseCurve.Evaluate(lerp) * movement.maxRaise * strideSizeFootRaise);
|
||||
} else {
|
||||
lerp += Time.deltaTime;
|
||||
worldPos.y = groundLevel;
|
||||
}
|
||||
|
||||
if (lerp > 1f)
|
||||
lerp = 1f;
|
||||
}
|
||||
|
||||
public static float GetNewDisplacement (float otherLegDisplacementFromCenter, float comfyDistance, float minimumFootDistanceX, float maxNewStepDisplacement, FootMovement forwardMovement, FootMovement backwardMovement) {
|
||||
FootMovement movement = Mathf.Sign(otherLegDisplacementFromCenter) < 0 ? forwardMovement : backwardMovement;
|
||||
float randomCompensate = Random.Range(movement.minDistanceCompensate, movement.maxDistanceCompensate);
|
||||
|
||||
float newDisplacement = (otherLegDisplacementFromCenter * randomCompensate);
|
||||
if (Mathf.Abs(newDisplacement) > maxNewStepDisplacement || Mathf.Abs(otherLegDisplacementFromCenter) < minimumFootDistanceX)
|
||||
newDisplacement = comfyDistance * Mathf.Sign(newDisplacement) * randomCompensate;
|
||||
|
||||
return newDisplacement;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public float Balance { get { return balance; } }
|
||||
|
||||
void Start () {
|
||||
Time.timeScale = timeScale;
|
||||
Vector3 tpos = transform.position;
|
||||
|
||||
// Default starting positions.
|
||||
nearFoot.worldPos = tpos;
|
||||
nearFoot.worldPos.x -= comfyDistance;
|
||||
nearFoot.worldPosPrev = nearFoot.worldPosNext = nearFoot.worldPos;
|
||||
|
||||
farFoot.worldPos = tpos;
|
||||
farFoot.worldPos.x += comfyDistance;
|
||||
farFoot.worldPosPrev = farFoot.worldPosNext = farFoot.worldPos;
|
||||
|
||||
SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
skeleton = skeletonAnimation.Skeleton;
|
||||
|
||||
skeletonAnimation.UpdateLocal += UpdateLocal;
|
||||
|
||||
nearFootBone = skeleton.FindBone(nearBoneName);
|
||||
farFootBone = skeleton.FindBone(farBoneName);
|
||||
|
||||
nearFoot.lerp = 1f;
|
||||
farFoot.lerp = 1f;
|
||||
}
|
||||
|
||||
RaycastHit2D[] hits = new RaycastHit2D[1];
|
||||
|
||||
private void UpdateLocal (ISkeletonAnimation animated) {
|
||||
Transform thisTransform = transform;
|
||||
|
||||
Vector2 thisTransformPosition = thisTransform.position;
|
||||
float centerOfGravityX = thisTransformPosition.x + centerOfGravityXOffset;
|
||||
|
||||
nearFoot.UpdateDistance(centerOfGravityX);
|
||||
farFoot.UpdateDistance(centerOfGravityX);
|
||||
balance = nearFoot.displacementFromCenter + farFoot.displacementFromCenter;
|
||||
distanceBetweenFeet = Mathf.Abs(nearFoot.worldPos.x - farFoot.worldPos.x);
|
||||
|
||||
// Detect time to make a new step
|
||||
bool isTooOffBalance = Mathf.Abs(balance) > offBalanceThreshold;
|
||||
bool isFeetTooFarApart = distanceBetweenFeet > feetTooFarApartThreshold;
|
||||
bool timeForNewStep = isFeetTooFarApart || isTooOffBalance;
|
||||
if (timeForNewStep) {
|
||||
|
||||
// Choose which foot to use for next step.
|
||||
Foot stepFoot, otherFoot;
|
||||
bool stepLegIsNearLeg = nearFoot.distanceFromCenter > farFoot.distanceFromCenter;
|
||||
if (stepLegIsNearLeg) {
|
||||
stepFoot = nearFoot;
|
||||
otherFoot = farFoot;
|
||||
} else {
|
||||
stepFoot = farFoot;
|
||||
otherFoot = nearFoot;
|
||||
}
|
||||
|
||||
// Start a new step.
|
||||
if (!stepFoot.IsStepInProgress && otherFoot.IsPrettyMuchDoneStepping) {
|
||||
float newDisplacement = Foot.GetNewDisplacement(otherFoot.displacementFromCenter, comfyDistance, minimumSpaceBetweenFeet, maxNewStepDisplacement, forward, backward);
|
||||
stepFoot.StartNewStep(newDisplacement, centerOfGravityX, thisTransformPosition.y, footRayRaise, hits, footSize);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
float deltaTime = Time.deltaTime;
|
||||
float stepSpeed = baseLerpSpeed;
|
||||
stepSpeed += (Mathf.Abs(balance) - 0.6f) * 2.5f;
|
||||
|
||||
// Animate steps that are in progress.
|
||||
nearFoot.UpdateStepProgress(deltaTime, stepSpeed, shuffleDistance, forward, backward);
|
||||
farFoot.UpdateStepProgress(deltaTime, stepSpeed, shuffleDistance, forward, backward);
|
||||
|
||||
nearFootBone.SetLocalPosition(thisTransform.InverseTransformPoint(nearFoot.worldPos));
|
||||
farFootBone.SetLocalPosition(thisTransform.InverseTransformPoint(farFoot.worldPos));
|
||||
}
|
||||
|
||||
|
||||
|
||||
void OnDrawGizmos () {
|
||||
if (Application.isPlaying) {
|
||||
const float Radius = 0.15f;
|
||||
|
||||
Gizmos.color = Color.green;
|
||||
Gizmos.DrawSphere(nearFoot.worldPos, Radius);
|
||||
Gizmos.DrawWireSphere(nearFoot.worldPosNext, Radius);
|
||||
|
||||
Gizmos.color = Color.magenta;
|
||||
Gizmos.DrawSphere(farFoot.worldPos, Radius);
|
||||
Gizmos.DrawWireSphere(farFoot.worldPosNext, Radius);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,91 +1,91 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyFreeze : MonoBehaviour {
|
||||
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
public AnimationReferenceAsset freeze;
|
||||
public AnimationReferenceAsset idle;
|
||||
|
||||
public Color freezeColor;
|
||||
public Color freezeBlackColor;
|
||||
public ParticleSystem particles;
|
||||
public float freezePoint = 0.5f;
|
||||
|
||||
public string colorProperty = "_Color";
|
||||
public string blackTintProperty = "_Black";
|
||||
|
||||
MaterialPropertyBlock block;
|
||||
MeshRenderer meshRenderer;
|
||||
|
||||
IEnumerator Start () {
|
||||
block = new MaterialPropertyBlock();
|
||||
meshRenderer = GetComponent<MeshRenderer>();
|
||||
|
||||
particles.Stop();
|
||||
particles.Clear();
|
||||
ParticleSystem.MainModule main = particles.main;
|
||||
main.loop = false;
|
||||
|
||||
AnimationState state = skeletonAnimation.AnimationState;
|
||||
while (true) {
|
||||
|
||||
yield return new WaitForSeconds(1f);
|
||||
|
||||
// Play freeze animation
|
||||
state.SetAnimation(0, freeze, false);
|
||||
yield return new WaitForSeconds(freezePoint);
|
||||
|
||||
// Freeze effects
|
||||
particles.Play();
|
||||
block.SetColor(colorProperty, freezeColor);
|
||||
block.SetColor(blackTintProperty, freezeBlackColor);
|
||||
meshRenderer.SetPropertyBlock(block);
|
||||
|
||||
|
||||
yield return new WaitForSeconds(2f);
|
||||
|
||||
// Return to Idle
|
||||
state.SetAnimation(0, idle, true);
|
||||
block.SetColor(colorProperty, Color.white);
|
||||
block.SetColor(blackTintProperty, Color.black);
|
||||
meshRenderer.SetPropertyBlock(block);
|
||||
|
||||
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyFreeze : MonoBehaviour {
|
||||
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
public AnimationReferenceAsset freeze;
|
||||
public AnimationReferenceAsset idle;
|
||||
|
||||
public Color freezeColor;
|
||||
public Color freezeBlackColor;
|
||||
public ParticleSystem particles;
|
||||
public float freezePoint = 0.5f;
|
||||
|
||||
public string colorProperty = "_Color";
|
||||
public string blackTintProperty = "_Black";
|
||||
|
||||
MaterialPropertyBlock block;
|
||||
MeshRenderer meshRenderer;
|
||||
|
||||
IEnumerator Start () {
|
||||
block = new MaterialPropertyBlock();
|
||||
meshRenderer = GetComponent<MeshRenderer>();
|
||||
|
||||
particles.Stop();
|
||||
particles.Clear();
|
||||
ParticleSystem.MainModule main = particles.main;
|
||||
main.loop = false;
|
||||
|
||||
AnimationState state = skeletonAnimation.AnimationState;
|
||||
while (true) {
|
||||
|
||||
yield return new WaitForSeconds(1f);
|
||||
|
||||
// Play freeze animation
|
||||
state.SetAnimation(0, freeze, false);
|
||||
yield return new WaitForSeconds(freezePoint);
|
||||
|
||||
// Freeze effects
|
||||
particles.Play();
|
||||
block.SetColor(colorProperty, freezeColor);
|
||||
block.SetColor(blackTintProperty, freezeBlackColor);
|
||||
meshRenderer.SetPropertyBlock(block);
|
||||
|
||||
|
||||
yield return new WaitForSeconds(2f);
|
||||
|
||||
// Return to Idle
|
||||
state.SetAnimation(0, idle, true);
|
||||
block.SetColor(colorProperty, Color.white);
|
||||
block.SetColor(blackTintProperty, Color.black);
|
||||
meshRenderer.SetPropertyBlock(block);
|
||||
|
||||
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,80 +1,80 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using Spine.Unity.Examples;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyPole : MonoBehaviour {
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
public SkeletonRenderSeparator separator;
|
||||
|
||||
[Space(18)]
|
||||
public AnimationReferenceAsset run;
|
||||
public AnimationReferenceAsset pole;
|
||||
public float startX;
|
||||
public float endX;
|
||||
|
||||
const float Speed = 18f;
|
||||
const float RunTimeScale = 1.5f;
|
||||
|
||||
IEnumerator Start () {
|
||||
AnimationState state = skeletonAnimation.state;
|
||||
|
||||
while (true) {
|
||||
// Run phase
|
||||
SetXPosition(startX);
|
||||
separator.enabled = false; // Disable Separator during run.
|
||||
state.SetAnimation(0, run, true);
|
||||
state.TimeScale = RunTimeScale;
|
||||
|
||||
while (transform.localPosition.x < endX) {
|
||||
transform.Translate(Vector3.right * Speed * Time.deltaTime);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Hit phase
|
||||
SetXPosition(endX);
|
||||
separator.enabled = true; // Enable Separator when hit
|
||||
TrackEntry poleTrack = state.SetAnimation(0, pole, false);
|
||||
yield return new WaitForSpineAnimationComplete(poleTrack);
|
||||
yield return new WaitForSeconds(1f);
|
||||
}
|
||||
}
|
||||
|
||||
void SetXPosition (float x) {
|
||||
Vector3 tp = transform.localPosition;
|
||||
tp.x = x;
|
||||
transform.localPosition = tp;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using Spine.Unity.Examples;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyPole : MonoBehaviour {
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
public SkeletonRenderSeparator separator;
|
||||
|
||||
[Space(18)]
|
||||
public AnimationReferenceAsset run;
|
||||
public AnimationReferenceAsset pole;
|
||||
public float startX;
|
||||
public float endX;
|
||||
|
||||
const float Speed = 18f;
|
||||
const float RunTimeScale = 1.5f;
|
||||
|
||||
IEnumerator Start () {
|
||||
AnimationState state = skeletonAnimation.state;
|
||||
|
||||
while (true) {
|
||||
// Run phase
|
||||
SetXPosition(startX);
|
||||
separator.enabled = false; // Disable Separator during run.
|
||||
state.SetAnimation(0, run, true);
|
||||
state.TimeScale = RunTimeScale;
|
||||
|
||||
while (transform.localPosition.x < endX) {
|
||||
transform.Translate(Vector3.right * Speed * Time.deltaTime);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Hit phase
|
||||
SetXPosition(endX);
|
||||
separator.enabled = true; // Enable Separator when hit
|
||||
TrackEntry poleTrack = state.SetAnimation(0, pole, false);
|
||||
yield return new WaitForSpineAnimationComplete(poleTrack);
|
||||
yield return new WaitForSeconds(1f);
|
||||
}
|
||||
}
|
||||
|
||||
void SetXPosition (float x) {
|
||||
Vector3 tp = transform.localPosition;
|
||||
tp.x = x;
|
||||
transform.localPosition = tp;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,79 +1,79 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using Spine.Unity.Examples;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyPoleGraphic : MonoBehaviour {
|
||||
public SkeletonGraphic skeletonGraphic;
|
||||
|
||||
[Space(18)]
|
||||
public AnimationReferenceAsset run;
|
||||
public AnimationReferenceAsset pole;
|
||||
public float startX;
|
||||
public float endX;
|
||||
|
||||
const float Speed = 18f;
|
||||
const float RunTimeScale = 1.5f;
|
||||
|
||||
IEnumerator Start () {
|
||||
AnimationState state = skeletonGraphic.AnimationState;
|
||||
|
||||
while (true) {
|
||||
// Run phase
|
||||
SetXPosition(startX);
|
||||
skeletonGraphic.enableSeparatorSlots = false; // Disable Separator during run.
|
||||
state.SetAnimation(0, run, true);
|
||||
state.TimeScale = RunTimeScale;
|
||||
|
||||
while (transform.localPosition.x < endX) {
|
||||
transform.Translate(Vector3.right * Speed * Time.deltaTime);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Hit phase
|
||||
SetXPosition(endX);
|
||||
skeletonGraphic.enableSeparatorSlots = true; // Enable Separator when hit
|
||||
TrackEntry poleTrack = state.SetAnimation(0, pole, false);
|
||||
yield return new WaitForSpineAnimationComplete(poleTrack);
|
||||
yield return new WaitForSeconds(1f);
|
||||
}
|
||||
}
|
||||
|
||||
void SetXPosition (float x) {
|
||||
Vector3 tp = transform.localPosition;
|
||||
tp.x = x;
|
||||
transform.localPosition = tp;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using Spine.Unity.Examples;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyPoleGraphic : MonoBehaviour {
|
||||
public SkeletonGraphic skeletonGraphic;
|
||||
|
||||
[Space(18)]
|
||||
public AnimationReferenceAsset run;
|
||||
public AnimationReferenceAsset pole;
|
||||
public float startX;
|
||||
public float endX;
|
||||
|
||||
const float Speed = 18f;
|
||||
const float RunTimeScale = 1.5f;
|
||||
|
||||
IEnumerator Start () {
|
||||
AnimationState state = skeletonGraphic.AnimationState;
|
||||
|
||||
while (true) {
|
||||
// Run phase
|
||||
SetXPosition(startX);
|
||||
skeletonGraphic.enableSeparatorSlots = false; // Disable Separator during run.
|
||||
state.SetAnimation(0, run, true);
|
||||
state.TimeScale = RunTimeScale;
|
||||
|
||||
while (transform.localPosition.x < endX) {
|
||||
transform.Translate(Vector3.right * Speed * Time.deltaTime);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Hit phase
|
||||
SetXPosition(endX);
|
||||
skeletonGraphic.enableSeparatorSlots = true; // Enable Separator when hit
|
||||
TrackEntry poleTrack = state.SetAnimation(0, pole, false);
|
||||
yield return new WaitForSpineAnimationComplete(poleTrack);
|
||||
yield return new WaitForSeconds(1f);
|
||||
}
|
||||
}
|
||||
|
||||
void SetXPosition (float x) {
|
||||
Vector3 tp = transform.localPosition;
|
||||
tp.x = x;
|
||||
transform.localPosition = tp;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
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@ -2,16 +2,14 @@
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m_Ints: []
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- _Cutoff: 0.1
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%TAG !u! tag:unity3d.com,2011:
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m_Shader: {fileID: 4800000, guid: 1e8a610c9e01c3648bac42585e5fc676, type: 3}
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%TAG !u! tag:unity3d.com,2011:
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m_ShaderKeywords: _USE8NEIGHBOURHOOD_ON
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%TAG !u! tag:unity3d.com,2011:
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