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.gitignore
vendored
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.gitignore
vendored
@ -54,4 +54,3 @@ Assets/Editor/FYUtils
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Assets/Editor/FYUtils.meta
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fbg.log
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.vsconfig
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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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@ -2,7 +2,7 @@ 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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@ -19,7 +19,7 @@ namespace BFEditor.Resource
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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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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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@ -92,7 +92,7 @@ namespace BFEditor
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}
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else
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{
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var currentPrefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage();
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var currentPrefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage();
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if (currentPrefabStage != null) //当前处于prefab编辑模式
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{
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var prefabRoot = currentPrefabStage.prefabContentsRoot;
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@ -55,7 +55,7 @@ public class JenkinsAdapter {
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// 商品名称
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PlayerSettings.productName = "Knights Combo";
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// BuildType设置dev/release
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EditorUserBuildSettings.iOSXcodeBuildConfig = XcodeBuildConfig.Release;
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EditorUserBuildSettings.iOSBuildConfigType = iOSBuildType.Release;
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EditorUserBuildSettings.development = false;
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// 使用IL2CPP
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var scriptImp = ScriptingImplementation.IL2CPP;
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@ -68,9 +68,8 @@ namespace BFEditor
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"TMPro.SortingLayerHelper",
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"UnityEngine.CloudStreaming",
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"BFEditor.EditorBattleRoleAttackOperate",
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"UnityEngine.QualitySettings",
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"IronSourceBannerEvents", "IronSourceEvents", "IronSourceInterstitialEvents", "IronSourceRewardedVideoEvents",
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"IronSourceAdQualityManifestTools", "TradplusSDK"
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"IronSourceAdQualityManifestTools"
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};
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static bool isExcluded(Type type)
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@ -78,7 +77,7 @@ namespace BFEditor
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var fullName = type.FullName;
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for (int i = 0; i < exclude.Count; i++)
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{
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if (fullName != null && fullName.Contains(exclude[i]))
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if (!string.IsNullOrEmpty(fullName) && fullName.Contains(exclude[i]))
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{
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return true;
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}
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@ -94,13 +93,13 @@ namespace BFEditor
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List<string> namespaces = new List<string>() // 在这里添加名字空间
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{
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"BF",
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// "UnityEngine",
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// "UnityEngine.UI",
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// "UnityEngine.U2D",
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// "UnityEngine.Rendering.Universal",
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// "TMPro",
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// "DG.Tweening",
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// "DG.Tweening.Core",
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"UnityEngine",
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"UnityEngine.UI",
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"UnityEngine.U2D",
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"UnityEngine.Rendering.Universal",
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"TMPro",
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"DG.Tweening",
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"DG.Tweening.Core",
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};
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var unityTypes = (from assembly in AppDomain.CurrentDomain.GetAssemblies()
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where !(assembly.ManifestModule is System.Reflection.Emit.ModuleBuilder)
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@ -114,8 +113,8 @@ namespace BFEditor
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};
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var customTypes = (from assembly in customAssemblys.Select(s => Assembly.Load(s))
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from type in assembly.GetExportedTypes()
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where type.Namespace == null || !type.Namespace.StartsWith("XLua") && !isExcluded(type)
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&& type.BaseType != typeof(MulticastDelegate) && !type.IsInterface && !type.IsEnum
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where type.Namespace == null || !type.Namespace.StartsWith("XLua")
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&& type.BaseType != typeof(MulticastDelegate) && !type.IsInterface && !type.IsEnum && !isExcluded(type)
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select type);
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var otherTypes = new List<Type>() {
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@ -144,31 +143,20 @@ namespace BFEditor
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typeof(System.Collections.Generic.List<TMPro.TMP_FontAsset>),
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typeof(System.Collections.Generic.List<UnityEngine.Camera>),
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typeof(System.Collections.Generic.List<System.Collections.Generic.List<string>>),
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typeof(System.Collections.Generic.List<BF.BFFinger>),
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typeof(DG.Tweening.Core.TweenerCore<UnityEngine.Color, UnityEngine.Color, DG.Tweening.Plugins.Options.ColorOptions>),
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typeof(DG.Tweening.Core.TweenerCore<UnityEngine.Vector2, UnityEngine.Vector2, DG.Tweening.Plugins.Options.VectorOptions>),
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typeof(System.Action<string>),
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typeof(System.Action<string, UnityEngine.Object>),
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typeof(System.Action<string, UnityEngine.GameObject>),
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typeof(UnityEngine.Camera),
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typeof(UnityEngine.Camera.GateFitMode),
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typeof(UnityEngine.Camera.GateFitParameters),
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typeof(UnityEngine.Camera.StereoscopicEye),
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typeof(UnityEngine.Camera.MonoOrStereoscopicEye),
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typeof(System.Action<string>),
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typeof(UnityEngine.Camera.FieldOfViewAxis),
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typeof(UnityEngine.Camera.RenderRequest),
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typeof(UnityEngine.Camera.RenderRequestMode),
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typeof(UnityEngine.Camera.RenderRequestOutputSpace),
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typeof(UnityEngine.Camera.RenderRequest),
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typeof(UnityEngine.Camera.SceneViewFilterMode),
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typeof(UnityEngine.TextCore.FaceInfo),
|
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typeof(UnityEngine.Rendering.LightShadowResolution),
|
||||
typeof(UnityEngine.RenderTextureFormat),
|
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typeof(UnityEngine.RenderTextureReadWrite),
|
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typeof(UnityEngine.RigidbodyConstraints),
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typeof(UnityEngine.TransparencySortMode),
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typeof(UnityEngine.SystemInfo),
|
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typeof(UnityEngine.Object),
|
||||
typeof(UnityEngine.Rect),
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typeof(UnityEngine.Vector2),
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@ -275,6 +263,11 @@ namespace BFEditor
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typeof(UnityEngine.Canvas),
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typeof(UnityEngine.CanvasGroup),
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typeof(UnityEngine.CanvasRenderer),
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typeof(UnityEngine.Camera),
|
||||
typeof(UnityEngine.Camera.GateFitMode),
|
||||
typeof(UnityEngine.Camera.GateFitParameters),
|
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typeof(UnityEngine.Camera.StereoscopicEye),
|
||||
typeof(UnityEngine.Camera.MonoOrStereoscopicEye),
|
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typeof(UnityEngine.LineRenderer),
|
||||
typeof(UnityEngine.Texture2D),
|
||||
typeof(UnityEngine.Texture2D.EXRFlags),
|
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@ -301,13 +294,7 @@ namespace BFEditor
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typeof(UnityEngine.LightProbes),
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typeof(UnityEngine.ReflectionProbe),
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typeof(UnityEngine.BatteryStatus),
|
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typeof(UnityEngine.SystemInfo),
|
||||
typeof(UnityEngine.Rigidbody),
|
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typeof(UnityEngine.SphereCollider),
|
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typeof(UnityEngine.ScriptableObject),
|
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typeof(UnityEngine.Physics),
|
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typeof(UnityEngine.PhysicMaterial),
|
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typeof(UnityEngine.MeshCollider),
|
||||
|
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typeof(UnityEngine.UI.CanvasScaler),
|
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typeof(UnityEngine.UI.Dropdown),
|
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typeof(UnityEngine.UI.Dropdown.OptionData),
|
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@ -329,7 +316,6 @@ namespace BFEditor
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typeof(UnityEngine.UI.InputField),
|
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typeof(UnityEngine.UI.InputField.ContentType),
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typeof(UnityEngine.UI.InputField.InputType),
|
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typeof(UnityEngine.UI.InputField.EndEditEvent),
|
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typeof(UnityEngine.UI.InputField.CharacterValidation),
|
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typeof(UnityEngine.UI.InputField.LineType),
|
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typeof(UnityEngine.UI.InputField.SubmitEvent),
|
||||
@ -361,7 +347,7 @@ namespace BFEditor
|
||||
typeof(UnityEngine.UI.GridLayoutGroup.Constraint),
|
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typeof(UnityEngine.UI.VerticalLayoutGroup),
|
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typeof(UnityEngine.UI.LayoutGroup),
|
||||
typeof(UnityEngine.U2D.SpriteAtlas),
|
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typeof(UnityEngine.GUIUtility),
|
||||
|
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// spine
|
||||
typeof(Spine.TrackEntry),
|
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@ -379,14 +365,12 @@ namespace BFEditor
|
||||
typeof(Spine.Unity.SkeletonAnimation),
|
||||
typeof(Spine.Unity.SkeletonDataAsset),
|
||||
typeof(Spine.Unity.MeshGenerator),
|
||||
typeof(Spine.MeshAttachment),
|
||||
typeof(Spine.Unity.MeshGenerator.Settings),
|
||||
typeof(Spine.Unity.SkeletonRenderer),
|
||||
typeof(Spine.Unity.SkeletonRenderer.SpriteMaskInteractionMaterials),
|
||||
typeof(Spine.Unity.BoneFollower),
|
||||
typeof(Spine.Unity.BoneFollowerGraphic),
|
||||
typeof(Spine.Unity.BoneFollower.AxisOrientation),
|
||||
typeof(Spine.Unity.SkeletonGraphic.LayoutMode),
|
||||
|
||||
// TextMeshPro
|
||||
typeof(TMPro.TextAlignmentOptions),
|
||||
@ -412,14 +396,6 @@ namespace BFEditor
|
||||
typeof(TMP_AnimationCurve),
|
||||
typeof(TMP_Curve),
|
||||
|
||||
// 数数
|
||||
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI),
|
||||
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI.TATimeZone),
|
||||
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI.TAMode),
|
||||
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI.NetworkType),
|
||||
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI.Token),
|
||||
typeof(ThinkingAnalytics.TDPresetProperties),
|
||||
|
||||
//DOTween
|
||||
typeof(DG.Tweening.AutoPlay),
|
||||
typeof(DG.Tweening.AxisConstraint),
|
||||
@ -432,6 +408,7 @@ namespace BFEditor
|
||||
typeof(DG.Tweening.ScrambleMode),
|
||||
typeof(DG.Tweening.TweenType),
|
||||
typeof(DG.Tweening.UpdateType),
|
||||
|
||||
typeof(DG.Tweening.DOTween),
|
||||
typeof(DG.Tweening.Core.DOTweenComponent),
|
||||
typeof(DG.Tweening.Core.TweenerCore<UnityEngine.Vector3, UnityEngine.Vector3[], DG.Tweening.Plugins.Options.Vector3ArrayOptions>),
|
||||
@ -454,11 +431,13 @@ namespace BFEditor
|
||||
typeof(DG.Tweening.ShortcutExtensions),
|
||||
typeof(DG.Tweening.DOTweenModuleUI),
|
||||
|
||||
// BestHTTP
|
||||
// 数数
|
||||
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI.TATimeZone),
|
||||
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI.TAMode),
|
||||
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI.NetworkType),
|
||||
|
||||
typeof(Http.RequestState),
|
||||
typeof(BestHTTP.HTTPRequest),
|
||||
typeof(BestHTTP.HTTPResponse),
|
||||
typeof(BestHTTP.Connections.HTTP2.HTTP2Response),
|
||||
typeof(BestHTTP.Forms.HTTPUrlEncodedForm),
|
||||
typeof(BestHTTP.Forms.HTTPFormBase),
|
||||
|
||||
@ -469,36 +448,13 @@ namespace BFEditor
|
||||
typeof(UnityEngine.Purchasing.ProductType),
|
||||
|
||||
typeof(BF.MonoSingleton<BF.BFMain>),
|
||||
typeof(BF.MonoSingleton<AdManager>),
|
||||
typeof(BF.BFSlider.FillDirection),
|
||||
typeof(BF.ScrollRectBaseOld.MovementType),
|
||||
typeof(BF.ScrollRectBaseOld.ScrollbarVisibility),
|
||||
typeof(BF.NetServiceType),
|
||||
typeof(BF.NetIncomingMessageType),
|
||||
|
||||
// Touch
|
||||
typeof(BF.BFEvent<System.Collections.Generic.List<BF.BFFinger>>),
|
||||
typeof(BF.BFEvent<BF.SelectEventType, BF.BFFinger>),
|
||||
typeof(BF.BFEvent<BF.TouchEventType, BF.BFFinger>),
|
||||
typeof(BF.TouchEventType),
|
||||
typeof(BF.SelectEventType),
|
||||
typeof(BF.NativeCore.ThirdPlatform.FacebookSdk),
|
||||
typeof(BF.NativeCore.ThirdPlatform.AppsFlyerSdk),
|
||||
|
||||
typeof(AdManager),
|
||||
|
||||
// 震动插件
|
||||
// typeof(Lofelt.NiceVibrations.HapticPatterns),
|
||||
// typeof(Lofelt.NiceVibrations.LofeltHaptics),
|
||||
// typeof(Lofelt.NiceVibrations.HapticPatterns.PresetType),
|
||||
|
||||
typeof(UnityEngine.Purchasing.Security.AppleStoreKitTestTangle),
|
||||
typeof(UnityEngine.Purchasing.Security.AppleTangle),
|
||||
typeof(UnityEngine.SignInWithApple.SignInWithApple.CallbackArgs),
|
||||
typeof(UnityEngine.SignInWithApple.SignInWithAppleEvent),
|
||||
typeof(UnityEngine.SignInWithApple.SignInWithApple),
|
||||
typeof(UnityEngine.SignInWithApple.UserInfo),
|
||||
typeof(BF.EnumFlagsAttribute),
|
||||
typeof(BF.BFGridLayout.Corner),
|
||||
typeof(BF.BFGridLayout.Constraint),
|
||||
};
|
||||
return unityTypes.Concat(customTypes).Concat(otherTypes);
|
||||
}
|
||||
@ -609,9 +565,11 @@ namespace BFEditor
|
||||
new List<string>(){"UnityEngine.AudioSource", "SetGamepadSpeakerMixLevelDefault", "System.Int32"},
|
||||
new List<string>(){"UnityEngine.AudioSource", "GamepadSpeakerSupportsOutputType", "UnityEngine.GamepadSpeakerOutputType"},
|
||||
new List<string>(){"UnityEngine.AudioSource", "gamepadSpeakerOutputType",},
|
||||
new List<string>(){"UnityEngine.Handheld", "SetActivityIndicatorStyle", "UnityEngine.AndroidActivityIndicatorStyle"},
|
||||
new List<string>(){"UnityEngine.Handheld", "SetActivityIndicatorStyle", "UnityEngine.iOS.ActivityIndicatorStyle"},
|
||||
new List<string>(){"ThinkingAnalytics.ThinkingAnalyticsAPI", "onPostProcessBuild", "UnityEditor.BuildTarget", "System.String"},
|
||||
new List<string>(){"Spine.Unity.SkeletonRenderer", "EditorUpdateMeshFilterHideFlags"},
|
||||
new List<string>(){"Spine.Unity.SkeletonRenderer", "fixPrefabOverrideViaMeshFilter"},
|
||||
new List<string>(){"Spine.Unity.SkeletonRenderer", "fixPrefabOverrideViaMeshFilterGlobal"},
|
||||
new List<string>(){"Spine.Unity.SkeletonDataAsset", "errorIfSkeletonFileNullGlobal"},
|
||||
new List<string>(){"FBWindowsPhysicalGamepadManager", "state"},
|
||||
new List<string>(){"IronSourceBannerEvents", "onAdLoaded", "System.String"},
|
||||
new List<string>(){"IronSourceBannerEvents", "onAdLoadFailed", "System.String"},
|
||||
@ -680,16 +638,6 @@ namespace BFEditor
|
||||
new List<string>(){"IronSourceRewardedVideoEvents", "onAdUnavailable"},
|
||||
new List<string>(){"IronSourceRewardedVideoEvents", "onAdLoadFailed", "System.String"},
|
||||
new List<string>(){"IronSourceRewardedVideoEvents", "onAdReady", "System.String"},
|
||||
new List<string>(){"UnityEngine.Rendering.Universal.ShaderUtils", "GetShaderGUID", "UnityEngine.Rendering.Universal.ShaderPathID"},
|
||||
new List<string>(){"Spine.Unity.SkeletonRenderer", "EditorUpdateMeshFilterHideFlags"},
|
||||
new List<string>(){"Spine.Unity.SkeletonRenderer", "fixPrefabOverrideViaMeshFilter"},
|
||||
new List<string>(){"Spine.Unity.SkeletonRenderer", "fixPrefabOverrideViaMeshFilterGlobal"},
|
||||
new List<string>(){"Spine.Unity.SkeletonDataAsset", "errorIfSkeletonFileNullGlobal"},
|
||||
new List<string>(){"Spine.Unity.SkeletonGraphic", "ResetRectToReferenceRectSize"},
|
||||
new List<string>(){"Spine.Unity.SkeletonGraphic", "GetReferenceRectSize"},
|
||||
new List<string>(){"Spine.Unity.SpineHandles", "DrawReferenceRect", "Spine.Unity.SkeletonGraphic", "UnityEngine.Color"},
|
||||
new List<string>(){"Spine.Unity.SkeletonGraphic", "EditReferenceRect"},
|
||||
new List<string>(){"Spine.Unity.SkeletonGraphic", "RectTransformSize"},
|
||||
};
|
||||
|
||||
static bool hasGenericParameter(Type type)
|
||||
|
||||
@ -14,26 +14,19 @@ MonoBehaviour:
|
||||
m_EditorClassIdentifier:
|
||||
defaultScale: 0.01
|
||||
defaultMix: 0.2
|
||||
defaultShader: Spine/Skeleton
|
||||
defaultShader: BF/Spine/Skeleton
|
||||
defaultZSpacing: 0
|
||||
defaultInstantiateLoop: 1
|
||||
defaultPhysicsPositionInheritance: {x: 1, y: 1}
|
||||
defaultPhysicsRotationInheritance: 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
|
||||
timelineDefaultMixDuration: 0
|
||||
timelineUseBlendDuration: 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"},
|
||||
|
||||
|
||||
@ -3,7 +3,7 @@ guid: de1fb4dac677a6d45ae2ad12a49091c0
|
||||
TextureImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 10
|
||||
serializedVersion: 11
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 0
|
||||
@ -23,6 +23,7 @@ TextureImporter:
|
||||
isReadable: 0
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
vTOnly: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
@ -31,12 +32,12 @@ TextureImporter:
|
||||
maxTextureSize: 2048
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: -1
|
||||
aniso: -1
|
||||
mipBias: -100
|
||||
filterMode: 1
|
||||
aniso: 1
|
||||
mipBias: 0
|
||||
wrapU: 1
|
||||
wrapV: 1
|
||||
wrapW: -1
|
||||
wrapW: 0
|
||||
nPOTScale: 0
|
||||
lightmap: 0
|
||||
compressionQuality: 50
|
||||
@ -54,9 +55,13 @@ TextureImporter:
|
||||
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
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
@ -141,13 +141,13 @@ namespace Spine.Unity.Examples {
|
||||
|
||||
if (trackEntry != null) {
|
||||
if (control.useCustomMixDuration)
|
||||
trackEntry.SetMixDuration(control.mixDuration, 0f); // use SetMixDuration(mixDuration, delay) to update delay correctly
|
||||
trackEntry.MixDuration = control.mixDuration;
|
||||
|
||||
if (useOverrideAttachmentThreshold)
|
||||
trackEntry.MixAttachmentThreshold = attachmentThreshold;
|
||||
trackEntry.AttachmentThreshold = attachmentThreshold;
|
||||
|
||||
if (useOverrideDrawOrderThreshold)
|
||||
trackEntry.MixDrawOrderThreshold = drawOrderThreshold;
|
||||
trackEntry.DrawOrderThreshold = drawOrderThreshold;
|
||||
}
|
||||
|
||||
// Don't parse more than one animation per track.
|
||||
|
||||
@ -13,7 +13,7 @@ OcclusionCullingSettings:
|
||||
--- !u!104 &2
|
||||
RenderSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 10
|
||||
serializedVersion: 8
|
||||
m_Fog: 0
|
||||
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
|
||||
m_FogMode: 3
|
||||
@ -39,33 +39,37 @@ RenderSettings:
|
||||
m_CustomReflection: {fileID: 0}
|
||||
m_Sun: {fileID: 0}
|
||||
m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
m_UseRadianceAmbientProbe: 0
|
||||
--- !u!157 &3
|
||||
LightmapSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 12
|
||||
serializedVersion: 11
|
||||
m_GIWorkflowMode: 1
|
||||
m_GISettings:
|
||||
serializedVersion: 2
|
||||
m_BounceScale: 1
|
||||
m_IndirectOutputScale: 1
|
||||
m_AlbedoBoost: 1
|
||||
m_TemporalCoherenceThreshold: 1
|
||||
m_EnvironmentLightingMode: 0
|
||||
m_EnableBakedLightmaps: 0
|
||||
m_EnableRealtimeLightmaps: 0
|
||||
m_LightmapEditorSettings:
|
||||
serializedVersion: 12
|
||||
serializedVersion: 9
|
||||
m_Resolution: 2
|
||||
m_BakeResolution: 40
|
||||
m_AtlasSize: 1024
|
||||
m_TextureWidth: 1024
|
||||
m_TextureHeight: 1024
|
||||
m_AO: 0
|
||||
m_AOMaxDistance: 1
|
||||
m_CompAOExponent: 1
|
||||
m_CompAOExponentDirect: 0
|
||||
m_ExtractAmbientOcclusion: 0
|
||||
m_Padding: 2
|
||||
m_LightmapParameters: {fileID: 0}
|
||||
m_LightmapsBakeMode: 1
|
||||
m_TextureCompression: 1
|
||||
m_FinalGather: 0
|
||||
m_FinalGatherFiltering: 1
|
||||
m_FinalGatherRayCount: 256
|
||||
m_ReflectionCompression: 2
|
||||
m_MixedBakeMode: 2
|
||||
m_BakeBackend: 0
|
||||
@ -73,34 +77,23 @@ LightmapSettings:
|
||||
m_PVRDirectSampleCount: 32
|
||||
m_PVRSampleCount: 500
|
||||
m_PVRBounces: 2
|
||||
m_PVREnvironmentSampleCount: 500
|
||||
m_PVREnvironmentReferencePointCount: 2048
|
||||
m_PVRFilteringMode: 2
|
||||
m_PVRDenoiserTypeDirect: 0
|
||||
m_PVRDenoiserTypeIndirect: 0
|
||||
m_PVRDenoiserTypeAO: 0
|
||||
m_PVRFilterTypeDirect: 0
|
||||
m_PVRFilterTypeIndirect: 0
|
||||
m_PVRFilterTypeAO: 0
|
||||
m_PVREnvironmentMIS: 0
|
||||
m_PVRFiltering: 0
|
||||
m_PVRFilteringMode: 1
|
||||
m_PVRCulling: 1
|
||||
m_PVRFilteringGaussRadiusDirect: 1
|
||||
m_PVRFilteringGaussRadiusIndirect: 5
|
||||
m_PVRFilteringGaussRadiusAO: 2
|
||||
m_PVRFilteringAtrousPositionSigmaDirect: 0.5
|
||||
m_PVRFilteringAtrousPositionSigmaIndirect: 2
|
||||
m_PVRFilteringAtrousPositionSigmaAO: 1
|
||||
m_ExportTrainingData: 0
|
||||
m_TrainingDataDestination: TrainingData
|
||||
m_LightProbeSampleCountMultiplier: 4
|
||||
m_PVRFilteringAtrousColorSigma: 1
|
||||
m_PVRFilteringAtrousNormalSigma: 1
|
||||
m_PVRFilteringAtrousPositionSigma: 1
|
||||
m_LightingDataAsset: {fileID: 0}
|
||||
m_LightingSettings: {fileID: 1506007501}
|
||||
m_UseShadowmask: 1
|
||||
--- !u!196 &4
|
||||
NavMeshSettings:
|
||||
serializedVersion: 2
|
||||
m_ObjectHideFlags: 0
|
||||
m_BuildSettings:
|
||||
serializedVersion: 3
|
||||
serializedVersion: 2
|
||||
agentTypeID: 0
|
||||
agentRadius: 0.5
|
||||
agentHeight: 2
|
||||
@ -113,25 +106,20 @@ NavMeshSettings:
|
||||
cellSize: 0.16666667
|
||||
manualTileSize: 0
|
||||
tileSize: 256
|
||||
buildHeightMesh: 0
|
||||
maxJobWorkers: 0
|
||||
preserveTilesOutsideBounds: 0
|
||||
debug:
|
||||
m_Flags: 0
|
||||
accuratePlacement: 0
|
||||
m_NavMeshData: {fileID: 0}
|
||||
--- !u!1 &92207858
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
serializedVersion: 6
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
serializedVersion: 5
|
||||
m_Component:
|
||||
- component: {fileID: 92207862}
|
||||
- component: {fileID: 92207861}
|
||||
- component: {fileID: 92207860}
|
||||
m_Layer: 5
|
||||
m_Name: 2 Canvas - Spawn SkeletonGraphic Sample
|
||||
m_Name: 3 Canvas - Spawn SkeletonGraphic Sample
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
@ -140,13 +128,12 @@ GameObject:
|
||||
--- !u!114 &92207860
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
m_GameObject: {fileID: 92207858}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 0cd44c1031e13a943bb63640046fad76, type: 3}
|
||||
m_Script: {fileID: 1980459831, guid: f70555f144d8491a825f0804e09c671c, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_UiScaleMode: 1
|
||||
@ -159,13 +146,11 @@ MonoBehaviour:
|
||||
m_FallbackScreenDPI: 96
|
||||
m_DefaultSpriteDPI: 96
|
||||
m_DynamicPixelsPerUnit: 1
|
||||
m_PresetInfoIsWorld: 0
|
||||
--- !u!223 &92207861
|
||||
Canvas:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
m_GameObject: {fileID: 92207858}
|
||||
m_Enabled: 1
|
||||
serializedVersion: 3
|
||||
@ -177,122 +162,35 @@ Canvas:
|
||||
m_OverrideSorting: 0
|
||||
m_OverridePixelPerfect: 0
|
||||
m_SortingBucketNormalizedSize: 0
|
||||
m_VertexColorAlwaysGammaSpace: 0
|
||||
m_AdditionalShaderChannelsFlag: 0
|
||||
m_UpdateRectTransformForStandalone: 0
|
||||
m_SortingLayerID: 0
|
||||
m_SortingOrder: 0
|
||||
m_TargetDisplay: 0
|
||||
--- !u!224 &92207862
|
||||
RectTransform:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
m_GameObject: {fileID: 92207858}
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 0, y: 0, z: 0}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children:
|
||||
- {fileID: 1691562007}
|
||||
m_Father: {fileID: 0}
|
||||
m_RootOrder: 3
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 0}
|
||||
m_AnchorMax: {x: 0, y: 0}
|
||||
m_AnchoredPosition: {x: 0, y: 0}
|
||||
m_SizeDelta: {x: 0, y: 0}
|
||||
m_Pivot: {x: 0, y: 0}
|
||||
--- !u!1 &191860306
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
serializedVersion: 6
|
||||
m_Component:
|
||||
- component: {fileID: 191860307}
|
||||
- component: {fileID: 191860309}
|
||||
- component: {fileID: 191860308}
|
||||
m_Layer: 0
|
||||
m_Name: Canvas
|
||||
m_TagString: Untagged
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
m_StaticEditorFlags: 0
|
||||
m_IsActive: 1
|
||||
--- !u!224 &191860307
|
||||
RectTransform:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 191860306}
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
||||
m_LocalScale: {x: 0, y: 0, z: 0}
|
||||
m_ConstrainProportionsScale: 0
|
||||
m_Children: []
|
||||
m_Father: {fileID: 1200587070}
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
m_AnchorMin: {x: 0, y: 0}
|
||||
m_AnchorMax: {x: 0, y: 0}
|
||||
m_AnchoredPosition: {x: 0, y: 0}
|
||||
m_SizeDelta: {x: 0, y: 0}
|
||||
m_Pivot: {x: 0, y: 0}
|
||||
--- !u!114 &191860308
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 191860306}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 0cd44c1031e13a943bb63640046fad76, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_UiScaleMode: 1
|
||||
m_ReferencePixelsPerUnit: 100
|
||||
m_ScaleFactor: 1
|
||||
m_ReferenceResolution: {x: 1920, y: 1080}
|
||||
m_ScreenMatchMode: 0
|
||||
m_MatchWidthOrHeight: 0
|
||||
m_PhysicalUnit: 3
|
||||
m_FallbackScreenDPI: 96
|
||||
m_DefaultSpriteDPI: 96
|
||||
m_DynamicPixelsPerUnit: 1
|
||||
m_PresetInfoIsWorld: 0
|
||||
--- !u!223 &191860309
|
||||
Canvas:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 191860306}
|
||||
m_Enabled: 1
|
||||
serializedVersion: 3
|
||||
m_RenderMode: 0
|
||||
m_Camera: {fileID: 0}
|
||||
m_PlaneDistance: 100
|
||||
m_PixelPerfect: 0
|
||||
m_ReceivesEvents: 1
|
||||
m_OverrideSorting: 0
|
||||
m_OverridePixelPerfect: 0
|
||||
m_SortingBucketNormalizedSize: 0
|
||||
m_VertexColorAlwaysGammaSpace: 0
|
||||
m_AdditionalShaderChannelsFlag: 0
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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* Last updated September 24, 2021. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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* Copyright (c) 2013-2021, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
@ -124,14 +124,14 @@ namespace Spine.Unity.Examples {
|
||||
public void PlayShoot () {
|
||||
// Play the shoot animation on track 1.
|
||||
TrackEntry shootTrack = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
|
||||
shootTrack.MixAttachmentThreshold = 1f;
|
||||
shootTrack.SetMixDuration(0f, 0f);
|
||||
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.MixAttachmentThreshold = 1f;
|
||||
aimTrack.SetMixDuration(0f, 0f);
|
||||
aimTrack.AttachmentThreshold = 1f;
|
||||
aimTrack.MixDuration = 0f;
|
||||
skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
|
||||
|
||||
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
|
||||
@ -143,8 +143,8 @@ namespace Spine.Unity.Examples {
|
||||
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.MixAttachmentThreshold = 1f;
|
||||
aimTrack.SetMixDuration(0f, 0f); // use SetMixDuration(mixDuration, delay) to update delay correctly
|
||||
aimTrack.AttachmentThreshold = 1f;
|
||||
aimTrack.MixDuration = 0f;
|
||||
}
|
||||
|
||||
public void StopPlayingAim () {
|
||||
|
||||
@ -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.MixAttachmentThreshold = 1f;
|
||||
shootTrack.SetMixDuration(0f, 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.MixAttachmentThreshold = 1f;
|
||||
aimTrack.SetMixDuration(0f, 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.MixAttachmentThreshold = 1f;
|
||||
aimTrack.SetMixDuration(0f, 0f); // use SetMixDuration(mixDuration, delay) to update delay correctly
|
||||
}
|
||||
|
||||
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:
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -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:
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
@ -46,27 +46,14 @@ namespace Spine.Unity.Examples {
|
||||
SpineAtlasAsset runtimeAtlasAsset;
|
||||
SkeletonDataAsset runtimeSkeletonDataAsset;
|
||||
SkeletonAnimation runtimeSkeletonAnimation;
|
||||
SkeletonGraphic runtimeSkeletonGraphic;
|
||||
|
||||
public bool blendModeMaterials = false;
|
||||
public bool applyAdditiveMaterial = false;
|
||||
public BlendModeMaterials.TemplateMaterials blendModeTemplateMaterials;
|
||||
public BlendModeMaterials.TemplateMaterials graphicBlendModeMaterials;
|
||||
public Material skeletonGraphicMaterial;
|
||||
|
||||
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)
|
||||
// 2.1 Optional: Setup blend mode materials at SkeletonDataAsset. Only required if the skeleton
|
||||
// uses blend modes which require blend mode materials.
|
||||
// 3.a Create SkeletonAnimation (needs a valid SkeletonDataAsset)
|
||||
// 3.b Create SkeletonGraphic (needs a valid SkeletonDataAsset)
|
||||
// 3. Create SkeletonAnimation (needs a valid SkeletonDataAsset)
|
||||
|
||||
runtimeAtlasAsset = SpineAtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true, null, true);
|
||||
runtimeAtlasAsset = SpineAtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true);
|
||||
runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);
|
||||
if (blendModeMaterials)
|
||||
runtimeSkeletonDataAsset.SetupRuntimeBlendModeMaterials(
|
||||
applyAdditiveMaterial, blendModeTemplateMaterials);
|
||||
}
|
||||
|
||||
IEnumerator Start () {
|
||||
@ -75,15 +62,7 @@ namespace Spine.Unity.Examples {
|
||||
runtimeSkeletonDataAsset.GetSkeletonData(false); // preload
|
||||
yield return new WaitForSeconds(delay);
|
||||
}
|
||||
InstantiateSkeletonAnimation();
|
||||
|
||||
InstantiateSkeletonGraphic();
|
||||
}
|
||||
|
||||
void InstantiateSkeletonAnimation () {
|
||||
runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);
|
||||
runtimeSkeletonAnimation.transform.parent = transform;
|
||||
runtimeSkeletonAnimation.name = "SkeletonAnimation Instance";
|
||||
|
||||
// additional initialization
|
||||
runtimeSkeletonAnimation.Initialize(false);
|
||||
@ -93,28 +72,6 @@ namespace Spine.Unity.Examples {
|
||||
if (animationName != "")
|
||||
runtimeSkeletonAnimation.AnimationState.SetAnimation(0, animationName, true);
|
||||
}
|
||||
|
||||
void InstantiateSkeletonGraphic () {
|
||||
Canvas canvas = this.GetComponentInChildren<Canvas>();
|
||||
Transform parent = canvas.transform;
|
||||
|
||||
runtimeSkeletonGraphic = SkeletonGraphic.NewSkeletonGraphicGameObject(runtimeSkeletonDataAsset, parent, skeletonGraphicMaterial);
|
||||
runtimeSkeletonGraphic.name = "SkeletonGraphic Instance";
|
||||
|
||||
if (blendModeMaterials) {
|
||||
runtimeSkeletonGraphic.allowMultipleCanvasRenderers = true;
|
||||
runtimeSkeletonGraphic.additiveMaterial = graphicBlendModeMaterials.additiveTemplate;
|
||||
runtimeSkeletonGraphic.multiplyMaterial = graphicBlendModeMaterials.multiplyTemplate;
|
||||
runtimeSkeletonGraphic.screenMaterial = graphicBlendModeMaterials.screenTemplate;
|
||||
}
|
||||
|
||||
// additional initialization
|
||||
runtimeSkeletonGraphic.Initialize(false);
|
||||
if (skinName != "")
|
||||
runtimeSkeletonGraphic.Skeleton.SetSkin(skinName);
|
||||
runtimeSkeletonGraphic.Skeleton.SetSlotsToSetupPose();
|
||||
if (animationName != "")
|
||||
runtimeSkeletonGraphic.AnimationState.SetAnimation(0, animationName, true);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -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:
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,18 +23,14 @@
|
||||
* (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.
|
||||
* (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_2018_2_OR_NEWER
|
||||
#define HAS_GET_SHARED_MATERIALS
|
||||
#endif
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
@ -63,28 +59,20 @@ namespace Spine.Unity.Examples {
|
||||
|
||||
private Dictionary<Material, Material> replacementMaterialDict = new Dictionary<Material, Material>();
|
||||
private Material[] sharedMaterials = new Material[0];
|
||||
#if HAS_GET_SHARED_MATERIALS
|
||||
private List<Material> parentMaterials = new List<Material>();
|
||||
#endif
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void Reset () {
|
||||
if (referenceRenderer == null) {
|
||||
if (this.transform.parent)
|
||||
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
|
||||
if (referenceRenderer == null) return;
|
||||
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
|
||||
if (!referenceRenderer)
|
||||
return;
|
||||
}
|
||||
#if HAS_GET_SHARED_MATERIALS
|
||||
referenceRenderer.GetSharedMaterials(parentMaterials);
|
||||
int parentMaterialsCount = parentMaterials.Count;
|
||||
#else
|
||||
|
||||
Material[] parentMaterials = referenceRenderer.sharedMaterials;
|
||||
int parentMaterialsCount = parentMaterials.Length;
|
||||
#endif
|
||||
if (replacementMaterials.Length != parentMaterialsCount) {
|
||||
replacementMaterials = new MaterialReplacement[parentMaterialsCount];
|
||||
if (replacementMaterials.Length != parentMaterials.Length) {
|
||||
replacementMaterials = new MaterialReplacement[parentMaterials.Length];
|
||||
}
|
||||
for (int i = 0; i < parentMaterialsCount; ++i) {
|
||||
for (int i = 0; i < parentMaterials.Length; ++i) {
|
||||
replacementMaterials[i].originalMaterial = parentMaterials[i];
|
||||
replacementMaterials[i].replacementMaterial = parentMaterials[i];
|
||||
}
|
||||
@ -94,15 +82,9 @@ namespace Spine.Unity.Examples {
|
||||
#endif
|
||||
|
||||
void Awake () {
|
||||
ownRenderer = this.GetComponent<MeshRenderer>();
|
||||
ownMeshFilter = this.GetComponent<MeshFilter>();
|
||||
|
||||
if (referenceRenderer == null) {
|
||||
if (this.transform.parent != null)
|
||||
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
|
||||
if (referenceRenderer == null) return;
|
||||
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
|
||||
}
|
||||
referenceMeshFilter = referenceRenderer.GetComponent<MeshFilter>();
|
||||
|
||||
// subscribe to OnMeshAndMaterialsUpdated
|
||||
SkeletonAnimation skeletonRenderer = referenceRenderer.GetComponent<SkeletonAnimation>();
|
||||
@ -111,20 +93,18 @@ namespace Spine.Unity.Examples {
|
||||
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)
|
||||
if (!Application.isPlaying) {
|
||||
InitializeDict();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -146,23 +126,13 @@ namespace Spine.Unity.Examples {
|
||||
}
|
||||
|
||||
void UpdateMaterials () {
|
||||
#if UNITY_EDITOR
|
||||
if (!referenceRenderer) return;
|
||||
if (!referenceMeshFilter) Reset();
|
||||
#endif
|
||||
ownMeshFilter.sharedMesh = referenceMeshFilter.sharedMesh;
|
||||
|
||||
#if HAS_GET_SHARED_MATERIALS
|
||||
referenceRenderer.GetSharedMaterials(parentMaterials);
|
||||
int parentMaterialsCount = parentMaterials.Count;
|
||||
#else
|
||||
Material[] parentMaterials = referenceRenderer.sharedMaterials;
|
||||
int parentMaterialsCount = parentMaterials.Length;
|
||||
#endif
|
||||
if (sharedMaterials.Length != parentMaterialsCount) {
|
||||
sharedMaterials = new Material[parentMaterialsCount];
|
||||
if (sharedMaterials.Length != parentMaterials.Length) {
|
||||
sharedMaterials = new Material[parentMaterials.Length];
|
||||
}
|
||||
for (int i = 0; i < parentMaterialsCount; ++i) {
|
||||
for (int i = 0; i < parentMaterials.Length; ++i) {
|
||||
Material parentMaterial = parentMaterials[i];
|
||||
if (replacementMaterialDict.ContainsKey(parentMaterial)) {
|
||||
sharedMaterials[i] = replacementMaterialDict[parentMaterial];
|
||||
@ -172,7 +142,6 @@ namespace Spine.Unity.Examples {
|
||||
}
|
||||
|
||||
void InitializeDict () {
|
||||
replacementMaterialDict.Clear();
|
||||
for (int i = 0; i < replacementMaterials.Length; ++i) {
|
||||
MaterialReplacement entry = replacementMaterials[i];
|
||||
replacementMaterialDict[entry.originalMaterial] = entry.replacementMaterial;
|
||||
|
||||
@ -1,224 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2025, 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_2018_2_OR_NEWER
|
||||
#define HAS_CULL_TRANSPARENT_MESH
|
||||
#endif
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
using MaterialReplacement = RenderExistingMesh.MaterialReplacement;
|
||||
|
||||
#if NEW_PREFAB_SYSTEM
|
||||
[ExecuteAlways]
|
||||
#else
|
||||
[ExecuteInEditMode]
|
||||
#endif
|
||||
public class RenderExistingMeshGraphic : MonoBehaviour {
|
||||
public SkeletonGraphic referenceSkeletonGraphic;
|
||||
public Material replacementMaterial;
|
||||
|
||||
public MaterialReplacement[] replacementMaterials = new MaterialReplacement[0];
|
||||
|
||||
SkeletonSubmeshGraphic ownGraphic;
|
||||
public List<SkeletonSubmeshGraphic> ownSubmeshGraphics;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void Reset () {
|
||||
Awake();
|
||||
LateUpdate();
|
||||
}
|
||||
#endif
|
||||
|
||||
void Awake () {
|
||||
// subscribe to OnMeshAndMaterialsUpdated
|
||||
if (referenceSkeletonGraphic) {
|
||||
referenceSkeletonGraphic.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
|
||||
referenceSkeletonGraphic.OnMeshAndMaterialsUpdated += UpdateOnCallback;
|
||||
}
|
||||
|
||||
ownGraphic = this.GetComponent<SkeletonSubmeshGraphic>();
|
||||
if (referenceSkeletonGraphic) {
|
||||
if (referenceSkeletonGraphic.allowMultipleCanvasRenderers)
|
||||
EnsureCanvasRendererCount(referenceSkeletonGraphic.canvasRenderers.Count);
|
||||
else
|
||||
SetupSubmeshGraphic();
|
||||
}
|
||||
}
|
||||
|
||||
protected void OnDisable () {
|
||||
if (referenceSkeletonGraphic) {
|
||||
referenceSkeletonGraphic.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
|
||||
}
|
||||
}
|
||||
|
||||
protected void OnEnable () {
|
||||
#if UNITY_EDITOR
|
||||
// handle disabled scene reload
|
||||
if (Application.isPlaying) {
|
||||
Awake();
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
if (referenceSkeletonGraphic) {
|
||||
referenceSkeletonGraphic.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
|
||||
referenceSkeletonGraphic.OnMeshAndMaterialsUpdated += UpdateOnCallback;
|
||||
}
|
||||
}
|
||||
|
||||
void SetupSubmeshGraphic () {
|
||||
if (ownGraphic == null)
|
||||
ownGraphic = this.gameObject.AddComponent<SkeletonSubmeshGraphic>();
|
||||
|
||||
ownGraphic.maskable = referenceSkeletonGraphic.maskable;
|
||||
#if HAS_CULL_TRANSPARENT_MESH
|
||||
ownGraphic.canvasRenderer.cullTransparentMesh = referenceSkeletonGraphic.canvasRenderer.cullTransparentMesh;
|
||||
#endif
|
||||
ownGraphic.canvasRenderer.SetMaterial(replacementMaterial, referenceSkeletonGraphic.mainTexture);
|
||||
}
|
||||
|
||||
protected void EnsureCanvasRendererCount (int targetCount) {
|
||||
if (ownSubmeshGraphics == null)
|
||||
ownSubmeshGraphics = new List<SkeletonSubmeshGraphic>();
|
||||
|
||||
#if HAS_CULL_TRANSPARENT_MESH
|
||||
bool cullTransparentMesh = referenceSkeletonGraphic.canvasRenderer.cullTransparentMesh;
|
||||
#endif
|
||||
Vector2 pivot = referenceSkeletonGraphic.rectTransform.pivot;
|
||||
|
||||
int currentCount = ownSubmeshGraphics.Count;
|
||||
for (int i = currentCount; i < targetCount; ++i) {
|
||||
GameObject go = new GameObject(string.Format("Renderer{0}", i), typeof(RectTransform));
|
||||
go.transform.SetParent(this.transform, false);
|
||||
go.transform.localPosition = Vector3.zero;
|
||||
CanvasRenderer canvasRenderer = go.AddComponent<CanvasRenderer>();
|
||||
#if HAS_CULL_TRANSPARENT_MESH
|
||||
canvasRenderer.cullTransparentMesh = cullTransparentMesh;
|
||||
#endif
|
||||
SkeletonSubmeshGraphic submeshGraphic = go.AddComponent<SkeletonSubmeshGraphic>();
|
||||
ownSubmeshGraphics.Add(submeshGraphic);
|
||||
submeshGraphic.maskable = referenceSkeletonGraphic.maskable;
|
||||
submeshGraphic.raycastTarget = false;
|
||||
submeshGraphic.rectTransform.pivot = pivot;
|
||||
submeshGraphic.rectTransform.anchorMin = Vector2.zero;
|
||||
submeshGraphic.rectTransform.anchorMax = Vector2.one;
|
||||
submeshGraphic.rectTransform.sizeDelta = Vector2.zero;
|
||||
}
|
||||
}
|
||||
|
||||
protected void UpdateCanvasRenderers () {
|
||||
Mesh[] referenceMeshes = referenceSkeletonGraphic.MeshesMultipleCanvasRenderers.Items;
|
||||
Material[] referenceMaterials = referenceSkeletonGraphic.MaterialsMultipleCanvasRenderers.Items;
|
||||
Texture[] referenceTextures = referenceSkeletonGraphic.TexturesMultipleCanvasRenderers.Items;
|
||||
|
||||
int end = Math.Min(ownSubmeshGraphics.Count, referenceSkeletonGraphic.TexturesMultipleCanvasRenderers.Count);
|
||||
|
||||
for (int i = 0; i < end; i++) {
|
||||
SkeletonSubmeshGraphic submeshGraphic = ownSubmeshGraphics[i];
|
||||
CanvasRenderer reference = referenceSkeletonGraphic.canvasRenderers[i];
|
||||
|
||||
if (reference.gameObject.activeInHierarchy) {
|
||||
Material usedMaterial = replacementMaterial != null ?
|
||||
replacementMaterial : GetReplacementMaterialFor(referenceMaterials[i]);
|
||||
if (usedMaterial == null)
|
||||
usedMaterial = referenceMaterials[i];
|
||||
usedMaterial = referenceSkeletonGraphic.GetModifiedMaterial(usedMaterial);
|
||||
submeshGraphic.canvasRenderer.SetMaterial(usedMaterial, referenceTextures[i]);
|
||||
submeshGraphic.canvasRenderer.SetMesh(referenceMeshes[i]);
|
||||
submeshGraphic.gameObject.SetActive(true);
|
||||
} else {
|
||||
submeshGraphic.canvasRenderer.Clear();
|
||||
submeshGraphic.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected void DisableCanvasRenderers () {
|
||||
for (int i = 0; i < ownSubmeshGraphics.Count; i++) {
|
||||
SkeletonSubmeshGraphic submeshGraphic = ownSubmeshGraphics[i];
|
||||
submeshGraphic.canvasRenderer.Clear();
|
||||
submeshGraphic.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
protected Material GetReplacementMaterialFor (Material originalMaterial) {
|
||||
for (int i = 0; i < replacementMaterials.Length; ++i) {
|
||||
MaterialReplacement entry = replacementMaterials[i];
|
||||
if (entry.originalMaterial != null && entry.originalMaterial.shader == originalMaterial.shader)
|
||||
return entry.replacementMaterial;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void LateUpdate () {
|
||||
if (!Application.isPlaying) {
|
||||
UpdateMesh();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void UpdateOnCallback (SkeletonGraphic g) {
|
||||
UpdateMesh();
|
||||
}
|
||||
|
||||
void UpdateMesh () {
|
||||
if (!referenceSkeletonGraphic) return;
|
||||
|
||||
if (referenceSkeletonGraphic.allowMultipleCanvasRenderers) {
|
||||
EnsureCanvasRendererCount(referenceSkeletonGraphic.canvasRenderers.Count);
|
||||
UpdateCanvasRenderers();
|
||||
if (ownGraphic)
|
||||
ownGraphic.canvasRenderer.Clear();
|
||||
} else {
|
||||
if (ownGraphic == null)
|
||||
ownGraphic = this.gameObject.AddComponent<SkeletonSubmeshGraphic>();
|
||||
|
||||
DisableCanvasRenderers();
|
||||
|
||||
Material referenceMaterial = referenceSkeletonGraphic.materialForRendering;
|
||||
Material usedMaterial = replacementMaterial != null ? replacementMaterial : GetReplacementMaterialFor(referenceMaterial);
|
||||
if (usedMaterial == null)
|
||||
usedMaterial = referenceMaterial;
|
||||
usedMaterial = referenceSkeletonGraphic.GetModifiedMaterial(usedMaterial);
|
||||
ownGraphic.canvasRenderer.SetMaterial(usedMaterial, referenceSkeletonGraphic.mainTexture);
|
||||
Mesh mesh = referenceSkeletonGraphic.GetLastMesh();
|
||||
ownGraphic.canvasRenderer.SetMesh(mesh);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,11 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ff6ce4ce6b9336a479c6bf5af81fa80a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
@ -98,11 +98,7 @@ public class TwoByTwoTransformEffectExampleEditor : UnityEditor.Editor {
|
||||
Color originalColor = UnityEditor.Handles.color;
|
||||
UnityEditor.Handles.color = color;
|
||||
UnityEditor.Handles.DrawLine(transform.position, transform.TransformPoint(v));
|
||||
#if UNITY_2022_1_OR_NEWER
|
||||
v = transform.InverseTransformPoint(UnityEditor.Handles.FreeMoveHandle(transform.TransformPoint(v), 0.3f, Vector3.zero, UnityEditor.Handles.CubeHandleCap));
|
||||
#else
|
||||
v = transform.InverseTransformPoint(UnityEditor.Handles.FreeMoveHandle(transform.TransformPoint(v), Quaternion.identity, 0.3f, Vector3.zero, UnityEditor.Handles.CubeHandleCap));
|
||||
#endif
|
||||
UnityEditor.Handles.color = originalColor;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,106 +0,0 @@
|
||||
%YAML 1.1
|
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%TAG !u! tag:unity3d.com,2011:
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@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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
|
||||
@ -40,7 +40,7 @@ namespace Spine.Unity.Examples {
|
||||
|
||||
/// <summary>
|
||||
/// When enabled, this component renders a skeleton to a RenderTexture and
|
||||
/// then draws this RenderTexture at a UI SkeletonSubmeshGraphic quad of the same size.
|
||||
/// 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
|
||||
@ -64,22 +64,9 @@ namespace Spine.Unity.Examples {
|
||||
protected SkeletonGraphic skeletonGraphic;
|
||||
public List<TextureMaterialPair> meshRendererMaterialForTexture = new List<TextureMaterialPair>();
|
||||
protected CanvasRenderer quadCanvasRenderer;
|
||||
protected SkeletonSubmeshGraphic quadMaskableGraphic;
|
||||
protected RawImage quadRawImage;
|
||||
protected readonly Vector3[] worldCorners = new Vector3[4];
|
||||
|
||||
public void ResetMeshRendererMaterials () {
|
||||
meshRendererMaterialForTexture.Clear();
|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Awake () {
|
||||
base.Awake();
|
||||
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
|
||||
@ -92,32 +79,28 @@ namespace Spine.Unity.Examples {
|
||||
}
|
||||
|
||||
void CreateQuadChild () {
|
||||
quad = new GameObject(this.name + " RenderTexture", typeof(CanvasRenderer), typeof(SkeletonSubmeshGraphic));
|
||||
quad = new GameObject(this.name + " RenderTexture", typeof(CanvasRenderer), typeof(RawImage));
|
||||
quad.transform.SetParent(this.transform.parent, false);
|
||||
quadCanvasRenderer = quad.GetComponent<CanvasRenderer>();
|
||||
quadMaskableGraphic = quad.GetComponent<SkeletonSubmeshGraphic>();
|
||||
quadRawImage = quad.GetComponent<RawImage>();
|
||||
|
||||
quadMesh = new Mesh();
|
||||
quadMesh.MarkDynamic();
|
||||
quadMesh.name = "RenderTexture Quad";
|
||||
quadMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
|
||||
|
||||
if (quadMaterial == null) {
|
||||
quadMaterial = new Material(Shader.Find("Spine/SkeletonGraphic"));
|
||||
quadMaterial.EnableKeyword("_CANVAS_GROUP_COMPATIBLE");
|
||||
}
|
||||
}
|
||||
|
||||
void Reset () {
|
||||
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
|
||||
ResetMeshRendererMaterials();
|
||||
#if UNITY_EDITOR
|
||||
string[] assets = UnityEditor.AssetDatabase.FindAssets("t:material RenderQuadGraphicMaterial");
|
||||
if (assets.Length > 0) {
|
||||
string materialPath = UnityEditor.AssetDatabase.GUIDToAssetPath(assets[0]);
|
||||
quadMaterial = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(materialPath);
|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void OnEnable () {
|
||||
@ -126,7 +109,6 @@ namespace Spine.Unity.Examples {
|
||||
skeletonGraphic.AssignMeshOverrideMultipleRenderers += RenderMultipleMeshesToRenderTexture;
|
||||
skeletonGraphic.disableMeshAssignmentOnOverride = true;
|
||||
skeletonGraphic.OnMeshAndMaterialsUpdated += RenderOntoQuad;
|
||||
skeletonGraphic.OnAnimationRebuild += OnRebuild;
|
||||
List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
|
||||
for (int i = 0; i < canvasRenderers.Count; ++i)
|
||||
canvasRenderers[i].cull = true;
|
||||
@ -141,7 +123,6 @@ namespace Spine.Unity.Examples {
|
||||
skeletonGraphic.AssignMeshOverrideMultipleRenderers -= RenderMultipleMeshesToRenderTexture;
|
||||
skeletonGraphic.disableMeshAssignmentOnOverride = false;
|
||||
skeletonGraphic.OnMeshAndMaterialsUpdated -= RenderOntoQuad;
|
||||
skeletonGraphic.OnAnimationRebuild -= OnRebuild;
|
||||
List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
|
||||
for (int i = 0; i < canvasRenderers.Count; ++i)
|
||||
canvasRenderers[i].cull = false;
|
||||
@ -162,10 +143,6 @@ namespace Spine.Unity.Examples {
|
||||
AssignAtQuad();
|
||||
}
|
||||
|
||||
void OnRebuild (ISkeletonAnimation skeletonGraphic) {
|
||||
ResetMeshRendererMaterials();
|
||||
}
|
||||
|
||||
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
|
||||
@ -217,10 +194,8 @@ namespace Spine.Unity.Examples {
|
||||
}
|
||||
|
||||
protected void RenderSingleMeshToRenderTexture (Mesh mesh, Material graphicMaterial, Texture texture) {
|
||||
if (mesh.subMeshCount == 0) return;
|
||||
Material meshRendererMaterial = MeshRendererMaterialForTexture(texture);
|
||||
foreach (int shaderPass in shaderPasses)
|
||||
commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, shaderPass);
|
||||
commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, -1);
|
||||
Graphics.ExecuteCommandBuffer(commandBuffer);
|
||||
}
|
||||
|
||||
@ -228,23 +203,19 @@ namespace Spine.Unity.Examples {
|
||||
Mesh[] meshes, Material[] graphicMaterials, Texture[] textures) {
|
||||
|
||||
for (int i = 0; i < meshCount; ++i) {
|
||||
Mesh mesh = meshes[i];
|
||||
if (mesh.subMeshCount == 0) continue;
|
||||
|
||||
Material meshRendererMaterial = MeshRendererMaterialForTexture(textures[i]);
|
||||
foreach (int shaderPass in shaderPasses)
|
||||
commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, shaderPass);
|
||||
commandBuffer.DrawMesh(meshes[i], transform.localToWorldMatrix, meshRendererMaterial, 0, -1);
|
||||
}
|
||||
Graphics.ExecuteCommandBuffer(commandBuffer);
|
||||
}
|
||||
|
||||
protected void SetupQuad () {
|
||||
quadCanvasRenderer.SetMaterial(quadMaterial, this.renderTexture);
|
||||
quadMaskableGraphic.color = color;
|
||||
quadRawImage.texture = this.renderTexture;
|
||||
quadRawImage.color = color;
|
||||
quadCanvasRenderer.SetColor(color);
|
||||
|
||||
RectTransform srcRectTransform = skeletonGraphic.rectTransform;
|
||||
RectTransform dstRectTransform = quadMaskableGraphic.rectTransform;
|
||||
RectTransform dstRectTransform = quadRawImage.rectTransform;
|
||||
|
||||
dstRectTransform.anchorMin = srcRectTransform.anchorMin;
|
||||
dstRectTransform.anchorMax = srcRectTransform.anchorMax;
|
||||
@ -260,30 +231,24 @@ namespace Spine.Unity.Examples {
|
||||
commandBuffer.SetRenderTarget(renderTexture);
|
||||
commandBuffer.ClearRenderTarget(true, true, Color.clear);
|
||||
|
||||
Vector2 targetViewportSize = new Vector2(
|
||||
screenSpaceMax.x - screenSpaceMin.x,
|
||||
screenSpaceMax.y - screenSpaceMin.y);
|
||||
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) {
|
||||
Rect canvasRect = skeletonGraphic.canvas.pixelRect;
|
||||
canvasRect.x += screenSpaceMin.x;
|
||||
canvasRect.y += screenSpaceMin.y;
|
||||
canvasRect.width = targetViewportSize.x;
|
||||
canvasRect.height = targetViewportSize.y;
|
||||
Matrix4x4 projectionMatrix = Matrix4x4.Ortho(
|
||||
canvasRect.x, canvasRect.x + canvasRect.width,
|
||||
canvasRect.y, canvasRect.y + canvasRect.height,
|
||||
float.MinValue, float.MaxValue);
|
||||
commandBuffer.SetViewMatrix(Matrix4x4.identity);
|
||||
commandBuffer.SetProjectionMatrix(projectionMatrix);
|
||||
} else {
|
||||
commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
|
||||
Matrix4x4 projectionMatrix = CalculateProjectionMatrix(targetCamera,
|
||||
screenSpaceMin, screenSpaceMax, skeletonGraphic.canvas.pixelRect.size);
|
||||
commandBuffer.SetProjectionMatrix(projectionMatrix);
|
||||
commandBuffer.SetProjectionMatrix(targetCamera.projectionMatrix);
|
||||
}
|
||||
Rect viewportRect = new Rect(Vector2.zero, targetViewportSize * downScaleFactor);
|
||||
|
||||
Vector2 targetCameraViewportSize = targetCamera.pixelRect.size;
|
||||
Rect viewportRect = new Rect(-screenSpaceMin * downScaleFactor, targetCameraViewportSize * downScaleFactor);
|
||||
commandBuffer.SetViewport(viewportRect);
|
||||
}
|
||||
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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
|
||||
@ -52,6 +52,7 @@ namespace Spine.Unity.Examples {
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SkeletonRenderTexture : SkeletonRenderTextureBase {
|
||||
#if HAS_GET_SHARED_MATERIALS
|
||||
public Material quadMaterial;
|
||||
protected SkeletonRenderer skeletonRenderer;
|
||||
protected MeshRenderer meshRenderer;
|
||||
protected MeshFilter meshFilter;
|
||||
@ -72,21 +73,9 @@ namespace Spine.Unity.Examples {
|
||||
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);
|
||||
quad.layer = meshRenderer.gameObject.layer;
|
||||
quadMeshRenderer = quad.GetComponent<MeshRenderer>();
|
||||
quadMeshFilter = quad.GetComponent<MeshFilter>();
|
||||
|
||||
@ -129,13 +118,6 @@ namespace Spine.Unity.Examples {
|
||||
}
|
||||
|
||||
void RenderOntoQuad (SkeletonRenderer skeletonRenderer) {
|
||||
if (meshFilter == null)
|
||||
meshFilter = this.GetComponent<MeshFilter>();
|
||||
Vector3 size = meshFilter.sharedMesh.bounds.size;
|
||||
if (size.x == 0f || size.y == 0f) {
|
||||
AssignNullMeshAtQuad();
|
||||
return;
|
||||
}
|
||||
PrepareForMesh();
|
||||
RenderToRenderTexture();
|
||||
AssignAtQuad();
|
||||
@ -182,16 +164,10 @@ namespace Spine.Unity.Examples {
|
||||
commandBuffer.SetRenderTarget(renderTexture);
|
||||
commandBuffer.ClearRenderTarget(true, true, Color.clear);
|
||||
|
||||
commandBuffer.SetProjectionMatrix(targetCamera.projectionMatrix);
|
||||
commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
|
||||
|
||||
Matrix4x4 projectionMatrix = CalculateProjectionMatrix(targetCamera,
|
||||
screenSpaceMin, screenSpaceMax, targetCamera.pixelRect.size);
|
||||
commandBuffer.SetProjectionMatrix(projectionMatrix);
|
||||
|
||||
Vector2 targetViewportSize = new Vector2(
|
||||
screenSpaceMax.x - screenSpaceMin.x,
|
||||
screenSpaceMax.y - screenSpaceMin.y);
|
||||
Rect viewportRect = new Rect(Vector2.zero, targetViewportSize * downScaleFactor);
|
||||
Vector2 targetCameraViewportSize = targetCamera.pixelRect.size;
|
||||
Rect viewportRect = new Rect(-screenSpaceMin * downScaleFactor, targetCameraViewportSize * downScaleFactor);
|
||||
commandBuffer.SetViewport(viewportRect);
|
||||
}
|
||||
|
||||
@ -199,11 +175,9 @@ namespace Spine.Unity.Examples {
|
||||
meshRenderer.GetPropertyBlock(propertyBlock);
|
||||
meshRenderer.GetSharedMaterials(materials);
|
||||
|
||||
for (int i = 0; i < materials.Count; i++) {
|
||||
foreach (int shaderPass in shaderPasses)
|
||||
commandBuffer.DrawMesh(meshFilter.sharedMesh, transform.localToWorldMatrix,
|
||||
materials[i], meshRenderer.subMeshStartIndex + i, shaderPass, propertyBlock);
|
||||
}
|
||||
for (int i = 0; i < materials.Count; i++)
|
||||
commandBuffer.DrawMesh(meshFilter.sharedMesh, transform.localToWorldMatrix,
|
||||
materials[i], meshRenderer.subMeshStartIndex + i, -1, propertyBlock);
|
||||
Graphics.ExecuteCommandBuffer(commandBuffer);
|
||||
}
|
||||
|
||||
@ -212,10 +186,6 @@ namespace Spine.Unity.Examples {
|
||||
quadMeshRenderer.sharedMaterial.mainTexture = this.renderTexture;
|
||||
quadMeshRenderer.sharedMaterial.color = color;
|
||||
}
|
||||
|
||||
protected void AssignNullMeshAtQuad () {
|
||||
quadMeshFilter.mesh = null;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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
|
||||
@ -42,14 +42,9 @@ namespace Spine.Unity.Examples {
|
||||
public Color color = Color.white;
|
||||
public int maxRenderTextureSize = 1024;
|
||||
public GameObject quad;
|
||||
public Material quadMaterial;
|
||||
protected Mesh quadMesh;
|
||||
public RenderTexture renderTexture;
|
||||
public Camera targetCamera;
|
||||
[Tooltip("Shader passes to render to the RenderTexture. E.g. set the first element " +
|
||||
"to -1 to render all shader passes, or set it to 0 to only render the first " +
|
||||
"shader pass, which may be required when using URP or shadow-casting shaders.")]
|
||||
public int[] shaderPasses = new int[1] { 0 };
|
||||
|
||||
protected CommandBuffer commandBuffer;
|
||||
protected Vector2Int screenSize;
|
||||
@ -122,45 +117,6 @@ namespace Spine.Unity.Examples {
|
||||
}
|
||||
}
|
||||
|
||||
protected Matrix4x4 CalculateProjectionMatrix (Camera targetCamera,
|
||||
Vector3 screenSpaceMin, Vector3 screenSpaceMax, Vector2 fullSizePixels) {
|
||||
if (targetCamera.orthographic)
|
||||
return CalculateOrthoMatrix(targetCamera, screenSpaceMin, screenSpaceMax, fullSizePixels);
|
||||
else
|
||||
return CalculatePerspectiveMatrix(targetCamera, screenSpaceMin, screenSpaceMax, fullSizePixels);
|
||||
}
|
||||
|
||||
protected Matrix4x4 CalculateOrthoMatrix (Camera targetCamera,
|
||||
Vector3 screenSpaceMin, Vector3 screenSpaceMax, Vector2 fullSizePixels) {
|
||||
|
||||
Vector2 cameraSize = new Vector2(
|
||||
targetCamera.orthographicSize * 2.0f * targetCamera.aspect,
|
||||
targetCamera.orthographicSize * 2.0f);
|
||||
Vector2 min = new Vector2(screenSpaceMin.x, screenSpaceMin.y) / fullSizePixels;
|
||||
Vector2 max = new Vector2(screenSpaceMax.x, screenSpaceMax.y) / fullSizePixels;
|
||||
Vector2 centerOffset = new Vector2(-0.5f, -0.5f);
|
||||
min = (min + centerOffset) * cameraSize;
|
||||
max = (max + centerOffset) * cameraSize;
|
||||
|
||||
return Matrix4x4.Ortho(min.x, max.x, min.y, max.y, float.MinValue, float.MaxValue);
|
||||
}
|
||||
|
||||
protected Matrix4x4 CalculatePerspectiveMatrix (Camera targetCamera,
|
||||
Vector3 screenSpaceMin, Vector3 screenSpaceMax, Vector2 fullSizePixels) {
|
||||
|
||||
FrustumPlanes frustumPlanes = targetCamera.projectionMatrix.decomposeProjection;
|
||||
Vector2 planesSize = new Vector2(
|
||||
frustumPlanes.right - frustumPlanes.left,
|
||||
frustumPlanes.top - frustumPlanes.bottom);
|
||||
Vector2 min = new Vector2(screenSpaceMin.x, screenSpaceMin.y) / fullSizePixels * planesSize;
|
||||
Vector2 max = new Vector2(screenSpaceMax.x, screenSpaceMax.y) / fullSizePixels * planesSize;
|
||||
frustumPlanes.right = frustumPlanes.left + max.x;
|
||||
frustumPlanes.top = frustumPlanes.bottom + max.y;
|
||||
frustumPlanes.left += min.x;
|
||||
frustumPlanes.bottom += min.y;
|
||||
return Matrix4x4.Frustum(frustumPlanes);
|
||||
}
|
||||
|
||||
protected void AssignAtQuad () {
|
||||
Transform quadTransform = quad.transform;
|
||||
quadTransform.position = this.transform.position;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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
|
||||
@ -269,7 +269,7 @@ namespace Spine.Unity.Examples {
|
||||
t.position -= offset;
|
||||
|
||||
UpdateSpineSkeleton(null);
|
||||
skeleton.UpdateWorldTransform(Skeleton.Physics.Update);
|
||||
skeleton.UpdateWorldTransform();
|
||||
}
|
||||
|
||||
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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
|
||||
@ -281,7 +281,7 @@ namespace Spine.Unity.Examples {
|
||||
t.position -= offset;
|
||||
|
||||
UpdateSpineSkeleton(null);
|
||||
skeleton.UpdateWorldTransform(Skeleton.Physics.Update);
|
||||
skeleton.UpdateWorldTransform();
|
||||
}
|
||||
|
||||
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
@ -56,7 +56,7 @@ namespace Spine.Unity.Examples {
|
||||
Skeleton skeleton = skeletonRenderer.skeleton; if (skeleton == null) return;
|
||||
|
||||
fillAnimation.Animation.Apply(skeleton, 0, percent, false, null, 1f, MixBlend.Setup, MixDirection.In);
|
||||
skeleton.UpdateWorldTransform(Skeleton.Physics.Update);
|
||||
skeleton.UpdateWorldTransform();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
* 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,
|
||||
* 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.
|
||||
@ -23,8 +23,8 @@
|
||||
* (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.
|
||||
* (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;
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Loading…
x
Reference in New Issue
Block a user