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1
.gitignore
vendored
1
.gitignore
vendored
@ -54,4 +54,3 @@ Assets/Editor/FYUtils
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Assets/Editor/FYUtils.meta
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Assets/Editor/FYUtils.meta
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fbg.log
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fbg.log
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.vsconfig
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@ -20,32 +20,61 @@ namespace BFEditor.Build
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}
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}
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}
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}
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public static class BuildMode
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{
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public const string DEV = "dev";
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public const string TEST = "test";
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public const string PUBLISH = "publish";
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}
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[Serializable]
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[Serializable]
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public class BuildInfo
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public class BuildInfo
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{
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{
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public string bundleName; // 包名
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public string bundleName; // 包名
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public string version; // 版本号
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public string version; // 版本号
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public string mode; // 内网测试包,外网测试包,外网正式包
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public string mode; // 渠道名_debug 或 渠道名_release
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public int versionCode = 1; // 各自渠道的version code
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public int version_code = 1; // 各自渠道的version_code
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public List<BulidGitInfo> git_info; // 打包的git信息
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public List<BulidGitInfo> git_info; // 打包的git信息
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public bool exportProject = false; // 是否只导出工程
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public bool onlyAssetBundle = false; // 是否只打ab包
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[NonSerialized]
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[NonSerialized]
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public bool skipVersion = false; // 是否跳过版本校验
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public bool skipVersion = false; // 是否跳过版本校验
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public bool IsGPChannel()
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{
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return bundleName == "com.combo.heroes.puzzle.rpg";
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}
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public bool IsGPOfficial()
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{
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return bundleName == "com.combo.heroes.puzzle.rpg";
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}
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// dev包使用mono编译,不会导出as工程
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public bool IsDevChannel()
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{
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return bundleName == "com.juzu.b6.dev" || bundleName == "com.juzu.b6.dev.android" ||
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bundleName == "com.juzu.b6.dev.ios";
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}
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public bool IsReleaseChannel()
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{
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return !IsDevChannel();
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}
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// 是否是内网release
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public bool IsLanRelease()
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{
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return bundleName == "com.juzu.b6.release.android" || bundleName == "com.juzu.b6.release.ios";
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}
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public bool IsPublish()
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public bool IsPublish()
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{
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{
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return mode == BuildMode.PUBLISH;
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return !IsDevChannel() && !IsLanRelease();
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}
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}
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public bool IsIOSPlatform()
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{
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return bundleName.Contains("ios");
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}
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public bool IsAndroidPlatform()
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{
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return !IsIOSPlatform();
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}
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public string GetBundleName()
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public string GetBundleName()
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{
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{
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return bundleName;
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return bundleName;
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@ -48,12 +48,6 @@ namespace BFEditor.Build
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return false;
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return false;
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}
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}
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// 只打ab包
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if (buildInfo.onlyAssetBundle)
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{
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AssetDatabase.Refresh();
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return true;
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}
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// 删除不进包的多语言
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// 删除不进包的多语言
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// if (!DeleteOverLanguageAb(buildInfo))
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// if (!DeleteOverLanguageAb(buildInfo))
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// {
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// {
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@ -79,10 +73,19 @@ namespace BFEditor.Build
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watch.Start();
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watch.Start();
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var result = false;
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var result = false;
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if (BuildAndroidUtils.BuildAndroidPlayer(buildInfo))
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if (buildInfo.IsAndroidPlatform() && BuildAndroidUtils.BuildAndroidPlayer(buildInfo))
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{
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{
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result = true;
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result = true;
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}
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}
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#if UNITY_EDITOR_OSX
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if (buildInfo.IsIOSPlatform() && BuildIOSUtils.BuildIOSPlayer(buildInfo))
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{
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result = true;
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}
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#endif
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if (result)
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if (result)
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{
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{
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watch.Stop();
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watch.Stop();
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@ -137,7 +140,8 @@ namespace BFEditor.Build
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var watch = new System.Diagnostics.Stopwatch();
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var watch = new System.Diagnostics.Stopwatch();
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watch.Start();
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watch.Start();
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var isRelease = true;
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// var buildTarget = buildInfo.IsIOSPlatform() ? BuildTarget.iOS : BuildTarget.Android;
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var isRelease = buildInfo.IsReleaseChannel();
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Debug.Log("[bfinfo]开始打包资源, bundleName : " + buildInfo.bundleName + " version : " + buildInfo.version + " mode : " + buildInfo.mode);
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Debug.Log("[bfinfo]开始打包资源, bundleName : " + buildInfo.bundleName + " version : " + buildInfo.version + " mode : " + buildInfo.mode);
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// // 检查平台
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// // 检查平台
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@ -193,7 +197,7 @@ namespace BFEditor.Build
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}
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}
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// 本地缓存ab
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// 本地缓存ab
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if (buildInfo.IsPublish())
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if (buildInfo.IsReleaseChannel())
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{
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{
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Debug.Log("[bfinfo]正在缓存assetbundles...");
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Debug.Log("[bfinfo]正在缓存assetbundles...");
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BFEditorUtils.CopyDirWithIgnore(outputPath, Path.Combine(AssetBundleCachePath, buildInfo.version), new List<string> { ".meta" });
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BFEditorUtils.CopyDirWithIgnore(outputPath, Path.Combine(AssetBundleCachePath, buildInfo.version), new List<string> { ".meta" });
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@ -6,116 +6,77 @@ namespace BFEditor.Build
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public enum BFPlatformOptions
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public enum BFPlatformOptions
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{
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{
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AndroidDev = 1,
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AndroidDev = 1,
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AndroidTest,
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IOSDev,
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AndroidRelease,
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AndroidGP,
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AndroidGP,
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AndroidGPRU
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}
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}
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public class BuildProjectWindow : EditorWindow
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public class BuildProjectWindow : EditorWindow
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{
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{
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private static int VersionCode = 4;
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private static int versionCode = 18;
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private static string VersionName = "1.2.10";
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private static string versionName = "1.6.5";
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private static int VersionCodeRU = 12;
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private static string VersionNameRU = "0.4.9";
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BFPlatformOptions platform = BFPlatformOptions.AndroidDev;
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BFPlatformOptions platform = BFPlatformOptions.AndroidDev;
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const string ANDROID_GP_PACKAGE_NAME = "com.juzu.b6.dev.android";
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const string ANDROID_DEV_PACKAGE_NAME = "com.juzu.b6.dev.android";
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const string ANDROID_RELEASE_PACKAGE_NAME = "com.juzu.b6.release.android";
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const string ANDROID_GP_PACKAGE_NAME = "com.combo.heroes.puzzle.rpg";
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const string IOS_PACKAGE_NAME = "com.juzu.b6.dev.ios";
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public BuildProjectWindow()
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public BuildProjectWindow()
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{
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{
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titleContent = new GUIContent("打包");
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titleContent = new GUIContent("打包");
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}
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}
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private void OnEnable() { }
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private void OnEnable() { }
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void OnGUI()
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void OnGUI()
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{
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{
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GUILayout.BeginVertical("box");
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EditorGUILayout.LabelField("选择渠道");
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platform = (BFPlatformOptions)EditorGUILayout.EnumPopup("", platform);
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("版本: " + versionName);
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EditorGUILayout.Space();
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string packageName;
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string packageName;
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string mode;
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string mode;
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string versionName = VersionName;
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int versionCode = VersionCode;
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bool skipVersion = false;
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bool skipVersion = false;
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string appType;
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if (platform == BFPlatformOptions.AndroidDev)
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if (platform == BFPlatformOptions.AndroidDev)
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{
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{
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packageName = ANDROID_GP_PACKAGE_NAME;
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packageName = ANDROID_DEV_PACKAGE_NAME;
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skipVersion = true;
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skipVersion = true;
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mode = BuildMode.DEV;
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mode = "dev_debug";
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versionName = "0.1.0";
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versionCode = 1;
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appType = "内网测试包";
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}
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}
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else if(platform == BFPlatformOptions.AndroidTest)
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else if(platform == BFPlatformOptions.AndroidRelease)
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{
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{
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packageName = ANDROID_GP_PACKAGE_NAME;
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packageName = ANDROID_RELEASE_PACKAGE_NAME;
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mode = BuildMode.TEST;
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mode = "release_release";
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versionName = "0.1.0";
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versionCode = 1;
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appType = "外网测试包";
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}
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}
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else if(platform == BFPlatformOptions.AndroidGP)
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else if(platform == BFPlatformOptions.AndroidGP)
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{
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{
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packageName = ANDROID_GP_PACKAGE_NAME;
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packageName = ANDROID_GP_PACKAGE_NAME;
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mode = BuildMode.PUBLISH;
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mode = "publish_release";
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appType = "外网正式包";
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}
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}
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else
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else
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{
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{
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packageName = ANDROID_GP_PACKAGE_NAME;
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packageName = IOS_PACKAGE_NAME;
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skipVersion = true;
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mode = "dev_debug";
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mode = BuildMode.DEV;
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versionName = "0.1.0";
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versionCode = 1;
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appType = "内网测试包";
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}
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}
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GUILayout.BeginVertical("box");
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EditorGUILayout.LabelField("选择");
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platform = (BFPlatformOptions)EditorGUILayout.EnumPopup("", platform);
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("版本: " + versionName);
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("包名: " + packageName);
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EditorGUILayout.LabelField("包名: " + packageName);
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("mode: " + mode);
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EditorGUILayout.LabelField(appType);
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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var buildInfo = new BuildInfo();
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EditorGUILayout.Space();
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buildInfo.version = versionName;
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buildInfo.versionCode = versionCode;
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buildInfo.mode = mode;
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buildInfo.bundleName = packageName;
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buildInfo.skipVersion = skipVersion;
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if (GUILayout.Button("一键APK"))
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if (GUILayout.Button("一键打包"))
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{
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{
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buildInfo.exportProject = false;
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var buildInfo = new BuildInfo();
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buildInfo.onlyAssetBundle = false;
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buildInfo.version = versionName;
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BuildProjectTools.BuildBFPlayer(buildInfo);
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buildInfo.version_code = versionCode;
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}
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buildInfo.mode = mode;
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buildInfo.bundleName = packageName;
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EditorGUILayout.Space();
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buildInfo.skipVersion = skipVersion;
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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EditorGUILayout.Space();
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if (GUILayout.Button("仅导出工程"))
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|
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{
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buildInfo.exportProject = true;
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|
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buildInfo.onlyAssetBundle = false;
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|
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BuildProjectTools.BuildBFPlayer(buildInfo);
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|
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}
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|
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|
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EditorGUILayout.Space();
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|
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EditorGUILayout.Space();
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|
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EditorGUILayout.Space();
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|
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EditorGUILayout.Space();
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|
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EditorGUILayout.Space();
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|
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|
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if (GUILayout.Button("仅打ab包"))
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|
||||||
{
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|
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buildInfo.exportProject = true;
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|
||||||
buildInfo.onlyAssetBundle = true;
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|
||||||
BuildProjectTools.BuildBFPlayer(buildInfo);
|
BuildProjectTools.BuildBFPlayer(buildInfo);
|
||||||
}
|
}
|
||||||
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|
||||||
|
|||||||
@ -77,12 +77,25 @@ namespace BFEditor.Build
|
|||||||
Directory.CreateDirectory(outputPath);
|
Directory.CreateDirectory(outputPath);
|
||||||
}
|
}
|
||||||
|
|
||||||
AssetBundleManifest manifest = BuildPipeline.BuildAssetBundles(outputPath, options |
|
AssetBundleManifest manifest;
|
||||||
BuildAssetBundleOptions.StrictMode |
|
if (release)
|
||||||
BuildAssetBundleOptions.DisableLoadAssetByFileName |
|
{
|
||||||
BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension |
|
manifest = BuildPipeline.BuildAssetBundles(outputPath, options |
|
||||||
BuildAssetBundleOptions.DeterministicAssetBundle,
|
BuildAssetBundleOptions.StrictMode |
|
||||||
target);
|
BuildAssetBundleOptions.DisableLoadAssetByFileName |
|
||||||
|
BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension |
|
||||||
|
BuildAssetBundleOptions.DeterministicAssetBundle,
|
||||||
|
target);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
manifest = BuildPipeline.BuildAssetBundles(outputPath, options |
|
||||||
|
BuildAssetBundleOptions.StrictMode |
|
||||||
|
BuildAssetBundleOptions.DisableLoadAssetByFileName |
|
||||||
|
BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension |
|
||||||
|
BuildAssetBundleOptions.DeterministicAssetBundle,
|
||||||
|
target);
|
||||||
|
}
|
||||||
|
|
||||||
if (manifest == null)
|
if (manifest == null)
|
||||||
{
|
{
|
||||||
@ -352,12 +365,12 @@ namespace BFEditor.Build
|
|||||||
SetProtoABName(Path.Combine(Application.dataPath, "proto"), index++ / total);
|
SetProtoABName(Path.Combine(Application.dataPath, "proto"), index++ / total);
|
||||||
SetSpineABName(Path.Combine(Application.dataPath, "arts", "spines"), index++ / total);
|
SetSpineABName(Path.Combine(Application.dataPath, "arts", "spines"), index++ / total);
|
||||||
SetFirstABName(Path.Combine(Application.dataPath, "first"), index++ / total);
|
SetFirstABName(Path.Combine(Application.dataPath, "first"), index++ / total);
|
||||||
// SetTimelineABName(Path.Combine(Application.dataPath, "arts", "timeline"), index++ / total);
|
// SetTimelineABName(Path.Combine(Application.dataPath, "arts", "timeline"), 16f / total);
|
||||||
SetVideoABName(Path.Combine(Application.dataPath, "arts", "video"), index++ / total);
|
SetVideoABName(Path.Combine(Application.dataPath, "arts", "video"), index++ / total);
|
||||||
// SetLanguageResABName(Resource.ResourceProcessConfig.LANGUAGE_PATH, index++ / total);
|
// SetLanguageResABName(Resource.ResourceProcessConfig.LANGUAGE_PATH, 19f / total);
|
||||||
// SetBakedatasABName(Path.Combine(Application.dataPath, "arts", "bakedatas"), index++ / total);
|
// SetBakedatasABName(Path.Combine(Application.dataPath, "arts", "bakedatas"), 21f / total);
|
||||||
// SetLightProbesABName(Path.Combine(Application.dataPath, "arts", "lightprobes"), index++ / total);
|
// SetLightProbesABName(Path.Combine(Application.dataPath, "arts", "lightprobes"), 22f / total);
|
||||||
// SetReflectionsABName(Path.Combine(Application.dataPath, "arts", "reflections"), index++ / total);
|
// SetReflectionsABName(Path.Combine(Application.dataPath, "arts", "reflections"), 23f / total);
|
||||||
|
|
||||||
EditorUtility.ClearProgressBar();
|
EditorUtility.ClearProgressBar();
|
||||||
AssetDatabase.SaveAssets();
|
AssetDatabase.SaveAssets();
|
||||||
@ -559,11 +572,11 @@ namespace BFEditor.Build
|
|||||||
{
|
{
|
||||||
EditorUtility.DisplayProgressBar("提示", "正在设置spine ABName", progress);
|
EditorUtility.DisplayProgressBar("提示", "正在设置spine ABName", progress);
|
||||||
|
|
||||||
string[] dirList = { "ui" , "characters" };
|
var dirInfo = new DirectoryInfo(dirPath);
|
||||||
for (var i = 0; i < dirList.Length; ++i)
|
var dirs = dirInfo.GetDirectories();
|
||||||
|
for (var i = 0; i < dirs.Length; i++)
|
||||||
{
|
{
|
||||||
var dirInfo = new DirectoryInfo(Path.Combine(dirPath, dirList[i]));
|
SetABNameBySubDir(dirs[i]);
|
||||||
SetABNameBySubDir(dirInfo);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -583,11 +596,6 @@ namespace BFEditor.Build
|
|||||||
var dirInfo = new DirectoryInfo(Path.Combine(dirPath, dirList[i]));
|
var dirInfo = new DirectoryInfo(Path.Combine(dirPath, dirList[i]));
|
||||||
SetABNameBySubDir(dirInfo);
|
SetABNameBySubDir(dirInfo);
|
||||||
}
|
}
|
||||||
var dirInfo2 = new DirectoryInfo(Path.Combine(dirPath, "ui", "activity"));
|
|
||||||
if (dirInfo2.Exists)
|
|
||||||
{
|
|
||||||
SetABNameBySubDir(dirInfo2);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
static void SetBackgroundABName(string dirPath)
|
static void SetBackgroundABName(string dirPath)
|
||||||
|
|||||||
@ -3,9 +3,9 @@ using UnityEditor;
|
|||||||
using System.IO;
|
using System.IO;
|
||||||
using UnityEditor.Build.Reporting;
|
using UnityEditor.Build.Reporting;
|
||||||
using System.Text.RegularExpressions;
|
using System.Text.RegularExpressions;
|
||||||
|
using System.Collections.Generic;
|
||||||
using System;
|
using System;
|
||||||
using System.Threading;
|
using System.Threading;
|
||||||
using System.Collections.Generic;
|
|
||||||
|
|
||||||
namespace BFEditor.Build
|
namespace BFEditor.Build
|
||||||
{
|
{
|
||||||
@ -24,13 +24,13 @@ namespace BFEditor.Build
|
|||||||
static string BuglyPath = Application.dataPath + "/../Bugly";
|
static string BuglyPath = Application.dataPath + "/../Bugly";
|
||||||
static string BuglySOPath = Application.dataPath + "/../Bugly/so";
|
static string BuglySOPath = Application.dataPath + "/../Bugly/so";
|
||||||
static string GradleExcuteProjectPath = Application.dataPath + "/../BFVersions/android/ub-release";
|
static string GradleExcuteProjectPath = Application.dataPath + "/../BFVersions/android/ub-release";
|
||||||
|
static string DevAsProjectPath = Application.dataPath + "/../BFVersions/android/dz_dev";
|
||||||
|
static string LanReleaseAsProjectPath = Application.dataPath + "/../BFVersions/android/dz_release";
|
||||||
static string GoogleAsProjectPath = Application.dataPath + "/../BFVersions/android/dz_google_apk";
|
static string GoogleAsProjectPath = Application.dataPath + "/../BFVersions/android/dz_google_apk";
|
||||||
static string GoogleCommonProjectPath = Application.dataPath + "/../BFVersions/android/google_common";
|
static string GoogleCommonProjectPath = Application.dataPath + "/../BFVersions/android/google_common";
|
||||||
static string RuStoreProjectPath = Application.dataPath + "/../BFVersions/android/ru_store";
|
static string GPAsProjectPath = Application.dataPath + "/../BFVersions/android/ub-gp"; // gp删档测试渠道
|
||||||
static string RuProjectPath = Application.dataPath + "/../BFVersions/android/ru";
|
static string GPOfficialAsProjectPath = Application.dataPath + "/../BFVersions/android/ub-google"; // gp正式渠道
|
||||||
static string GoogleServicesProjectPath = Application.dataPath + "/../BFVersions/android/google-services";
|
|
||||||
static string PublishAsProjectPath = Application.dataPath + "/../BFVersions/android/publish_release";
|
static string PublishAsProjectPath = Application.dataPath + "/../BFVersions/android/publish_release";
|
||||||
static string KeystoreFilePath = Application.dataPath + "/../BFVersions/android/keystore/dz_keystore.txt";
|
|
||||||
static string SignShellPath = Application.dataPath + "/../BFFiles/androidkey";
|
static string SignShellPath = Application.dataPath + "/../BFFiles/androidkey";
|
||||||
static string GpAlginShellPath = Application.dataPath + "/../BFFiles/androidkey";
|
static string GpAlginShellPath = Application.dataPath + "/../BFFiles/androidkey";
|
||||||
static HashSet<string> AABInPackageFileHashSet = new HashSet<string>()
|
static HashSet<string> AABInPackageFileHashSet = new HashSet<string>()
|
||||||
@ -77,19 +77,10 @@ namespace BFEditor.Build
|
|||||||
var bpOptions = GetBuildOptions(buildInfo);
|
var bpOptions = GetBuildOptions(buildInfo);
|
||||||
var report = BuildPipeline.BuildPlayer(bpOptions);
|
var report = BuildPipeline.BuildPlayer(bpOptions);
|
||||||
|
|
||||||
// 导出工程成功
|
// 打包成功
|
||||||
if (report.summary.result == BuildResult.Succeeded)
|
if (report.summary.result == BuildResult.Succeeded)
|
||||||
{
|
{
|
||||||
MergeProject(buildInfo, GoogleAsProjectPath);
|
return BuildAndroidAPK(buildInfo);
|
||||||
FixGradleVersion(buildInfo.versionCode, buildInfo.version);
|
|
||||||
if (buildInfo.exportProject)
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
return BuildAPK(buildInfo);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@ -107,7 +98,7 @@ namespace BFEditor.Build
|
|||||||
PlayerSettings.bundleVersion = buildInfo.version;
|
PlayerSettings.bundleVersion = buildInfo.version;
|
||||||
|
|
||||||
// 设置VersionCode
|
// 设置VersionCode
|
||||||
PlayerSettings.Android.bundleVersionCode = buildInfo.versionCode;
|
PlayerSettings.Android.bundleVersionCode = buildInfo.version_code;
|
||||||
|
|
||||||
// 设置竖屏
|
// 设置竖屏
|
||||||
PlayerSettings.defaultInterfaceOrientation = UIOrientation.Portrait;
|
PlayerSettings.defaultInterfaceOrientation = UIOrientation.Portrait;
|
||||||
@ -127,26 +118,23 @@ namespace BFEditor.Build
|
|||||||
|
|
||||||
// 设置包名
|
// 设置包名
|
||||||
PlayerSettings.SetApplicationIdentifier(BuildTargetGroup.Android, buildInfo.bundleName);
|
PlayerSettings.SetApplicationIdentifier(BuildTargetGroup.Android, buildInfo.bundleName);
|
||||||
|
Debug.Log("[bfinfo]设置包名:" + buildInfo.bundleName);
|
||||||
|
|
||||||
// 跳过版本控制
|
// 跳过版本控制
|
||||||
var symbols = ANDROID_DEFINE_SYMBOLS;
|
var symbols = ANDROID_DEFINE_SYMBOLS;
|
||||||
if (buildInfo.skipVersion)
|
if (buildInfo.skipVersion)
|
||||||
{
|
{
|
||||||
symbols = symbols + ";SKIP_VERSION";
|
symbols = symbols + ";SKIP_VERSION;";
|
||||||
}
|
|
||||||
if (buildInfo.mode == BuildMode.DEV)
|
|
||||||
{
|
|
||||||
symbols = symbols + ";BF_APP_DEV";
|
|
||||||
}
|
|
||||||
else if (buildInfo.mode == BuildMode.TEST)
|
|
||||||
{
|
|
||||||
symbols = symbols + ";BF_APP_TEST";
|
|
||||||
}
|
}
|
||||||
|
|
||||||
PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android, symbols);
|
PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Android, symbols);
|
||||||
Debug.Log("[bfinfo]设置defineSymbols: " + symbols);
|
Debug.Log("[bfinfo]设置defineSymbols: " + symbols);
|
||||||
|
|
||||||
// 商品名称
|
// 是否是dev
|
||||||
|
var development = buildInfo.IsDevChannel() ? true : false;
|
||||||
|
EditorUserBuildSettings.development = development;
|
||||||
|
|
||||||
|
// 商品名称
|
||||||
// 应用名
|
// 应用名
|
||||||
if (buildInfo.IsPublish())
|
if (buildInfo.IsPublish())
|
||||||
{
|
{
|
||||||
@ -154,15 +142,17 @@ namespace BFEditor.Build
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
PlayerSettings.productName = "b6-dev";
|
PlayerSettings.productName = development ? "b6-dev" : "b6-release";
|
||||||
}
|
}
|
||||||
EditorUserBuildSettings.development = false;
|
// BuildType设置dev/release
|
||||||
EditorUserBuildSettings.androidBuildType = AndroidBuildType.Release;
|
EditorUserBuildSettings.androidBuildType = development ? AndroidBuildType.Debug : AndroidBuildType.Release;
|
||||||
|
|
||||||
// 是否导出as工程
|
// 是否导出as工程
|
||||||
|
// EditorUserBuildSettings.exportAsGoogleAndroidProject = development ? false : true;
|
||||||
EditorUserBuildSettings.exportAsGoogleAndroidProject = true;
|
EditorUserBuildSettings.exportAsGoogleAndroidProject = true;
|
||||||
|
|
||||||
var scriptImp = ScriptingImplementation.IL2CPP;
|
// dev使用Mono release使用IL2CPP
|
||||||
|
var scriptImp = development ? ScriptingImplementation.Mono2x : ScriptingImplementation.IL2CPP;
|
||||||
PlayerSettings.SetScriptingBackend(BuildTargetGroup.Android, scriptImp);
|
PlayerSettings.SetScriptingBackend(BuildTargetGroup.Android, scriptImp);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -174,9 +164,29 @@ namespace BFEditor.Build
|
|||||||
var bpOptions = new BuildPlayerOptions();
|
var bpOptions = new BuildPlayerOptions();
|
||||||
bpOptions.scenes = AssetBundleUtils.GetBuildScenes();
|
bpOptions.scenes = AssetBundleUtils.GetBuildScenes();
|
||||||
bpOptions.target = BuildTarget.Android;
|
bpOptions.target = BuildTarget.Android;
|
||||||
|
|
||||||
|
// if (buildInfo.IsDevChannel())
|
||||||
|
// {
|
||||||
|
// bpOptions.locationPathName = GetDevApkPathName(buildInfo);
|
||||||
|
// Debug.Log("[bfinfo]apk path : " + bpOptions.locationPathName);
|
||||||
|
// }
|
||||||
|
// else
|
||||||
|
// {
|
||||||
|
// bpOptions.locationPathName = GetASProjectPathName();
|
||||||
|
// Debug.Log("[bfinfo]asProject path : " + bpOptions.locationPathName);
|
||||||
|
// }
|
||||||
bpOptions.locationPathName = GetASProjectPathName(buildInfo);
|
bpOptions.locationPathName = GetASProjectPathName(buildInfo);
|
||||||
|
|
||||||
BuildOptions options = BuildOptions.None;
|
BuildOptions options;
|
||||||
|
if (buildInfo.IsReleaseChannel())
|
||||||
|
{
|
||||||
|
options = BuildOptions.None;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
options = BuildOptions.Development;
|
||||||
|
}
|
||||||
|
|
||||||
bpOptions.options = options;
|
bpOptions.options = options;
|
||||||
return bpOptions;
|
return bpOptions;
|
||||||
}
|
}
|
||||||
@ -190,7 +200,7 @@ namespace BFEditor.Build
|
|||||||
|
|
||||||
static string GetASProjectPathName(BuildInfo buildInfo)
|
static string GetASProjectPathName(BuildInfo buildInfo)
|
||||||
{
|
{
|
||||||
var dir = Path.Combine(AS_PROJECT_PATH, "publish_release");
|
var dir = Path.Combine(AS_PROJECT_PATH, buildInfo.mode);
|
||||||
if (Directory.Exists(dir))
|
if (Directory.Exists(dir))
|
||||||
{
|
{
|
||||||
Directory.Delete(dir, true);
|
Directory.Delete(dir, true);
|
||||||
@ -198,53 +208,32 @@ namespace BFEditor.Build
|
|||||||
return dir;
|
return dir;
|
||||||
}
|
}
|
||||||
|
|
||||||
static bool BuildAPK(BuildInfo buildInfo, bool isAAB = false)
|
static bool BuildAPK(BuildInfo buildInfo)
|
||||||
{
|
{
|
||||||
// 设置jdk环境变量
|
if (buildInfo.IsGPChannel())
|
||||||
string javaHomePath = System.Environment.GetEnvironmentVariable("JAVE_HOME");
|
{
|
||||||
if (string.IsNullOrEmpty(javaHomePath))
|
MergeGPToReleaseProject(buildInfo);
|
||||||
{
|
FixGradleVersion(buildInfo.version_code, buildInfo.version);
|
||||||
Debug.LogError("[bferror] 找不到环境变量JAVE_HOME");
|
}
|
||||||
return false;
|
|
||||||
}
|
|
||||||
var gradleFilePath = Path.Combine(PublishAsProjectPath, "gradle.properties");
|
|
||||||
var gradleFileText = File.ReadAllText(gradleFilePath);
|
|
||||||
if (!gradleFileText.Contains("org.gradle.java.home"))
|
|
||||||
{
|
|
||||||
gradleFileText = gradleFileText + "\norg.gradle.java.home=" + javaHomePath.Replace("\\", "/");
|
|
||||||
}
|
|
||||||
File.WriteAllText(gradleFilePath, gradleFileText);
|
|
||||||
|
|
||||||
// 设置密钥密码
|
if (buildInfo.IsLanRelease())
|
||||||
if (File.Exists(KeystoreFilePath))
|
{
|
||||||
{
|
AddBuglyParamsToReleaseProject();
|
||||||
var password = File.ReadAllText(KeystoreFilePath).Replace("\n", "").Replace("\r", "");
|
}
|
||||||
var buildGradlePath = Path.Combine(PublishAsProjectPath, "launcher/build.gradle");
|
|
||||||
var text = File.ReadAllText(buildGradlePath);
|
|
||||||
var regex = new Regex("REPLACE_PASSWORD");
|
|
||||||
text = regex.Replace(text, password);
|
|
||||||
File.WriteAllText(buildGradlePath, text);
|
|
||||||
}
|
|
||||||
|
|
||||||
Debug.Log("[bfinfo]正在buildApk...");
|
Debug.Log("[bfinfo]正在buildApk...");
|
||||||
var success = true;
|
var success = true;
|
||||||
var args = "assembleRelease";
|
var args = "";
|
||||||
if (isAAB)
|
if (buildInfo.IsReleaseChannel())
|
||||||
{
|
{
|
||||||
args = "bundleRelease";
|
args += " assembleRelease";
|
||||||
}
|
}
|
||||||
string gradleHomePath = System.Environment.GetEnvironmentVariable("GRADLE_HOME");
|
else
|
||||||
if (string.IsNullOrEmpty(gradleHomePath))
|
{
|
||||||
{
|
args += " assembleDebug";
|
||||||
Debug.LogError("[bferror] 找不到环境变量GRADLE_HOME");
|
}
|
||||||
return false;
|
|
||||||
}
|
BFEditorUtils.RunCommond(GRADLE_PATH, args, GradleExcuteProjectPath,
|
||||||
#if UNITY_EDITOR_OSX
|
|
||||||
var gradleCommondPath = Path.Combine(gradleHomePath, "gradle");
|
|
||||||
#else
|
|
||||||
var gradleCommondPath = Path.Combine(gradleHomePath, "gradle.bat");
|
|
||||||
#endif
|
|
||||||
BFEditorUtils.RunCommond(gradleCommondPath, args, PublishAsProjectPath,
|
|
||||||
(msg) =>
|
(msg) =>
|
||||||
{
|
{
|
||||||
},
|
},
|
||||||
@ -256,35 +245,80 @@ namespace BFEditor.Build
|
|||||||
Debug.LogError("[bferror] " + errorMsg);
|
Debug.LogError("[bferror] " + errorMsg);
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
|
if (buildInfo.IsGPChannel())
|
||||||
|
{
|
||||||
|
// 尝试制作并上传bugly符号表 开新Thread不影响打包流程
|
||||||
|
if (success)
|
||||||
|
{
|
||||||
|
CopySOAndUploadBuglySymbol(buildInfo.bundleName, buildInfo.version);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
return success;
|
return success;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static bool BuildAAB(BuildInfo buildInfo)
|
||||||
|
{
|
||||||
|
var result = true;
|
||||||
|
if(buildInfo.IsGPChannel())
|
||||||
|
{
|
||||||
|
// MergeGPToReleaseProject(buildInfo);
|
||||||
|
// FixGradleVersion(buildInfo.version_code, buildInfo.version);
|
||||||
|
}
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
static bool BuildAndroidAPK(BuildInfo buildInfo)
|
||||||
|
{
|
||||||
|
var result = true;
|
||||||
|
if(buildInfo.IsDevChannel())
|
||||||
|
{
|
||||||
|
MergeProject(buildInfo, DevAsProjectPath);
|
||||||
|
var dir = Path.Combine(Application.dataPath, "../", AS_PROJECT_PATH, buildInfo.mode);
|
||||||
|
BFEditorUtils.RunCommond("gradle", " assembleDebug", dir, (msg) => {
|
||||||
|
}, (errorMsg) => {
|
||||||
|
Debug.LogError("[bferror] " + errorMsg);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
else if(buildInfo.IsLanRelease())
|
||||||
|
{
|
||||||
|
MergeProject(buildInfo, LanReleaseAsProjectPath);
|
||||||
|
}
|
||||||
|
else if(buildInfo.IsGPChannel())
|
||||||
|
{
|
||||||
|
MergeProject(buildInfo, GoogleAsProjectPath);
|
||||||
|
FixGradleVersion(buildInfo.version_code, buildInfo.version);
|
||||||
|
}
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 合并工程
|
/// 合并dev工程
|
||||||
/// </summary>
|
/// </summary>
|
||||||
static void MergeProject(BuildInfo buildInfo, String asProjectPath)
|
static void MergeProject(BuildInfo buildInfo, String asProjectPath)
|
||||||
{
|
{
|
||||||
Debug.Log("[bfinfo]正在整合 project...");
|
Debug.Log("[bfinfo]正在整合dev project...");
|
||||||
|
|
||||||
var dir = Path.Combine(Application.dataPath, "../", AS_PROJECT_PATH, "publish_release");
|
var dir = Path.Combine(Application.dataPath, "../", AS_PROJECT_PATH, buildInfo.mode);
|
||||||
|
|
||||||
var javaPath = Path.Combine(dir, "unityLibrary/src/main/java");
|
var javaPath = Path.Combine(dir, "unityLibrary/src/main/java");
|
||||||
var manifestPath = Path.Combine(dir, "unityLibrary/src/main/AndroidManifest.xml");
|
var manifestPath = Path.Combine(dir, "unityLibrary/src/main/AndroidManifest.xml");
|
||||||
|
|
||||||
// 老版本unity需要替换这个,2021之后的新版本不需要
|
|
||||||
// 获取到unity打出的build-id
|
// 获取到unity打出的build-id
|
||||||
// var reader = new StreamReader(new FileStream(manifestPath, FileMode.Open));
|
var reader = new StreamReader(new FileStream(manifestPath, FileMode.Open));
|
||||||
// string buildIdLine;
|
string buildIdLine;
|
||||||
// while ((buildIdLine = reader.ReadLine()) != null)
|
while ((buildIdLine = reader.ReadLine()) != null)
|
||||||
// {
|
{
|
||||||
// if (buildIdLine.Contains("unity.build-id"))
|
if (buildIdLine.Contains("unity.build-id"))
|
||||||
// {
|
{
|
||||||
// Debug.Log("[bfinfo]修正build-id: " + buildIdLine);
|
Debug.Log("[bfinfo]修正build-id: " + buildIdLine);
|
||||||
// break;
|
break;
|
||||||
// }
|
}
|
||||||
// }
|
}
|
||||||
// reader.Close();
|
reader.Close();
|
||||||
// reader.Dispose();
|
reader.Dispose();
|
||||||
|
|
||||||
if (Directory.Exists(javaPath))
|
if (Directory.Exists(javaPath))
|
||||||
{
|
{
|
||||||
@ -292,62 +326,71 @@ namespace BFEditor.Build
|
|||||||
di.Delete(true);
|
di.Delete(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
// 如果是俄罗斯支付 则需要覆盖为俄罗斯相关文件
|
BFEditorUtils.CopyDir(GoogleCommonProjectPath, dir);
|
||||||
// if (buildInfo.bundleName == BF.BFPlatform.ANDROID_GP_PACKAGE_NAME_RU)
|
// 获取到google_common复制过去的build.gradle和AndroidManifest
|
||||||
// {
|
var buildGradlePath = Path.Combine(dir, "launcher/build.gradle");
|
||||||
// BFEditorUtils.CopyDir(RuProjectPath, dir);
|
var text = File.ReadAllText(buildGradlePath);
|
||||||
// // 获取到build.gradle和AndroidManifest
|
var regex = new Regex("REPLACE_APPLICATION_ID");
|
||||||
// var buildGradlePath = Path.Combine(dir, "launcher/build.gradle");
|
text = regex.Replace(text, buildInfo.bundleName);
|
||||||
// var text = File.ReadAllText(buildGradlePath);
|
File.WriteAllText(buildGradlePath, text);
|
||||||
// var regex = new Regex("REPLACE_APPLICATION_ID");
|
|
||||||
// text = regex.Replace(text, buildInfo.bundleName);
|
|
||||||
// File.WriteAllText(buildGradlePath, text);
|
|
||||||
|
|
||||||
// var androidManifestPath = Path.Combine(dir, "launcher/src/main/AndroidManifest.xml");
|
var androidManifestPath = Path.Combine(dir, "launcher/src/main/AndroidManifest.xml");
|
||||||
// text = File.ReadAllText(androidManifestPath);
|
text = File.ReadAllText(androidManifestPath);
|
||||||
// regex = new Regex("REPLACE_APPLICATION_ID");
|
regex = new Regex("REPLACE_APPLICATION_ID");
|
||||||
// text = regex.Replace(text, buildInfo.bundleName);
|
text = regex.Replace(text, buildInfo.bundleName);
|
||||||
// File.WriteAllText(androidManifestPath, text);
|
File.WriteAllText(androidManifestPath, text);
|
||||||
|
|
||||||
// // 还有另一个AndroidManifest
|
BFEditorUtils.CopyDir(asProjectPath, dir);
|
||||||
// androidManifestPath = Path.Combine(dir, "unityLibrary/src/main/AndroidManifest.xml");
|
|
||||||
// text = File.ReadAllText(androidManifestPath);
|
|
||||||
// regex = new Regex("REPLACE_APPLICATION_ID");
|
|
||||||
// text = regex.Replace(text, buildInfo.bundleName);
|
|
||||||
// File.WriteAllText(androidManifestPath, text);
|
|
||||||
// }
|
|
||||||
// // 否则使用通用谷歌
|
|
||||||
// else
|
|
||||||
// {
|
|
||||||
BFEditorUtils.CopyDir(GoogleCommonProjectPath, dir);
|
|
||||||
// 获取到google_common复制过去的build.gradle和AndroidManifest
|
|
||||||
var buildGradlePath = Path.Combine(dir, "launcher/build.gradle");
|
|
||||||
var text = File.ReadAllText(buildGradlePath);
|
|
||||||
var regex = new Regex("REPLACE_APPLICATION_ID");
|
|
||||||
text = regex.Replace(text, buildInfo.bundleName);
|
|
||||||
File.WriteAllText(buildGradlePath, text);
|
|
||||||
|
|
||||||
var androidManifestPath = Path.Combine(dir, "launcher/src/main/AndroidManifest.xml");
|
text = File.ReadAllText(manifestPath);
|
||||||
text = File.ReadAllText(androidManifestPath);
|
regex = new Regex("REPLACE_BUILD_ID");
|
||||||
regex = new Regex("REPLACE_APPLICATION_ID");
|
text = regex.Replace(text, buildIdLine);
|
||||||
text = regex.Replace(text, buildInfo.bundleName);
|
File.WriteAllText(manifestPath, text);
|
||||||
File.WriteAllText(androidManifestPath, text);
|
}
|
||||||
|
|
||||||
BFEditorUtils.CopyDir(asProjectPath, dir);
|
/// <summary>
|
||||||
// 还有dz_google_apk下的AndroidManifest
|
/// 合并gp工程
|
||||||
androidManifestPath = Path.Combine(dir, "unityLibrary/src/main/AndroidManifest.xml");
|
/// </summary>
|
||||||
text = File.ReadAllText(androidManifestPath);
|
static void MergeGPToReleaseProject(BuildInfo buildInfo)
|
||||||
regex = new Regex("REPLACE_APPLICATION_ID");
|
{
|
||||||
text = regex.Replace(text, buildInfo.bundleName);
|
Debug.Log("[bfinfo]正在整合gp渠道sdk...");
|
||||||
File.WriteAllText(androidManifestPath, text);
|
|
||||||
// }
|
var javaPath = GradleExcuteProjectPath + "/src/main/java";
|
||||||
// 统一替换google-services文件
|
var manifestPath = GradleExcuteProjectPath + "/src/main/AndroidManifest.xml";
|
||||||
var gsPath = Path.Combine(GoogleServicesProjectPath, Path.Combine(buildInfo.bundleName, "google-services.json"));
|
|
||||||
if (File.Exists(gsPath))
|
// 获取到unity打出的build-id
|
||||||
|
var reader = new StreamReader(new FileStream(manifestPath, FileMode.Open));
|
||||||
|
string buildIdLine;
|
||||||
|
while ((buildIdLine = reader.ReadLine()) != null)
|
||||||
|
{
|
||||||
|
if (buildIdLine.Contains("unity.build-id"))
|
||||||
|
{
|
||||||
|
Debug.Log("[bfinfo]修正build-id: " + buildIdLine);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
reader.Close();
|
||||||
|
reader.Dispose();
|
||||||
|
|
||||||
|
if (Directory.Exists(javaPath))
|
||||||
|
{
|
||||||
|
var di = new DirectoryInfo(javaPath);
|
||||||
|
di.Delete(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (buildInfo.IsGPOfficial())
|
||||||
{
|
{
|
||||||
var destFilePath = Path.Combine(dir, "launcher/google-services.json");
|
BFEditorUtils.CopyDir(GPOfficialAsProjectPath, GradleExcuteProjectPath);
|
||||||
File.Copy(gsPath, destFilePath, true);
|
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
BFEditorUtils.CopyDir(GPAsProjectPath, GradleExcuteProjectPath);
|
||||||
|
}
|
||||||
|
|
||||||
|
var text = File.ReadAllText(manifestPath);
|
||||||
|
var regex = new Regex("REPLACE_BUILD_ID");
|
||||||
|
text = regex.Replace(text, buildIdLine);
|
||||||
|
File.WriteAllText(manifestPath, text);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|||||||
@ -1,348 +1,348 @@
|
|||||||
// #if UNITY_EDITOR_OSX
|
#if UNITY_EDITOR_OSX
|
||||||
// using UnityEngine;
|
using UnityEngine;
|
||||||
// using UnityEditor;
|
using UnityEditor;
|
||||||
// using UnityEditor.Build.Reporting;
|
using UnityEditor.Build.Reporting;
|
||||||
// using UnityEditor.iOS.Xcode;
|
using UnityEditor.iOS.Xcode;
|
||||||
// using System.IO;
|
using System.IO;
|
||||||
// #endif
|
#endif
|
||||||
|
|
||||||
// namespace BFEditor.Build
|
namespace BFEditor.Build
|
||||||
// {
|
{
|
||||||
// public static class BuildIOSUtils
|
public static class BuildIOSUtils
|
||||||
// {
|
{
|
||||||
// #if UNITY_EDITOR_OSX
|
#if UNITY_EDITOR_OSX
|
||||||
// const string IOS_DEFINE_SYMBOLS = "THREAD_SAFE;USE_AB";
|
const string IOS_DEFINE_SYMBOLS = "THREAD_SAFE;USE_AB";
|
||||||
// const string DEV_XCODE_LOCAL_PATH = "BFVersions/ios/dev";
|
const string DEV_XCODE_LOCAL_PATH = "BFVersions/ios/dev";
|
||||||
// const string RELEASE_XCODE_LOCAL_PATH = "BFVersions/ios/release";
|
const string RELEASE_XCODE_LOCAL_PATH = "BFVersions/ios/release";
|
||||||
|
|
||||||
// static string devXCodePath = Application.dataPath + "/../" + DEV_XCODE_LOCAL_PATH;
|
static string devXCodePath = Application.dataPath + "/../" + DEV_XCODE_LOCAL_PATH;
|
||||||
// static string releaseXCodePath = Application.dataPath + "/../" + RELEASE_XCODE_LOCAL_PATH;
|
static string releaseXCodePath = Application.dataPath + "/../" + RELEASE_XCODE_LOCAL_PATH;
|
||||||
// static string devOptionsPListPath = Application.dataPath + "/../" + "BFVersions/ios/exports/dev/ExportOptions.plist";
|
static string devOptionsPListPath = Application.dataPath + "/../" + "BFVersions/ios/exports/dev/ExportOptions.plist";
|
||||||
// static string releaseOptionsPListPath = Application.dataPath + "/../" + "BFVersions/ios/exports/release/ExportOptions.plist";
|
static string releaseOptionsPListPath = Application.dataPath + "/../" + "BFVersions/ios/exports/release/ExportOptions.plist";
|
||||||
// static string publishOptionsPListPath = Application.dataPath + "/../" + "BFVersions/ios/exports/dis/ExportOptions.plist";
|
static string publishOptionsPListPath = Application.dataPath + "/../" + "BFVersions/ios/exports/dis/ExportOptions.plist";
|
||||||
|
|
||||||
// public static bool BuildIOSPlayer(BuildInfo buildInfo)
|
public static bool BuildIOSPlayer(BuildInfo buildInfo)
|
||||||
// {
|
{
|
||||||
// var buildTarget = BuildTarget.iOS;
|
var buildTarget = BuildTarget.iOS;
|
||||||
|
|
||||||
// // 检查平台
|
// 检查平台
|
||||||
// if (EditorUserBuildSettings.activeBuildTarget != buildTarget)
|
if (EditorUserBuildSettings.activeBuildTarget != buildTarget)
|
||||||
// {
|
{
|
||||||
// Debug.LogError("[bferror]当前没有在对应平台");
|
Debug.LogError("[bferror]当前没有在对应平台");
|
||||||
// return false;
|
return false;
|
||||||
// }
|
}
|
||||||
|
|
||||||
// // 重新生成XLua
|
// 重新生成XLua
|
||||||
// CompileScriptsUtils.RegenerateXLuaCode(true);
|
CompileScriptsUtils.RegenerateXLuaCode(true);
|
||||||
|
|
||||||
// // 打包设置
|
// 打包设置
|
||||||
// BuildSettings(buildInfo);
|
BuildSettings(buildInfo);
|
||||||
|
|
||||||
// // 开始打包
|
// 开始打包
|
||||||
// var bpOptions = GetBuildOptions(buildInfo);
|
var bpOptions = GetBuildOptions(buildInfo);
|
||||||
// var report = BuildPipeline.BuildPlayer(bpOptions);
|
var report = BuildPipeline.BuildPlayer(bpOptions);
|
||||||
// if (report.summary.result == BuildResult.Succeeded)
|
if (report.summary.result == BuildResult.Succeeded)
|
||||||
// {
|
{
|
||||||
// return BuildIpaFromXCode(buildInfo);
|
return BuildIpaFromXCode(buildInfo);
|
||||||
// }
|
}
|
||||||
// else
|
else
|
||||||
// {
|
{
|
||||||
// Debug.LogError("[bferror]unity打包xcode失败");
|
Debug.LogError("[bferror]unity打包xcode失败");
|
||||||
// return false;
|
return false;
|
||||||
// }
|
}
|
||||||
// }
|
}
|
||||||
|
|
||||||
// /// <summary>
|
/// <summary>
|
||||||
// /// 打包设置
|
/// 打包设置
|
||||||
// /// </summary>
|
/// </summary>
|
||||||
// static void BuildSettings(BuildInfo buildInfo)
|
static void BuildSettings(BuildInfo buildInfo)
|
||||||
// {
|
{
|
||||||
// // 设置bundleVersion
|
// 设置bundleVersion
|
||||||
// PlayerSettings.bundleVersion = buildInfo.version;
|
PlayerSettings.bundleVersion = buildInfo.version;
|
||||||
|
|
||||||
// // 设置buildNumber
|
// 设置buildNumber
|
||||||
// PlayerSettings.iOS.buildNumber = buildInfo.versionCode.ToString();
|
PlayerSettings.iOS.buildNumber = buildInfo.version_code.ToString();
|
||||||
|
|
||||||
// // 设置竖屏
|
// 设置竖屏
|
||||||
// PlayerSettings.defaultInterfaceOrientation = UIOrientation.Portrait;
|
PlayerSettings.defaultInterfaceOrientation = UIOrientation.Portrait;
|
||||||
// PlayerSettings.allowedAutorotateToPortrait = false;
|
PlayerSettings.allowedAutorotateToPortrait = false;
|
||||||
// PlayerSettings.allowedAutorotateToPortraitUpsideDown = false;
|
PlayerSettings.allowedAutorotateToPortraitUpsideDown = false;
|
||||||
// PlayerSettings.allowedAutorotateToLandscapeLeft = false;
|
PlayerSettings.allowedAutorotateToLandscapeLeft = false;
|
||||||
// PlayerSettings.allowedAutorotateToLandscapeRight = false;
|
PlayerSettings.allowedAutorotateToLandscapeRight = false;
|
||||||
|
|
||||||
// // 允许Xcode根据appleDeveloperTeamID自动签署应用程序
|
// 允许Xcode根据appleDeveloperTeamID自动签署应用程序
|
||||||
// PlayerSettings.iOS.appleEnableAutomaticSigning = !buildInfo.IsPublish();
|
PlayerSettings.iOS.appleEnableAutomaticSigning = !buildInfo.IsPublish();
|
||||||
|
|
||||||
// // 使用手动签名时iOS资源调配配置文件的类型,自动
|
// 使用手动签名时iOS资源调配配置文件的类型,自动
|
||||||
// PlayerSettings.iOS.iOSManualProvisioningProfileType = buildInfo.IsPublish() ? ProvisioningProfileType.Distribution : ProvisioningProfileType.Automatic;
|
PlayerSettings.iOS.iOSManualProvisioningProfileType = buildInfo.IsPublish() ? ProvisioningProfileType.Distribution : ProvisioningProfileType.Automatic;
|
||||||
|
|
||||||
// // 关闭启动动画
|
// 关闭启动动画
|
||||||
// PlayerSettings.SplashScreen.show = false;
|
PlayerSettings.SplashScreen.show = false;
|
||||||
|
|
||||||
// // 设置包名
|
// 设置包名
|
||||||
// PlayerSettings.SetApplicationIdentifier(BuildTargetGroup.iOS, buildInfo.bundleName);
|
PlayerSettings.SetApplicationIdentifier(BuildTargetGroup.iOS, buildInfo.bundleName);
|
||||||
// Debug.Log("[bfinfo]设置包名:" + buildInfo.bundleName);
|
Debug.Log("[bfinfo]设置包名:" + buildInfo.bundleName);
|
||||||
|
|
||||||
// // 是否跳过版本控制
|
// 是否跳过版本控制
|
||||||
// var symbols = IOS_DEFINE_SYMBOLS;
|
var symbols = IOS_DEFINE_SYMBOLS;
|
||||||
// if (buildInfo.skipVersion)
|
if (buildInfo.skipVersion)
|
||||||
// {
|
{
|
||||||
// symbols = symbols + ";SKIP_VERSION;";
|
symbols = symbols + ";SKIP_VERSION;";
|
||||||
// }
|
}
|
||||||
|
|
||||||
|
|
||||||
// PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.iOS, symbols);
|
PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.iOS, symbols);
|
||||||
// Debug.Log("[bfinfo]设置defineSymbols: " + symbols);
|
Debug.Log("[bfinfo]设置defineSymbols: " + symbols);
|
||||||
|
|
||||||
// // 是否是dev
|
// 是否是dev
|
||||||
// var development = buildInfo.IsDevChannel();
|
var development = buildInfo.IsDevChannel();
|
||||||
// EditorUserBuildSettings.development = development;
|
EditorUserBuildSettings.development = development;
|
||||||
|
|
||||||
// // 商品名称
|
// 商品名称
|
||||||
// if (buildInfo.IsPublish())
|
if (buildInfo.IsPublish())
|
||||||
// {
|
{
|
||||||
// PlayerSettings.productName = "Heroic Expedition";
|
PlayerSettings.productName = "Heroic Expedition";
|
||||||
// }
|
}
|
||||||
// else
|
else
|
||||||
// {
|
{
|
||||||
// PlayerSettings.productName = development ? "b6-dev" : "b6-release";
|
PlayerSettings.productName = development ? "b6-dev" : "b6-release";
|
||||||
// }
|
}
|
||||||
|
|
||||||
// // BuildType设置dev/release
|
// BuildType设置dev/release
|
||||||
// EditorUserBuildSettings.iOSXcodeBuildConfig = development ? XcodeBuildConfig.Debug : XcodeBuildConfig.Release;
|
EditorUserBuildSettings.iOSBuildConfigType = development ? iOSBuildType.Debug : iOSBuildType.Release;
|
||||||
|
|
||||||
// // 使用IL2CPP
|
// 使用IL2CPP
|
||||||
// var scriptImp = ScriptingImplementation.IL2CPP;
|
var scriptImp = ScriptingImplementation.IL2CPP;
|
||||||
// PlayerSettings.SetScriptingBackend(BuildTargetGroup.iOS, scriptImp);
|
PlayerSettings.SetScriptingBackend(BuildTargetGroup.iOS, scriptImp);
|
||||||
|
|
||||||
// // 目标平台架构,目前支持ARM64
|
// 目标平台架构,目前支持ARM64
|
||||||
// PlayerSettings.SetArchitecture(BuildTargetGroup.iOS, 1);
|
PlayerSettings.SetArchitecture(BuildTargetGroup.iOS, 1);
|
||||||
// }
|
}
|
||||||
|
|
||||||
// /// <summary>
|
/// <summary>
|
||||||
// /// 获取打包参数
|
/// 获取打包参数
|
||||||
// /// </summary>
|
/// </summary>
|
||||||
// static BuildPlayerOptions GetBuildOptions(BuildInfo buildInfo)
|
static BuildPlayerOptions GetBuildOptions(BuildInfo buildInfo)
|
||||||
// {
|
{
|
||||||
// var bpOptions = new BuildPlayerOptions();
|
var bpOptions = new BuildPlayerOptions();
|
||||||
// bpOptions.scenes = AssetBundleUtils.GetBuildScenes();
|
bpOptions.scenes = AssetBundleUtils.GetBuildScenes();
|
||||||
// bpOptions.target = BuildTarget.iOS;
|
bpOptions.target = BuildTarget.iOS;
|
||||||
|
|
||||||
// var path = buildInfo.IsReleaseChannel() ? RELEASE_XCODE_LOCAL_PATH : DEV_XCODE_LOCAL_PATH;
|
var path = buildInfo.IsReleaseChannel() ? RELEASE_XCODE_LOCAL_PATH : DEV_XCODE_LOCAL_PATH;
|
||||||
// bpOptions.locationPathName = path;
|
bpOptions.locationPathName = path;
|
||||||
// Debug.Log("[bfinfo]xcode path : " + path);
|
Debug.Log("[bfinfo]xcode path : " + path);
|
||||||
// var absolutePath = buildInfo.IsReleaseChannel() ? releaseXCodePath : devXCodePath;
|
var absolutePath = buildInfo.IsReleaseChannel() ? releaseXCodePath : devXCodePath;
|
||||||
// if (Directory.Exists(absolutePath))
|
if (Directory.Exists(absolutePath))
|
||||||
// {
|
{
|
||||||
// Directory.Delete(absolutePath, true);
|
Directory.Delete(absolutePath, true);
|
||||||
// }
|
}
|
||||||
|
|
||||||
// if (!buildInfo.IsPublish())
|
if (!buildInfo.IsPublish())
|
||||||
// {
|
{
|
||||||
// var options = BuildOptions.Development | BuildOptions.ConnectWithProfiler | BuildOptions.AllowDebugging;
|
var options = BuildOptions.Development | BuildOptions.ConnectWithProfiler | BuildOptions.AllowDebugging;
|
||||||
// bpOptions.options = options;
|
bpOptions.options = options;
|
||||||
// }
|
}
|
||||||
// return bpOptions;
|
return bpOptions;
|
||||||
// }
|
}
|
||||||
|
|
||||||
// /// <summary>
|
/// <summary>
|
||||||
// /// 打包ipa
|
/// 打包ipa
|
||||||
// /// </summary>
|
/// </summary>
|
||||||
// static bool BuildIpaFromXCode(BuildInfo buildInfo)
|
static bool BuildIpaFromXCode(BuildInfo buildInfo)
|
||||||
// {
|
{
|
||||||
// // 修改XCode设置
|
// 修改XCode设置
|
||||||
// FixXCodeProject(buildInfo);
|
FixXCodeProject(buildInfo);
|
||||||
|
|
||||||
// // 权限
|
// 权限
|
||||||
// UnlockKeyChain();
|
UnlockKeyChain();
|
||||||
|
|
||||||
// // archive
|
// archive
|
||||||
// if (!Archive(buildInfo))
|
if (!Archive(buildInfo))
|
||||||
// {
|
{
|
||||||
// return false;
|
return false;
|
||||||
// }
|
}
|
||||||
|
|
||||||
// // 导出ipa
|
// 导出ipa
|
||||||
// if (!ExportIpa(buildInfo))
|
if (!ExportIpa(buildInfo))
|
||||||
// {
|
{
|
||||||
// return false;
|
return false;
|
||||||
// }
|
}
|
||||||
|
|
||||||
// return true;
|
return true;
|
||||||
// }
|
}
|
||||||
|
|
||||||
// /// <summary>
|
/// <summary>
|
||||||
// /// xCode工程设置
|
/// xCode工程设置
|
||||||
// /// </summary>
|
/// </summary>
|
||||||
// static void FixXCodeProject(BuildInfo buildInfo)
|
static void FixXCodeProject(BuildInfo buildInfo)
|
||||||
// {
|
{
|
||||||
// var isDev = buildInfo.IsDevChannel();
|
var isDev = buildInfo.IsDevChannel();
|
||||||
// var xCodeProjectPath = isDev ? devXCodePath : releaseXCodePath;
|
var xCodeProjectPath = isDev ? devXCodePath : releaseXCodePath;
|
||||||
|
|
||||||
// var path = xCodeProjectPath + "/Unity-iPhone.xcodeproj/project.pbxproj";
|
var path = xCodeProjectPath + "/Unity-iPhone.xcodeproj/project.pbxproj";
|
||||||
// var pbxProject = new PBXProject();
|
var pbxProject = new PBXProject();
|
||||||
// pbxProject.ReadFromFile(path);
|
pbxProject.ReadFromFile(path);
|
||||||
// var targetGuid = pbxProject.TargetGuidByName("Unity-iPhone");
|
var targetGuid = pbxProject.TargetGuidByName("Unity-iPhone");
|
||||||
// pbxProject.AddBuildProperty(targetGuid, "OTHER_LDFLAGS", "-ObjC");
|
pbxProject.AddBuildProperty(targetGuid, "OTHER_LDFLAGS", "-ObjC");
|
||||||
// pbxProject.SetBuildProperty(targetGuid, "ENABLE_BITCODE", "NO");
|
pbxProject.SetBuildProperty(targetGuid, "ENABLE_BITCODE", "NO");
|
||||||
// pbxProject.SetBuildProperty(targetGuid, "ENABLE_BITCODE", "NO");
|
pbxProject.SetBuildProperty(targetGuid, "ENABLE_BITCODE", "NO");
|
||||||
// pbxProject.SetBuildProperty(targetGuid, "DEVELOPMENT_TEAM", "49QQW8856Q");
|
pbxProject.SetBuildProperty(targetGuid, "DEVELOPMENT_TEAM", "49QQW8856Q");
|
||||||
// if (buildInfo.IsPublish())
|
if (buildInfo.IsPublish())
|
||||||
// {
|
{
|
||||||
// pbxProject.SetBuildProperty(targetGuid, "PROVISIONING_PROFILE_SPECIFIER", "ub_appstore_dis");
|
pbxProject.SetBuildProperty(targetGuid, "PROVISIONING_PROFILE_SPECIFIER", "ub_appstore_dis");
|
||||||
// }
|
}
|
||||||
|
|
||||||
// // 添加系统库
|
// 添加系统库
|
||||||
// AddSystemLibReferenceToProject(pbxProject, targetGuid, "libsqlite3.tbd");
|
AddSystemLibReferenceToProject(pbxProject, targetGuid, "libsqlite3.tbd");
|
||||||
// AddSystemLibReferenceToProject(pbxProject, targetGuid, "libz.1.tbd");
|
AddSystemLibReferenceToProject(pbxProject, targetGuid, "libz.1.tbd");
|
||||||
// AddSystemLibReferenceToProject(pbxProject, targetGuid, "libiconv.2.tbd");
|
AddSystemLibReferenceToProject(pbxProject, targetGuid, "libiconv.2.tbd");
|
||||||
// AddSystemLibReferenceToProject(pbxProject, targetGuid, "libresolv.9.tbd");
|
AddSystemLibReferenceToProject(pbxProject, targetGuid, "libresolv.9.tbd");
|
||||||
|
|
||||||
// var pListPath = Path.Combine(xCodeProjectPath, "Info.plist");
|
var pListPath = Path.Combine(xCodeProjectPath, "Info.plist");
|
||||||
// var pList = new PlistDocument();
|
var pList = new PlistDocument();
|
||||||
// pList.ReadFromFile(pListPath);
|
pList.ReadFromFile(pListPath);
|
||||||
|
|
||||||
// // 版本号
|
// 版本号
|
||||||
// var vKey = "CFBundleShortVersionString";
|
var vKey = "CFBundleShortVersionString";
|
||||||
// var vValue = new PlistElementString(buildInfo.version);
|
var vValue = new PlistElementString(buildInfo.version);
|
||||||
// var pListRoot = pList.root;
|
var pListRoot = pList.root;
|
||||||
// var rootDict = pListRoot.values;
|
var rootDict = pListRoot.values;
|
||||||
// if (!rootDict.ContainsKey(vKey))
|
if (!rootDict.ContainsKey(vKey))
|
||||||
// {
|
{
|
||||||
// rootDict.Add(vKey, vValue);
|
rootDict.Add(vKey, vValue);
|
||||||
// }
|
}
|
||||||
// else
|
else
|
||||||
// {
|
{
|
||||||
// rootDict[vKey] = vValue;
|
rootDict[vKey] = vValue;
|
||||||
// }
|
}
|
||||||
|
|
||||||
// // VersionCode
|
// VersionCode
|
||||||
// var vCodeKey = "CFBundleVersion";
|
var vCodeKey = "CFBundleVersion";
|
||||||
// var vCodeValue = new PlistElementString(buildInfo.versionCode.ToString());
|
var vCodeValue = new PlistElementString(buildInfo.version_code.ToString());
|
||||||
// if (!rootDict.ContainsKey(vCodeKey))
|
if (!rootDict.ContainsKey(vCodeKey))
|
||||||
// {
|
{
|
||||||
// rootDict.Add(vCodeKey, vCodeValue);
|
rootDict.Add(vCodeKey, vCodeValue);
|
||||||
// }
|
}
|
||||||
// else
|
else
|
||||||
// {
|
{
|
||||||
// rootDict[vCodeKey] = vCodeValue;
|
rootDict[vCodeKey] = vCodeValue;
|
||||||
// }
|
}
|
||||||
|
|
||||||
// // 数美SDK会使用位置,必须加入这个说明
|
// 数美SDK会使用位置,必须加入这个说明
|
||||||
// var localtionKey = "NSLocationWhenInUseUsageDescription";
|
var localtionKey = "NSLocationWhenInUseUsageDescription";
|
||||||
// var localtionValue = new PlistElementString("We use your location to give you a better localization.");
|
var localtionValue = new PlistElementString("We use your location to give you a better localization.");
|
||||||
// if (!rootDict.ContainsKey(localtionKey))
|
if (!rootDict.ContainsKey(localtionKey))
|
||||||
// {
|
{
|
||||||
// rootDict.Add(localtionKey, localtionValue);
|
rootDict.Add(localtionKey, localtionValue);
|
||||||
// }
|
}
|
||||||
// else
|
else
|
||||||
// {
|
{
|
||||||
// rootDict[localtionKey] = localtionValue;
|
rootDict[localtionKey] = localtionValue;
|
||||||
// }
|
}
|
||||||
|
|
||||||
// // 提审提示缺少出口合规证明,这里直接设置为false即可
|
// 提审提示缺少出口合规证明,这里直接设置为false即可
|
||||||
// var encryptionKey = "ITSAppUsesNonExemptEncryption";
|
var encryptionKey = "ITSAppUsesNonExemptEncryption";
|
||||||
// var encryptionValue = new PlistElementBoolean(false);
|
var encryptionValue = new PlistElementBoolean(false);
|
||||||
// if (!rootDict.ContainsKey(encryptionKey))
|
if (!rootDict.ContainsKey(encryptionKey))
|
||||||
// {
|
{
|
||||||
// rootDict.Add(encryptionKey, encryptionValue);
|
rootDict.Add(encryptionKey, encryptionValue);
|
||||||
// }
|
}
|
||||||
// else
|
else
|
||||||
// {
|
{
|
||||||
// rootDict[encryptionKey] = encryptionValue;
|
rootDict[encryptionKey] = encryptionValue;
|
||||||
// }
|
}
|
||||||
|
|
||||||
// pList.WriteToFile(pListPath);
|
pList.WriteToFile(pListPath);
|
||||||
// pbxProject.WriteToFile(path);
|
pbxProject.WriteToFile(path);
|
||||||
// }
|
}
|
||||||
|
|
||||||
// //添加系统lib方法
|
//添加系统lib方法
|
||||||
// static void AddSystemLibReferenceToProject(PBXProject pbxProject, string targetGuid, string lib)
|
static void AddSystemLibReferenceToProject(PBXProject pbxProject, string targetGuid, string lib)
|
||||||
// {
|
{
|
||||||
// var fileGuid = pbxProject.AddFile("usr/lib/" + lib, "Frameworks/" + lib, PBXSourceTree.Sdk);
|
var fileGuid = pbxProject.AddFile("usr/lib/" + lib, "Frameworks/" + lib, PBXSourceTree.Sdk);
|
||||||
// pbxProject.AddFileToBuild(targetGuid, fileGuid);
|
pbxProject.AddFileToBuild(targetGuid, fileGuid);
|
||||||
// }
|
}
|
||||||
|
|
||||||
// /// <summary>
|
/// <summary>
|
||||||
// /// Archive
|
/// Archive
|
||||||
// /// </summary>
|
/// </summary>
|
||||||
// static bool Archive(BuildInfo buildInfo)
|
static bool Archive(BuildInfo buildInfo)
|
||||||
// {
|
{
|
||||||
// Debug.Log("[bfinfo]正在archive...");
|
Debug.Log("[bfinfo]正在archive...");
|
||||||
// var result = true;
|
var result = true;
|
||||||
// var xCodeProjectPath = buildInfo.IsDevChannel() ? devXCodePath : releaseXCodePath;
|
var xCodeProjectPath = buildInfo.IsDevChannel() ? devXCodePath : releaseXCodePath;
|
||||||
// var archivePath = xCodeProjectPath + "/build/archive/Unity-iPhone.xcarchive";
|
var archivePath = xCodeProjectPath + "/build/archive/Unity-iPhone.xcarchive";
|
||||||
// var args = string.Format("archive -scheme Unity-iPhone -configuration Release -archivePath {0}", archivePath);
|
var args = string.Format("archive -scheme Unity-iPhone -configuration Release -archivePath {0}", archivePath);
|
||||||
// BFEditorUtils.RunCommond("xcodebuild", args, xCodeProjectPath,
|
BFEditorUtils.RunCommond("xcodebuild", args, xCodeProjectPath,
|
||||||
// (info) =>
|
(info) =>
|
||||||
// {
|
{
|
||||||
// Debug.Log(info);
|
Debug.Log(info);
|
||||||
// },
|
},
|
||||||
// (error) =>
|
(error) =>
|
||||||
// {
|
{
|
||||||
// if (error.Contains("ARCHIVE FAILED")) // 失败标志
|
if (error.Contains("ARCHIVE FAILED")) // 失败标志
|
||||||
// {
|
{
|
||||||
// result = false;
|
result = false;
|
||||||
// }
|
}
|
||||||
// Debug.LogError("[bferror] " + error);
|
Debug.LogError("[bferror] " + error);
|
||||||
// }
|
}
|
||||||
// );
|
);
|
||||||
|
|
||||||
// return result;
|
return result;
|
||||||
// }
|
}
|
||||||
|
|
||||||
// /// <summary>
|
/// <summary>
|
||||||
// /// 导出ipa
|
/// 导出ipa
|
||||||
// /// </summary>
|
/// </summary>
|
||||||
// static bool ExportIpa(BuildInfo buildInfo)
|
static bool ExportIpa(BuildInfo buildInfo)
|
||||||
// {
|
{
|
||||||
// Debug.Log("[bfinfo]正在导出ipa...");
|
Debug.Log("[bfinfo]正在导出ipa...");
|
||||||
// var result = false;
|
var result = false;
|
||||||
// var xCodeProjectPath = buildInfo.IsDevChannel() ? devXCodePath : releaseXCodePath;
|
var xCodeProjectPath = buildInfo.IsDevChannel() ? devXCodePath : releaseXCodePath;
|
||||||
// string exportPListPath;
|
string exportPListPath;
|
||||||
// if (buildInfo.IsPublish())
|
if (buildInfo.IsPublish())
|
||||||
// {
|
{
|
||||||
// exportPListPath = publishOptionsPListPath;
|
exportPListPath = publishOptionsPListPath;
|
||||||
// }
|
}
|
||||||
// else
|
else
|
||||||
// {
|
{
|
||||||
// exportPListPath = buildInfo.IsDevChannel() ? devOptionsPListPath : releaseOptionsPListPath;
|
exportPListPath = buildInfo.IsDevChannel() ? devOptionsPListPath : releaseOptionsPListPath;
|
||||||
// }
|
}
|
||||||
// var ipaPath = xCodeProjectPath + "/build/ipa";
|
var ipaPath = xCodeProjectPath + "/build/ipa";
|
||||||
// var archivePath = xCodeProjectPath + "/build/archive/Unity-iPhone.xcarchive";
|
var archivePath = xCodeProjectPath + "/build/archive/Unity-iPhone.xcarchive";
|
||||||
// var args = string.Format("-exportArchive -archivePath {0} -exportPath {1} -exportOptionsPlist {2} -allowProvisioningUpdates", archivePath, ipaPath, exportPListPath);
|
var args = string.Format("-exportArchive -archivePath {0} -exportPath {1} -exportOptionsPlist {2} -allowProvisioningUpdates", archivePath, ipaPath, exportPListPath);
|
||||||
// BFEditorUtils.RunCommond("xcodebuild", args, null,
|
BFEditorUtils.RunCommond("xcodebuild", args, null,
|
||||||
// (info) =>
|
(info) =>
|
||||||
// {
|
{
|
||||||
// if(info.Contains("EXPORT SUCCEEDED"))
|
if(info.Contains("EXPORT SUCCEEDED"))
|
||||||
// {
|
{
|
||||||
// result = true;
|
result = true;
|
||||||
// }
|
}
|
||||||
// },
|
},
|
||||||
// (error) =>
|
(error) =>
|
||||||
// {
|
{
|
||||||
// }
|
}
|
||||||
// );
|
);
|
||||||
|
|
||||||
// return result;
|
return result;
|
||||||
// }
|
}
|
||||||
|
|
||||||
// /// <summary>
|
/// <summary>
|
||||||
// /// 远程打包签名ipa时需要钥匙串权限
|
/// 远程打包签名ipa时需要钥匙串权限
|
||||||
// /// </summary>
|
/// </summary>
|
||||||
// static void UnlockKeyChain()
|
static void UnlockKeyChain()
|
||||||
// {
|
{
|
||||||
// BFEditorUtils.RunCommond("security", "-v unlock-keychain -p '123456' /Users/aoddabao/Library/Keychains/login.keychain-db", null,
|
BFEditorUtils.RunCommond("security", "-v unlock-keychain -p '123456' /Users/aoddabao/Library/Keychains/login.keychain-db", null,
|
||||||
// (msg) =>
|
(msg) =>
|
||||||
// {
|
{
|
||||||
// Debug.Log(msg);
|
Debug.Log(msg);
|
||||||
// },
|
},
|
||||||
// (msg) =>
|
(msg) =>
|
||||||
// {
|
{
|
||||||
// Debug.LogError(msg);
|
Debug.LogError(msg);
|
||||||
// }
|
}
|
||||||
// );
|
);
|
||||||
// }
|
}
|
||||||
// #endif
|
#endif
|
||||||
// }
|
}
|
||||||
// }
|
}
|
||||||
|
|||||||
@ -85,9 +85,6 @@ namespace BFEditor
|
|||||||
{
|
{
|
||||||
//加载lua配置测试
|
//加载lua配置测试
|
||||||
LuaEnv env = new LuaEnv();
|
LuaEnv env = new LuaEnv();
|
||||||
env.DoString(@"
|
|
||||||
print('当前 Lua 版本: ' .. _VERSION) -- 输出 Lua 5.1
|
|
||||||
");
|
|
||||||
env.AddLoader((ref string scriptPath) =>
|
env.AddLoader((ref string scriptPath) =>
|
||||||
{
|
{
|
||||||
var text = LoadGameLuaScriptText(scriptPath, isDeveloper);
|
var text = LoadGameLuaScriptText(scriptPath, isDeveloper);
|
||||||
@ -139,58 +136,58 @@ namespace BFEditor
|
|||||||
var configFileInfos = configDirInfo.GetFiles(suffix, SearchOption.TopDirectoryOnly);
|
var configFileInfos = configDirInfo.GetFiles(suffix, SearchOption.TopDirectoryOnly);
|
||||||
|
|
||||||
// 检查棋盘文件格式
|
// 检查棋盘文件格式
|
||||||
// checkBoard("chapter_board", env, sb);
|
checkBoard("chapter_board", env, sb);
|
||||||
// checkBoard("chapter_board_bossrush", env, sb);
|
checkBoard("chapter_board_bossrush", env, sb);
|
||||||
// checkBoard("chapter_board_daily_challenge", env, sb);
|
checkBoard("chapter_board_daily_challenge", env, sb);
|
||||||
// checkBoard("chapter_board_dungeon_armor", env, sb);
|
checkBoard("chapter_board_dungeon_armor", env, sb);
|
||||||
// checkBoard("chapter_board_dungeon_equip", env, sb);
|
checkBoard("chapter_board_dungeon_equip", env, sb);
|
||||||
// checkBoard("chapter_board_dungeon_gold", env, sb);
|
checkBoard("chapter_board_dungeon_gold", env, sb);
|
||||||
// checkBoard("chapter_board_dungeon_shards", env, sb);
|
checkBoard("chapter_board_dungeon_shards", env, sb);
|
||||||
// checkBoard("chapter_board_rune", env, sb);
|
checkBoard("chapter_board_rune", env, sb);
|
||||||
// checkBoard("activity_pvp_board", env, sb);
|
checkBoard("activity_pvp_board", env, sb);
|
||||||
// checkBoard("arena_board", env, sb);
|
checkBoard("arena_board", env, sb);
|
||||||
|
|
||||||
|
|
||||||
// 检查monster
|
// 检查monster
|
||||||
// string monsterConfigListLua = "{";
|
string monsterConfigListLua = "{";
|
||||||
// foreach (var file in configFileInfos)
|
foreach (var file in configFileInfos)
|
||||||
// {
|
{
|
||||||
// var fileName = file.Name.ToLower();
|
var fileName = file.Name.ToLower();
|
||||||
// if(fileName.Contains("monster_"))
|
if(fileName.Contains("monster_"))
|
||||||
// {
|
{
|
||||||
// monsterConfigListLua += "'" + fileName.Replace(".lua", "").Replace(".bytes", "") + "',";
|
monsterConfigListLua += "'" + fileName.Replace(".lua", "").Replace(".bytes", "") + "',";
|
||||||
// }
|
}
|
||||||
// }
|
}
|
||||||
// monsterConfigListLua += "}";
|
monsterConfigListLua += "}";
|
||||||
// var luaScriptString = "local ids = {}\n local MONSTER_LIST = " + monsterConfigListLua + "\n";
|
var luaScriptString = "local ids = {}\n local MONSTER_LIST = " + monsterConfigListLua + "\n";
|
||||||
// luaScriptString += @"local str = {}
|
luaScriptString += @"local str = {}
|
||||||
// for i, name in ipairs(MONSTER_LIST) do
|
for i, name in ipairs(MONSTER_LIST) do
|
||||||
// if name ~= 'monster_base' and name ~= 'monster_position' and name ~= 'monster_position_base' then
|
if name ~= 'monster_base' and name ~= 'monster_position' and name ~= 'monster_position_base' then
|
||||||
// local data = require('app/config/' .. name).data
|
local data = require('app/config/' .. name).data
|
||||||
// for k, v in pairs(data) do
|
for k, v in pairs(data) do
|
||||||
// if ids[k] then
|
if ids[k] then
|
||||||
// table.insert(str, name .. '和' .. ids[k] .. '存在相同的mosnter id:' .. k)
|
table.insert(str, name .. '和' .. ids[k] .. '存在相同的mosnter id:' .. k)
|
||||||
// end
|
end
|
||||||
// ids[k] = name
|
ids[k] = name
|
||||||
// end
|
end
|
||||||
// end
|
end
|
||||||
// end
|
end
|
||||||
// if #str > 0 then
|
if #str > 0 then
|
||||||
// return table.concat(str, '\n');
|
return table.concat(str, '\n');
|
||||||
// end
|
end
|
||||||
// return ''";
|
return ''";
|
||||||
// var resultStr = env.DoString(luaScriptString);
|
var resultStr = env.DoString(luaScriptString);
|
||||||
// if (resultStr.Length > 0)
|
if (resultStr.Length > 0)
|
||||||
// {
|
{
|
||||||
// foreach(var strObj in resultStr)
|
foreach(var strObj in resultStr)
|
||||||
// {
|
{
|
||||||
// var str = Convert.ToString(strObj);
|
var str = Convert.ToString(strObj);
|
||||||
// if(!String.IsNullOrEmpty(str))
|
if(!String.IsNullOrEmpty(str))
|
||||||
// {
|
{
|
||||||
// sb.Append(str + "\n");
|
sb.Append(str + "\n");
|
||||||
// }
|
}
|
||||||
// }
|
}
|
||||||
// }
|
}
|
||||||
// 检查怪物的坐标信息
|
// 检查怪物的坐标信息
|
||||||
// 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'}
|
// 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'}
|
||||||
// local list = {'enemy_id_1', 'enemy_id_2', 'enemy_id_3'}
|
// local list = {'enemy_id_1', 'enemy_id_2', 'enemy_id_3'}
|
||||||
|
|||||||
@ -2,7 +2,7 @@ using System.Collections;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEditor;
|
using UnityEditor;
|
||||||
|
using UnityEditor.Experimental.SceneManagement;
|
||||||
|
|
||||||
namespace BFEditor.Resource
|
namespace BFEditor.Resource
|
||||||
{
|
{
|
||||||
@ -19,7 +19,7 @@ namespace BFEditor.Resource
|
|||||||
|
|
||||||
void OnEnable()
|
void OnEnable()
|
||||||
{
|
{
|
||||||
UnityEditor.SceneManagement.PrefabStage currentPrefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage();
|
PrefabStage currentPrefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||||
Transform tran;
|
Transform tran;
|
||||||
if (currentPrefabStage == null)
|
if (currentPrefabStage == null)
|
||||||
tran = Selection.activeTransform;
|
tran = Selection.activeTransform;
|
||||||
|
|||||||
@ -92,7 +92,7 @@ namespace BFEditor
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
var currentPrefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage();
|
var currentPrefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage();
|
||||||
if (currentPrefabStage != null) //当前处于prefab编辑模式
|
if (currentPrefabStage != null) //当前处于prefab编辑模式
|
||||||
{
|
{
|
||||||
var prefabRoot = currentPrefabStage.prefabContentsRoot;
|
var prefabRoot = currentPrefabStage.prefabContentsRoot;
|
||||||
|
|||||||
@ -55,7 +55,7 @@ public class JenkinsAdapter {
|
|||||||
// 商品名称
|
// 商品名称
|
||||||
PlayerSettings.productName = "Knights Combo";
|
PlayerSettings.productName = "Knights Combo";
|
||||||
// BuildType设置dev/release
|
// BuildType设置dev/release
|
||||||
EditorUserBuildSettings.iOSXcodeBuildConfig = XcodeBuildConfig.Release;
|
EditorUserBuildSettings.iOSBuildConfigType = iOSBuildType.Release;
|
||||||
EditorUserBuildSettings.development = false;
|
EditorUserBuildSettings.development = false;
|
||||||
// 使用IL2CPP
|
// 使用IL2CPP
|
||||||
var scriptImp = ScriptingImplementation.IL2CPP;
|
var scriptImp = ScriptingImplementation.IL2CPP;
|
||||||
|
|||||||
@ -68,9 +68,8 @@ namespace BFEditor
|
|||||||
"TMPro.SortingLayerHelper",
|
"TMPro.SortingLayerHelper",
|
||||||
"UnityEngine.CloudStreaming",
|
"UnityEngine.CloudStreaming",
|
||||||
"BFEditor.EditorBattleRoleAttackOperate",
|
"BFEditor.EditorBattleRoleAttackOperate",
|
||||||
"UnityEngine.QualitySettings",
|
|
||||||
"IronSourceBannerEvents", "IronSourceEvents", "IronSourceInterstitialEvents", "IronSourceRewardedVideoEvents",
|
"IronSourceBannerEvents", "IronSourceEvents", "IronSourceInterstitialEvents", "IronSourceRewardedVideoEvents",
|
||||||
"IronSourceAdQualityManifestTools", "TradplusSDK"
|
"IronSourceAdQualityManifestTools"
|
||||||
};
|
};
|
||||||
|
|
||||||
static bool isExcluded(Type type)
|
static bool isExcluded(Type type)
|
||||||
@ -78,7 +77,7 @@ namespace BFEditor
|
|||||||
var fullName = type.FullName;
|
var fullName = type.FullName;
|
||||||
for (int i = 0; i < exclude.Count; i++)
|
for (int i = 0; i < exclude.Count; i++)
|
||||||
{
|
{
|
||||||
if (fullName != null && fullName.Contains(exclude[i]))
|
if (!string.IsNullOrEmpty(fullName) && fullName.Contains(exclude[i]))
|
||||||
{
|
{
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
@ -94,13 +93,13 @@ namespace BFEditor
|
|||||||
List<string> namespaces = new List<string>() // 在这里添加名字空间
|
List<string> namespaces = new List<string>() // 在这里添加名字空间
|
||||||
{
|
{
|
||||||
"BF",
|
"BF",
|
||||||
// "UnityEngine",
|
"UnityEngine",
|
||||||
// "UnityEngine.UI",
|
"UnityEngine.UI",
|
||||||
// "UnityEngine.U2D",
|
"UnityEngine.U2D",
|
||||||
// "UnityEngine.Rendering.Universal",
|
"UnityEngine.Rendering.Universal",
|
||||||
// "TMPro",
|
"TMPro",
|
||||||
// "DG.Tweening",
|
"DG.Tweening",
|
||||||
// "DG.Tweening.Core",
|
"DG.Tweening.Core",
|
||||||
};
|
};
|
||||||
var unityTypes = (from assembly in AppDomain.CurrentDomain.GetAssemblies()
|
var unityTypes = (from assembly in AppDomain.CurrentDomain.GetAssemblies()
|
||||||
where !(assembly.ManifestModule is System.Reflection.Emit.ModuleBuilder)
|
where !(assembly.ManifestModule is System.Reflection.Emit.ModuleBuilder)
|
||||||
@ -114,8 +113,8 @@ namespace BFEditor
|
|||||||
};
|
};
|
||||||
var customTypes = (from assembly in customAssemblys.Select(s => Assembly.Load(s))
|
var customTypes = (from assembly in customAssemblys.Select(s => Assembly.Load(s))
|
||||||
from type in assembly.GetExportedTypes()
|
from type in assembly.GetExportedTypes()
|
||||||
where type.Namespace == null || !type.Namespace.StartsWith("XLua") && !isExcluded(type)
|
where type.Namespace == null || !type.Namespace.StartsWith("XLua")
|
||||||
&& type.BaseType != typeof(MulticastDelegate) && !type.IsInterface && !type.IsEnum
|
&& type.BaseType != typeof(MulticastDelegate) && !type.IsInterface && !type.IsEnum && !isExcluded(type)
|
||||||
select type);
|
select type);
|
||||||
|
|
||||||
var otherTypes = new List<Type>() {
|
var otherTypes = new List<Type>() {
|
||||||
@ -144,31 +143,20 @@ namespace BFEditor
|
|||||||
typeof(System.Collections.Generic.List<TMPro.TMP_FontAsset>),
|
typeof(System.Collections.Generic.List<TMPro.TMP_FontAsset>),
|
||||||
typeof(System.Collections.Generic.List<UnityEngine.Camera>),
|
typeof(System.Collections.Generic.List<UnityEngine.Camera>),
|
||||||
typeof(System.Collections.Generic.List<System.Collections.Generic.List<string>>),
|
typeof(System.Collections.Generic.List<System.Collections.Generic.List<string>>),
|
||||||
typeof(System.Collections.Generic.List<BF.BFFinger>),
|
|
||||||
typeof(DG.Tweening.Core.TweenerCore<UnityEngine.Color, UnityEngine.Color, DG.Tweening.Plugins.Options.ColorOptions>),
|
typeof(DG.Tweening.Core.TweenerCore<UnityEngine.Color, UnityEngine.Color, DG.Tweening.Plugins.Options.ColorOptions>),
|
||||||
typeof(DG.Tweening.Core.TweenerCore<UnityEngine.Vector2, UnityEngine.Vector2, DG.Tweening.Plugins.Options.VectorOptions>),
|
typeof(DG.Tweening.Core.TweenerCore<UnityEngine.Vector2, UnityEngine.Vector2, DG.Tweening.Plugins.Options.VectorOptions>),
|
||||||
typeof(System.Action<string>),
|
|
||||||
typeof(System.Action<string, UnityEngine.Object>),
|
|
||||||
typeof(System.Action<string, UnityEngine.GameObject>),
|
|
||||||
|
|
||||||
typeof(UnityEngine.Camera),
|
typeof(System.Action<string>),
|
||||||
typeof(UnityEngine.Camera.GateFitMode),
|
|
||||||
typeof(UnityEngine.Camera.GateFitParameters),
|
|
||||||
typeof(UnityEngine.Camera.StereoscopicEye),
|
|
||||||
typeof(UnityEngine.Camera.MonoOrStereoscopicEye),
|
|
||||||
typeof(UnityEngine.Camera.FieldOfViewAxis),
|
typeof(UnityEngine.Camera.FieldOfViewAxis),
|
||||||
typeof(UnityEngine.Camera.RenderRequest),
|
|
||||||
typeof(UnityEngine.Camera.RenderRequestMode),
|
typeof(UnityEngine.Camera.RenderRequestMode),
|
||||||
typeof(UnityEngine.Camera.RenderRequestOutputSpace),
|
typeof(UnityEngine.Camera.RenderRequestOutputSpace),
|
||||||
typeof(UnityEngine.Camera.RenderRequest),
|
|
||||||
typeof(UnityEngine.Camera.SceneViewFilterMode),
|
|
||||||
typeof(UnityEngine.TextCore.FaceInfo),
|
typeof(UnityEngine.TextCore.FaceInfo),
|
||||||
typeof(UnityEngine.Rendering.LightShadowResolution),
|
typeof(UnityEngine.Rendering.LightShadowResolution),
|
||||||
typeof(UnityEngine.RenderTextureFormat),
|
typeof(UnityEngine.RenderTextureFormat),
|
||||||
typeof(UnityEngine.RenderTextureReadWrite),
|
typeof(UnityEngine.RenderTextureReadWrite),
|
||||||
typeof(UnityEngine.RigidbodyConstraints),
|
typeof(UnityEngine.RigidbodyConstraints),
|
||||||
typeof(UnityEngine.TransparencySortMode),
|
typeof(UnityEngine.TransparencySortMode),
|
||||||
typeof(UnityEngine.SystemInfo),
|
|
||||||
typeof(UnityEngine.Object),
|
typeof(UnityEngine.Object),
|
||||||
typeof(UnityEngine.Rect),
|
typeof(UnityEngine.Rect),
|
||||||
typeof(UnityEngine.Vector2),
|
typeof(UnityEngine.Vector2),
|
||||||
@ -275,6 +263,11 @@ namespace BFEditor
|
|||||||
typeof(UnityEngine.Canvas),
|
typeof(UnityEngine.Canvas),
|
||||||
typeof(UnityEngine.CanvasGroup),
|
typeof(UnityEngine.CanvasGroup),
|
||||||
typeof(UnityEngine.CanvasRenderer),
|
typeof(UnityEngine.CanvasRenderer),
|
||||||
|
typeof(UnityEngine.Camera),
|
||||||
|
typeof(UnityEngine.Camera.GateFitMode),
|
||||||
|
typeof(UnityEngine.Camera.GateFitParameters),
|
||||||
|
typeof(UnityEngine.Camera.StereoscopicEye),
|
||||||
|
typeof(UnityEngine.Camera.MonoOrStereoscopicEye),
|
||||||
typeof(UnityEngine.LineRenderer),
|
typeof(UnityEngine.LineRenderer),
|
||||||
typeof(UnityEngine.Texture2D),
|
typeof(UnityEngine.Texture2D),
|
||||||
typeof(UnityEngine.Texture2D.EXRFlags),
|
typeof(UnityEngine.Texture2D.EXRFlags),
|
||||||
@ -301,13 +294,7 @@ namespace BFEditor
|
|||||||
typeof(UnityEngine.LightProbes),
|
typeof(UnityEngine.LightProbes),
|
||||||
typeof(UnityEngine.ReflectionProbe),
|
typeof(UnityEngine.ReflectionProbe),
|
||||||
typeof(UnityEngine.BatteryStatus),
|
typeof(UnityEngine.BatteryStatus),
|
||||||
typeof(UnityEngine.SystemInfo),
|
|
||||||
typeof(UnityEngine.Rigidbody),
|
|
||||||
typeof(UnityEngine.SphereCollider),
|
|
||||||
typeof(UnityEngine.ScriptableObject),
|
|
||||||
typeof(UnityEngine.Physics),
|
|
||||||
typeof(UnityEngine.PhysicMaterial),
|
|
||||||
typeof(UnityEngine.MeshCollider),
|
|
||||||
typeof(UnityEngine.UI.CanvasScaler),
|
typeof(UnityEngine.UI.CanvasScaler),
|
||||||
typeof(UnityEngine.UI.Dropdown),
|
typeof(UnityEngine.UI.Dropdown),
|
||||||
typeof(UnityEngine.UI.Dropdown.OptionData),
|
typeof(UnityEngine.UI.Dropdown.OptionData),
|
||||||
@ -329,7 +316,6 @@ namespace BFEditor
|
|||||||
typeof(UnityEngine.UI.InputField),
|
typeof(UnityEngine.UI.InputField),
|
||||||
typeof(UnityEngine.UI.InputField.ContentType),
|
typeof(UnityEngine.UI.InputField.ContentType),
|
||||||
typeof(UnityEngine.UI.InputField.InputType),
|
typeof(UnityEngine.UI.InputField.InputType),
|
||||||
typeof(UnityEngine.UI.InputField.EndEditEvent),
|
|
||||||
typeof(UnityEngine.UI.InputField.CharacterValidation),
|
typeof(UnityEngine.UI.InputField.CharacterValidation),
|
||||||
typeof(UnityEngine.UI.InputField.LineType),
|
typeof(UnityEngine.UI.InputField.LineType),
|
||||||
typeof(UnityEngine.UI.InputField.SubmitEvent),
|
typeof(UnityEngine.UI.InputField.SubmitEvent),
|
||||||
@ -361,7 +347,7 @@ namespace BFEditor
|
|||||||
typeof(UnityEngine.UI.GridLayoutGroup.Constraint),
|
typeof(UnityEngine.UI.GridLayoutGroup.Constraint),
|
||||||
typeof(UnityEngine.UI.VerticalLayoutGroup),
|
typeof(UnityEngine.UI.VerticalLayoutGroup),
|
||||||
typeof(UnityEngine.UI.LayoutGroup),
|
typeof(UnityEngine.UI.LayoutGroup),
|
||||||
typeof(UnityEngine.U2D.SpriteAtlas),
|
typeof(UnityEngine.GUIUtility),
|
||||||
|
|
||||||
// spine
|
// spine
|
||||||
typeof(Spine.TrackEntry),
|
typeof(Spine.TrackEntry),
|
||||||
@ -379,14 +365,12 @@ namespace BFEditor
|
|||||||
typeof(Spine.Unity.SkeletonAnimation),
|
typeof(Spine.Unity.SkeletonAnimation),
|
||||||
typeof(Spine.Unity.SkeletonDataAsset),
|
typeof(Spine.Unity.SkeletonDataAsset),
|
||||||
typeof(Spine.Unity.MeshGenerator),
|
typeof(Spine.Unity.MeshGenerator),
|
||||||
typeof(Spine.MeshAttachment),
|
|
||||||
typeof(Spine.Unity.MeshGenerator.Settings),
|
typeof(Spine.Unity.MeshGenerator.Settings),
|
||||||
typeof(Spine.Unity.SkeletonRenderer),
|
typeof(Spine.Unity.SkeletonRenderer),
|
||||||
typeof(Spine.Unity.SkeletonRenderer.SpriteMaskInteractionMaterials),
|
typeof(Spine.Unity.SkeletonRenderer.SpriteMaskInteractionMaterials),
|
||||||
typeof(Spine.Unity.BoneFollower),
|
typeof(Spine.Unity.BoneFollower),
|
||||||
typeof(Spine.Unity.BoneFollowerGraphic),
|
typeof(Spine.Unity.BoneFollowerGraphic),
|
||||||
typeof(Spine.Unity.BoneFollower.AxisOrientation),
|
typeof(Spine.Unity.BoneFollower.AxisOrientation),
|
||||||
typeof(Spine.Unity.SkeletonGraphic.LayoutMode),
|
|
||||||
|
|
||||||
// TextMeshPro
|
// TextMeshPro
|
||||||
typeof(TMPro.TextAlignmentOptions),
|
typeof(TMPro.TextAlignmentOptions),
|
||||||
@ -412,14 +396,6 @@ namespace BFEditor
|
|||||||
typeof(TMP_AnimationCurve),
|
typeof(TMP_AnimationCurve),
|
||||||
typeof(TMP_Curve),
|
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
|
//DOTween
|
||||||
typeof(DG.Tweening.AutoPlay),
|
typeof(DG.Tweening.AutoPlay),
|
||||||
typeof(DG.Tweening.AxisConstraint),
|
typeof(DG.Tweening.AxisConstraint),
|
||||||
@ -432,6 +408,7 @@ namespace BFEditor
|
|||||||
typeof(DG.Tweening.ScrambleMode),
|
typeof(DG.Tweening.ScrambleMode),
|
||||||
typeof(DG.Tweening.TweenType),
|
typeof(DG.Tweening.TweenType),
|
||||||
typeof(DG.Tweening.UpdateType),
|
typeof(DG.Tweening.UpdateType),
|
||||||
|
|
||||||
typeof(DG.Tweening.DOTween),
|
typeof(DG.Tweening.DOTween),
|
||||||
typeof(DG.Tweening.Core.DOTweenComponent),
|
typeof(DG.Tweening.Core.DOTweenComponent),
|
||||||
typeof(DG.Tweening.Core.TweenerCore<UnityEngine.Vector3, UnityEngine.Vector3[], DG.Tweening.Plugins.Options.Vector3ArrayOptions>),
|
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.ShortcutExtensions),
|
||||||
typeof(DG.Tweening.DOTweenModuleUI),
|
typeof(DG.Tweening.DOTweenModuleUI),
|
||||||
|
|
||||||
// BestHTTP
|
// 数数
|
||||||
|
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI.TATimeZone),
|
||||||
|
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI.TAMode),
|
||||||
|
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI.NetworkType),
|
||||||
|
|
||||||
typeof(Http.RequestState),
|
typeof(Http.RequestState),
|
||||||
typeof(BestHTTP.HTTPRequest),
|
|
||||||
typeof(BestHTTP.HTTPResponse),
|
typeof(BestHTTP.HTTPResponse),
|
||||||
typeof(BestHTTP.Connections.HTTP2.HTTP2Response),
|
|
||||||
typeof(BestHTTP.Forms.HTTPUrlEncodedForm),
|
typeof(BestHTTP.Forms.HTTPUrlEncodedForm),
|
||||||
typeof(BestHTTP.Forms.HTTPFormBase),
|
typeof(BestHTTP.Forms.HTTPFormBase),
|
||||||
|
|
||||||
@ -469,36 +448,13 @@ namespace BFEditor
|
|||||||
typeof(UnityEngine.Purchasing.ProductType),
|
typeof(UnityEngine.Purchasing.ProductType),
|
||||||
|
|
||||||
typeof(BF.MonoSingleton<BF.BFMain>),
|
typeof(BF.MonoSingleton<BF.BFMain>),
|
||||||
typeof(BF.MonoSingleton<AdManager>),
|
|
||||||
typeof(BF.BFSlider.FillDirection),
|
typeof(BF.BFSlider.FillDirection),
|
||||||
typeof(BF.ScrollRectBaseOld.MovementType),
|
typeof(BF.ScrollRectBaseOld.MovementType),
|
||||||
typeof(BF.ScrollRectBaseOld.ScrollbarVisibility),
|
typeof(BF.ScrollRectBaseOld.ScrollbarVisibility),
|
||||||
typeof(BF.NetServiceType),
|
typeof(BF.NetServiceType),
|
||||||
typeof(BF.NetIncomingMessageType),
|
typeof(BF.NetIncomingMessageType),
|
||||||
|
typeof(BF.BFGridLayout.Corner),
|
||||||
// Touch
|
typeof(BF.BFGridLayout.Constraint),
|
||||||
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),
|
|
||||||
};
|
};
|
||||||
return unityTypes.Concat(customTypes).Concat(otherTypes);
|
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", "SetGamepadSpeakerMixLevelDefault", "System.Int32"},
|
||||||
new List<string>(){"UnityEngine.AudioSource", "GamepadSpeakerSupportsOutputType", "UnityEngine.GamepadSpeakerOutputType"},
|
new List<string>(){"UnityEngine.AudioSource", "GamepadSpeakerSupportsOutputType", "UnityEngine.GamepadSpeakerOutputType"},
|
||||||
new List<string>(){"UnityEngine.AudioSource", "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>(){"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>(){"FBWindowsPhysicalGamepadManager", "state"},
|
||||||
new List<string>(){"IronSourceBannerEvents", "onAdLoaded", "System.String"},
|
new List<string>(){"IronSourceBannerEvents", "onAdLoaded", "System.String"},
|
||||||
new List<string>(){"IronSourceBannerEvents", "onAdLoadFailed", "System.String"},
|
new List<string>(){"IronSourceBannerEvents", "onAdLoadFailed", "System.String"},
|
||||||
@ -680,18 +638,6 @@ namespace BFEditor
|
|||||||
new List<string>(){"IronSourceRewardedVideoEvents", "onAdUnavailable"},
|
new List<string>(){"IronSourceRewardedVideoEvents", "onAdUnavailable"},
|
||||||
new List<string>(){"IronSourceRewardedVideoEvents", "onAdLoadFailed", "System.String"},
|
new List<string>(){"IronSourceRewardedVideoEvents", "onAdLoadFailed", "System.String"},
|
||||||
new List<string>(){"IronSourceRewardedVideoEvents", "onAdReady", "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"},
|
|
||||||
new List<string>(){"Spine.Unity.SkeletonGraphic", "GetPivotOffset"},
|
|
||||||
new List<string>(){"Spine.Unity.SkeletonGraphic", "GetScaledPivotOffset"},
|
|
||||||
};
|
};
|
||||||
|
|
||||||
static bool hasGenericParameter(Type type)
|
static bool hasGenericParameter(Type type)
|
||||||
|
|||||||
@ -14,26 +14,19 @@ MonoBehaviour:
|
|||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
defaultScale: 0.01
|
defaultScale: 0.01
|
||||||
defaultMix: 0.2
|
defaultMix: 0.2
|
||||||
defaultShader: Spine/Skeleton
|
defaultShader: BF/Spine/Skeleton
|
||||||
defaultZSpacing: 0
|
defaultZSpacing: 0
|
||||||
defaultInstantiateLoop: 1
|
defaultInstantiateLoop: 1
|
||||||
defaultPhysicsPositionInheritance: {x: 1, y: 1}
|
|
||||||
defaultPhysicsRotationInheritance: 1
|
|
||||||
showHierarchyIcons: 1
|
showHierarchyIcons: 1
|
||||||
reloadAfterPlayMode: 1
|
|
||||||
setTextureImporterSettings: 1
|
setTextureImporterSettings: 1
|
||||||
textureSettingsReference: Assets/ThirdParty/Spine/Editor/spine-unity/Editor/ImporterPresets/PMATexturePreset.preset
|
textureSettingsReference: Assets/ThirdParty/Spine/Editor/spine-unity/Editor/ImporterPresets/PMATexturePreset.preset
|
||||||
fixPrefabOverrideViaMeshFilter: 0
|
|
||||||
removePrefabPreviewMeshes: 0
|
|
||||||
blendModeMaterialMultiply: {fileID: 0}
|
blendModeMaterialMultiply: {fileID: 0}
|
||||||
blendModeMaterialScreen: {fileID: 0}
|
blendModeMaterialScreen: {fileID: 0}
|
||||||
blendModeMaterialAdditive: {fileID: 0}
|
blendModeMaterialAdditive: {fileID: 0}
|
||||||
atlasTxtImportWarning: 1
|
atlasTxtImportWarning: 1
|
||||||
textureImporterWarning: 1
|
textureImporterWarning: 1
|
||||||
componentMaterialWarning: 1
|
componentMaterialWarning: 1
|
||||||
skeletonDataAssetNoFileError: 1
|
|
||||||
autoReloadSceneSkeletons: 1
|
autoReloadSceneSkeletons: 1
|
||||||
handleScale: 1
|
handleScale: 1
|
||||||
mecanimEventIncludeFolderName: 1
|
mecanimEventIncludeFolderName: 1
|
||||||
timelineDefaultMixDuration: 0
|
|
||||||
timelineUseBlendDuration: 1
|
timelineUseBlendDuration: 1
|
||||||
|
|||||||
@ -78,7 +78,6 @@ namespace BFEditor
|
|||||||
psi.RedirectStandardOutput = true; //由调用程序获取输出信息
|
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.RedirectStandardError = true; //重定向标准错误输出
|
||||||
psi.CreateNoWindow = true; //不显示程序窗口
|
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.StartInfo = psi;
|
||||||
p.Start();
|
p.Start();
|
||||||
|
|
||||||
|
|||||||
@ -23,8 +23,7 @@ namespace AudienceNetwork
|
|||||||
public partial class AdManager : BF.MonoSingleton<AdManager>
|
public partial class AdManager : BF.MonoSingleton<AdManager>
|
||||||
{
|
{
|
||||||
private const string Tag = "AdManager:";
|
private const string Tag = "AdManager:";
|
||||||
// private const string Key = "9uHgeBwag3NXva9MC23ToO3q11Ve59bF1uwg4qGltdGmCQ7OSByFZ_3b1ZF7krMlkHQo5gXzIokVDsvg1rwbr-";
|
private const string Key = "9uHgeBwag3NXva9MC23ToO3q11Ve59bF1uwg4qGltdGmCQ7OSByFZ_3b1ZF7krMlkHQo5gXzIokVDsvg1rwbr-";
|
||||||
private const string Key = "9uHgeBwag3NXva9MC23ToO3q11Ve59bF1uwg4qGltdGmCQ7OSByFZ_3b1ZF7krMlkHQo5gXzIokVDsvg1rwbr-11";
|
|
||||||
string bannerAdUnitId = "YOUR_BANNER_AD_UNIT_ID"; // Retrieve the ID from your account
|
string bannerAdUnitId = "YOUR_BANNER_AD_UNIT_ID"; // Retrieve the ID from your account
|
||||||
string adInterstitialUnitId = "YOUR_AD_UNIT_ID";
|
string adInterstitialUnitId = "YOUR_AD_UNIT_ID";
|
||||||
string adRewardUnitId = "e54f27e345da90df";
|
string adRewardUnitId = "e54f27e345da90df";
|
||||||
|
|||||||
@ -9,9 +9,9 @@ namespace BF
|
|||||||
{
|
{
|
||||||
public class BFThirdReportSDKManager : MonoBehaviour
|
public class BFThirdReportSDKManager : MonoBehaviour
|
||||||
{
|
{
|
||||||
// private ThinkingAnalyticsSdk TASdk = new ThinkingAnalyticsSdk();
|
private ThinkingAnalyticsSdk TASdk = new ThinkingAnalyticsSdk();
|
||||||
// private AppsFlyerSdk AFSdk = new AppsFlyerSdk();
|
private AppsFlyerSdk AFSdk = new AppsFlyerSdk();
|
||||||
// private bool isInitAFAdRevenue = false;
|
private bool isInitAFAdRevenue = false;
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
@ -21,147 +21,147 @@ namespace BF
|
|||||||
public void Init()
|
public void Init()
|
||||||
{
|
{
|
||||||
BFLog.Log("TASdk.Init");
|
BFLog.Log("TASdk.Init");
|
||||||
// TASdk.Init();
|
TASdk.Init();
|
||||||
// AFSdk.Init();
|
AFSdk.Init();
|
||||||
}
|
}
|
||||||
|
|
||||||
// 设置账户id
|
// 设置账户id
|
||||||
public void SetThinkingAnalyticsAccountId(string id)
|
public void SetThinkingAnalyticsAccountId(string id)
|
||||||
{
|
{
|
||||||
// TASdk.SetAccountId(id);
|
TASdk.SetAccountId(id);
|
||||||
// AFSdk.SetTaAccountId(id);
|
AFSdk.SetTaAccountId(id);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void InitAppsFlyerAdRevenue()
|
public void InitAppsFlyerAdRevenue()
|
||||||
{
|
{
|
||||||
// if (isInitAFAdRevenue)
|
if (isInitAFAdRevenue)
|
||||||
// {
|
{
|
||||||
// return;
|
return;
|
||||||
// }
|
}
|
||||||
// isInitAFAdRevenue = true;
|
isInitAFAdRevenue = true;
|
||||||
// AppsFlyerAdRevenue.start();
|
AppsFlyerAdRevenue.start();
|
||||||
}
|
}
|
||||||
|
|
||||||
// 清除账户id
|
// 清除账户id
|
||||||
public void ClearThinkingAnalyticsAccountId()
|
public void ClearThinkingAnalyticsAccountId()
|
||||||
{
|
{
|
||||||
// TASdk.ClearAccountId();
|
TASdk.ClearAccountId();
|
||||||
}
|
}
|
||||||
|
|
||||||
// 数数科技上报
|
// 数数科技上报
|
||||||
// lua端使用
|
// lua端使用
|
||||||
public void PostThinkingAnalyticsEvent(string eventName, string data = "")
|
public void PostThinkingAnalyticsEvent(string eventName, string data = "")
|
||||||
{
|
{
|
||||||
// if (string.IsNullOrEmpty(data))
|
if (string.IsNullOrEmpty(data))
|
||||||
// {
|
{
|
||||||
// TASdk.Track(eventName, null);
|
TASdk.Track(eventName, null);
|
||||||
// }
|
}
|
||||||
// else
|
else
|
||||||
// {
|
{
|
||||||
// var properties = JsonConvert.DeserializeObject<Dictionary<string, object>>(data);
|
var properties = JsonConvert.DeserializeObject<Dictionary<string, object>>(data);
|
||||||
// TASdk.Track(eventName, properties);
|
TASdk.Track(eventName, properties);
|
||||||
// }
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 数数科技上报
|
// 数数科技上报
|
||||||
// c#端使用,只上报事件名
|
// c#端使用,只上报事件名
|
||||||
public void PostThinkingAnalyticsEventName(string eventName)
|
public void PostThinkingAnalyticsEventName(string eventName)
|
||||||
{
|
{
|
||||||
// TASdk.Track(eventName, null);
|
TASdk.Track(eventName, null);
|
||||||
}
|
}
|
||||||
|
|
||||||
// 数数科技上报
|
// 数数科技上报
|
||||||
// c#端使用,上报事件名和参数
|
// c#端使用,上报事件名和参数
|
||||||
public void PostThinkingAnalyticsEventProperties(string eventName, Dictionary<string, object> properties)
|
public void PostThinkingAnalyticsEventProperties(string eventName, Dictionary<string, object> properties)
|
||||||
{
|
{
|
||||||
// TASdk.Track(eventName, properties);
|
TASdk.Track(eventName, properties);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PostAppsflyerEvent(string eventName, string data = "")
|
public void PostAppsflyerEvent(string eventName, string data = "")
|
||||||
{
|
{
|
||||||
// if (string.IsNullOrEmpty(data))
|
if (string.IsNullOrEmpty(data))
|
||||||
// {
|
{
|
||||||
// AFSdk.SendEvent(eventName, null);
|
AFSdk.SendEvent(eventName, null);
|
||||||
// }
|
}
|
||||||
// else
|
else
|
||||||
// {
|
{
|
||||||
// var properties = JsonConvert.DeserializeObject<Dictionary<string, string>>(data);
|
var properties = JsonConvert.DeserializeObject<Dictionary<string, string>>(data);
|
||||||
// AFSdk.SendEvent(eventName, properties);
|
AFSdk.SendEvent(eventName, properties);
|
||||||
// }
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PostFireBaseEvent(string eventName, string data = "")
|
public void PostFireBaseEvent(string eventName, string data = "")
|
||||||
{
|
{
|
||||||
// if (string.IsNullOrEmpty(data))
|
if (string.IsNullOrEmpty(data))
|
||||||
// {
|
{
|
||||||
// return;
|
return;
|
||||||
// }
|
}
|
||||||
// else
|
else
|
||||||
// {
|
{
|
||||||
// BFMain.Instance.SDKMgr.BFNativeSDKMgr.LogEvent(eventName, data);
|
BFMain.Instance.SDKMgr.BFNativeSDKMgr.LogEvent(eventName, data);
|
||||||
// }
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 设置账户id
|
// 设置账户id
|
||||||
public void PostAdjustSimpleTrackEvent(string key)
|
public void PostAdjustSimpleTrackEvent(string key)
|
||||||
{
|
{
|
||||||
// AdjustEvent adjustEvent = new AdjustEvent(key);
|
AdjustEvent adjustEvent = new AdjustEvent(key);
|
||||||
// // BFLog.Log("PostAdjustSimpleTrackEvent");
|
// BFLog.Log("PostAdjustSimpleTrackEvent");
|
||||||
// Adjust.trackEvent(adjustEvent);
|
Adjust.trackEvent(adjustEvent);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PostAdjustRevenueTrackEvent(string key, double currency, string currencyCode)
|
public void PostAdjustRevenueTrackEvent(string key, double currency, string currencyCode)
|
||||||
{
|
{
|
||||||
// AdjustEvent adjustEvent = new AdjustEvent(key);
|
AdjustEvent adjustEvent = new AdjustEvent(key);
|
||||||
// adjustEvent.setRevenue(currency, currencyCode);
|
adjustEvent.setRevenue(currency, currencyCode);
|
||||||
// // BFLog.Log("PostAdjustRevenueTrackEvent");
|
// BFLog.Log("PostAdjustRevenueTrackEvent");
|
||||||
// Adjust.trackEvent(adjustEvent);
|
Adjust.trackEvent(adjustEvent);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PostAdjustCallbackTrackEvent(string key, string data = "")
|
public void PostAdjustCallbackTrackEvent(string key, string data = "")
|
||||||
{
|
{
|
||||||
// var properties = JsonConvert.DeserializeObject<Dictionary<string, string>>(data);
|
var properties = JsonConvert.DeserializeObject<Dictionary<string, string>>(data);
|
||||||
// AdjustEvent adjustEvent = new AdjustEvent(key);
|
AdjustEvent adjustEvent = new AdjustEvent(key);
|
||||||
// foreach (var item in properties)
|
foreach (var item in properties)
|
||||||
// {
|
{
|
||||||
// adjustEvent.addCallbackParameter(item.Key, item.Value);
|
adjustEvent.addCallbackParameter(item.Key, item.Value);
|
||||||
// }
|
}
|
||||||
// // BFLog.Log("PostAdjustCallbackTrackEvent");
|
// BFLog.Log("PostAdjustCallbackTrackEvent");
|
||||||
// Adjust.trackEvent(adjustEvent);
|
Adjust.trackEvent(adjustEvent);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PostAdjustPartnerTrackEvent(string key, string data = "")
|
public void PostAdjustPartnerTrackEvent(string key, string data = "")
|
||||||
{
|
{
|
||||||
// var properties = JsonConvert.DeserializeObject<Dictionary<string, string>>(data);
|
var properties = JsonConvert.DeserializeObject<Dictionary<string, string>>(data);
|
||||||
// AdjustEvent adjustEvent = new AdjustEvent(key);
|
AdjustEvent adjustEvent = new AdjustEvent(key);
|
||||||
// foreach (var item in properties)
|
foreach (var item in properties)
|
||||||
// {
|
{
|
||||||
// adjustEvent.addPartnerParameter(item.Key, item.Value);
|
adjustEvent.addPartnerParameter(item.Key, item.Value);
|
||||||
// }
|
}
|
||||||
// // BFLog.Log("PostAdjustPartnerTrackEvent");
|
// BFLog.Log("PostAdjustPartnerTrackEvent");
|
||||||
// Adjust.trackEvent(adjustEvent);
|
Adjust.trackEvent(adjustEvent);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void PostAdjustAdRevenueAppLovinMAX(double revenue, string networkName, string adUnitIdentifier, string placement)
|
public void PostAdjustAdRevenueAppLovinMAX(double revenue, string networkName, string adUnitIdentifier, string placement)
|
||||||
{
|
{
|
||||||
// var adRevenue = new AdjustAdRevenue(AdjustConfig.AdjustAdRevenueSourceAppLovinMAX);
|
var adRevenue = new AdjustAdRevenue(AdjustConfig.AdjustAdRevenueSourceAppLovinMAX);
|
||||||
// adRevenue.setRevenue(revenue, "USD");
|
adRevenue.setRevenue(revenue, "USD");
|
||||||
// adRevenue.setAdRevenueNetwork(networkName);
|
adRevenue.setAdRevenueNetwork(networkName);
|
||||||
// adRevenue.setAdRevenueUnit(adUnitIdentifier);
|
adRevenue.setAdRevenueUnit(adUnitIdentifier);
|
||||||
// adRevenue.setAdRevenuePlacement(placement);
|
adRevenue.setAdRevenuePlacement(placement);
|
||||||
// Adjust.trackAdRevenue(adRevenue);
|
Adjust.trackAdRevenue(adRevenue);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void AdjustSetDeviceToken(string token)
|
public void AdjustSetDeviceToken(string token)
|
||||||
{
|
{
|
||||||
// Adjust.setDeviceToken(token);
|
Adjust.setDeviceToken(token);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void LogAppsFlyerAdRevenue(int mediationNetwork, string monetizationNetwork, double eventRevenue, string data)
|
public void LogAppsFlyerAdRevenue(int mediationNetwork, string monetizationNetwork, double eventRevenue, string data)
|
||||||
{
|
{
|
||||||
// var properties = JsonConvert.DeserializeObject<Dictionary<string, string>>(data);
|
var properties = JsonConvert.DeserializeObject<Dictionary<string, string>>(data);
|
||||||
// var mediationNetworkType = (AppsFlyerAdRevenueMediationNetworkType)mediationNetwork;
|
var mediationNetworkType = (AppsFlyerAdRevenueMediationNetworkType)mediationNetwork;
|
||||||
// AppsFlyerAdRevenue.logAdRevenue(monetizationNetwork, mediationNetworkType, eventRevenue, "USD", properties);
|
AppsFlyerAdRevenue.logAdRevenue(monetizationNetwork, mediationNetworkType, eventRevenue, "USD", properties);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -62,7 +62,7 @@ namespace BF
|
|||||||
public BFPaySDKManager BFPaySDKMgr { get; private set; }
|
public BFPaySDKManager BFPaySDKMgr { get; private set; }
|
||||||
public IAPManager IosPaySDKMgr { get; private set; }
|
public IAPManager IosPaySDKMgr { get; private set; }
|
||||||
// public BFAdmobSDKManager BFAdmobSDKMgr { get; private set; }
|
// public BFAdmobSDKManager BFAdmobSDKMgr { get; private set; }
|
||||||
// public BFIronSourceSDKManager BFIronSourceSDKMgr { get; private set; }
|
public BFIronSourceSDKManager BFIronSourceSDKMgr { get; private set; }
|
||||||
public BFNativeSDKManager BFNativeSDKMgr { get; private set; }
|
public BFNativeSDKManager BFNativeSDKMgr { get; private set; }
|
||||||
public BFThirdReportSDKManager BFThirdReportSDKMgr { get; private set; }
|
public BFThirdReportSDKManager BFThirdReportSDKMgr { get; private set; }
|
||||||
|
|
||||||
@ -91,12 +91,12 @@ namespace BF
|
|||||||
BFPaySDKMgr = sdkGo.AddComponent<BFPaySDKManager>();
|
BFPaySDKMgr = sdkGo.AddComponent<BFPaySDKManager>();
|
||||||
// 广告
|
// 广告
|
||||||
// BFAdmobSDKMgr = sdkGo.AddComponent<BFAdmobSDKManager>();
|
// BFAdmobSDKMgr = sdkGo.AddComponent<BFAdmobSDKManager>();
|
||||||
// BFIronSourceSDKMgr = sdkGo.AddComponent<BFIronSourceSDKManager>();
|
BFIronSourceSDKMgr = sdkGo.AddComponent<BFIronSourceSDKManager>();
|
||||||
// // 三方上报
|
// 三方上报
|
||||||
BFThirdReportSDKMgr = sdkGo.AddComponent<BFThirdReportSDKManager>();
|
BFThirdReportSDKMgr = sdkGo.AddComponent<BFThirdReportSDKManager>();
|
||||||
// native交互管理
|
// native交互管理
|
||||||
BFNativeSDKMgr = sdkGo.AddComponent<BFNativeSDKManager>();
|
BFNativeSDKMgr = sdkGo.AddComponent<BFNativeSDKManager>();
|
||||||
// IosPaySDKMgr = IAPManager.Instance;
|
IosPaySDKMgr = IAPManager.Instance;
|
||||||
|
|
||||||
GameObject.DontDestroyOnLoad(sdkGo);
|
GameObject.DontDestroyOnLoad(sdkGo);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,53 +0,0 @@
|
|||||||
using System.Collections;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using UnityEngine;
|
|
||||||
|
|
||||||
namespace BF
|
|
||||||
{
|
|
||||||
public class BattleControlBg : MonoBehaviour
|
|
||||||
{
|
|
||||||
public float speed = 0.0f;
|
|
||||||
public float endX = 0.0f;
|
|
||||||
public float resetX = 0.0f;
|
|
||||||
public int type = 0;
|
|
||||||
public bool canMove = true;
|
|
||||||
|
|
||||||
public void SetPositionByTime(float time)
|
|
||||||
{
|
|
||||||
var transformRect = GetComponent<RectTransform>();
|
|
||||||
transformRect.anchoredPosition = new Vector2(transformRect.anchoredPosition.x + speed * time, transformRect.anchoredPosition.y);
|
|
||||||
}
|
|
||||||
|
|
||||||
void FixedUpdate()
|
|
||||||
{
|
|
||||||
if (!canMove) return;
|
|
||||||
var transformRect = GetComponent<RectTransform>();
|
|
||||||
if (transformRect.anchoredPosition.x <= endX)
|
|
||||||
{
|
|
||||||
transformRect.anchoredPosition = new Vector2(resetX, transformRect.anchoredPosition.y);
|
|
||||||
}
|
|
||||||
// if (type == 1)
|
|
||||||
// {
|
|
||||||
// speed = BF.BFMain.Instance.BattleMgr.SceneSpeedC;
|
|
||||||
// }
|
|
||||||
// else if (type == 2)
|
|
||||||
// {
|
|
||||||
// speed = BF.BFMain.Instance.BattleMgr.SceneSpeedM;
|
|
||||||
// }
|
|
||||||
// else if (type == 3)
|
|
||||||
// {
|
|
||||||
// speed = BF.BFMain.Instance.BattleMgr.SceneSpeedF;
|
|
||||||
// }
|
|
||||||
// else if (type == 4)
|
|
||||||
// {
|
|
||||||
// speed = BF.BFMain.Instance.BattleMgr.SceneSpeedCould;
|
|
||||||
// }
|
|
||||||
// else if (type == 5)
|
|
||||||
// {
|
|
||||||
// speed = BF.BFMain.Instance.BattleMgr.SceneSpeedBg;
|
|
||||||
// }
|
|
||||||
// transform.Translate(speed * Time.fixedDeltaTime, 0.0f, 0.0f);
|
|
||||||
transformRect.anchoredPosition = new Vector2(transformRect.anchoredPosition.x + speed * Time.fixedDeltaTime, transformRect.anchoredPosition.y);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@ -1,11 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 1025633752bc248dc9665067e756f919
|
|
||||||
MonoImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
serializedVersion: 2
|
|
||||||
defaultReferences: []
|
|
||||||
executionOrder: 0
|
|
||||||
icon: {instanceID: 0}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@ -64,12 +64,12 @@ namespace BF
|
|||||||
|
|
||||||
public partial class BFPlatform
|
public partial class BFPlatform
|
||||||
{
|
{
|
||||||
const String LoginCenterURL = "https://entrance.wdd817.link";
|
const String LoginCenterURL = "https://entrance.bigfoot-studio.link";
|
||||||
static Dictionary<string, string> BFLoginCenterURLDict = new Dictionary<string, string>()
|
static Dictionary<string, string> BFLoginCenterURLDict = new Dictionary<string, string>()
|
||||||
{
|
{
|
||||||
// dev
|
// dev
|
||||||
{"com.juzu.b6.dev", "https://entrance.wdd817.link"},
|
{"com.juzu.b6.dev", "http://game.juzugame.com:3000"},
|
||||||
{"com.juzu.b6.dev.android", "https://entrance.wdd817.link"},
|
{"com.juzu.b6.dev.android", "http://game.juzugame.com:3000"},
|
||||||
{"com.juzu.b6.dev.ios", "http://game.juzugame.com:3000"},
|
{"com.juzu.b6.dev.ios", "http://game.juzugame.com:3000"},
|
||||||
|
|
||||||
// release
|
// release
|
||||||
@ -77,7 +77,7 @@ namespace BF
|
|||||||
{"com.juzu.b6.release.ios", "http://game.juzugame.com:3000"},
|
{"com.juzu.b6.release.ios", "http://game.juzugame.com:3000"},
|
||||||
|
|
||||||
// gp
|
// gp
|
||||||
{"com.combo.heroes.puzzle.rpg", "https://entrance.wdd817.link"},
|
{"com.combo.heroes.puzzle.rpg", "https://entrance.bigfoot-studio.link"},
|
||||||
};
|
};
|
||||||
|
|
||||||
//combine url解析的数据
|
//combine url解析的数据
|
||||||
|
|||||||
@ -37,20 +37,6 @@ namespace BF
|
|||||||
public const bool SKIP_VERSION = false;
|
public const bool SKIP_VERSION = false;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if BF_APP_DEV
|
|
||||||
public const bool BF_APP_DEV = true;
|
|
||||||
public const bool BF_APP_TEST = false;
|
|
||||||
public const bool BF_APP_PUBLISH = false;
|
|
||||||
#elif BF_APP_TEST
|
|
||||||
public const bool BF_APP_DEV = false;
|
|
||||||
public const bool BF_APP_TEST = true;
|
|
||||||
public const bool BF_APP_PUBLISH = false;
|
|
||||||
#else
|
|
||||||
public const bool BF_APP_DEV = false;
|
|
||||||
public const bool BF_APP_TEST = false;
|
|
||||||
public const bool BF_APP_PUBLISH = true;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
public static char[] C_FREE_CHAR = new char[16] {
|
public static char[] C_FREE_CHAR = new char[16] {
|
||||||
(char)('g' ^ (0x29 - 0)),
|
(char)('g' ^ (0x29 - 0)),
|
||||||
(char)('w' ^ (0x29 - 1)),
|
(char)('w' ^ (0x29 - 1)),
|
||||||
|
|||||||
@ -3,7 +3,7 @@ guid: de1fb4dac677a6d45ae2ad12a49091c0
|
|||||||
TextureImporter:
|
TextureImporter:
|
||||||
internalIDToNameTable: []
|
internalIDToNameTable: []
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
serializedVersion: 10
|
serializedVersion: 11
|
||||||
mipmaps:
|
mipmaps:
|
||||||
mipMapMode: 0
|
mipMapMode: 0
|
||||||
enableMipMap: 0
|
enableMipMap: 0
|
||||||
@ -23,6 +23,7 @@ TextureImporter:
|
|||||||
isReadable: 0
|
isReadable: 0
|
||||||
streamingMipmaps: 0
|
streamingMipmaps: 0
|
||||||
streamingMipmapsPriority: 0
|
streamingMipmapsPriority: 0
|
||||||
|
vTOnly: 0
|
||||||
grayScaleToAlpha: 0
|
grayScaleToAlpha: 0
|
||||||
generateCubemap: 6
|
generateCubemap: 6
|
||||||
cubemapConvolution: 0
|
cubemapConvolution: 0
|
||||||
@ -31,12 +32,12 @@ TextureImporter:
|
|||||||
maxTextureSize: 2048
|
maxTextureSize: 2048
|
||||||
textureSettings:
|
textureSettings:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
filterMode: -1
|
filterMode: 1
|
||||||
aniso: -1
|
aniso: 1
|
||||||
mipBias: -100
|
mipBias: 0
|
||||||
wrapU: 1
|
wrapU: 1
|
||||||
wrapV: 1
|
wrapV: 1
|
||||||
wrapW: -1
|
wrapW: 0
|
||||||
nPOTScale: 0
|
nPOTScale: 0
|
||||||
lightmap: 0
|
lightmap: 0
|
||||||
compressionQuality: 50
|
compressionQuality: 50
|
||||||
@ -54,9 +55,13 @@ TextureImporter:
|
|||||||
textureType: 8
|
textureType: 8
|
||||||
textureShape: 1
|
textureShape: 1
|
||||||
singleChannelComponent: 0
|
singleChannelComponent: 0
|
||||||
|
flipbookRows: 1
|
||||||
|
flipbookColumns: 1
|
||||||
maxTextureSizeSet: 0
|
maxTextureSizeSet: 0
|
||||||
compressionQualitySet: 0
|
compressionQualitySet: 0
|
||||||
textureFormatSet: 0
|
textureFormatSet: 0
|
||||||
|
ignorePngGamma: 0
|
||||||
|
applyGammaDecoding: 1
|
||||||
platformSettings:
|
platformSettings:
|
||||||
- serializedVersion: 3
|
- serializedVersion: 3
|
||||||
buildTarget: DefaultTexturePlatform
|
buildTarget: DefaultTexturePlatform
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine;
|
using Spine;
|
||||||
@ -141,13 +141,13 @@ namespace Spine.Unity.Examples {
|
|||||||
|
|
||||||
if (trackEntry != null) {
|
if (trackEntry != null) {
|
||||||
if (control.useCustomMixDuration)
|
if (control.useCustomMixDuration)
|
||||||
trackEntry.SetMixDuration(control.mixDuration, 0f); // use SetMixDuration(mixDuration, delay) to update delay correctly
|
trackEntry.MixDuration = control.mixDuration;
|
||||||
|
|
||||||
if (useOverrideAttachmentThreshold)
|
if (useOverrideAttachmentThreshold)
|
||||||
trackEntry.MixAttachmentThreshold = attachmentThreshold;
|
trackEntry.AttachmentThreshold = attachmentThreshold;
|
||||||
|
|
||||||
if (useOverrideDrawOrderThreshold)
|
if (useOverrideDrawOrderThreshold)
|
||||||
trackEntry.MixDrawOrderThreshold = drawOrderThreshold;
|
trackEntry.DrawOrderThreshold = drawOrderThreshold;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Don't parse more than one animation per track.
|
// Don't parse more than one animation per track.
|
||||||
|
|||||||
@ -13,7 +13,7 @@ OcclusionCullingSettings:
|
|||||||
--- !u!104 &2
|
--- !u!104 &2
|
||||||
RenderSettings:
|
RenderSettings:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
serializedVersion: 10
|
serializedVersion: 8
|
||||||
m_Fog: 0
|
m_Fog: 0
|
||||||
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
|
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
|
||||||
m_FogMode: 3
|
m_FogMode: 3
|
||||||
@ -39,33 +39,37 @@ RenderSettings:
|
|||||||
m_CustomReflection: {fileID: 0}
|
m_CustomReflection: {fileID: 0}
|
||||||
m_Sun: {fileID: 0}
|
m_Sun: {fileID: 0}
|
||||||
m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1}
|
m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1}
|
||||||
m_UseRadianceAmbientProbe: 0
|
|
||||||
--- !u!157 &3
|
--- !u!157 &3
|
||||||
LightmapSettings:
|
LightmapSettings:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
serializedVersion: 12
|
serializedVersion: 11
|
||||||
|
m_GIWorkflowMode: 1
|
||||||
m_GISettings:
|
m_GISettings:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_BounceScale: 1
|
m_BounceScale: 1
|
||||||
m_IndirectOutputScale: 1
|
m_IndirectOutputScale: 1
|
||||||
m_AlbedoBoost: 1
|
m_AlbedoBoost: 1
|
||||||
|
m_TemporalCoherenceThreshold: 1
|
||||||
m_EnvironmentLightingMode: 0
|
m_EnvironmentLightingMode: 0
|
||||||
m_EnableBakedLightmaps: 0
|
m_EnableBakedLightmaps: 0
|
||||||
m_EnableRealtimeLightmaps: 0
|
m_EnableRealtimeLightmaps: 0
|
||||||
m_LightmapEditorSettings:
|
m_LightmapEditorSettings:
|
||||||
serializedVersion: 12
|
serializedVersion: 9
|
||||||
m_Resolution: 2
|
m_Resolution: 2
|
||||||
m_BakeResolution: 40
|
m_BakeResolution: 40
|
||||||
m_AtlasSize: 1024
|
m_TextureWidth: 1024
|
||||||
|
m_TextureHeight: 1024
|
||||||
m_AO: 0
|
m_AO: 0
|
||||||
m_AOMaxDistance: 1
|
m_AOMaxDistance: 1
|
||||||
m_CompAOExponent: 1
|
m_CompAOExponent: 1
|
||||||
m_CompAOExponentDirect: 0
|
m_CompAOExponentDirect: 0
|
||||||
m_ExtractAmbientOcclusion: 0
|
|
||||||
m_Padding: 2
|
m_Padding: 2
|
||||||
m_LightmapParameters: {fileID: 0}
|
m_LightmapParameters: {fileID: 0}
|
||||||
m_LightmapsBakeMode: 1
|
m_LightmapsBakeMode: 1
|
||||||
m_TextureCompression: 1
|
m_TextureCompression: 1
|
||||||
|
m_FinalGather: 0
|
||||||
|
m_FinalGatherFiltering: 1
|
||||||
|
m_FinalGatherRayCount: 256
|
||||||
m_ReflectionCompression: 2
|
m_ReflectionCompression: 2
|
||||||
m_MixedBakeMode: 2
|
m_MixedBakeMode: 2
|
||||||
m_BakeBackend: 0
|
m_BakeBackend: 0
|
||||||
@ -73,34 +77,23 @@ LightmapSettings:
|
|||||||
m_PVRDirectSampleCount: 32
|
m_PVRDirectSampleCount: 32
|
||||||
m_PVRSampleCount: 500
|
m_PVRSampleCount: 500
|
||||||
m_PVRBounces: 2
|
m_PVRBounces: 2
|
||||||
m_PVREnvironmentSampleCount: 500
|
m_PVRFiltering: 0
|
||||||
m_PVREnvironmentReferencePointCount: 2048
|
m_PVRFilteringMode: 1
|
||||||
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_PVRCulling: 1
|
m_PVRCulling: 1
|
||||||
m_PVRFilteringGaussRadiusDirect: 1
|
m_PVRFilteringGaussRadiusDirect: 1
|
||||||
m_PVRFilteringGaussRadiusIndirect: 5
|
m_PVRFilteringGaussRadiusIndirect: 5
|
||||||
m_PVRFilteringGaussRadiusAO: 2
|
m_PVRFilteringGaussRadiusAO: 2
|
||||||
m_PVRFilteringAtrousPositionSigmaDirect: 0.5
|
m_PVRFilteringAtrousColorSigma: 1
|
||||||
m_PVRFilteringAtrousPositionSigmaIndirect: 2
|
m_PVRFilteringAtrousNormalSigma: 1
|
||||||
m_PVRFilteringAtrousPositionSigmaAO: 1
|
m_PVRFilteringAtrousPositionSigma: 1
|
||||||
m_ExportTrainingData: 0
|
|
||||||
m_TrainingDataDestination: TrainingData
|
|
||||||
m_LightProbeSampleCountMultiplier: 4
|
|
||||||
m_LightingDataAsset: {fileID: 0}
|
m_LightingDataAsset: {fileID: 0}
|
||||||
m_LightingSettings: {fileID: 1506007501}
|
m_UseShadowmask: 1
|
||||||
--- !u!196 &4
|
--- !u!196 &4
|
||||||
NavMeshSettings:
|
NavMeshSettings:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
m_BuildSettings:
|
m_BuildSettings:
|
||||||
serializedVersion: 3
|
serializedVersion: 2
|
||||||
agentTypeID: 0
|
agentTypeID: 0
|
||||||
agentRadius: 0.5
|
agentRadius: 0.5
|
||||||
agentHeight: 2
|
agentHeight: 2
|
||||||
@ -113,25 +106,20 @@ NavMeshSettings:
|
|||||||
cellSize: 0.16666667
|
cellSize: 0.16666667
|
||||||
manualTileSize: 0
|
manualTileSize: 0
|
||||||
tileSize: 256
|
tileSize: 256
|
||||||
buildHeightMesh: 0
|
accuratePlacement: 0
|
||||||
maxJobWorkers: 0
|
|
||||||
preserveTilesOutsideBounds: 0
|
|
||||||
debug:
|
|
||||||
m_Flags: 0
|
|
||||||
m_NavMeshData: {fileID: 0}
|
m_NavMeshData: {fileID: 0}
|
||||||
--- !u!1 &92207858
|
--- !u!1 &92207858
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
m_CorrespondingSourceObject: {fileID: 0}
|
m_PrefabParentObject: {fileID: 0}
|
||||||
m_PrefabInstance: {fileID: 0}
|
m_PrefabInternal: {fileID: 0}
|
||||||
m_PrefabAsset: {fileID: 0}
|
serializedVersion: 5
|
||||||
serializedVersion: 6
|
|
||||||
m_Component:
|
m_Component:
|
||||||
- component: {fileID: 92207862}
|
- component: {fileID: 92207862}
|
||||||
- component: {fileID: 92207861}
|
- component: {fileID: 92207861}
|
||||||
- component: {fileID: 92207860}
|
- component: {fileID: 92207860}
|
||||||
m_Layer: 5
|
m_Layer: 5
|
||||||
m_Name: 2 Canvas - Spawn SkeletonGraphic Sample
|
m_Name: 3 Canvas - Spawn SkeletonGraphic Sample
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
m_Icon: {fileID: 0}
|
m_Icon: {fileID: 0}
|
||||||
m_NavMeshLayer: 0
|
m_NavMeshLayer: 0
|
||||||
@ -140,13 +128,12 @@ GameObject:
|
|||||||
--- !u!114 &92207860
|
--- !u!114 &92207860
|
||||||
MonoBehaviour:
|
MonoBehaviour:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
m_CorrespondingSourceObject: {fileID: 0}
|
m_PrefabParentObject: {fileID: 0}
|
||||||
m_PrefabInstance: {fileID: 0}
|
m_PrefabInternal: {fileID: 0}
|
||||||
m_PrefabAsset: {fileID: 0}
|
|
||||||
m_GameObject: {fileID: 92207858}
|
m_GameObject: {fileID: 92207858}
|
||||||
m_Enabled: 1
|
m_Enabled: 1
|
||||||
m_EditorHideFlags: 0
|
m_EditorHideFlags: 0
|
||||||
m_Script: {fileID: 11500000, guid: 0cd44c1031e13a943bb63640046fad76, type: 3}
|
m_Script: {fileID: 1980459831, guid: f70555f144d8491a825f0804e09c671c, type: 3}
|
||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
m_UiScaleMode: 1
|
m_UiScaleMode: 1
|
||||||
@ -159,13 +146,11 @@ MonoBehaviour:
|
|||||||
m_FallbackScreenDPI: 96
|
m_FallbackScreenDPI: 96
|
||||||
m_DefaultSpriteDPI: 96
|
m_DefaultSpriteDPI: 96
|
||||||
m_DynamicPixelsPerUnit: 1
|
m_DynamicPixelsPerUnit: 1
|
||||||
m_PresetInfoIsWorld: 0
|
|
||||||
--- !u!223 &92207861
|
--- !u!223 &92207861
|
||||||
Canvas:
|
Canvas:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
m_CorrespondingSourceObject: {fileID: 0}
|
m_PrefabParentObject: {fileID: 0}
|
||||||
m_PrefabInstance: {fileID: 0}
|
m_PrefabInternal: {fileID: 0}
|
||||||
m_PrefabAsset: {fileID: 0}
|
|
||||||
m_GameObject: {fileID: 92207858}
|
m_GameObject: {fileID: 92207858}
|
||||||
m_Enabled: 1
|
m_Enabled: 1
|
||||||
serializedVersion: 3
|
serializedVersion: 3
|
||||||
@ -177,122 +162,35 @@ Canvas:
|
|||||||
m_OverrideSorting: 0
|
m_OverrideSorting: 0
|
||||||
m_OverridePixelPerfect: 0
|
m_OverridePixelPerfect: 0
|
||||||
m_SortingBucketNormalizedSize: 0
|
m_SortingBucketNormalizedSize: 0
|
||||||
m_VertexColorAlwaysGammaSpace: 0
|
|
||||||
m_AdditionalShaderChannelsFlag: 0
|
m_AdditionalShaderChannelsFlag: 0
|
||||||
m_UpdateRectTransformForStandalone: 0
|
|
||||||
m_SortingLayerID: 0
|
m_SortingLayerID: 0
|
||||||
m_SortingOrder: 0
|
m_SortingOrder: 0
|
||||||
m_TargetDisplay: 0
|
m_TargetDisplay: 0
|
||||||
--- !u!224 &92207862
|
--- !u!224 &92207862
|
||||||
RectTransform:
|
RectTransform:
|
||||||
m_ObjectHideFlags: 0
|
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|
||||||
immutableTriangles: 0
|
immutableTriangles: 0
|
||||||
updateTiming: 1
|
updateTiming: 1
|
||||||
unscaledTime: 0
|
unscaledTime: 0
|
||||||
@ -1354,10 +1296,8 @@ MonoBehaviour:
|
|||||||
color: {r: 1, g: 1, b: 1, a: 1}
|
color: {r: 1, g: 1, b: 1, a: 1}
|
||||||
maxRenderTextureSize: 1024
|
maxRenderTextureSize: 1024
|
||||||
quad: {fileID: 0}
|
quad: {fileID: 0}
|
||||||
quadMaterial: {fileID: 2100000, guid: afeb0ae2ea2cda94796515bf8d1b3cb1, type: 2}
|
|
||||||
renderTexture: {fileID: 0}
|
renderTexture: {fileID: 0}
|
||||||
targetCamera: {fileID: 0}
|
targetCamera: {fileID: 0}
|
||||||
shaderPasses: 00000000
|
|
||||||
customRenderRect: {fileID: 1089682727}
|
customRenderRect: {fileID: 1089682727}
|
||||||
meshRendererMaterialForTexture:
|
meshRendererMaterialForTexture:
|
||||||
- texture: {fileID: 2800000, guid: 4ea2c33e839afb34c98f66e892b3b2d2, type: 3}
|
- texture: {fileID: 2800000, guid: 4ea2c33e839afb34c98f66e892b3b2d2, type: 3}
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
// Contributed by: Mitch Thompson
|
// Contributed by: Mitch Thompson
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine.Unity;
|
using Spine.Unity;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
// Contributed by: Mitch Thompson
|
// Contributed by: Mitch Thompson
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine.Unity;
|
using Spine.Unity;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine.Unity;
|
using Spine.Unity;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine.Unity;
|
using Spine.Unity;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine.Unity;
|
using Spine.Unity;
|
||||||
@ -124,14 +124,14 @@ namespace Spine.Unity.Examples {
|
|||||||
public void PlayShoot () {
|
public void PlayShoot () {
|
||||||
// Play the shoot animation on track 1.
|
// Play the shoot animation on track 1.
|
||||||
TrackEntry shootTrack = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
|
TrackEntry shootTrack = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
|
||||||
shootTrack.MixAttachmentThreshold = 1f;
|
shootTrack.AttachmentThreshold = 1f;
|
||||||
shootTrack.SetMixDuration(0f, 0f);
|
shootTrack.MixDuration = 0f;
|
||||||
skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
|
skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
|
||||||
|
|
||||||
// Play the aim animation on track 2 to aim at the mouse target.
|
// Play the aim animation on track 2 to aim at the mouse target.
|
||||||
TrackEntry aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, false);
|
TrackEntry aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, false);
|
||||||
aimTrack.MixAttachmentThreshold = 1f;
|
aimTrack.AttachmentThreshold = 1f;
|
||||||
aimTrack.SetMixDuration(0f, 0f);
|
aimTrack.MixDuration = 0f;
|
||||||
skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
|
skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
|
||||||
|
|
||||||
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
|
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
|
||||||
@ -143,8 +143,8 @@ namespace Spine.Unity.Examples {
|
|||||||
public void StartPlayingAim () {
|
public void StartPlayingAim () {
|
||||||
// Play the aim animation on track 2 to aim at the mouse target.
|
// Play the aim animation on track 2 to aim at the mouse target.
|
||||||
TrackEntry aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, true);
|
TrackEntry aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, true);
|
||||||
aimTrack.MixAttachmentThreshold = 1f;
|
aimTrack.AttachmentThreshold = 1f;
|
||||||
aimTrack.SetMixDuration(0f, 0f); // use SetMixDuration(mixDuration, delay) to update delay correctly
|
aimTrack.MixDuration = 0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void StopPlayingAim () {
|
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
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using UnityEngine;
|
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
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine;
|
using Spine;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine;
|
using Spine;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine.Unity.AttachmentTools;
|
using Spine.Unity.AttachmentTools;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine.Unity.AttachmentTools;
|
using Spine.Unity.AttachmentTools;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine.Unity;
|
using Spine.Unity;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine.Unity.AttachmentTools;
|
using Spine.Unity.AttachmentTools;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine.Unity.AttachmentTools;
|
using Spine.Unity.AttachmentTools;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine.Unity.AttachmentTools;
|
using Spine.Unity.AttachmentTools;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine.Unity;
|
using Spine.Unity;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
#if UNITY_2017_2_OR_NEWER
|
#if UNITY_2017_2_OR_NEWER
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
@ -46,27 +46,14 @@ namespace Spine.Unity.Examples {
|
|||||||
SpineAtlasAsset runtimeAtlasAsset;
|
SpineAtlasAsset runtimeAtlasAsset;
|
||||||
SkeletonDataAsset runtimeSkeletonDataAsset;
|
SkeletonDataAsset runtimeSkeletonDataAsset;
|
||||||
SkeletonAnimation runtimeSkeletonAnimation;
|
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 () {
|
void CreateRuntimeAssetsAndGameObject () {
|
||||||
// 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader);
|
// 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. 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
|
// 3. Create SkeletonAnimation (needs a valid SkeletonDataAsset)
|
||||||
// uses blend modes which require blend mode materials.
|
|
||||||
// 3.a Create SkeletonAnimation (needs a valid SkeletonDataAsset)
|
|
||||||
// 3.b Create SkeletonGraphic (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);
|
runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);
|
||||||
if (blendModeMaterials)
|
|
||||||
runtimeSkeletonDataAsset.SetupRuntimeBlendModeMaterials(
|
|
||||||
applyAdditiveMaterial, blendModeTemplateMaterials);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
IEnumerator Start () {
|
IEnumerator Start () {
|
||||||
@ -75,15 +62,7 @@ namespace Spine.Unity.Examples {
|
|||||||
runtimeSkeletonDataAsset.GetSkeletonData(false); // preload
|
runtimeSkeletonDataAsset.GetSkeletonData(false); // preload
|
||||||
yield return new WaitForSeconds(delay);
|
yield return new WaitForSeconds(delay);
|
||||||
}
|
}
|
||||||
InstantiateSkeletonAnimation();
|
|
||||||
|
|
||||||
InstantiateSkeletonGraphic();
|
|
||||||
}
|
|
||||||
|
|
||||||
void InstantiateSkeletonAnimation () {
|
|
||||||
runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);
|
runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);
|
||||||
runtimeSkeletonAnimation.transform.parent = transform;
|
|
||||||
runtimeSkeletonAnimation.name = "SkeletonAnimation Instance";
|
|
||||||
|
|
||||||
// additional initialization
|
// additional initialization
|
||||||
runtimeSkeletonAnimation.Initialize(false);
|
runtimeSkeletonAnimation.Initialize(false);
|
||||||
@ -93,28 +72,6 @@ namespace Spine.Unity.Examples {
|
|||||||
if (animationName != "")
|
if (animationName != "")
|
||||||
runtimeSkeletonAnimation.AnimationState.SetAnimation(0, animationName, true);
|
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
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine;
|
using Spine;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine.Unity.AttachmentTools;
|
using Spine.Unity.AttachmentTools;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
// Contributed by: Mitch Thompson
|
// Contributed by: Mitch Thompson
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
// Contributed by: Mitch Thompson
|
// Contributed by: Mitch Thompson
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine;
|
using Spine;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
// Original Contribution by: Mitch Thompson
|
// Original Contribution by: Mitch Thompson
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine.Unity;
|
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
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,18 +23,14 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
||||||
#define NEW_PREFAB_SYSTEM
|
#define NEW_PREFAB_SYSTEM
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if UNITY_2018_2_OR_NEWER
|
|
||||||
#define HAS_GET_SHARED_MATERIALS
|
|
||||||
#endif
|
|
||||||
|
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
@ -63,28 +59,20 @@ namespace Spine.Unity.Examples {
|
|||||||
|
|
||||||
private Dictionary<Material, Material> replacementMaterialDict = new Dictionary<Material, Material>();
|
private Dictionary<Material, Material> replacementMaterialDict = new Dictionary<Material, Material>();
|
||||||
private Material[] sharedMaterials = new Material[0];
|
private Material[] sharedMaterials = new Material[0];
|
||||||
#if HAS_GET_SHARED_MATERIALS
|
|
||||||
private List<Material> parentMaterials = new List<Material>();
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
private void Reset () {
|
private void Reset () {
|
||||||
if (referenceRenderer == null) {
|
if (referenceRenderer == null) {
|
||||||
if (this.transform.parent)
|
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
|
||||||
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
|
if (!referenceRenderer)
|
||||||
if (referenceRenderer == null) return;
|
return;
|
||||||
}
|
}
|
||||||
#if HAS_GET_SHARED_MATERIALS
|
|
||||||
referenceRenderer.GetSharedMaterials(parentMaterials);
|
|
||||||
int parentMaterialsCount = parentMaterials.Count;
|
|
||||||
#else
|
|
||||||
Material[] parentMaterials = referenceRenderer.sharedMaterials;
|
Material[] parentMaterials = referenceRenderer.sharedMaterials;
|
||||||
int parentMaterialsCount = parentMaterials.Length;
|
if (replacementMaterials.Length != parentMaterials.Length) {
|
||||||
#endif
|
replacementMaterials = new MaterialReplacement[parentMaterials.Length];
|
||||||
if (replacementMaterials.Length != parentMaterialsCount) {
|
|
||||||
replacementMaterials = new MaterialReplacement[parentMaterialsCount];
|
|
||||||
}
|
}
|
||||||
for (int i = 0; i < parentMaterialsCount; ++i) {
|
for (int i = 0; i < parentMaterials.Length; ++i) {
|
||||||
replacementMaterials[i].originalMaterial = parentMaterials[i];
|
replacementMaterials[i].originalMaterial = parentMaterials[i];
|
||||||
replacementMaterials[i].replacementMaterial = parentMaterials[i];
|
replacementMaterials[i].replacementMaterial = parentMaterials[i];
|
||||||
}
|
}
|
||||||
@ -94,15 +82,9 @@ namespace Spine.Unity.Examples {
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
void Awake () {
|
void Awake () {
|
||||||
ownRenderer = this.GetComponent<MeshRenderer>();
|
|
||||||
ownMeshFilter = this.GetComponent<MeshFilter>();
|
|
||||||
|
|
||||||
if (referenceRenderer == null) {
|
if (referenceRenderer == null) {
|
||||||
if (this.transform.parent != null)
|
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
|
||||||
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
|
|
||||||
if (referenceRenderer == null) return;
|
|
||||||
}
|
}
|
||||||
referenceMeshFilter = referenceRenderer.GetComponent<MeshFilter>();
|
|
||||||
|
|
||||||
// subscribe to OnMeshAndMaterialsUpdated
|
// subscribe to OnMeshAndMaterialsUpdated
|
||||||
SkeletonAnimation skeletonRenderer = referenceRenderer.GetComponent<SkeletonAnimation>();
|
SkeletonAnimation skeletonRenderer = referenceRenderer.GetComponent<SkeletonAnimation>();
|
||||||
@ -111,20 +93,18 @@ namespace Spine.Unity.Examples {
|
|||||||
skeletonRenderer.OnMeshAndMaterialsUpdated += UpdateOnCallback;
|
skeletonRenderer.OnMeshAndMaterialsUpdated += UpdateOnCallback;
|
||||||
updateViaSkeletonCallback = true;
|
updateViaSkeletonCallback = true;
|
||||||
}
|
}
|
||||||
|
referenceMeshFilter = referenceRenderer.GetComponent<MeshFilter>();
|
||||||
|
ownRenderer = this.GetComponent<MeshRenderer>();
|
||||||
|
ownMeshFilter = this.GetComponent<MeshFilter>();
|
||||||
|
|
||||||
InitializeDict();
|
InitializeDict();
|
||||||
}
|
}
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
// handle disabled scene reload
|
|
||||||
private void OnEnable () {
|
|
||||||
if (Application.isPlaying)
|
|
||||||
Awake();
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Update () {
|
private void Update () {
|
||||||
if (!Application.isPlaying)
|
if (!Application.isPlaying) {
|
||||||
InitializeDict();
|
InitializeDict();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
@ -146,23 +126,13 @@ namespace Spine.Unity.Examples {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void UpdateMaterials () {
|
void UpdateMaterials () {
|
||||||
#if UNITY_EDITOR
|
|
||||||
if (!referenceRenderer) return;
|
|
||||||
if (!referenceMeshFilter) Reset();
|
|
||||||
#endif
|
|
||||||
ownMeshFilter.sharedMesh = referenceMeshFilter.sharedMesh;
|
ownMeshFilter.sharedMesh = referenceMeshFilter.sharedMesh;
|
||||||
|
|
||||||
#if HAS_GET_SHARED_MATERIALS
|
|
||||||
referenceRenderer.GetSharedMaterials(parentMaterials);
|
|
||||||
int parentMaterialsCount = parentMaterials.Count;
|
|
||||||
#else
|
|
||||||
Material[] parentMaterials = referenceRenderer.sharedMaterials;
|
Material[] parentMaterials = referenceRenderer.sharedMaterials;
|
||||||
int parentMaterialsCount = parentMaterials.Length;
|
if (sharedMaterials.Length != parentMaterials.Length) {
|
||||||
#endif
|
sharedMaterials = new Material[parentMaterials.Length];
|
||||||
if (sharedMaterials.Length != parentMaterialsCount) {
|
|
||||||
sharedMaterials = new Material[parentMaterialsCount];
|
|
||||||
}
|
}
|
||||||
for (int i = 0; i < parentMaterialsCount; ++i) {
|
for (int i = 0; i < parentMaterials.Length; ++i) {
|
||||||
Material parentMaterial = parentMaterials[i];
|
Material parentMaterial = parentMaterials[i];
|
||||||
if (replacementMaterialDict.ContainsKey(parentMaterial)) {
|
if (replacementMaterialDict.ContainsKey(parentMaterial)) {
|
||||||
sharedMaterials[i] = replacementMaterialDict[parentMaterial];
|
sharedMaterials[i] = replacementMaterialDict[parentMaterial];
|
||||||
@ -172,7 +142,6 @@ namespace Spine.Unity.Examples {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void InitializeDict () {
|
void InitializeDict () {
|
||||||
replacementMaterialDict.Clear();
|
|
||||||
for (int i = 0; i < replacementMaterials.Length; ++i) {
|
for (int i = 0; i < replacementMaterials.Length; ++i) {
|
||||||
MaterialReplacement entry = replacementMaterials[i];
|
MaterialReplacement entry = replacementMaterials[i];
|
||||||
replacementMaterialDict[entry.originalMaterial] = entry.replacementMaterial;
|
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
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine.Unity;
|
using Spine.Unity;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
@ -98,11 +98,7 @@ public class TwoByTwoTransformEffectExampleEditor : UnityEditor.Editor {
|
|||||||
Color originalColor = UnityEditor.Handles.color;
|
Color originalColor = UnityEditor.Handles.color;
|
||||||
UnityEditor.Handles.color = color;
|
UnityEditor.Handles.color = color;
|
||||||
UnityEditor.Handles.DrawLine(transform.position, transform.TransformPoint(v));
|
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));
|
v = transform.InverseTransformPoint(UnityEditor.Handles.FreeMoveHandle(transform.TransformPoint(v), Quaternion.identity, 0.3f, Vector3.zero, UnityEditor.Handles.CubeHandleCap));
|
||||||
#endif
|
|
||||||
UnityEditor.Handles.color = originalColor;
|
UnityEditor.Handles.color = originalColor;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine;
|
using Spine;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine;
|
using Spine;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using Spine.Unity;
|
using Spine.Unity;
|
||||||
|
|||||||
@ -1,106 +0,0 @@
|
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m_Colors:
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _OutlineColor: {r: 1, g: 1, b: 0, a: 1}
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m_BuildTextureStacks: []
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@ -1,8 +0,0 @@
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fileFormatVersion: 2
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assetBundleVariant:
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|
||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
#if UNITY_2017_2_OR_NEWER
|
#if UNITY_2017_2_OR_NEWER
|
||||||
@ -40,7 +40,7 @@ namespace Spine.Unity.Examples {
|
|||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// When enabled, this component renders a skeleton to a RenderTexture and
|
/// 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
|
/// This allows changing transparency at a single quad, which produces a more
|
||||||
/// natural fadeout effect.
|
/// natural fadeout effect.
|
||||||
/// Note: It is recommended to keep this component disabled as much as possible
|
/// Note: It is recommended to keep this component disabled as much as possible
|
||||||
@ -64,22 +64,9 @@ namespace Spine.Unity.Examples {
|
|||||||
protected SkeletonGraphic skeletonGraphic;
|
protected SkeletonGraphic skeletonGraphic;
|
||||||
public List<TextureMaterialPair> meshRendererMaterialForTexture = new List<TextureMaterialPair>();
|
public List<TextureMaterialPair> meshRendererMaterialForTexture = new List<TextureMaterialPair>();
|
||||||
protected CanvasRenderer quadCanvasRenderer;
|
protected CanvasRenderer quadCanvasRenderer;
|
||||||
protected SkeletonSubmeshGraphic quadMaskableGraphic;
|
protected RawImage quadRawImage;
|
||||||
protected readonly Vector3[] worldCorners = new Vector3[4];
|
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 () {
|
protected override void Awake () {
|
||||||
base.Awake();
|
base.Awake();
|
||||||
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
|
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
|
||||||
@ -92,32 +79,28 @@ namespace Spine.Unity.Examples {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void CreateQuadChild () {
|
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);
|
quad.transform.SetParent(this.transform.parent, false);
|
||||||
quadCanvasRenderer = quad.GetComponent<CanvasRenderer>();
|
quadCanvasRenderer = quad.GetComponent<CanvasRenderer>();
|
||||||
quadMaskableGraphic = quad.GetComponent<SkeletonSubmeshGraphic>();
|
quadRawImage = quad.GetComponent<RawImage>();
|
||||||
|
|
||||||
quadMesh = new Mesh();
|
quadMesh = new Mesh();
|
||||||
quadMesh.MarkDynamic();
|
quadMesh.MarkDynamic();
|
||||||
quadMesh.name = "RenderTexture Quad";
|
quadMesh.name = "RenderTexture Quad";
|
||||||
quadMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
|
quadMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
|
||||||
|
|
||||||
if (quadMaterial == null) {
|
|
||||||
quadMaterial = new Material(Shader.Find("Spine/SkeletonGraphic"));
|
|
||||||
quadMaterial.EnableKeyword("_CANVAS_GROUP_COMPATIBLE");
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Reset () {
|
void Reset () {
|
||||||
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
|
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
|
||||||
ResetMeshRendererMaterials();
|
AtlasAssetBase[] atlasAssets = skeletonGraphic.SkeletonDataAsset.atlasAssets;
|
||||||
#if UNITY_EDITOR
|
for (int i = 0; i < atlasAssets.Length; ++i) {
|
||||||
string[] assets = UnityEditor.AssetDatabase.FindAssets("t:material RenderQuadGraphicMaterial");
|
foreach (Material material in atlasAssets[i].Materials) {
|
||||||
if (assets.Length > 0) {
|
if (material.mainTexture != null) {
|
||||||
string materialPath = UnityEditor.AssetDatabase.GUIDToAssetPath(assets[0]);
|
meshRendererMaterialForTexture.Add(
|
||||||
quadMaterial = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(materialPath);
|
new TextureMaterialPair(material.mainTexture, material));
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnEnable () {
|
void OnEnable () {
|
||||||
@ -126,7 +109,6 @@ namespace Spine.Unity.Examples {
|
|||||||
skeletonGraphic.AssignMeshOverrideMultipleRenderers += RenderMultipleMeshesToRenderTexture;
|
skeletonGraphic.AssignMeshOverrideMultipleRenderers += RenderMultipleMeshesToRenderTexture;
|
||||||
skeletonGraphic.disableMeshAssignmentOnOverride = true;
|
skeletonGraphic.disableMeshAssignmentOnOverride = true;
|
||||||
skeletonGraphic.OnMeshAndMaterialsUpdated += RenderOntoQuad;
|
skeletonGraphic.OnMeshAndMaterialsUpdated += RenderOntoQuad;
|
||||||
skeletonGraphic.OnAnimationRebuild += OnRebuild;
|
|
||||||
List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
|
List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
|
||||||
for (int i = 0; i < canvasRenderers.Count; ++i)
|
for (int i = 0; i < canvasRenderers.Count; ++i)
|
||||||
canvasRenderers[i].cull = true;
|
canvasRenderers[i].cull = true;
|
||||||
@ -141,7 +123,6 @@ namespace Spine.Unity.Examples {
|
|||||||
skeletonGraphic.AssignMeshOverrideMultipleRenderers -= RenderMultipleMeshesToRenderTexture;
|
skeletonGraphic.AssignMeshOverrideMultipleRenderers -= RenderMultipleMeshesToRenderTexture;
|
||||||
skeletonGraphic.disableMeshAssignmentOnOverride = false;
|
skeletonGraphic.disableMeshAssignmentOnOverride = false;
|
||||||
skeletonGraphic.OnMeshAndMaterialsUpdated -= RenderOntoQuad;
|
skeletonGraphic.OnMeshAndMaterialsUpdated -= RenderOntoQuad;
|
||||||
skeletonGraphic.OnAnimationRebuild -= OnRebuild;
|
|
||||||
List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
|
List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
|
||||||
for (int i = 0; i < canvasRenderers.Count; ++i)
|
for (int i = 0; i < canvasRenderers.Count; ++i)
|
||||||
canvasRenderers[i].cull = false;
|
canvasRenderers[i].cull = false;
|
||||||
@ -162,10 +143,6 @@ namespace Spine.Unity.Examples {
|
|||||||
AssignAtQuad();
|
AssignAtQuad();
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnRebuild (ISkeletonAnimation skeletonGraphic) {
|
|
||||||
ResetMeshRendererMaterials();
|
|
||||||
}
|
|
||||||
|
|
||||||
protected void PrepareForMesh () {
|
protected void PrepareForMesh () {
|
||||||
// We need to get the min/max of all four corners, rotation of the skeleton
|
// 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
|
// 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) {
|
protected void RenderSingleMeshToRenderTexture (Mesh mesh, Material graphicMaterial, Texture texture) {
|
||||||
if (mesh.subMeshCount == 0) return;
|
|
||||||
Material meshRendererMaterial = MeshRendererMaterialForTexture(texture);
|
Material meshRendererMaterial = MeshRendererMaterialForTexture(texture);
|
||||||
foreach (int shaderPass in shaderPasses)
|
commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, -1);
|
||||||
commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, shaderPass);
|
|
||||||
Graphics.ExecuteCommandBuffer(commandBuffer);
|
Graphics.ExecuteCommandBuffer(commandBuffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -228,23 +203,19 @@ namespace Spine.Unity.Examples {
|
|||||||
Mesh[] meshes, Material[] graphicMaterials, Texture[] textures) {
|
Mesh[] meshes, Material[] graphicMaterials, Texture[] textures) {
|
||||||
|
|
||||||
for (int i = 0; i < meshCount; ++i) {
|
for (int i = 0; i < meshCount; ++i) {
|
||||||
Mesh mesh = meshes[i];
|
|
||||||
if (mesh.subMeshCount == 0) continue;
|
|
||||||
|
|
||||||
Material meshRendererMaterial = MeshRendererMaterialForTexture(textures[i]);
|
Material meshRendererMaterial = MeshRendererMaterialForTexture(textures[i]);
|
||||||
foreach (int shaderPass in shaderPasses)
|
commandBuffer.DrawMesh(meshes[i], transform.localToWorldMatrix, meshRendererMaterial, 0, -1);
|
||||||
commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, shaderPass);
|
|
||||||
}
|
}
|
||||||
Graphics.ExecuteCommandBuffer(commandBuffer);
|
Graphics.ExecuteCommandBuffer(commandBuffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected void SetupQuad () {
|
protected void SetupQuad () {
|
||||||
quadCanvasRenderer.SetMaterial(quadMaterial, this.renderTexture);
|
quadRawImage.texture = this.renderTexture;
|
||||||
quadMaskableGraphic.color = color;
|
quadRawImage.color = color;
|
||||||
quadCanvasRenderer.SetColor(color);
|
quadCanvasRenderer.SetColor(color);
|
||||||
|
|
||||||
RectTransform srcRectTransform = skeletonGraphic.rectTransform;
|
RectTransform srcRectTransform = skeletonGraphic.rectTransform;
|
||||||
RectTransform dstRectTransform = quadMaskableGraphic.rectTransform;
|
RectTransform dstRectTransform = quadRawImage.rectTransform;
|
||||||
|
|
||||||
dstRectTransform.anchorMin = srcRectTransform.anchorMin;
|
dstRectTransform.anchorMin = srcRectTransform.anchorMin;
|
||||||
dstRectTransform.anchorMax = srcRectTransform.anchorMax;
|
dstRectTransform.anchorMax = srcRectTransform.anchorMax;
|
||||||
@ -260,30 +231,24 @@ namespace Spine.Unity.Examples {
|
|||||||
commandBuffer.SetRenderTarget(renderTexture);
|
commandBuffer.SetRenderTarget(renderTexture);
|
||||||
commandBuffer.ClearRenderTarget(true, true, Color.clear);
|
commandBuffer.ClearRenderTarget(true, true, Color.clear);
|
||||||
|
|
||||||
Vector2 targetViewportSize = new Vector2(
|
Rect canvasRect = skeletonGraphic.canvas.pixelRect;
|
||||||
screenSpaceMax.x - screenSpaceMin.x,
|
|
||||||
screenSpaceMax.y - screenSpaceMin.y);
|
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;
|
RenderMode canvasRenderMode = skeletonGraphic.canvas.renderMode;
|
||||||
if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
|
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.SetViewMatrix(Matrix4x4.identity);
|
||||||
commandBuffer.SetProjectionMatrix(projectionMatrix);
|
commandBuffer.SetProjectionMatrix(projectionMatrix);
|
||||||
} else {
|
} else {
|
||||||
commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
|
commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
|
||||||
Matrix4x4 projectionMatrix = CalculateProjectionMatrix(targetCamera,
|
commandBuffer.SetProjectionMatrix(targetCamera.projectionMatrix);
|
||||||
screenSpaceMin, screenSpaceMax, skeletonGraphic.canvas.pixelRect.size);
|
|
||||||
commandBuffer.SetProjectionMatrix(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);
|
commandBuffer.SetViewport(viewportRect);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
#if UNITY_2019_3_OR_NEWER
|
#if UNITY_2019_3_OR_NEWER
|
||||||
@ -52,6 +52,7 @@ namespace Spine.Unity.Examples {
|
|||||||
[RequireComponent(typeof(SkeletonRenderer))]
|
[RequireComponent(typeof(SkeletonRenderer))]
|
||||||
public class SkeletonRenderTexture : SkeletonRenderTextureBase {
|
public class SkeletonRenderTexture : SkeletonRenderTextureBase {
|
||||||
#if HAS_GET_SHARED_MATERIALS
|
#if HAS_GET_SHARED_MATERIALS
|
||||||
|
public Material quadMaterial;
|
||||||
protected SkeletonRenderer skeletonRenderer;
|
protected SkeletonRenderer skeletonRenderer;
|
||||||
protected MeshRenderer meshRenderer;
|
protected MeshRenderer meshRenderer;
|
||||||
protected MeshFilter meshFilter;
|
protected MeshFilter meshFilter;
|
||||||
@ -72,21 +73,9 @@ namespace Spine.Unity.Examples {
|
|||||||
CreateQuadChild();
|
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 () {
|
void CreateQuadChild () {
|
||||||
quad = new GameObject(this.name + " RenderTexture", typeof(MeshRenderer), typeof(MeshFilter));
|
quad = new GameObject(this.name + " RenderTexture", typeof(MeshRenderer), typeof(MeshFilter));
|
||||||
quad.transform.SetParent(this.transform.parent, false);
|
quad.transform.SetParent(this.transform.parent, false);
|
||||||
quad.layer = meshRenderer.gameObject.layer;
|
|
||||||
quadMeshRenderer = quad.GetComponent<MeshRenderer>();
|
quadMeshRenderer = quad.GetComponent<MeshRenderer>();
|
||||||
quadMeshFilter = quad.GetComponent<MeshFilter>();
|
quadMeshFilter = quad.GetComponent<MeshFilter>();
|
||||||
|
|
||||||
@ -129,13 +118,6 @@ namespace Spine.Unity.Examples {
|
|||||||
}
|
}
|
||||||
|
|
||||||
void RenderOntoQuad (SkeletonRenderer skeletonRenderer) {
|
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();
|
PrepareForMesh();
|
||||||
RenderToRenderTexture();
|
RenderToRenderTexture();
|
||||||
AssignAtQuad();
|
AssignAtQuad();
|
||||||
@ -182,16 +164,10 @@ namespace Spine.Unity.Examples {
|
|||||||
commandBuffer.SetRenderTarget(renderTexture);
|
commandBuffer.SetRenderTarget(renderTexture);
|
||||||
commandBuffer.ClearRenderTarget(true, true, Color.clear);
|
commandBuffer.ClearRenderTarget(true, true, Color.clear);
|
||||||
|
|
||||||
|
commandBuffer.SetProjectionMatrix(targetCamera.projectionMatrix);
|
||||||
commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
|
commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
|
||||||
|
Vector2 targetCameraViewportSize = targetCamera.pixelRect.size;
|
||||||
Matrix4x4 projectionMatrix = CalculateProjectionMatrix(targetCamera,
|
Rect viewportRect = new Rect(-screenSpaceMin * downScaleFactor, targetCameraViewportSize * downScaleFactor);
|
||||||
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);
|
|
||||||
commandBuffer.SetViewport(viewportRect);
|
commandBuffer.SetViewport(viewportRect);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -199,11 +175,9 @@ namespace Spine.Unity.Examples {
|
|||||||
meshRenderer.GetPropertyBlock(propertyBlock);
|
meshRenderer.GetPropertyBlock(propertyBlock);
|
||||||
meshRenderer.GetSharedMaterials(materials);
|
meshRenderer.GetSharedMaterials(materials);
|
||||||
|
|
||||||
for (int i = 0; i < materials.Count; i++) {
|
for (int i = 0; i < materials.Count; i++)
|
||||||
foreach (int shaderPass in shaderPasses)
|
commandBuffer.DrawMesh(meshFilter.sharedMesh, transform.localToWorldMatrix,
|
||||||
commandBuffer.DrawMesh(meshFilter.sharedMesh, transform.localToWorldMatrix,
|
materials[i], meshRenderer.subMeshStartIndex + i, -1, propertyBlock);
|
||||||
materials[i], meshRenderer.subMeshStartIndex + i, shaderPass, propertyBlock);
|
|
||||||
}
|
|
||||||
Graphics.ExecuteCommandBuffer(commandBuffer);
|
Graphics.ExecuteCommandBuffer(commandBuffer);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -212,10 +186,6 @@ namespace Spine.Unity.Examples {
|
|||||||
quadMeshRenderer.sharedMaterial.mainTexture = this.renderTexture;
|
quadMeshRenderer.sharedMaterial.mainTexture = this.renderTexture;
|
||||||
quadMeshRenderer.sharedMaterial.color = color;
|
quadMeshRenderer.sharedMaterial.color = color;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected void AssignNullMeshAtQuad () {
|
|
||||||
quadMeshFilter.mesh = null;
|
|
||||||
}
|
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
#if UNITY_2017_2_OR_NEWER
|
#if UNITY_2017_2_OR_NEWER
|
||||||
@ -42,14 +42,9 @@ namespace Spine.Unity.Examples {
|
|||||||
public Color color = Color.white;
|
public Color color = Color.white;
|
||||||
public int maxRenderTextureSize = 1024;
|
public int maxRenderTextureSize = 1024;
|
||||||
public GameObject quad;
|
public GameObject quad;
|
||||||
public Material quadMaterial;
|
|
||||||
protected Mesh quadMesh;
|
protected Mesh quadMesh;
|
||||||
public RenderTexture renderTexture;
|
public RenderTexture renderTexture;
|
||||||
public Camera targetCamera;
|
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 CommandBuffer commandBuffer;
|
||||||
protected Vector2Int screenSize;
|
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 () {
|
protected void AssignAtQuad () {
|
||||||
Transform quadTransform = quad.transform;
|
Transform quadTransform = quad.transform;
|
||||||
quadTransform.position = this.transform.position;
|
quadTransform.position = this.transform.position;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
#if UNITY_2019_3_OR_NEWER
|
#if UNITY_2019_3_OR_NEWER
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
// Contributed by: Mitch Thompson
|
// Contributed by: Mitch Thompson
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
// Contributed by: Mitch Thompson
|
// Contributed by: Mitch Thompson
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
// Contributed by: Mitch Thompson
|
// Contributed by: Mitch Thompson
|
||||||
@ -269,7 +269,7 @@ namespace Spine.Unity.Examples {
|
|||||||
t.position -= offset;
|
t.position -= offset;
|
||||||
|
|
||||||
UpdateSpineSkeleton(null);
|
UpdateSpineSkeleton(null);
|
||||||
skeleton.UpdateWorldTransform(Skeleton.Physics.Update);
|
skeleton.UpdateWorldTransform();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
// Contributed by: Mitch Thompson
|
// Contributed by: Mitch Thompson
|
||||||
@ -281,7 +281,7 @@ namespace Spine.Unity.Examples {
|
|||||||
t.position -= offset;
|
t.position -= offset;
|
||||||
|
|
||||||
UpdateSpineSkeleton(null);
|
UpdateSpineSkeleton(null);
|
||||||
skeleton.UpdateWorldTransform(Skeleton.Physics.Update);
|
skeleton.UpdateWorldTransform();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
using System.Collections;
|
using System.Collections;
|
||||||
|
|||||||
@ -1,16 +1,16 @@
|
|||||||
/******************************************************************************
|
/******************************************************************************
|
||||||
* Spine Runtimes License Agreement
|
* 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
|
* Integration of the Spine Runtimes into software or otherwise creating
|
||||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||||
* http://esotericsoftware.com/spine-editor-license
|
* http://esotericsoftware.com/spine-editor-license
|
||||||
*
|
*
|
||||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||||
* "Products"), provided that each user of the Products must obtain their own
|
* "Products"), provided that each user of the Products must obtain their own
|
||||||
* Spine Editor license and redistribution of the Products in any form must
|
* Spine Editor license and redistribution of the Products in any form must
|
||||||
* include this license and copyright notice.
|
* include this license and copyright notice.
|
||||||
@ -23,8 +23,8 @@
|
|||||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
* 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
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||||
*****************************************************************************/
|
*****************************************************************************/
|
||||||
|
|
||||||
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
||||||
|
|||||||
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