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986b121df4 |
1
.gitignore
vendored
1
.gitignore
vendored
@ -54,3 +54,4 @@ Assets/Editor/FYUtils
|
||||
|
||||
Assets/Editor/FYUtils.meta
|
||||
fbg.log
|
||||
.vsconfig
|
||||
@ -20,61 +20,32 @@ namespace BFEditor.Build
|
||||
}
|
||||
}
|
||||
|
||||
public static class BuildMode
|
||||
{
|
||||
public const string DEV = "dev";
|
||||
public const string TEST = "test";
|
||||
public const string PUBLISH = "publish";
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class BuildInfo
|
||||
{
|
||||
public string bundleName; // 包名
|
||||
public string version; // 版本号
|
||||
public string mode; // 渠道名_debug 或 渠道名_release
|
||||
public int version_code = 1; // 各自渠道的version_code
|
||||
public string mode; // 内网测试包,外网测试包,外网正式包
|
||||
public int versionCode = 1; // 各自渠道的version code
|
||||
public List<BulidGitInfo> git_info; // 打包的git信息
|
||||
public bool exportProject = false; // 是否只导出工程
|
||||
public bool onlyAssetBundle = false; // 是否只打ab包
|
||||
|
||||
[NonSerialized]
|
||||
public bool skipVersion = false; // 是否跳过版本校验
|
||||
|
||||
public bool IsGPChannel()
|
||||
{
|
||||
return bundleName == "com.combo.heroes.puzzle.rpg";
|
||||
}
|
||||
|
||||
public bool IsGPOfficial()
|
||||
{
|
||||
return bundleName == "com.combo.heroes.puzzle.rpg";
|
||||
}
|
||||
|
||||
// dev包使用mono编译,不会导出as工程
|
||||
public bool IsDevChannel()
|
||||
{
|
||||
return bundleName == "com.juzu.b6.dev" || bundleName == "com.juzu.b6.dev.android" ||
|
||||
bundleName == "com.juzu.b6.dev.ios";
|
||||
}
|
||||
|
||||
public bool IsReleaseChannel()
|
||||
{
|
||||
return !IsDevChannel();
|
||||
}
|
||||
|
||||
// 是否是内网release
|
||||
public bool IsLanRelease()
|
||||
{
|
||||
return bundleName == "com.juzu.b6.release.android" || bundleName == "com.juzu.b6.release.ios";
|
||||
}
|
||||
|
||||
public bool IsPublish()
|
||||
{
|
||||
return !IsDevChannel() && !IsLanRelease();
|
||||
return mode == BuildMode.PUBLISH;
|
||||
}
|
||||
|
||||
public bool IsIOSPlatform()
|
||||
{
|
||||
return bundleName.Contains("ios");
|
||||
}
|
||||
|
||||
public bool IsAndroidPlatform()
|
||||
{
|
||||
return !IsIOSPlatform();
|
||||
}
|
||||
|
||||
public string GetBundleName()
|
||||
{
|
||||
return bundleName;
|
||||
|
||||
@ -48,6 +48,12 @@ namespace BFEditor.Build
|
||||
return false;
|
||||
}
|
||||
|
||||
// 只打ab包
|
||||
if (buildInfo.onlyAssetBundle)
|
||||
{
|
||||
AssetDatabase.Refresh();
|
||||
return true;
|
||||
}
|
||||
// 删除不进包的多语言
|
||||
// if (!DeleteOverLanguageAb(buildInfo))
|
||||
// {
|
||||
@ -73,19 +79,10 @@ namespace BFEditor.Build
|
||||
watch.Start();
|
||||
|
||||
var result = false;
|
||||
|
||||
if (buildInfo.IsAndroidPlatform() && BuildAndroidUtils.BuildAndroidPlayer(buildInfo))
|
||||
if (BuildAndroidUtils.BuildAndroidPlayer(buildInfo))
|
||||
{
|
||||
result = true;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR_OSX
|
||||
if (buildInfo.IsIOSPlatform() && BuildIOSUtils.BuildIOSPlayer(buildInfo))
|
||||
{
|
||||
result = true;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (result)
|
||||
{
|
||||
watch.Stop();
|
||||
@ -140,8 +137,7 @@ namespace BFEditor.Build
|
||||
var watch = new System.Diagnostics.Stopwatch();
|
||||
watch.Start();
|
||||
|
||||
// var buildTarget = buildInfo.IsIOSPlatform() ? BuildTarget.iOS : BuildTarget.Android;
|
||||
var isRelease = buildInfo.IsReleaseChannel();
|
||||
var isRelease = true;
|
||||
Debug.Log("[bfinfo]开始打包资源, bundleName : " + buildInfo.bundleName + " version : " + buildInfo.version + " mode : " + buildInfo.mode);
|
||||
|
||||
// // 检查平台
|
||||
@ -197,7 +193,7 @@ namespace BFEditor.Build
|
||||
}
|
||||
|
||||
// 本地缓存ab
|
||||
if (buildInfo.IsReleaseChannel())
|
||||
if (buildInfo.IsPublish())
|
||||
{
|
||||
Debug.Log("[bfinfo]正在缓存assetbundles...");
|
||||
BFEditorUtils.CopyDirWithIgnore(outputPath, Path.Combine(AssetBundleCachePath, buildInfo.version), new List<string> { ".meta" });
|
||||
|
||||
@ -6,77 +6,116 @@ namespace BFEditor.Build
|
||||
public enum BFPlatformOptions
|
||||
{
|
||||
AndroidDev = 1,
|
||||
IOSDev,
|
||||
AndroidRelease,
|
||||
AndroidTest,
|
||||
AndroidGP,
|
||||
AndroidGPRU
|
||||
}
|
||||
|
||||
public class BuildProjectWindow : EditorWindow
|
||||
{
|
||||
private static int versionCode = 18;
|
||||
private static string versionName = "1.6.5";
|
||||
private static int VersionCode = 4;
|
||||
private static string VersionName = "1.2.10";
|
||||
private static int VersionCodeRU = 12;
|
||||
private static string VersionNameRU = "0.4.9";
|
||||
BFPlatformOptions platform = BFPlatformOptions.AndroidDev;
|
||||
const string ANDROID_DEV_PACKAGE_NAME = "com.juzu.b6.dev.android";
|
||||
const string ANDROID_RELEASE_PACKAGE_NAME = "com.juzu.b6.release.android";
|
||||
const string ANDROID_GP_PACKAGE_NAME = "com.combo.heroes.puzzle.rpg";
|
||||
const string IOS_PACKAGE_NAME = "com.juzu.b6.dev.ios";
|
||||
const string ANDROID_GP_PACKAGE_NAME = "com.juzu.b6.dev.android";
|
||||
|
||||
public BuildProjectWindow()
|
||||
{
|
||||
titleContent = new GUIContent("打包");
|
||||
}
|
||||
{
|
||||
titleContent = new GUIContent("打包");
|
||||
}
|
||||
|
||||
private void OnEnable() { }
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
GUILayout.BeginVertical("box");
|
||||
|
||||
EditorGUILayout.LabelField("选择渠道");
|
||||
platform = (BFPlatformOptions)EditorGUILayout.EnumPopup("", platform);
|
||||
EditorGUILayout.Space();
|
||||
|
||||
EditorGUILayout.LabelField("版本: " + versionName);
|
||||
EditorGUILayout.Space();
|
||||
|
||||
string packageName;
|
||||
string mode;
|
||||
string versionName = VersionName;
|
||||
int versionCode = VersionCode;
|
||||
bool skipVersion = false;
|
||||
string appType;
|
||||
if (platform == BFPlatformOptions.AndroidDev)
|
||||
{
|
||||
packageName = ANDROID_DEV_PACKAGE_NAME;
|
||||
packageName = ANDROID_GP_PACKAGE_NAME;
|
||||
skipVersion = true;
|
||||
mode = "dev_debug";
|
||||
mode = BuildMode.DEV;
|
||||
versionName = "0.1.0";
|
||||
versionCode = 1;
|
||||
appType = "内网测试包";
|
||||
}
|
||||
else if(platform == BFPlatformOptions.AndroidRelease)
|
||||
else if(platform == BFPlatformOptions.AndroidTest)
|
||||
{
|
||||
packageName = ANDROID_RELEASE_PACKAGE_NAME;
|
||||
mode = "release_release";
|
||||
packageName = ANDROID_GP_PACKAGE_NAME;
|
||||
mode = BuildMode.TEST;
|
||||
versionName = "0.1.0";
|
||||
versionCode = 1;
|
||||
appType = "外网测试包";
|
||||
}
|
||||
else if(platform == BFPlatformOptions.AndroidGP)
|
||||
{
|
||||
packageName = ANDROID_GP_PACKAGE_NAME;
|
||||
mode = "publish_release";
|
||||
mode = BuildMode.PUBLISH;
|
||||
appType = "外网正式包";
|
||||
}
|
||||
else
|
||||
{
|
||||
packageName = IOS_PACKAGE_NAME;
|
||||
mode = "dev_debug";
|
||||
packageName = ANDROID_GP_PACKAGE_NAME;
|
||||
skipVersion = true;
|
||||
mode = BuildMode.DEV;
|
||||
versionName = "0.1.0";
|
||||
versionCode = 1;
|
||||
appType = "内网测试包";
|
||||
}
|
||||
GUILayout.BeginVertical("box");
|
||||
EditorGUILayout.LabelField("选择");
|
||||
platform = (BFPlatformOptions)EditorGUILayout.EnumPopup("", platform);
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("版本: " + versionName);
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField("包名: " + packageName);
|
||||
EditorGUILayout.LabelField("mode: " + mode);
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.LabelField(appType);
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.Space();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
var buildInfo = new BuildInfo();
|
||||
buildInfo.version = versionName;
|
||||
buildInfo.versionCode = versionCode;
|
||||
buildInfo.mode = mode;
|
||||
buildInfo.bundleName = packageName;
|
||||
buildInfo.skipVersion = skipVersion;
|
||||
|
||||
if (GUILayout.Button("一键打包"))
|
||||
if (GUILayout.Button("一键APK"))
|
||||
{
|
||||
var buildInfo = new BuildInfo();
|
||||
buildInfo.version = versionName;
|
||||
buildInfo.version_code = versionCode;
|
||||
buildInfo.mode = mode;
|
||||
buildInfo.bundleName = packageName;
|
||||
buildInfo.skipVersion = skipVersion;
|
||||
buildInfo.exportProject = false;
|
||||
buildInfo.onlyAssetBundle = false;
|
||||
BuildProjectTools.BuildBFPlayer(buildInfo);
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.Space();
|
||||
|
||||
if (GUILayout.Button("仅导出工程"))
|
||||
{
|
||||
buildInfo.exportProject = true;
|
||||
buildInfo.onlyAssetBundle = false;
|
||||
BuildProjectTools.BuildBFPlayer(buildInfo);
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.Space();
|
||||
EditorGUILayout.Space();
|
||||
|
||||
if (GUILayout.Button("仅打ab包"))
|
||||
{
|
||||
buildInfo.exportProject = true;
|
||||
buildInfo.onlyAssetBundle = true;
|
||||
BuildProjectTools.BuildBFPlayer(buildInfo);
|
||||
}
|
||||
|
||||
|
||||
@ -77,25 +77,12 @@ namespace BFEditor.Build
|
||||
Directory.CreateDirectory(outputPath);
|
||||
}
|
||||
|
||||
AssetBundleManifest manifest;
|
||||
if (release)
|
||||
{
|
||||
manifest = BuildPipeline.BuildAssetBundles(outputPath, options |
|
||||
BuildAssetBundleOptions.StrictMode |
|
||||
BuildAssetBundleOptions.DisableLoadAssetByFileName |
|
||||
BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension |
|
||||
BuildAssetBundleOptions.DeterministicAssetBundle,
|
||||
target);
|
||||
}
|
||||
else
|
||||
{
|
||||
manifest = BuildPipeline.BuildAssetBundles(outputPath, options |
|
||||
BuildAssetBundleOptions.StrictMode |
|
||||
BuildAssetBundleOptions.DisableLoadAssetByFileName |
|
||||
BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension |
|
||||
BuildAssetBundleOptions.DeterministicAssetBundle,
|
||||
target);
|
||||
}
|
||||
AssetBundleManifest manifest = BuildPipeline.BuildAssetBundles(outputPath, options |
|
||||
BuildAssetBundleOptions.StrictMode |
|
||||
BuildAssetBundleOptions.DisableLoadAssetByFileName |
|
||||
BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension |
|
||||
BuildAssetBundleOptions.DeterministicAssetBundle,
|
||||
target);
|
||||
|
||||
if (manifest == null)
|
||||
{
|
||||
@ -365,12 +352,12 @@ namespace BFEditor.Build
|
||||
SetProtoABName(Path.Combine(Application.dataPath, "proto"), index++ / total);
|
||||
SetSpineABName(Path.Combine(Application.dataPath, "arts", "spines"), index++ / total);
|
||||
SetFirstABName(Path.Combine(Application.dataPath, "first"), index++ / total);
|
||||
// SetTimelineABName(Path.Combine(Application.dataPath, "arts", "timeline"), 16f / total);
|
||||
// SetTimelineABName(Path.Combine(Application.dataPath, "arts", "timeline"), index++ / total);
|
||||
SetVideoABName(Path.Combine(Application.dataPath, "arts", "video"), index++ / total);
|
||||
// SetLanguageResABName(Resource.ResourceProcessConfig.LANGUAGE_PATH, 19f / total);
|
||||
// SetBakedatasABName(Path.Combine(Application.dataPath, "arts", "bakedatas"), 21f / total);
|
||||
// SetLightProbesABName(Path.Combine(Application.dataPath, "arts", "lightprobes"), 22f / total);
|
||||
// SetReflectionsABName(Path.Combine(Application.dataPath, "arts", "reflections"), 23f / total);
|
||||
// SetLanguageResABName(Resource.ResourceProcessConfig.LANGUAGE_PATH, index++ / total);
|
||||
// SetBakedatasABName(Path.Combine(Application.dataPath, "arts", "bakedatas"), index++ / total);
|
||||
// SetLightProbesABName(Path.Combine(Application.dataPath, "arts", "lightprobes"), index++ / total);
|
||||
// SetReflectionsABName(Path.Combine(Application.dataPath, "arts", "reflections"), index++ / total);
|
||||
|
||||
EditorUtility.ClearProgressBar();
|
||||
AssetDatabase.SaveAssets();
|
||||
@ -572,11 +559,11 @@ namespace BFEditor.Build
|
||||
{
|
||||
EditorUtility.DisplayProgressBar("提示", "正在设置spine ABName", progress);
|
||||
|
||||
var dirInfo = new DirectoryInfo(dirPath);
|
||||
var dirs = dirInfo.GetDirectories();
|
||||
for (var i = 0; i < dirs.Length; i++)
|
||||
string[] dirList = { "ui" , "characters" };
|
||||
for (var i = 0; i < dirList.Length; ++i)
|
||||
{
|
||||
SetABNameBySubDir(dirs[i]);
|
||||
var dirInfo = new DirectoryInfo(Path.Combine(dirPath, dirList[i]));
|
||||
SetABNameBySubDir(dirInfo);
|
||||
}
|
||||
}
|
||||
|
||||
@ -596,6 +583,11 @@ namespace BFEditor.Build
|
||||
var dirInfo = new DirectoryInfo(Path.Combine(dirPath, dirList[i]));
|
||||
SetABNameBySubDir(dirInfo);
|
||||
}
|
||||
var dirInfo2 = new DirectoryInfo(Path.Combine(dirPath, "ui", "activity"));
|
||||
if (dirInfo2.Exists)
|
||||
{
|
||||
SetABNameBySubDir(dirInfo2);
|
||||
}
|
||||
}
|
||||
|
||||
static void SetBackgroundABName(string dirPath)
|
||||
|
||||
@ -3,9 +3,9 @@ using UnityEditor;
|
||||
using System.IO;
|
||||
using UnityEditor.Build.Reporting;
|
||||
using System.Text.RegularExpressions;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using System.Threading;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace BFEditor.Build
|
||||
{
|
||||
@ -24,13 +24,13 @@ namespace BFEditor.Build
|
||||
static string BuglyPath = Application.dataPath + "/../Bugly";
|
||||
static string BuglySOPath = Application.dataPath + "/../Bugly/so";
|
||||
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 GoogleCommonProjectPath = Application.dataPath + "/../BFVersions/android/google_common";
|
||||
static string GPAsProjectPath = Application.dataPath + "/../BFVersions/android/ub-gp"; // gp删档测试渠道
|
||||
static string GPOfficialAsProjectPath = Application.dataPath + "/../BFVersions/android/ub-google"; // gp正式渠道
|
||||
static string RuStoreProjectPath = Application.dataPath + "/../BFVersions/android/ru_store";
|
||||
static string RuProjectPath = Application.dataPath + "/../BFVersions/android/ru";
|
||||
static string GoogleServicesProjectPath = Application.dataPath + "/../BFVersions/android/google-services";
|
||||
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 GpAlginShellPath = Application.dataPath + "/../BFFiles/androidkey";
|
||||
static HashSet<string> AABInPackageFileHashSet = new HashSet<string>()
|
||||
@ -77,10 +77,19 @@ namespace BFEditor.Build
|
||||
var bpOptions = GetBuildOptions(buildInfo);
|
||||
var report = BuildPipeline.BuildPlayer(bpOptions);
|
||||
|
||||
// 打包成功
|
||||
// 导出工程成功
|
||||
if (report.summary.result == BuildResult.Succeeded)
|
||||
{
|
||||
return BuildAndroidAPK(buildInfo);
|
||||
MergeProject(buildInfo, GoogleAsProjectPath);
|
||||
FixGradleVersion(buildInfo.versionCode, buildInfo.version);
|
||||
if (buildInfo.exportProject)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return BuildAPK(buildInfo);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -98,7 +107,7 @@ namespace BFEditor.Build
|
||||
PlayerSettings.bundleVersion = buildInfo.version;
|
||||
|
||||
// 设置VersionCode
|
||||
PlayerSettings.Android.bundleVersionCode = buildInfo.version_code;
|
||||
PlayerSettings.Android.bundleVersionCode = buildInfo.versionCode;
|
||||
|
||||
// 设置竖屏
|
||||
PlayerSettings.defaultInterfaceOrientation = UIOrientation.Portrait;
|
||||
@ -118,23 +127,26 @@ namespace BFEditor.Build
|
||||
|
||||
// 设置包名
|
||||
PlayerSettings.SetApplicationIdentifier(BuildTargetGroup.Android, buildInfo.bundleName);
|
||||
Debug.Log("[bfinfo]设置包名:" + buildInfo.bundleName);
|
||||
|
||||
// 跳过版本控制
|
||||
var symbols = ANDROID_DEFINE_SYMBOLS;
|
||||
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);
|
||||
Debug.Log("[bfinfo]设置defineSymbols: " + symbols);
|
||||
|
||||
// 是否是dev
|
||||
var development = buildInfo.IsDevChannel() ? true : false;
|
||||
EditorUserBuildSettings.development = development;
|
||||
|
||||
// 商品名称
|
||||
// 商品名称
|
||||
// 应用名
|
||||
if (buildInfo.IsPublish())
|
||||
{
|
||||
@ -142,17 +154,15 @@ namespace BFEditor.Build
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayerSettings.productName = development ? "b6-dev" : "b6-release";
|
||||
PlayerSettings.productName = "b6-dev";
|
||||
}
|
||||
// BuildType设置dev/release
|
||||
EditorUserBuildSettings.androidBuildType = development ? AndroidBuildType.Debug : AndroidBuildType.Release;
|
||||
EditorUserBuildSettings.development = false;
|
||||
EditorUserBuildSettings.androidBuildType = AndroidBuildType.Release;
|
||||
|
||||
// 是否导出as工程
|
||||
// EditorUserBuildSettings.exportAsGoogleAndroidProject = development ? false : true;
|
||||
EditorUserBuildSettings.exportAsGoogleAndroidProject = true;
|
||||
|
||||
// dev使用Mono release使用IL2CPP
|
||||
var scriptImp = development ? ScriptingImplementation.Mono2x : ScriptingImplementation.IL2CPP;
|
||||
var scriptImp = ScriptingImplementation.IL2CPP;
|
||||
PlayerSettings.SetScriptingBackend(BuildTargetGroup.Android, scriptImp);
|
||||
}
|
||||
|
||||
@ -164,29 +174,9 @@ namespace BFEditor.Build
|
||||
var bpOptions = new BuildPlayerOptions();
|
||||
bpOptions.scenes = AssetBundleUtils.GetBuildScenes();
|
||||
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);
|
||||
|
||||
BuildOptions options;
|
||||
if (buildInfo.IsReleaseChannel())
|
||||
{
|
||||
options = BuildOptions.None;
|
||||
}
|
||||
else
|
||||
{
|
||||
options = BuildOptions.Development;
|
||||
}
|
||||
|
||||
BuildOptions options = BuildOptions.None;
|
||||
bpOptions.options = options;
|
||||
return bpOptions;
|
||||
}
|
||||
@ -200,7 +190,7 @@ namespace BFEditor.Build
|
||||
|
||||
static string GetASProjectPathName(BuildInfo buildInfo)
|
||||
{
|
||||
var dir = Path.Combine(AS_PROJECT_PATH, buildInfo.mode);
|
||||
var dir = Path.Combine(AS_PROJECT_PATH, "publish_release");
|
||||
if (Directory.Exists(dir))
|
||||
{
|
||||
Directory.Delete(dir, true);
|
||||
@ -208,32 +198,53 @@ namespace BFEditor.Build
|
||||
return dir;
|
||||
}
|
||||
|
||||
static bool BuildAPK(BuildInfo buildInfo)
|
||||
static bool BuildAPK(BuildInfo buildInfo, bool isAAB = false)
|
||||
{
|
||||
if (buildInfo.IsGPChannel())
|
||||
{
|
||||
MergeGPToReleaseProject(buildInfo);
|
||||
FixGradleVersion(buildInfo.version_code, buildInfo.version);
|
||||
}
|
||||
// 设置jdk环境变量
|
||||
string javaHomePath = System.Environment.GetEnvironmentVariable("JAVE_HOME");
|
||||
if (string.IsNullOrEmpty(javaHomePath))
|
||||
{
|
||||
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);
|
||||
|
||||
if (buildInfo.IsLanRelease())
|
||||
{
|
||||
AddBuglyParamsToReleaseProject();
|
||||
}
|
||||
// 设置密钥密码
|
||||
if (File.Exists(KeystoreFilePath))
|
||||
{
|
||||
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...");
|
||||
var success = true;
|
||||
var args = "";
|
||||
if (buildInfo.IsReleaseChannel())
|
||||
{
|
||||
args += " assembleRelease";
|
||||
}
|
||||
else
|
||||
{
|
||||
args += " assembleDebug";
|
||||
}
|
||||
|
||||
BFEditorUtils.RunCommond(GRADLE_PATH, args, GradleExcuteProjectPath,
|
||||
var args = "assembleRelease";
|
||||
if (isAAB)
|
||||
{
|
||||
args = "bundleRelease";
|
||||
}
|
||||
string gradleHomePath = System.Environment.GetEnvironmentVariable("GRADLE_HOME");
|
||||
if (string.IsNullOrEmpty(gradleHomePath))
|
||||
{
|
||||
Debug.LogError("[bferror] 找不到环境变量GRADLE_HOME");
|
||||
return false;
|
||||
}
|
||||
#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) =>
|
||||
{
|
||||
},
|
||||
@ -245,80 +256,35 @@ namespace BFEditor.Build
|
||||
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;
|
||||
}
|
||||
|
||||
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>
|
||||
/// 合并dev工程
|
||||
/// 合并工程
|
||||
/// </summary>
|
||||
static void MergeProject(BuildInfo buildInfo, String asProjectPath)
|
||||
{
|
||||
Debug.Log("[bfinfo]正在整合dev project...");
|
||||
Debug.Log("[bfinfo]正在整合 project...");
|
||||
|
||||
var dir = Path.Combine(Application.dataPath, "../", AS_PROJECT_PATH, buildInfo.mode);
|
||||
var dir = Path.Combine(Application.dataPath, "../", AS_PROJECT_PATH, "publish_release");
|
||||
|
||||
var javaPath = Path.Combine(dir, "unityLibrary/src/main/java");
|
||||
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
|
||||
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();
|
||||
// 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))
|
||||
{
|
||||
@ -326,71 +292,62 @@ namespace BFEditor.Build
|
||||
di.Delete(true);
|
||||
}
|
||||
|
||||
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);
|
||||
// 如果是俄罗斯支付 则需要覆盖为俄罗斯相关文件
|
||||
// if (buildInfo.bundleName == BF.BFPlatform.ANDROID_GP_PACKAGE_NAME_RU)
|
||||
// {
|
||||
// BFEditorUtils.CopyDir(RuProjectPath, dir);
|
||||
// // 获取到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(androidManifestPath);
|
||||
regex = new Regex("REPLACE_APPLICATION_ID");
|
||||
text = regex.Replace(text, buildInfo.bundleName);
|
||||
File.WriteAllText(androidManifestPath, text);
|
||||
// var androidManifestPath = Path.Combine(dir, "launcher/src/main/AndroidManifest.xml");
|
||||
// text = File.ReadAllText(androidManifestPath);
|
||||
// regex = new Regex("REPLACE_APPLICATION_ID");
|
||||
// text = regex.Replace(text, buildInfo.bundleName);
|
||||
// File.WriteAllText(androidManifestPath, text);
|
||||
|
||||
BFEditorUtils.CopyDir(asProjectPath, dir);
|
||||
// // 还有另一个AndroidManifest
|
||||
// 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);
|
||||
|
||||
text = File.ReadAllText(manifestPath);
|
||||
regex = new Regex("REPLACE_BUILD_ID");
|
||||
text = regex.Replace(text, buildIdLine);
|
||||
File.WriteAllText(manifestPath, text);
|
||||
}
|
||||
var androidManifestPath = Path.Combine(dir, "launcher/src/main/AndroidManifest.xml");
|
||||
text = File.ReadAllText(androidManifestPath);
|
||||
regex = new Regex("REPLACE_APPLICATION_ID");
|
||||
text = regex.Replace(text, buildInfo.bundleName);
|
||||
File.WriteAllText(androidManifestPath, text);
|
||||
|
||||
/// <summary>
|
||||
/// 合并gp工程
|
||||
/// </summary>
|
||||
static void MergeGPToReleaseProject(BuildInfo buildInfo)
|
||||
{
|
||||
Debug.Log("[bfinfo]正在整合gp渠道sdk...");
|
||||
|
||||
var javaPath = GradleExcuteProjectPath + "/src/main/java";
|
||||
var manifestPath = GradleExcuteProjectPath + "/src/main/AndroidManifest.xml";
|
||||
|
||||
// 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())
|
||||
BFEditorUtils.CopyDir(asProjectPath, dir);
|
||||
// 还有dz_google_apk下的AndroidManifest
|
||||
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);
|
||||
// }
|
||||
// 统一替换google-services文件
|
||||
var gsPath = Path.Combine(GoogleServicesProjectPath, Path.Combine(buildInfo.bundleName, "google-services.json"));
|
||||
if (File.Exists(gsPath))
|
||||
{
|
||||
BFEditorUtils.CopyDir(GPOfficialAsProjectPath, GradleExcuteProjectPath);
|
||||
var destFilePath = Path.Combine(dir, "launcher/google-services.json");
|
||||
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>
|
||||
|
||||
@ -1,348 +1,348 @@
|
||||
#if UNITY_EDITOR_OSX
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Build.Reporting;
|
||||
using UnityEditor.iOS.Xcode;
|
||||
using System.IO;
|
||||
#endif
|
||||
// #if UNITY_EDITOR_OSX
|
||||
// using UnityEngine;
|
||||
// using UnityEditor;
|
||||
// using UnityEditor.Build.Reporting;
|
||||
// using UnityEditor.iOS.Xcode;
|
||||
// using System.IO;
|
||||
// #endif
|
||||
|
||||
namespace BFEditor.Build
|
||||
{
|
||||
public static class BuildIOSUtils
|
||||
{
|
||||
#if UNITY_EDITOR_OSX
|
||||
const string IOS_DEFINE_SYMBOLS = "THREAD_SAFE;USE_AB";
|
||||
const string DEV_XCODE_LOCAL_PATH = "BFVersions/ios/dev";
|
||||
const string RELEASE_XCODE_LOCAL_PATH = "BFVersions/ios/release";
|
||||
// namespace BFEditor.Build
|
||||
// {
|
||||
// public static class BuildIOSUtils
|
||||
// {
|
||||
// #if UNITY_EDITOR_OSX
|
||||
// const string IOS_DEFINE_SYMBOLS = "THREAD_SAFE;USE_AB";
|
||||
// const string DEV_XCODE_LOCAL_PATH = "BFVersions/ios/dev";
|
||||
// const string RELEASE_XCODE_LOCAL_PATH = "BFVersions/ios/release";
|
||||
|
||||
static string devXCodePath = Application.dataPath + "/../" + DEV_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 releaseOptionsPListPath = Application.dataPath + "/../" + "BFVersions/ios/exports/release/ExportOptions.plist";
|
||||
static string publishOptionsPListPath = Application.dataPath + "/../" + "BFVersions/ios/exports/dis/ExportOptions.plist";
|
||||
// static string devXCodePath = Application.dataPath + "/../" + DEV_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 releaseOptionsPListPath = Application.dataPath + "/../" + "BFVersions/ios/exports/release/ExportOptions.plist";
|
||||
// static string publishOptionsPListPath = Application.dataPath + "/../" + "BFVersions/ios/exports/dis/ExportOptions.plist";
|
||||
|
||||
public static bool BuildIOSPlayer(BuildInfo buildInfo)
|
||||
{
|
||||
var buildTarget = BuildTarget.iOS;
|
||||
// public static bool BuildIOSPlayer(BuildInfo buildInfo)
|
||||
// {
|
||||
// var buildTarget = BuildTarget.iOS;
|
||||
|
||||
// 检查平台
|
||||
if (EditorUserBuildSettings.activeBuildTarget != buildTarget)
|
||||
{
|
||||
Debug.LogError("[bferror]当前没有在对应平台");
|
||||
return false;
|
||||
}
|
||||
// // 检查平台
|
||||
// if (EditorUserBuildSettings.activeBuildTarget != buildTarget)
|
||||
// {
|
||||
// Debug.LogError("[bferror]当前没有在对应平台");
|
||||
// return false;
|
||||
// }
|
||||
|
||||
// 重新生成XLua
|
||||
CompileScriptsUtils.RegenerateXLuaCode(true);
|
||||
// // 重新生成XLua
|
||||
// CompileScriptsUtils.RegenerateXLuaCode(true);
|
||||
|
||||
// 打包设置
|
||||
BuildSettings(buildInfo);
|
||||
// // 打包设置
|
||||
// BuildSettings(buildInfo);
|
||||
|
||||
// 开始打包
|
||||
var bpOptions = GetBuildOptions(buildInfo);
|
||||
var report = BuildPipeline.BuildPlayer(bpOptions);
|
||||
if (report.summary.result == BuildResult.Succeeded)
|
||||
{
|
||||
return BuildIpaFromXCode(buildInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("[bferror]unity打包xcode失败");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
// // 开始打包
|
||||
// var bpOptions = GetBuildOptions(buildInfo);
|
||||
// var report = BuildPipeline.BuildPlayer(bpOptions);
|
||||
// if (report.summary.result == BuildResult.Succeeded)
|
||||
// {
|
||||
// return BuildIpaFromXCode(buildInfo);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// Debug.LogError("[bferror]unity打包xcode失败");
|
||||
// return false;
|
||||
// }
|
||||
// }
|
||||
|
||||
/// <summary>
|
||||
/// 打包设置
|
||||
/// </summary>
|
||||
static void BuildSettings(BuildInfo buildInfo)
|
||||
{
|
||||
// 设置bundleVersion
|
||||
PlayerSettings.bundleVersion = buildInfo.version;
|
||||
// /// <summary>
|
||||
// /// 打包设置
|
||||
// /// </summary>
|
||||
// static void BuildSettings(BuildInfo buildInfo)
|
||||
// {
|
||||
// // 设置bundleVersion
|
||||
// PlayerSettings.bundleVersion = buildInfo.version;
|
||||
|
||||
// 设置buildNumber
|
||||
PlayerSettings.iOS.buildNumber = buildInfo.version_code.ToString();
|
||||
// // 设置buildNumber
|
||||
// PlayerSettings.iOS.buildNumber = buildInfo.versionCode.ToString();
|
||||
|
||||
// 设置竖屏
|
||||
PlayerSettings.defaultInterfaceOrientation = UIOrientation.Portrait;
|
||||
PlayerSettings.allowedAutorotateToPortrait = false;
|
||||
PlayerSettings.allowedAutorotateToPortraitUpsideDown = false;
|
||||
PlayerSettings.allowedAutorotateToLandscapeLeft = false;
|
||||
PlayerSettings.allowedAutorotateToLandscapeRight = false;
|
||||
// // 设置竖屏
|
||||
// PlayerSettings.defaultInterfaceOrientation = UIOrientation.Portrait;
|
||||
// PlayerSettings.allowedAutorotateToPortrait = false;
|
||||
// PlayerSettings.allowedAutorotateToPortraitUpsideDown = false;
|
||||
// PlayerSettings.allowedAutorotateToLandscapeLeft = false;
|
||||
// PlayerSettings.allowedAutorotateToLandscapeRight = false;
|
||||
|
||||
// 允许Xcode根据appleDeveloperTeamID自动签署应用程序
|
||||
PlayerSettings.iOS.appleEnableAutomaticSigning = !buildInfo.IsPublish();
|
||||
// // 允许Xcode根据appleDeveloperTeamID自动签署应用程序
|
||||
// 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
|
||||
PlayerSettings.iOS.iOSManualProvisioningProfileType = buildInfo.IsPublish() ? ProvisioningProfileType.Distribution : ProvisioningProfileType.Automatic;
|
||||
// // 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;
|
||||
|
||||
// 关闭启动动画
|
||||
PlayerSettings.SplashScreen.show = false;
|
||||
// // 关闭启动动画
|
||||
// PlayerSettings.SplashScreen.show = false;
|
||||
|
||||
// 设置包名
|
||||
PlayerSettings.SetApplicationIdentifier(BuildTargetGroup.iOS, buildInfo.bundleName);
|
||||
Debug.Log("[bfinfo]设置包名:" + buildInfo.bundleName);
|
||||
// // 设置包名
|
||||
// PlayerSettings.SetApplicationIdentifier(BuildTargetGroup.iOS, buildInfo.bundleName);
|
||||
// Debug.Log("[bfinfo]设置包名:" + buildInfo.bundleName);
|
||||
|
||||
// 是否跳过版本控制
|
||||
var symbols = IOS_DEFINE_SYMBOLS;
|
||||
if (buildInfo.skipVersion)
|
||||
{
|
||||
symbols = symbols + ";SKIP_VERSION;";
|
||||
}
|
||||
// // 是否跳过版本控制
|
||||
// var symbols = IOS_DEFINE_SYMBOLS;
|
||||
// if (buildInfo.skipVersion)
|
||||
// {
|
||||
// symbols = symbols + ";SKIP_VERSION;";
|
||||
// }
|
||||
|
||||
|
||||
PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.iOS, symbols);
|
||||
Debug.Log("[bfinfo]设置defineSymbols: " + symbols);
|
||||
// PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.iOS, symbols);
|
||||
// Debug.Log("[bfinfo]设置defineSymbols: " + symbols);
|
||||
|
||||
// 是否是dev
|
||||
var development = buildInfo.IsDevChannel();
|
||||
EditorUserBuildSettings.development = development;
|
||||
// // 是否是dev
|
||||
// var development = buildInfo.IsDevChannel();
|
||||
// EditorUserBuildSettings.development = development;
|
||||
|
||||
// 商品名称
|
||||
if (buildInfo.IsPublish())
|
||||
{
|
||||
PlayerSettings.productName = "Heroic Expedition";
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayerSettings.productName = development ? "b6-dev" : "b6-release";
|
||||
}
|
||||
// // 商品名称
|
||||
// if (buildInfo.IsPublish())
|
||||
// {
|
||||
// PlayerSettings.productName = "Heroic Expedition";
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// PlayerSettings.productName = development ? "b6-dev" : "b6-release";
|
||||
// }
|
||||
|
||||
// BuildType设置dev/release
|
||||
EditorUserBuildSettings.iOSBuildConfigType = development ? iOSBuildType.Debug : iOSBuildType.Release;
|
||||
// // BuildType设置dev/release
|
||||
// EditorUserBuildSettings.iOSXcodeBuildConfig = development ? XcodeBuildConfig.Debug : XcodeBuildConfig.Release;
|
||||
|
||||
// 使用IL2CPP
|
||||
var scriptImp = ScriptingImplementation.IL2CPP;
|
||||
PlayerSettings.SetScriptingBackend(BuildTargetGroup.iOS, scriptImp);
|
||||
// // 使用IL2CPP
|
||||
// var scriptImp = ScriptingImplementation.IL2CPP;
|
||||
// PlayerSettings.SetScriptingBackend(BuildTargetGroup.iOS, scriptImp);
|
||||
|
||||
// 目标平台架构,目前支持ARM64
|
||||
PlayerSettings.SetArchitecture(BuildTargetGroup.iOS, 1);
|
||||
}
|
||||
// // 目标平台架构,目前支持ARM64
|
||||
// PlayerSettings.SetArchitecture(BuildTargetGroup.iOS, 1);
|
||||
// }
|
||||
|
||||
/// <summary>
|
||||
/// 获取打包参数
|
||||
/// </summary>
|
||||
static BuildPlayerOptions GetBuildOptions(BuildInfo buildInfo)
|
||||
{
|
||||
var bpOptions = new BuildPlayerOptions();
|
||||
bpOptions.scenes = AssetBundleUtils.GetBuildScenes();
|
||||
bpOptions.target = BuildTarget.iOS;
|
||||
// /// <summary>
|
||||
// /// 获取打包参数
|
||||
// /// </summary>
|
||||
// static BuildPlayerOptions GetBuildOptions(BuildInfo buildInfo)
|
||||
// {
|
||||
// var bpOptions = new BuildPlayerOptions();
|
||||
// bpOptions.scenes = AssetBundleUtils.GetBuildScenes();
|
||||
// bpOptions.target = BuildTarget.iOS;
|
||||
|
||||
var path = buildInfo.IsReleaseChannel() ? RELEASE_XCODE_LOCAL_PATH : DEV_XCODE_LOCAL_PATH;
|
||||
bpOptions.locationPathName = path;
|
||||
Debug.Log("[bfinfo]xcode path : " + path);
|
||||
var absolutePath = buildInfo.IsReleaseChannel() ? releaseXCodePath : devXCodePath;
|
||||
if (Directory.Exists(absolutePath))
|
||||
{
|
||||
Directory.Delete(absolutePath, true);
|
||||
}
|
||||
// var path = buildInfo.IsReleaseChannel() ? RELEASE_XCODE_LOCAL_PATH : DEV_XCODE_LOCAL_PATH;
|
||||
// bpOptions.locationPathName = path;
|
||||
// Debug.Log("[bfinfo]xcode path : " + path);
|
||||
// var absolutePath = buildInfo.IsReleaseChannel() ? releaseXCodePath : devXCodePath;
|
||||
// if (Directory.Exists(absolutePath))
|
||||
// {
|
||||
// Directory.Delete(absolutePath, true);
|
||||
// }
|
||||
|
||||
if (!buildInfo.IsPublish())
|
||||
{
|
||||
var options = BuildOptions.Development | BuildOptions.ConnectWithProfiler | BuildOptions.AllowDebugging;
|
||||
bpOptions.options = options;
|
||||
}
|
||||
return bpOptions;
|
||||
}
|
||||
// if (!buildInfo.IsPublish())
|
||||
// {
|
||||
// var options = BuildOptions.Development | BuildOptions.ConnectWithProfiler | BuildOptions.AllowDebugging;
|
||||
// bpOptions.options = options;
|
||||
// }
|
||||
// return bpOptions;
|
||||
// }
|
||||
|
||||
/// <summary>
|
||||
/// 打包ipa
|
||||
/// </summary>
|
||||
static bool BuildIpaFromXCode(BuildInfo buildInfo)
|
||||
{
|
||||
// 修改XCode设置
|
||||
FixXCodeProject(buildInfo);
|
||||
// /// <summary>
|
||||
// /// 打包ipa
|
||||
// /// </summary>
|
||||
// static bool BuildIpaFromXCode(BuildInfo buildInfo)
|
||||
// {
|
||||
// // 修改XCode设置
|
||||
// FixXCodeProject(buildInfo);
|
||||
|
||||
// 权限
|
||||
UnlockKeyChain();
|
||||
// // 权限
|
||||
// UnlockKeyChain();
|
||||
|
||||
// archive
|
||||
if (!Archive(buildInfo))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// // archive
|
||||
// if (!Archive(buildInfo))
|
||||
// {
|
||||
// return false;
|
||||
// }
|
||||
|
||||
// 导出ipa
|
||||
if (!ExportIpa(buildInfo))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// // 导出ipa
|
||||
// if (!ExportIpa(buildInfo))
|
||||
// {
|
||||
// return false;
|
||||
// }
|
||||
|
||||
return true;
|
||||
}
|
||||
// return true;
|
||||
// }
|
||||
|
||||
/// <summary>
|
||||
/// xCode工程设置
|
||||
/// </summary>
|
||||
static void FixXCodeProject(BuildInfo buildInfo)
|
||||
{
|
||||
var isDev = buildInfo.IsDevChannel();
|
||||
var xCodeProjectPath = isDev ? devXCodePath : releaseXCodePath;
|
||||
// /// <summary>
|
||||
// /// xCode工程设置
|
||||
// /// </summary>
|
||||
// static void FixXCodeProject(BuildInfo buildInfo)
|
||||
// {
|
||||
// var isDev = buildInfo.IsDevChannel();
|
||||
// var xCodeProjectPath = isDev ? devXCodePath : releaseXCodePath;
|
||||
|
||||
var path = xCodeProjectPath + "/Unity-iPhone.xcodeproj/project.pbxproj";
|
||||
var pbxProject = new PBXProject();
|
||||
pbxProject.ReadFromFile(path);
|
||||
var targetGuid = pbxProject.TargetGuidByName("Unity-iPhone");
|
||||
pbxProject.AddBuildProperty(targetGuid, "OTHER_LDFLAGS", "-ObjC");
|
||||
pbxProject.SetBuildProperty(targetGuid, "ENABLE_BITCODE", "NO");
|
||||
pbxProject.SetBuildProperty(targetGuid, "ENABLE_BITCODE", "NO");
|
||||
pbxProject.SetBuildProperty(targetGuid, "DEVELOPMENT_TEAM", "49QQW8856Q");
|
||||
if (buildInfo.IsPublish())
|
||||
{
|
||||
pbxProject.SetBuildProperty(targetGuid, "PROVISIONING_PROFILE_SPECIFIER", "ub_appstore_dis");
|
||||
}
|
||||
// var path = xCodeProjectPath + "/Unity-iPhone.xcodeproj/project.pbxproj";
|
||||
// var pbxProject = new PBXProject();
|
||||
// pbxProject.ReadFromFile(path);
|
||||
// var targetGuid = pbxProject.TargetGuidByName("Unity-iPhone");
|
||||
// pbxProject.AddBuildProperty(targetGuid, "OTHER_LDFLAGS", "-ObjC");
|
||||
// pbxProject.SetBuildProperty(targetGuid, "ENABLE_BITCODE", "NO");
|
||||
// pbxProject.SetBuildProperty(targetGuid, "ENABLE_BITCODE", "NO");
|
||||
// pbxProject.SetBuildProperty(targetGuid, "DEVELOPMENT_TEAM", "49QQW8856Q");
|
||||
// if (buildInfo.IsPublish())
|
||||
// {
|
||||
// pbxProject.SetBuildProperty(targetGuid, "PROVISIONING_PROFILE_SPECIFIER", "ub_appstore_dis");
|
||||
// }
|
||||
|
||||
// 添加系统库
|
||||
AddSystemLibReferenceToProject(pbxProject, targetGuid, "libsqlite3.tbd");
|
||||
AddSystemLibReferenceToProject(pbxProject, targetGuid, "libz.1.tbd");
|
||||
AddSystemLibReferenceToProject(pbxProject, targetGuid, "libiconv.2.tbd");
|
||||
AddSystemLibReferenceToProject(pbxProject, targetGuid, "libresolv.9.tbd");
|
||||
// // 添加系统库
|
||||
// AddSystemLibReferenceToProject(pbxProject, targetGuid, "libsqlite3.tbd");
|
||||
// AddSystemLibReferenceToProject(pbxProject, targetGuid, "libz.1.tbd");
|
||||
// AddSystemLibReferenceToProject(pbxProject, targetGuid, "libiconv.2.tbd");
|
||||
// AddSystemLibReferenceToProject(pbxProject, targetGuid, "libresolv.9.tbd");
|
||||
|
||||
var pListPath = Path.Combine(xCodeProjectPath, "Info.plist");
|
||||
var pList = new PlistDocument();
|
||||
pList.ReadFromFile(pListPath);
|
||||
// var pListPath = Path.Combine(xCodeProjectPath, "Info.plist");
|
||||
// var pList = new PlistDocument();
|
||||
// pList.ReadFromFile(pListPath);
|
||||
|
||||
// 版本号
|
||||
var vKey = "CFBundleShortVersionString";
|
||||
var vValue = new PlistElementString(buildInfo.version);
|
||||
var pListRoot = pList.root;
|
||||
var rootDict = pListRoot.values;
|
||||
if (!rootDict.ContainsKey(vKey))
|
||||
{
|
||||
rootDict.Add(vKey, vValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
rootDict[vKey] = vValue;
|
||||
}
|
||||
// // 版本号
|
||||
// var vKey = "CFBundleShortVersionString";
|
||||
// var vValue = new PlistElementString(buildInfo.version);
|
||||
// var pListRoot = pList.root;
|
||||
// var rootDict = pListRoot.values;
|
||||
// if (!rootDict.ContainsKey(vKey))
|
||||
// {
|
||||
// rootDict.Add(vKey, vValue);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// rootDict[vKey] = vValue;
|
||||
// }
|
||||
|
||||
// VersionCode
|
||||
var vCodeKey = "CFBundleVersion";
|
||||
var vCodeValue = new PlistElementString(buildInfo.version_code.ToString());
|
||||
if (!rootDict.ContainsKey(vCodeKey))
|
||||
{
|
||||
rootDict.Add(vCodeKey, vCodeValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
rootDict[vCodeKey] = vCodeValue;
|
||||
}
|
||||
// // VersionCode
|
||||
// var vCodeKey = "CFBundleVersion";
|
||||
// var vCodeValue = new PlistElementString(buildInfo.versionCode.ToString());
|
||||
// if (!rootDict.ContainsKey(vCodeKey))
|
||||
// {
|
||||
// rootDict.Add(vCodeKey, vCodeValue);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// rootDict[vCodeKey] = vCodeValue;
|
||||
// }
|
||||
|
||||
// 数美SDK会使用位置,必须加入这个说明
|
||||
var localtionKey = "NSLocationWhenInUseUsageDescription";
|
||||
var localtionValue = new PlistElementString("We use your location to give you a better localization.");
|
||||
if (!rootDict.ContainsKey(localtionKey))
|
||||
{
|
||||
rootDict.Add(localtionKey, localtionValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
rootDict[localtionKey] = localtionValue;
|
||||
}
|
||||
// // 数美SDK会使用位置,必须加入这个说明
|
||||
// var localtionKey = "NSLocationWhenInUseUsageDescription";
|
||||
// var localtionValue = new PlistElementString("We use your location to give you a better localization.");
|
||||
// if (!rootDict.ContainsKey(localtionKey))
|
||||
// {
|
||||
// rootDict.Add(localtionKey, localtionValue);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// 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
|
||||
var encryptionKey = "ITSAppUsesNonExemptEncryption";
|
||||
var encryptionValue = new PlistElementBoolean(false);
|
||||
if (!rootDict.ContainsKey(encryptionKey))
|
||||
{
|
||||
rootDict.Add(encryptionKey, encryptionValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
rootDict[encryptionKey] = encryptionValue;
|
||||
}
|
||||
// // 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 encryptionValue = new PlistElementBoolean(false);
|
||||
// if (!rootDict.ContainsKey(encryptionKey))
|
||||
// {
|
||||
// rootDict.Add(encryptionKey, encryptionValue);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// rootDict[encryptionKey] = encryptionValue;
|
||||
// }
|
||||
|
||||
pList.WriteToFile(pListPath);
|
||||
pbxProject.WriteToFile(path);
|
||||
}
|
||||
// pList.WriteToFile(pListPath);
|
||||
// pbxProject.WriteToFile(path);
|
||||
// }
|
||||
|
||||
//添加系统lib方法
|
||||
static void AddSystemLibReferenceToProject(PBXProject pbxProject, string targetGuid, string lib)
|
||||
{
|
||||
var fileGuid = pbxProject.AddFile("usr/lib/" + lib, "Frameworks/" + lib, PBXSourceTree.Sdk);
|
||||
pbxProject.AddFileToBuild(targetGuid, fileGuid);
|
||||
}
|
||||
// //添加系统lib方法
|
||||
// static void AddSystemLibReferenceToProject(PBXProject pbxProject, string targetGuid, string lib)
|
||||
// {
|
||||
// var fileGuid = pbxProject.AddFile("usr/lib/" + lib, "Frameworks/" + lib, PBXSourceTree.Sdk);
|
||||
// pbxProject.AddFileToBuild(targetGuid, fileGuid);
|
||||
// }
|
||||
|
||||
/// <summary>
|
||||
/// Archive
|
||||
/// </summary>
|
||||
static bool Archive(BuildInfo buildInfo)
|
||||
{
|
||||
Debug.Log("[bfinfo]正在archive...");
|
||||
var result = true;
|
||||
var xCodeProjectPath = buildInfo.IsDevChannel() ? devXCodePath : releaseXCodePath;
|
||||
var archivePath = xCodeProjectPath + "/build/archive/Unity-iPhone.xcarchive";
|
||||
var args = string.Format("archive -scheme Unity-iPhone -configuration Release -archivePath {0}", archivePath);
|
||||
BFEditorUtils.RunCommond("xcodebuild", args, xCodeProjectPath,
|
||||
(info) =>
|
||||
{
|
||||
Debug.Log(info);
|
||||
},
|
||||
(error) =>
|
||||
{
|
||||
if (error.Contains("ARCHIVE FAILED")) // 失败标志
|
||||
{
|
||||
result = false;
|
||||
}
|
||||
Debug.LogError("[bferror] " + error);
|
||||
}
|
||||
);
|
||||
// /// <summary>
|
||||
// /// Archive
|
||||
// /// </summary>
|
||||
// static bool Archive(BuildInfo buildInfo)
|
||||
// {
|
||||
// Debug.Log("[bfinfo]正在archive...");
|
||||
// var result = true;
|
||||
// var xCodeProjectPath = buildInfo.IsDevChannel() ? devXCodePath : releaseXCodePath;
|
||||
// var archivePath = xCodeProjectPath + "/build/archive/Unity-iPhone.xcarchive";
|
||||
// var args = string.Format("archive -scheme Unity-iPhone -configuration Release -archivePath {0}", archivePath);
|
||||
// BFEditorUtils.RunCommond("xcodebuild", args, xCodeProjectPath,
|
||||
// (info) =>
|
||||
// {
|
||||
// Debug.Log(info);
|
||||
// },
|
||||
// (error) =>
|
||||
// {
|
||||
// if (error.Contains("ARCHIVE FAILED")) // 失败标志
|
||||
// {
|
||||
// result = false;
|
||||
// }
|
||||
// Debug.LogError("[bferror] " + error);
|
||||
// }
|
||||
// );
|
||||
|
||||
return result;
|
||||
}
|
||||
// return result;
|
||||
// }
|
||||
|
||||
/// <summary>
|
||||
/// 导出ipa
|
||||
/// </summary>
|
||||
static bool ExportIpa(BuildInfo buildInfo)
|
||||
{
|
||||
Debug.Log("[bfinfo]正在导出ipa...");
|
||||
var result = false;
|
||||
var xCodeProjectPath = buildInfo.IsDevChannel() ? devXCodePath : releaseXCodePath;
|
||||
string exportPListPath;
|
||||
if (buildInfo.IsPublish())
|
||||
{
|
||||
exportPListPath = publishOptionsPListPath;
|
||||
}
|
||||
else
|
||||
{
|
||||
exportPListPath = buildInfo.IsDevChannel() ? devOptionsPListPath : releaseOptionsPListPath;
|
||||
}
|
||||
var ipaPath = xCodeProjectPath + "/build/ipa";
|
||||
var archivePath = xCodeProjectPath + "/build/archive/Unity-iPhone.xcarchive";
|
||||
var args = string.Format("-exportArchive -archivePath {0} -exportPath {1} -exportOptionsPlist {2} -allowProvisioningUpdates", archivePath, ipaPath, exportPListPath);
|
||||
BFEditorUtils.RunCommond("xcodebuild", args, null,
|
||||
(info) =>
|
||||
{
|
||||
if(info.Contains("EXPORT SUCCEEDED"))
|
||||
{
|
||||
result = true;
|
||||
}
|
||||
},
|
||||
(error) =>
|
||||
{
|
||||
}
|
||||
);
|
||||
// /// <summary>
|
||||
// /// 导出ipa
|
||||
// /// </summary>
|
||||
// static bool ExportIpa(BuildInfo buildInfo)
|
||||
// {
|
||||
// Debug.Log("[bfinfo]正在导出ipa...");
|
||||
// var result = false;
|
||||
// var xCodeProjectPath = buildInfo.IsDevChannel() ? devXCodePath : releaseXCodePath;
|
||||
// string exportPListPath;
|
||||
// if (buildInfo.IsPublish())
|
||||
// {
|
||||
// exportPListPath = publishOptionsPListPath;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// exportPListPath = buildInfo.IsDevChannel() ? devOptionsPListPath : releaseOptionsPListPath;
|
||||
// }
|
||||
// var ipaPath = xCodeProjectPath + "/build/ipa";
|
||||
// var archivePath = xCodeProjectPath + "/build/archive/Unity-iPhone.xcarchive";
|
||||
// var args = string.Format("-exportArchive -archivePath {0} -exportPath {1} -exportOptionsPlist {2} -allowProvisioningUpdates", archivePath, ipaPath, exportPListPath);
|
||||
// BFEditorUtils.RunCommond("xcodebuild", args, null,
|
||||
// (info) =>
|
||||
// {
|
||||
// if(info.Contains("EXPORT SUCCEEDED"))
|
||||
// {
|
||||
// result = true;
|
||||
// }
|
||||
// },
|
||||
// (error) =>
|
||||
// {
|
||||
// }
|
||||
// );
|
||||
|
||||
return result;
|
||||
}
|
||||
// return result;
|
||||
// }
|
||||
|
||||
/// <summary>
|
||||
/// 远程打包签名ipa时需要钥匙串权限
|
||||
/// </summary>
|
||||
static void UnlockKeyChain()
|
||||
{
|
||||
BFEditorUtils.RunCommond("security", "-v unlock-keychain -p '123456' /Users/aoddabao/Library/Keychains/login.keychain-db", null,
|
||||
(msg) =>
|
||||
{
|
||||
Debug.Log(msg);
|
||||
},
|
||||
(msg) =>
|
||||
{
|
||||
Debug.LogError(msg);
|
||||
}
|
||||
);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
// /// <summary>
|
||||
// /// 远程打包签名ipa时需要钥匙串权限
|
||||
// /// </summary>
|
||||
// static void UnlockKeyChain()
|
||||
// {
|
||||
// BFEditorUtils.RunCommond("security", "-v unlock-keychain -p '123456' /Users/aoddabao/Library/Keychains/login.keychain-db", null,
|
||||
// (msg) =>
|
||||
// {
|
||||
// Debug.Log(msg);
|
||||
// },
|
||||
// (msg) =>
|
||||
// {
|
||||
// Debug.LogError(msg);
|
||||
// }
|
||||
// );
|
||||
// }
|
||||
// #endif
|
||||
// }
|
||||
// }
|
||||
|
||||
@ -85,6 +85,9 @@ namespace BFEditor
|
||||
{
|
||||
//加载lua配置测试
|
||||
LuaEnv env = new LuaEnv();
|
||||
env.DoString(@"
|
||||
print('当前 Lua 版本: ' .. _VERSION) -- 输出 Lua 5.1
|
||||
");
|
||||
env.AddLoader((ref string scriptPath) =>
|
||||
{
|
||||
var text = LoadGameLuaScriptText(scriptPath, isDeveloper);
|
||||
@ -136,58 +139,58 @@ namespace BFEditor
|
||||
var configFileInfos = configDirInfo.GetFiles(suffix, SearchOption.TopDirectoryOnly);
|
||||
|
||||
// 检查棋盘文件格式
|
||||
checkBoard("chapter_board", env, sb);
|
||||
checkBoard("chapter_board_bossrush", env, sb);
|
||||
checkBoard("chapter_board_daily_challenge", env, sb);
|
||||
checkBoard("chapter_board_dungeon_armor", env, sb);
|
||||
checkBoard("chapter_board_dungeon_equip", env, sb);
|
||||
checkBoard("chapter_board_dungeon_gold", env, sb);
|
||||
checkBoard("chapter_board_dungeon_shards", env, sb);
|
||||
checkBoard("chapter_board_rune", env, sb);
|
||||
checkBoard("activity_pvp_board", env, sb);
|
||||
checkBoard("arena_board", env, sb);
|
||||
// checkBoard("chapter_board", env, sb);
|
||||
// checkBoard("chapter_board_bossrush", env, sb);
|
||||
// checkBoard("chapter_board_daily_challenge", env, sb);
|
||||
// checkBoard("chapter_board_dungeon_armor", env, sb);
|
||||
// checkBoard("chapter_board_dungeon_equip", env, sb);
|
||||
// checkBoard("chapter_board_dungeon_gold", env, sb);
|
||||
// checkBoard("chapter_board_dungeon_shards", env, sb);
|
||||
// checkBoard("chapter_board_rune", env, sb);
|
||||
// checkBoard("activity_pvp_board", env, sb);
|
||||
// checkBoard("arena_board", env, sb);
|
||||
|
||||
|
||||
// 检查monster
|
||||
string monsterConfigListLua = "{";
|
||||
foreach (var file in configFileInfos)
|
||||
{
|
||||
var fileName = file.Name.ToLower();
|
||||
if(fileName.Contains("monster_"))
|
||||
{
|
||||
monsterConfigListLua += "'" + fileName.Replace(".lua", "").Replace(".bytes", "") + "',";
|
||||
}
|
||||
}
|
||||
monsterConfigListLua += "}";
|
||||
var luaScriptString = "local ids = {}\n local MONSTER_LIST = " + monsterConfigListLua + "\n";
|
||||
luaScriptString += @"local str = {}
|
||||
for i, name in ipairs(MONSTER_LIST) do
|
||||
if name ~= 'monster_base' and name ~= 'monster_position' and name ~= 'monster_position_base' then
|
||||
local data = require('app/config/' .. name).data
|
||||
for k, v in pairs(data) do
|
||||
if ids[k] then
|
||||
table.insert(str, name .. '和' .. ids[k] .. '存在相同的mosnter id:' .. k)
|
||||
end
|
||||
ids[k] = name
|
||||
end
|
||||
end
|
||||
end
|
||||
if #str > 0 then
|
||||
return table.concat(str, '\n');
|
||||
end
|
||||
return ''";
|
||||
var resultStr = env.DoString(luaScriptString);
|
||||
if (resultStr.Length > 0)
|
||||
{
|
||||
foreach(var strObj in resultStr)
|
||||
{
|
||||
var str = Convert.ToString(strObj);
|
||||
if(!String.IsNullOrEmpty(str))
|
||||
{
|
||||
sb.Append(str + "\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
// string monsterConfigListLua = "{";
|
||||
// foreach (var file in configFileInfos)
|
||||
// {
|
||||
// var fileName = file.Name.ToLower();
|
||||
// if(fileName.Contains("monster_"))
|
||||
// {
|
||||
// monsterConfigListLua += "'" + fileName.Replace(".lua", "").Replace(".bytes", "") + "',";
|
||||
// }
|
||||
// }
|
||||
// monsterConfigListLua += "}";
|
||||
// var luaScriptString = "local ids = {}\n local MONSTER_LIST = " + monsterConfigListLua + "\n";
|
||||
// luaScriptString += @"local str = {}
|
||||
// for i, name in ipairs(MONSTER_LIST) do
|
||||
// if name ~= 'monster_base' and name ~= 'monster_position' and name ~= 'monster_position_base' then
|
||||
// local data = require('app/config/' .. name).data
|
||||
// for k, v in pairs(data) do
|
||||
// if ids[k] then
|
||||
// table.insert(str, name .. '和' .. ids[k] .. '存在相同的mosnter id:' .. k)
|
||||
// end
|
||||
// ids[k] = name
|
||||
// end
|
||||
// end
|
||||
// end
|
||||
// if #str > 0 then
|
||||
// return table.concat(str, '\n');
|
||||
// end
|
||||
// return ''";
|
||||
// var resultStr = env.DoString(luaScriptString);
|
||||
// if (resultStr.Length > 0)
|
||||
// {
|
||||
// foreach(var strObj in resultStr)
|
||||
// {
|
||||
// var str = Convert.ToString(strObj);
|
||||
// if(!String.IsNullOrEmpty(str))
|
||||
// {
|
||||
// sb.Append(str + "\n");
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// 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'}
|
||||
// local list = {'enemy_id_1', 'enemy_id_2', 'enemy_id_3'}
|
||||
|
||||
@ -2,7 +2,7 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Experimental.SceneManagement;
|
||||
|
||||
|
||||
namespace BFEditor.Resource
|
||||
{
|
||||
@ -19,7 +19,7 @@ namespace BFEditor.Resource
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
PrefabStage currentPrefabStage = PrefabStageUtility.GetCurrentPrefabStage();
|
||||
UnityEditor.SceneManagement.PrefabStage currentPrefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage();
|
||||
Transform tran;
|
||||
if (currentPrefabStage == null)
|
||||
tran = Selection.activeTransform;
|
||||
|
||||
@ -92,7 +92,7 @@ namespace BFEditor
|
||||
}
|
||||
else
|
||||
{
|
||||
var currentPrefabStage = UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage();
|
||||
var currentPrefabStage = UnityEditor.SceneManagement.PrefabStageUtility.GetCurrentPrefabStage();
|
||||
if (currentPrefabStage != null) //当前处于prefab编辑模式
|
||||
{
|
||||
var prefabRoot = currentPrefabStage.prefabContentsRoot;
|
||||
|
||||
@ -55,7 +55,7 @@ public class JenkinsAdapter {
|
||||
// 商品名称
|
||||
PlayerSettings.productName = "Knights Combo";
|
||||
// BuildType设置dev/release
|
||||
EditorUserBuildSettings.iOSBuildConfigType = iOSBuildType.Release;
|
||||
EditorUserBuildSettings.iOSXcodeBuildConfig = XcodeBuildConfig.Release;
|
||||
EditorUserBuildSettings.development = false;
|
||||
// 使用IL2CPP
|
||||
var scriptImp = ScriptingImplementation.IL2CPP;
|
||||
|
||||
@ -68,8 +68,9 @@ namespace BFEditor
|
||||
"TMPro.SortingLayerHelper",
|
||||
"UnityEngine.CloudStreaming",
|
||||
"BFEditor.EditorBattleRoleAttackOperate",
|
||||
"UnityEngine.QualitySettings",
|
||||
"IronSourceBannerEvents", "IronSourceEvents", "IronSourceInterstitialEvents", "IronSourceRewardedVideoEvents",
|
||||
"IronSourceAdQualityManifestTools"
|
||||
"IronSourceAdQualityManifestTools", "TradplusSDK"
|
||||
};
|
||||
|
||||
static bool isExcluded(Type type)
|
||||
@ -77,7 +78,7 @@ namespace BFEditor
|
||||
var fullName = type.FullName;
|
||||
for (int i = 0; i < exclude.Count; i++)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(fullName) && fullName.Contains(exclude[i]))
|
||||
if (fullName != null && fullName.Contains(exclude[i]))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
@ -93,13 +94,13 @@ namespace BFEditor
|
||||
List<string> namespaces = new List<string>() // 在这里添加名字空间
|
||||
{
|
||||
"BF",
|
||||
"UnityEngine",
|
||||
"UnityEngine.UI",
|
||||
"UnityEngine.U2D",
|
||||
"UnityEngine.Rendering.Universal",
|
||||
"TMPro",
|
||||
"DG.Tweening",
|
||||
"DG.Tweening.Core",
|
||||
// "UnityEngine",
|
||||
// "UnityEngine.UI",
|
||||
// "UnityEngine.U2D",
|
||||
// "UnityEngine.Rendering.Universal",
|
||||
// "TMPro",
|
||||
// "DG.Tweening",
|
||||
// "DG.Tweening.Core",
|
||||
};
|
||||
var unityTypes = (from assembly in AppDomain.CurrentDomain.GetAssemblies()
|
||||
where !(assembly.ManifestModule is System.Reflection.Emit.ModuleBuilder)
|
||||
@ -113,8 +114,8 @@ namespace BFEditor
|
||||
};
|
||||
var customTypes = (from assembly in customAssemblys.Select(s => Assembly.Load(s))
|
||||
from type in assembly.GetExportedTypes()
|
||||
where type.Namespace == null || !type.Namespace.StartsWith("XLua")
|
||||
&& type.BaseType != typeof(MulticastDelegate) && !type.IsInterface && !type.IsEnum && !isExcluded(type)
|
||||
where type.Namespace == null || !type.Namespace.StartsWith("XLua") && !isExcluded(type)
|
||||
&& type.BaseType != typeof(MulticastDelegate) && !type.IsInterface && !type.IsEnum
|
||||
select type);
|
||||
|
||||
var otherTypes = new List<Type>() {
|
||||
@ -143,20 +144,31 @@ namespace BFEditor
|
||||
typeof(System.Collections.Generic.List<TMPro.TMP_FontAsset>),
|
||||
typeof(System.Collections.Generic.List<UnityEngine.Camera>),
|
||||
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.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(UnityEngine.Camera.GateFitMode),
|
||||
typeof(UnityEngine.Camera.GateFitParameters),
|
||||
typeof(UnityEngine.Camera.StereoscopicEye),
|
||||
typeof(UnityEngine.Camera.MonoOrStereoscopicEye),
|
||||
typeof(UnityEngine.Camera.FieldOfViewAxis),
|
||||
typeof(UnityEngine.Camera.RenderRequest),
|
||||
typeof(UnityEngine.Camera.RenderRequestMode),
|
||||
typeof(UnityEngine.Camera.RenderRequestOutputSpace),
|
||||
typeof(UnityEngine.Camera.RenderRequest),
|
||||
typeof(UnityEngine.Camera.SceneViewFilterMode),
|
||||
typeof(UnityEngine.TextCore.FaceInfo),
|
||||
typeof(UnityEngine.Rendering.LightShadowResolution),
|
||||
typeof(UnityEngine.RenderTextureFormat),
|
||||
typeof(UnityEngine.RenderTextureReadWrite),
|
||||
typeof(UnityEngine.RigidbodyConstraints),
|
||||
typeof(UnityEngine.TransparencySortMode),
|
||||
typeof(UnityEngine.SystemInfo),
|
||||
typeof(UnityEngine.Object),
|
||||
typeof(UnityEngine.Rect),
|
||||
typeof(UnityEngine.Vector2),
|
||||
@ -263,11 +275,6 @@ namespace BFEditor
|
||||
typeof(UnityEngine.Canvas),
|
||||
typeof(UnityEngine.CanvasGroup),
|
||||
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.Texture2D),
|
||||
typeof(UnityEngine.Texture2D.EXRFlags),
|
||||
@ -294,7 +301,13 @@ namespace BFEditor
|
||||
typeof(UnityEngine.LightProbes),
|
||||
typeof(UnityEngine.ReflectionProbe),
|
||||
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.Dropdown),
|
||||
typeof(UnityEngine.UI.Dropdown.OptionData),
|
||||
@ -316,6 +329,7 @@ namespace BFEditor
|
||||
typeof(UnityEngine.UI.InputField),
|
||||
typeof(UnityEngine.UI.InputField.ContentType),
|
||||
typeof(UnityEngine.UI.InputField.InputType),
|
||||
typeof(UnityEngine.UI.InputField.EndEditEvent),
|
||||
typeof(UnityEngine.UI.InputField.CharacterValidation),
|
||||
typeof(UnityEngine.UI.InputField.LineType),
|
||||
typeof(UnityEngine.UI.InputField.SubmitEvent),
|
||||
@ -347,7 +361,7 @@ namespace BFEditor
|
||||
typeof(UnityEngine.UI.GridLayoutGroup.Constraint),
|
||||
typeof(UnityEngine.UI.VerticalLayoutGroup),
|
||||
typeof(UnityEngine.UI.LayoutGroup),
|
||||
typeof(UnityEngine.GUIUtility),
|
||||
typeof(UnityEngine.U2D.SpriteAtlas),
|
||||
|
||||
// spine
|
||||
typeof(Spine.TrackEntry),
|
||||
@ -365,12 +379,14 @@ namespace BFEditor
|
||||
typeof(Spine.Unity.SkeletonAnimation),
|
||||
typeof(Spine.Unity.SkeletonDataAsset),
|
||||
typeof(Spine.Unity.MeshGenerator),
|
||||
typeof(Spine.MeshAttachment),
|
||||
typeof(Spine.Unity.MeshGenerator.Settings),
|
||||
typeof(Spine.Unity.SkeletonRenderer),
|
||||
typeof(Spine.Unity.SkeletonRenderer.SpriteMaskInteractionMaterials),
|
||||
typeof(Spine.Unity.BoneFollower),
|
||||
typeof(Spine.Unity.BoneFollowerGraphic),
|
||||
typeof(Spine.Unity.BoneFollower.AxisOrientation),
|
||||
typeof(Spine.Unity.SkeletonGraphic.LayoutMode),
|
||||
|
||||
// TextMeshPro
|
||||
typeof(TMPro.TextAlignmentOptions),
|
||||
@ -396,6 +412,14 @@ namespace BFEditor
|
||||
typeof(TMP_AnimationCurve),
|
||||
typeof(TMP_Curve),
|
||||
|
||||
// 数数
|
||||
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI),
|
||||
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI.TATimeZone),
|
||||
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI.TAMode),
|
||||
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI.NetworkType),
|
||||
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI.Token),
|
||||
typeof(ThinkingAnalytics.TDPresetProperties),
|
||||
|
||||
//DOTween
|
||||
typeof(DG.Tweening.AutoPlay),
|
||||
typeof(DG.Tweening.AxisConstraint),
|
||||
@ -408,7 +432,6 @@ namespace BFEditor
|
||||
typeof(DG.Tweening.ScrambleMode),
|
||||
typeof(DG.Tweening.TweenType),
|
||||
typeof(DG.Tweening.UpdateType),
|
||||
|
||||
typeof(DG.Tweening.DOTween),
|
||||
typeof(DG.Tweening.Core.DOTweenComponent),
|
||||
typeof(DG.Tweening.Core.TweenerCore<UnityEngine.Vector3, UnityEngine.Vector3[], DG.Tweening.Plugins.Options.Vector3ArrayOptions>),
|
||||
@ -431,13 +454,11 @@ namespace BFEditor
|
||||
typeof(DG.Tweening.ShortcutExtensions),
|
||||
typeof(DG.Tweening.DOTweenModuleUI),
|
||||
|
||||
// 数数
|
||||
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI.TATimeZone),
|
||||
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI.TAMode),
|
||||
typeof(ThinkingAnalytics.ThinkingAnalyticsAPI.NetworkType),
|
||||
|
||||
// BestHTTP
|
||||
typeof(Http.RequestState),
|
||||
typeof(BestHTTP.HTTPRequest),
|
||||
typeof(BestHTTP.HTTPResponse),
|
||||
typeof(BestHTTP.Connections.HTTP2.HTTP2Response),
|
||||
typeof(BestHTTP.Forms.HTTPUrlEncodedForm),
|
||||
typeof(BestHTTP.Forms.HTTPFormBase),
|
||||
|
||||
@ -448,13 +469,36 @@ namespace BFEditor
|
||||
typeof(UnityEngine.Purchasing.ProductType),
|
||||
|
||||
typeof(BF.MonoSingleton<BF.BFMain>),
|
||||
typeof(BF.MonoSingleton<AdManager>),
|
||||
typeof(BF.BFSlider.FillDirection),
|
||||
typeof(BF.ScrollRectBaseOld.MovementType),
|
||||
typeof(BF.ScrollRectBaseOld.ScrollbarVisibility),
|
||||
typeof(BF.NetServiceType),
|
||||
typeof(BF.NetIncomingMessageType),
|
||||
typeof(BF.BFGridLayout.Corner),
|
||||
typeof(BF.BFGridLayout.Constraint),
|
||||
|
||||
// Touch
|
||||
typeof(BF.BFEvent<System.Collections.Generic.List<BF.BFFinger>>),
|
||||
typeof(BF.BFEvent<BF.SelectEventType, BF.BFFinger>),
|
||||
typeof(BF.BFEvent<BF.TouchEventType, BF.BFFinger>),
|
||||
typeof(BF.TouchEventType),
|
||||
typeof(BF.SelectEventType),
|
||||
typeof(BF.NativeCore.ThirdPlatform.FacebookSdk),
|
||||
typeof(BF.NativeCore.ThirdPlatform.AppsFlyerSdk),
|
||||
|
||||
typeof(AdManager),
|
||||
|
||||
// 震动插件
|
||||
// typeof(Lofelt.NiceVibrations.HapticPatterns),
|
||||
// typeof(Lofelt.NiceVibrations.LofeltHaptics),
|
||||
// typeof(Lofelt.NiceVibrations.HapticPatterns.PresetType),
|
||||
|
||||
typeof(UnityEngine.Purchasing.Security.AppleStoreKitTestTangle),
|
||||
typeof(UnityEngine.Purchasing.Security.AppleTangle),
|
||||
typeof(UnityEngine.SignInWithApple.SignInWithApple.CallbackArgs),
|
||||
typeof(UnityEngine.SignInWithApple.SignInWithAppleEvent),
|
||||
typeof(UnityEngine.SignInWithApple.SignInWithApple),
|
||||
typeof(UnityEngine.SignInWithApple.UserInfo),
|
||||
typeof(BF.EnumFlagsAttribute),
|
||||
};
|
||||
return unityTypes.Concat(customTypes).Concat(otherTypes);
|
||||
}
|
||||
@ -565,11 +609,9 @@ namespace BFEditor
|
||||
new List<string>(){"UnityEngine.AudioSource", "SetGamepadSpeakerMixLevelDefault", "System.Int32"},
|
||||
new List<string>(){"UnityEngine.AudioSource", "GamepadSpeakerSupportsOutputType", "UnityEngine.GamepadSpeakerOutputType"},
|
||||
new List<string>(){"UnityEngine.AudioSource", "gamepadSpeakerOutputType",},
|
||||
new List<string>(){"UnityEngine.Handheld", "SetActivityIndicatorStyle", "UnityEngine.AndroidActivityIndicatorStyle"},
|
||||
new List<string>(){"UnityEngine.Handheld", "SetActivityIndicatorStyle", "UnityEngine.iOS.ActivityIndicatorStyle"},
|
||||
new List<string>(){"ThinkingAnalytics.ThinkingAnalyticsAPI", "onPostProcessBuild", "UnityEditor.BuildTarget", "System.String"},
|
||||
new List<string>(){"Spine.Unity.SkeletonRenderer", "EditorUpdateMeshFilterHideFlags"},
|
||||
new List<string>(){"Spine.Unity.SkeletonRenderer", "fixPrefabOverrideViaMeshFilter"},
|
||||
new List<string>(){"Spine.Unity.SkeletonRenderer", "fixPrefabOverrideViaMeshFilterGlobal"},
|
||||
new List<string>(){"Spine.Unity.SkeletonDataAsset", "errorIfSkeletonFileNullGlobal"},
|
||||
new List<string>(){"FBWindowsPhysicalGamepadManager", "state"},
|
||||
new List<string>(){"IronSourceBannerEvents", "onAdLoaded", "System.String"},
|
||||
new List<string>(){"IronSourceBannerEvents", "onAdLoadFailed", "System.String"},
|
||||
@ -638,6 +680,18 @@ namespace BFEditor
|
||||
new List<string>(){"IronSourceRewardedVideoEvents", "onAdUnavailable"},
|
||||
new List<string>(){"IronSourceRewardedVideoEvents", "onAdLoadFailed", "System.String"},
|
||||
new List<string>(){"IronSourceRewardedVideoEvents", "onAdReady", "System.String"},
|
||||
new List<string>(){"UnityEngine.Rendering.Universal.ShaderUtils", "GetShaderGUID", "UnityEngine.Rendering.Universal.ShaderPathID"},
|
||||
new List<string>(){"Spine.Unity.SkeletonRenderer", "EditorUpdateMeshFilterHideFlags"},
|
||||
new List<string>(){"Spine.Unity.SkeletonRenderer", "fixPrefabOverrideViaMeshFilter"},
|
||||
new List<string>(){"Spine.Unity.SkeletonRenderer", "fixPrefabOverrideViaMeshFilterGlobal"},
|
||||
new List<string>(){"Spine.Unity.SkeletonDataAsset", "errorIfSkeletonFileNullGlobal"},
|
||||
new List<string>(){"Spine.Unity.SkeletonGraphic", "ResetRectToReferenceRectSize"},
|
||||
new List<string>(){"Spine.Unity.SkeletonGraphic", "GetReferenceRectSize"},
|
||||
new List<string>(){"Spine.Unity.SpineHandles", "DrawReferenceRect", "Spine.Unity.SkeletonGraphic", "UnityEngine.Color"},
|
||||
new List<string>(){"Spine.Unity.SkeletonGraphic", "EditReferenceRect"},
|
||||
new List<string>(){"Spine.Unity.SkeletonGraphic", "RectTransformSize"},
|
||||
new List<string>(){"Spine.Unity.SkeletonGraphic", "GetPivotOffset"},
|
||||
new List<string>(){"Spine.Unity.SkeletonGraphic", "GetScaledPivotOffset"},
|
||||
};
|
||||
|
||||
static bool hasGenericParameter(Type type)
|
||||
|
||||
@ -14,19 +14,26 @@ MonoBehaviour:
|
||||
m_EditorClassIdentifier:
|
||||
defaultScale: 0.01
|
||||
defaultMix: 0.2
|
||||
defaultShader: BF/Spine/Skeleton
|
||||
defaultShader: Spine/Skeleton
|
||||
defaultZSpacing: 0
|
||||
defaultInstantiateLoop: 1
|
||||
defaultPhysicsPositionInheritance: {x: 1, y: 1}
|
||||
defaultPhysicsRotationInheritance: 1
|
||||
showHierarchyIcons: 1
|
||||
reloadAfterPlayMode: 1
|
||||
setTextureImporterSettings: 1
|
||||
textureSettingsReference: Assets/ThirdParty/Spine/Editor/spine-unity/Editor/ImporterPresets/PMATexturePreset.preset
|
||||
fixPrefabOverrideViaMeshFilter: 0
|
||||
removePrefabPreviewMeshes: 0
|
||||
blendModeMaterialMultiply: {fileID: 0}
|
||||
blendModeMaterialScreen: {fileID: 0}
|
||||
blendModeMaterialAdditive: {fileID: 0}
|
||||
atlasTxtImportWarning: 1
|
||||
textureImporterWarning: 1
|
||||
componentMaterialWarning: 1
|
||||
skeletonDataAssetNoFileError: 1
|
||||
autoReloadSceneSkeletons: 1
|
||||
handleScale: 1
|
||||
mecanimEventIncludeFolderName: 1
|
||||
timelineDefaultMixDuration: 0
|
||||
timelineUseBlendDuration: 1
|
||||
|
||||
@ -78,6 +78,7 @@ namespace BFEditor
|
||||
psi.RedirectStandardOutput = true; //由调用程序获取输出信息
|
||||
psi.RedirectStandardError = true; //重定向标准错误输出
|
||||
psi.CreateNoWindow = true; //不显示程序窗口
|
||||
psi.StandardOutputEncoding = System.Text.Encoding.UTF8; // 核心:指定UTF-8解码
|
||||
p.StartInfo = psi;
|
||||
p.Start();
|
||||
|
||||
|
||||
@ -23,7 +23,8 @@ namespace AudienceNetwork
|
||||
public partial class AdManager : BF.MonoSingleton<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 adInterstitialUnitId = "YOUR_AD_UNIT_ID";
|
||||
string adRewardUnitId = "e54f27e345da90df";
|
||||
|
||||
@ -9,9 +9,9 @@ namespace BF
|
||||
{
|
||||
public class BFThirdReportSDKManager : MonoBehaviour
|
||||
{
|
||||
private ThinkingAnalyticsSdk TASdk = new ThinkingAnalyticsSdk();
|
||||
private AppsFlyerSdk AFSdk = new AppsFlyerSdk();
|
||||
private bool isInitAFAdRevenue = false;
|
||||
// private ThinkingAnalyticsSdk TASdk = new ThinkingAnalyticsSdk();
|
||||
// private AppsFlyerSdk AFSdk = new AppsFlyerSdk();
|
||||
// private bool isInitAFAdRevenue = false;
|
||||
|
||||
void Start()
|
||||
{
|
||||
@ -21,147 +21,147 @@ namespace BF
|
||||
public void Init()
|
||||
{
|
||||
BFLog.Log("TASdk.Init");
|
||||
TASdk.Init();
|
||||
AFSdk.Init();
|
||||
// TASdk.Init();
|
||||
// AFSdk.Init();
|
||||
}
|
||||
|
||||
// 设置账户id
|
||||
public void SetThinkingAnalyticsAccountId(string id)
|
||||
{
|
||||
TASdk.SetAccountId(id);
|
||||
AFSdk.SetTaAccountId(id);
|
||||
// TASdk.SetAccountId(id);
|
||||
// AFSdk.SetTaAccountId(id);
|
||||
}
|
||||
|
||||
public void InitAppsFlyerAdRevenue()
|
||||
{
|
||||
if (isInitAFAdRevenue)
|
||||
{
|
||||
return;
|
||||
}
|
||||
isInitAFAdRevenue = true;
|
||||
AppsFlyerAdRevenue.start();
|
||||
// if (isInitAFAdRevenue)
|
||||
// {
|
||||
// return;
|
||||
// }
|
||||
// isInitAFAdRevenue = true;
|
||||
// AppsFlyerAdRevenue.start();
|
||||
}
|
||||
|
||||
// 清除账户id
|
||||
public void ClearThinkingAnalyticsAccountId()
|
||||
{
|
||||
TASdk.ClearAccountId();
|
||||
// TASdk.ClearAccountId();
|
||||
}
|
||||
|
||||
// 数数科技上报
|
||||
// lua端使用
|
||||
public void PostThinkingAnalyticsEvent(string eventName, string data = "")
|
||||
{
|
||||
if (string.IsNullOrEmpty(data))
|
||||
{
|
||||
TASdk.Track(eventName, null);
|
||||
}
|
||||
else
|
||||
{
|
||||
var properties = JsonConvert.DeserializeObject<Dictionary<string, object>>(data);
|
||||
TASdk.Track(eventName, properties);
|
||||
}
|
||||
// if (string.IsNullOrEmpty(data))
|
||||
// {
|
||||
// TASdk.Track(eventName, null);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// var properties = JsonConvert.DeserializeObject<Dictionary<string, object>>(data);
|
||||
// TASdk.Track(eventName, properties);
|
||||
// }
|
||||
}
|
||||
|
||||
// 数数科技上报
|
||||
// c#端使用,只上报事件名
|
||||
public void PostThinkingAnalyticsEventName(string eventName)
|
||||
{
|
||||
TASdk.Track(eventName, null);
|
||||
// TASdk.Track(eventName, null);
|
||||
}
|
||||
|
||||
// 数数科技上报
|
||||
// c#端使用,上报事件名和参数
|
||||
public void PostThinkingAnalyticsEventProperties(string eventName, Dictionary<string, object> properties)
|
||||
{
|
||||
TASdk.Track(eventName, properties);
|
||||
// TASdk.Track(eventName, properties);
|
||||
}
|
||||
|
||||
public void PostAppsflyerEvent(string eventName, string data = "")
|
||||
{
|
||||
if (string.IsNullOrEmpty(data))
|
||||
{
|
||||
AFSdk.SendEvent(eventName, null);
|
||||
}
|
||||
else
|
||||
{
|
||||
var properties = JsonConvert.DeserializeObject<Dictionary<string, string>>(data);
|
||||
AFSdk.SendEvent(eventName, properties);
|
||||
}
|
||||
// if (string.IsNullOrEmpty(data))
|
||||
// {
|
||||
// AFSdk.SendEvent(eventName, null);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// var properties = JsonConvert.DeserializeObject<Dictionary<string, string>>(data);
|
||||
// AFSdk.SendEvent(eventName, properties);
|
||||
// }
|
||||
}
|
||||
|
||||
public void PostFireBaseEvent(string eventName, string data = "")
|
||||
{
|
||||
if (string.IsNullOrEmpty(data))
|
||||
{
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
BFMain.Instance.SDKMgr.BFNativeSDKMgr.LogEvent(eventName, data);
|
||||
}
|
||||
// if (string.IsNullOrEmpty(data))
|
||||
// {
|
||||
// return;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// BFMain.Instance.SDKMgr.BFNativeSDKMgr.LogEvent(eventName, data);
|
||||
// }
|
||||
}
|
||||
|
||||
// 设置账户id
|
||||
public void PostAdjustSimpleTrackEvent(string key)
|
||||
{
|
||||
AdjustEvent adjustEvent = new AdjustEvent(key);
|
||||
// BFLog.Log("PostAdjustSimpleTrackEvent");
|
||||
Adjust.trackEvent(adjustEvent);
|
||||
// AdjustEvent adjustEvent = new AdjustEvent(key);
|
||||
// // BFLog.Log("PostAdjustSimpleTrackEvent");
|
||||
// Adjust.trackEvent(adjustEvent);
|
||||
}
|
||||
|
||||
public void PostAdjustRevenueTrackEvent(string key, double currency, string currencyCode)
|
||||
{
|
||||
AdjustEvent adjustEvent = new AdjustEvent(key);
|
||||
adjustEvent.setRevenue(currency, currencyCode);
|
||||
// BFLog.Log("PostAdjustRevenueTrackEvent");
|
||||
Adjust.trackEvent(adjustEvent);
|
||||
// AdjustEvent adjustEvent = new AdjustEvent(key);
|
||||
// adjustEvent.setRevenue(currency, currencyCode);
|
||||
// // BFLog.Log("PostAdjustRevenueTrackEvent");
|
||||
// Adjust.trackEvent(adjustEvent);
|
||||
}
|
||||
|
||||
public void PostAdjustCallbackTrackEvent(string key, string data = "")
|
||||
{
|
||||
var properties = JsonConvert.DeserializeObject<Dictionary<string, string>>(data);
|
||||
AdjustEvent adjustEvent = new AdjustEvent(key);
|
||||
foreach (var item in properties)
|
||||
{
|
||||
adjustEvent.addCallbackParameter(item.Key, item.Value);
|
||||
}
|
||||
// BFLog.Log("PostAdjustCallbackTrackEvent");
|
||||
Adjust.trackEvent(adjustEvent);
|
||||
// var properties = JsonConvert.DeserializeObject<Dictionary<string, string>>(data);
|
||||
// AdjustEvent adjustEvent = new AdjustEvent(key);
|
||||
// foreach (var item in properties)
|
||||
// {
|
||||
// adjustEvent.addCallbackParameter(item.Key, item.Value);
|
||||
// }
|
||||
// // BFLog.Log("PostAdjustCallbackTrackEvent");
|
||||
// Adjust.trackEvent(adjustEvent);
|
||||
}
|
||||
|
||||
public void PostAdjustPartnerTrackEvent(string key, string data = "")
|
||||
{
|
||||
var properties = JsonConvert.DeserializeObject<Dictionary<string, string>>(data);
|
||||
AdjustEvent adjustEvent = new AdjustEvent(key);
|
||||
foreach (var item in properties)
|
||||
{
|
||||
adjustEvent.addPartnerParameter(item.Key, item.Value);
|
||||
}
|
||||
// BFLog.Log("PostAdjustPartnerTrackEvent");
|
||||
Adjust.trackEvent(adjustEvent);
|
||||
// var properties = JsonConvert.DeserializeObject<Dictionary<string, string>>(data);
|
||||
// AdjustEvent adjustEvent = new AdjustEvent(key);
|
||||
// foreach (var item in properties)
|
||||
// {
|
||||
// adjustEvent.addPartnerParameter(item.Key, item.Value);
|
||||
// }
|
||||
// // BFLog.Log("PostAdjustPartnerTrackEvent");
|
||||
// Adjust.trackEvent(adjustEvent);
|
||||
}
|
||||
|
||||
public void PostAdjustAdRevenueAppLovinMAX(double revenue, string networkName, string adUnitIdentifier, string placement)
|
||||
{
|
||||
var adRevenue = new AdjustAdRevenue(AdjustConfig.AdjustAdRevenueSourceAppLovinMAX);
|
||||
adRevenue.setRevenue(revenue, "USD");
|
||||
adRevenue.setAdRevenueNetwork(networkName);
|
||||
adRevenue.setAdRevenueUnit(adUnitIdentifier);
|
||||
adRevenue.setAdRevenuePlacement(placement);
|
||||
Adjust.trackAdRevenue(adRevenue);
|
||||
// var adRevenue = new AdjustAdRevenue(AdjustConfig.AdjustAdRevenueSourceAppLovinMAX);
|
||||
// adRevenue.setRevenue(revenue, "USD");
|
||||
// adRevenue.setAdRevenueNetwork(networkName);
|
||||
// adRevenue.setAdRevenueUnit(adUnitIdentifier);
|
||||
// adRevenue.setAdRevenuePlacement(placement);
|
||||
// Adjust.trackAdRevenue(adRevenue);
|
||||
}
|
||||
|
||||
public void AdjustSetDeviceToken(string token)
|
||||
{
|
||||
Adjust.setDeviceToken(token);
|
||||
// Adjust.setDeviceToken(token);
|
||||
}
|
||||
|
||||
public void LogAppsFlyerAdRevenue(int mediationNetwork, string monetizationNetwork, double eventRevenue, string data)
|
||||
{
|
||||
var properties = JsonConvert.DeserializeObject<Dictionary<string, string>>(data);
|
||||
var mediationNetworkType = (AppsFlyerAdRevenueMediationNetworkType)mediationNetwork;
|
||||
AppsFlyerAdRevenue.logAdRevenue(monetizationNetwork, mediationNetworkType, eventRevenue, "USD", properties);
|
||||
// var properties = JsonConvert.DeserializeObject<Dictionary<string, string>>(data);
|
||||
// var mediationNetworkType = (AppsFlyerAdRevenueMediationNetworkType)mediationNetwork;
|
||||
// AppsFlyerAdRevenue.logAdRevenue(monetizationNetwork, mediationNetworkType, eventRevenue, "USD", properties);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -62,7 +62,7 @@ namespace BF
|
||||
public BFPaySDKManager BFPaySDKMgr { get; private set; }
|
||||
public IAPManager IosPaySDKMgr { 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 BFThirdReportSDKManager BFThirdReportSDKMgr { get; private set; }
|
||||
|
||||
@ -91,12 +91,12 @@ namespace BF
|
||||
BFPaySDKMgr = sdkGo.AddComponent<BFPaySDKManager>();
|
||||
// 广告
|
||||
// BFAdmobSDKMgr = sdkGo.AddComponent<BFAdmobSDKManager>();
|
||||
BFIronSourceSDKMgr = sdkGo.AddComponent<BFIronSourceSDKManager>();
|
||||
// 三方上报
|
||||
// BFIronSourceSDKMgr = sdkGo.AddComponent<BFIronSourceSDKManager>();
|
||||
// // 三方上报
|
||||
BFThirdReportSDKMgr = sdkGo.AddComponent<BFThirdReportSDKManager>();
|
||||
// native交互管理
|
||||
BFNativeSDKMgr = sdkGo.AddComponent<BFNativeSDKManager>();
|
||||
IosPaySDKMgr = IAPManager.Instance;
|
||||
// IosPaySDKMgr = IAPManager.Instance;
|
||||
|
||||
GameObject.DontDestroyOnLoad(sdkGo);
|
||||
}
|
||||
|
||||
53
Assets/Scripts/Component/Battle/BattleControlBg.cs
Executable file
53
Assets/Scripts/Component/Battle/BattleControlBg.cs
Executable file
@ -0,0 +1,53 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/Scripts/Component/Battle/BattleControlBg.cs.meta
Normal file
11
Assets/Scripts/Component/Battle/BattleControlBg.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
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
|
||||
{
|
||||
const String LoginCenterURL = "https://entrance.bigfoot-studio.link";
|
||||
const String LoginCenterURL = "https://entrance.wdd817.link";
|
||||
static Dictionary<string, string> BFLoginCenterURLDict = new Dictionary<string, string>()
|
||||
{
|
||||
// dev
|
||||
{"com.juzu.b6.dev", "http://game.juzugame.com:3000"},
|
||||
{"com.juzu.b6.dev.android", "http://game.juzugame.com:3000"},
|
||||
{"com.juzu.b6.dev", "https://entrance.wdd817.link"},
|
||||
{"com.juzu.b6.dev.android", "https://entrance.wdd817.link"},
|
||||
{"com.juzu.b6.dev.ios", "http://game.juzugame.com:3000"},
|
||||
|
||||
// release
|
||||
@ -77,7 +77,7 @@ namespace BF
|
||||
{"com.juzu.b6.release.ios", "http://game.juzugame.com:3000"},
|
||||
|
||||
// gp
|
||||
{"com.combo.heroes.puzzle.rpg", "https://entrance.bigfoot-studio.link"},
|
||||
{"com.combo.heroes.puzzle.rpg", "https://entrance.wdd817.link"},
|
||||
};
|
||||
|
||||
//combine url解析的数据
|
||||
|
||||
@ -37,6 +37,20 @@ namespace BF
|
||||
public const bool SKIP_VERSION = false;
|
||||
#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] {
|
||||
(char)('g' ^ (0x29 - 0)),
|
||||
(char)('w' ^ (0x29 - 1)),
|
||||
|
||||
@ -3,7 +3,7 @@ guid: de1fb4dac677a6d45ae2ad12a49091c0
|
||||
TextureImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 11
|
||||
serializedVersion: 10
|
||||
mipmaps:
|
||||
mipMapMode: 0
|
||||
enableMipMap: 0
|
||||
@ -23,7 +23,6 @@ TextureImporter:
|
||||
isReadable: 0
|
||||
streamingMipmaps: 0
|
||||
streamingMipmapsPriority: 0
|
||||
vTOnly: 0
|
||||
grayScaleToAlpha: 0
|
||||
generateCubemap: 6
|
||||
cubemapConvolution: 0
|
||||
@ -32,12 +31,12 @@ TextureImporter:
|
||||
maxTextureSize: 2048
|
||||
textureSettings:
|
||||
serializedVersion: 2
|
||||
filterMode: 1
|
||||
aniso: 1
|
||||
mipBias: 0
|
||||
filterMode: -1
|
||||
aniso: -1
|
||||
mipBias: -100
|
||||
wrapU: 1
|
||||
wrapV: 1
|
||||
wrapW: 0
|
||||
wrapW: -1
|
||||
nPOTScale: 0
|
||||
lightmap: 0
|
||||
compressionQuality: 50
|
||||
@ -55,13 +54,9 @@ TextureImporter:
|
||||
textureType: 8
|
||||
textureShape: 1
|
||||
singleChannelComponent: 0
|
||||
flipbookRows: 1
|
||||
flipbookColumns: 1
|
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maxTextureSizeSet: 0
|
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compressionQualitySet: 0
|
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textureFormatSet: 0
|
||||
ignorePngGamma: 0
|
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applyGammaDecoding: 1
|
||||
platformSettings:
|
||||
- serializedVersion: 3
|
||||
buildTarget: DefaultTexturePlatform
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
@ -141,13 +141,13 @@ namespace Spine.Unity.Examples {
|
||||
|
||||
if (trackEntry != null) {
|
||||
if (control.useCustomMixDuration)
|
||||
trackEntry.MixDuration = control.mixDuration;
|
||||
trackEntry.SetMixDuration(control.mixDuration, 0f); // use SetMixDuration(mixDuration, delay) to update delay correctly
|
||||
|
||||
if (useOverrideAttachmentThreshold)
|
||||
trackEntry.AttachmentThreshold = attachmentThreshold;
|
||||
trackEntry.MixAttachmentThreshold = attachmentThreshold;
|
||||
|
||||
if (useOverrideDrawOrderThreshold)
|
||||
trackEntry.DrawOrderThreshold = drawOrderThreshold;
|
||||
trackEntry.MixDrawOrderThreshold = drawOrderThreshold;
|
||||
}
|
||||
|
||||
// Don't parse more than one animation per track.
|
||||
|
||||
@ -13,7 +13,7 @@ OcclusionCullingSettings:
|
||||
--- !u!104 &2
|
||||
RenderSettings:
|
||||
m_ObjectHideFlags: 0
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||||
serializedVersion: 8
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||||
serializedVersion: 10
|
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m_Fog: 0
|
||||
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
|
||||
m_FogMode: 3
|
||||
@ -39,37 +39,33 @@ RenderSettings:
|
||||
m_CustomReflection: {fileID: 0}
|
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m_Sun: {fileID: 0}
|
||||
m_IndirectSpecularColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
m_UseRadianceAmbientProbe: 0
|
||||
--- !u!157 &3
|
||||
LightmapSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 11
|
||||
m_GIWorkflowMode: 1
|
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serializedVersion: 12
|
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m_GISettings:
|
||||
serializedVersion: 2
|
||||
m_BounceScale: 1
|
||||
m_IndirectOutputScale: 1
|
||||
m_AlbedoBoost: 1
|
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m_TemporalCoherenceThreshold: 1
|
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m_EnvironmentLightingMode: 0
|
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m_EnableBakedLightmaps: 0
|
||||
m_EnableRealtimeLightmaps: 0
|
||||
m_LightmapEditorSettings:
|
||||
serializedVersion: 9
|
||||
serializedVersion: 12
|
||||
m_Resolution: 2
|
||||
m_BakeResolution: 40
|
||||
m_TextureWidth: 1024
|
||||
m_TextureHeight: 1024
|
||||
m_AtlasSize: 1024
|
||||
m_AO: 0
|
||||
m_AOMaxDistance: 1
|
||||
m_CompAOExponent: 1
|
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m_CompAOExponentDirect: 0
|
||||
m_ExtractAmbientOcclusion: 0
|
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m_Padding: 2
|
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m_LightmapParameters: {fileID: 0}
|
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m_LightmapsBakeMode: 1
|
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m_TextureCompression: 1
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m_FinalGather: 0
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m_FinalGatherFiltering: 1
|
||||
m_FinalGatherRayCount: 256
|
||||
m_ReflectionCompression: 2
|
||||
m_MixedBakeMode: 2
|
||||
m_BakeBackend: 0
|
||||
@ -77,23 +73,34 @@ LightmapSettings:
|
||||
m_PVRDirectSampleCount: 32
|
||||
m_PVRSampleCount: 500
|
||||
m_PVRBounces: 2
|
||||
m_PVRFiltering: 0
|
||||
m_PVRFilteringMode: 1
|
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m_PVREnvironmentSampleCount: 500
|
||||
m_PVREnvironmentReferencePointCount: 2048
|
||||
m_PVRFilteringMode: 2
|
||||
m_PVRDenoiserTypeDirect: 0
|
||||
m_PVRDenoiserTypeIndirect: 0
|
||||
m_PVRDenoiserTypeAO: 0
|
||||
m_PVRFilterTypeDirect: 0
|
||||
m_PVRFilterTypeIndirect: 0
|
||||
m_PVRFilterTypeAO: 0
|
||||
m_PVREnvironmentMIS: 0
|
||||
m_PVRCulling: 1
|
||||
m_PVRFilteringGaussRadiusDirect: 1
|
||||
m_PVRFilteringGaussRadiusIndirect: 5
|
||||
m_PVRFilteringGaussRadiusAO: 2
|
||||
m_PVRFilteringAtrousColorSigma: 1
|
||||
m_PVRFilteringAtrousNormalSigma: 1
|
||||
m_PVRFilteringAtrousPositionSigma: 1
|
||||
m_PVRFilteringAtrousPositionSigmaDirect: 0.5
|
||||
m_PVRFilteringAtrousPositionSigmaIndirect: 2
|
||||
m_PVRFilteringAtrousPositionSigmaAO: 1
|
||||
m_ExportTrainingData: 0
|
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m_TrainingDataDestination: TrainingData
|
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m_LightProbeSampleCountMultiplier: 4
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m_LightingDataAsset: {fileID: 0}
|
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m_UseShadowmask: 1
|
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m_LightingSettings: {fileID: 1506007501}
|
||||
--- !u!196 &4
|
||||
NavMeshSettings:
|
||||
serializedVersion: 2
|
||||
m_ObjectHideFlags: 0
|
||||
m_BuildSettings:
|
||||
serializedVersion: 2
|
||||
serializedVersion: 3
|
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agentTypeID: 0
|
||||
agentRadius: 0.5
|
||||
agentHeight: 2
|
||||
@ -106,20 +113,25 @@ NavMeshSettings:
|
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cellSize: 0.16666667
|
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manualTileSize: 0
|
||||
tileSize: 256
|
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accuratePlacement: 0
|
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buildHeightMesh: 0
|
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maxJobWorkers: 0
|
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preserveTilesOutsideBounds: 0
|
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debug:
|
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m_Flags: 0
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m_NavMeshData: {fileID: 0}
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--- !u!1 &92207858
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GameObject:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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serializedVersion: 5
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 92207862}
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- component: {fileID: 92207861}
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- component: {fileID: 92207860}
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m_Layer: 5
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m_Name: 3 Canvas - Spawn SkeletonGraphic Sample
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m_Name: 2 Canvas - Spawn SkeletonGraphic Sample
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -128,12 +140,13 @@ GameObject:
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--- !u!114 &92207860
|
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MonoBehaviour:
|
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 92207858}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 1980459831, guid: f70555f144d8491a825f0804e09c671c, type: 3}
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m_Script: {fileID: 11500000, guid: 0cd44c1031e13a943bb63640046fad76, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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m_UiScaleMode: 1
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@ -146,11 +159,13 @@ MonoBehaviour:
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m_FallbackScreenDPI: 96
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m_DefaultSpriteDPI: 96
|
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m_DynamicPixelsPerUnit: 1
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m_PresetInfoIsWorld: 0
|
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--- !u!223 &92207861
|
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Canvas:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
|
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m_GameObject: {fileID: 92207858}
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m_Enabled: 1
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serializedVersion: 3
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@ -162,35 +177,122 @@ Canvas:
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m_OverrideSorting: 0
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m_OverridePixelPerfect: 0
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m_SortingBucketNormalizedSize: 0
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m_VertexColorAlwaysGammaSpace: 0
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m_AdditionalShaderChannelsFlag: 0
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m_UpdateRectTransformForStandalone: 0
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m_SortingLayerID: 0
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m_SortingOrder: 0
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m_TargetDisplay: 0
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--- !u!224 &92207862
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RectTransform:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 92207858}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 0, y: 0, z: 0}
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m_ConstrainProportionsScale: 0
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m_Children:
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- {fileID: 1691562007}
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m_Father: {fileID: 0}
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m_RootOrder: 3
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0, y: 0}
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--- !u!1 &191860306
|
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GameObject:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 191860307}
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- component: {fileID: 191860309}
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- component: {fileID: 191860308}
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m_Layer: 0
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m_Name: Canvas
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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m_IsActive: 1
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--- !u!224 &191860307
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RectTransform:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 191860306}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
|
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m_LocalScale: {x: 0, y: 0, z: 0}
|
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m_ConstrainProportionsScale: 0
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m_Children: []
|
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m_Father: {fileID: 1200587070}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 0, y: 0}
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m_AnchorMax: {x: 0, y: 0}
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m_AnchoredPosition: {x: 0, y: 0}
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m_SizeDelta: {x: 0, y: 0}
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m_Pivot: {x: 0, y: 0}
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--- !u!114 &191860308
|
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MonoBehaviour:
|
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 191860306}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 0cd44c1031e13a943bb63640046fad76, type: 3}
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m_EditorClassIdentifier:
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m_UiScaleMode: 1
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m_ReferencePixelsPerUnit: 100
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m_ScaleFactor: 1
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m_ReferenceResolution: {x: 1920, y: 1080}
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m_ScreenMatchMode: 0
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m_MatchWidthOrHeight: 0
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m_PhysicalUnit: 3
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m_FallbackScreenDPI: 96
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m_DefaultSpriteDPI: 96
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m_DynamicPixelsPerUnit: 1
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m_PresetInfoIsWorld: 0
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--- !u!223 &191860309
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Canvas:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 191860306}
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m_Camera: {fileID: 0}
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m_PlaneDistance: 100
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m_PixelPerfect: 0
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m_VertexColorAlwaysGammaSpace: 0
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m_AdditionalShaderChannelsFlag: 0
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m_SortingLayerID: 0
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m_SortingOrder: 0
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m_TargetDisplay: 0
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--- !u!1 &433620963
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GameObject:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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serializedVersion: 6
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m_Component:
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- component: {fileID: 433620968}
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- component: {fileID: 433620967}
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@ -206,27 +308,44 @@ GameObject:
|
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--- !u!81 &433620964
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||||
AudioListener:
|
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 433620963}
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m_Enabled: 1
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--- !u!124 &433620965
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 433620963}
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m_Enabled: 1
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--- !u!20 &433620967
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Camera:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 433620963}
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m_Enabled: 1
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m_ClearFlags: 1
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m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0}
|
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m_projectionMatrixMode: 1
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m_GateFitMode: 2
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m_FOVAxisMode: 0
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m_Iso: 200
|
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m_ShutterSpeed: 0.005
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m_Aperture: 16
|
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m_FocusDistance: 10
|
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m_FocalLength: 50
|
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m_BladeCount: 5
|
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m_Curvature: {x: 2, y: 11}
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m_BarrelClipping: 0.25
|
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m_Anamorphism: 0
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m_SensorSize: {x: 36, y: 24}
|
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m_LensShift: {x: 0, y: 0}
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m_NormalizedViewPortRect:
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serializedVersion: 2
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x: 0
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@ -248,35 +367,38 @@ Camera:
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m_TargetEye: 3
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m_HDR: 1
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m_ForceIntoRT: 0
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m_OcclusionCulling: 1
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m_StereoConvergence: 10
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m_StereoSeparation: 0.022
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m_StereoMirrorMode: 0
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--- !u!4 &433620968
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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15770
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File diff suppressed because it is too large
Load Diff
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@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
@ -124,14 +124,14 @@ namespace Spine.Unity.Examples {
|
||||
public void PlayShoot () {
|
||||
// Play the shoot animation on track 1.
|
||||
TrackEntry shootTrack = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
|
||||
shootTrack.AttachmentThreshold = 1f;
|
||||
shootTrack.MixDuration = 0f;
|
||||
shootTrack.MixAttachmentThreshold = 1f;
|
||||
shootTrack.SetMixDuration(0f, 0f);
|
||||
skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
|
||||
|
||||
// Play the aim animation on track 2 to aim at the mouse target.
|
||||
TrackEntry aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, false);
|
||||
aimTrack.AttachmentThreshold = 1f;
|
||||
aimTrack.MixDuration = 0f;
|
||||
aimTrack.MixAttachmentThreshold = 1f;
|
||||
aimTrack.SetMixDuration(0f, 0f);
|
||||
skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
|
||||
|
||||
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
|
||||
@ -143,8 +143,8 @@ namespace Spine.Unity.Examples {
|
||||
public void StartPlayingAim () {
|
||||
// Play the aim animation on track 2 to aim at the mouse target.
|
||||
TrackEntry aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, true);
|
||||
aimTrack.AttachmentThreshold = 1f;
|
||||
aimTrack.MixDuration = 0f;
|
||||
aimTrack.MixAttachmentThreshold = 1f;
|
||||
aimTrack.SetMixDuration(0f, 0f); // use SetMixDuration(mixDuration, delay) to update delay correctly
|
||||
}
|
||||
|
||||
public void StopPlayingAim () {
|
||||
|
||||
167
Assets/ThirdParty/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerViewGraphic.cs
vendored
Normal file
167
Assets/ThirdParty/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerViewGraphic.cs
vendored
Normal file
@ -0,0 +1,167 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class 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
|
||||
}
|
||||
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 795971ea6ab1f214eac09ad8814226e6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
@ -0,0 +1,64 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2023, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using 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);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e58811512f2bea64988af3798e27f1d8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2022, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2017_2_OR_NEWER
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
@ -46,14 +46,27 @@ namespace Spine.Unity.Examples {
|
||||
SpineAtlasAsset runtimeAtlasAsset;
|
||||
SkeletonDataAsset runtimeSkeletonDataAsset;
|
||||
SkeletonAnimation runtimeSkeletonAnimation;
|
||||
SkeletonGraphic runtimeSkeletonGraphic;
|
||||
|
||||
public bool blendModeMaterials = false;
|
||||
public bool applyAdditiveMaterial = false;
|
||||
public BlendModeMaterials.TemplateMaterials blendModeTemplateMaterials;
|
||||
public BlendModeMaterials.TemplateMaterials graphicBlendModeMaterials;
|
||||
public Material skeletonGraphicMaterial;
|
||||
|
||||
void CreateRuntimeAssetsAndGameObject () {
|
||||
// 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader);
|
||||
// 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset)
|
||||
// 3. Create SkeletonAnimation (needs a valid SkeletonDataAsset)
|
||||
// 2.1 Optional: Setup blend mode materials at SkeletonDataAsset. Only required if the skeleton
|
||||
// uses blend modes which require blend mode materials.
|
||||
// 3.a Create SkeletonAnimation (needs a valid SkeletonDataAsset)
|
||||
// 3.b Create SkeletonGraphic (needs a valid SkeletonDataAsset)
|
||||
|
||||
runtimeAtlasAsset = SpineAtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true);
|
||||
runtimeAtlasAsset = SpineAtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true, null, true);
|
||||
runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);
|
||||
if (blendModeMaterials)
|
||||
runtimeSkeletonDataAsset.SetupRuntimeBlendModeMaterials(
|
||||
applyAdditiveMaterial, blendModeTemplateMaterials);
|
||||
}
|
||||
|
||||
IEnumerator Start () {
|
||||
@ -62,7 +75,15 @@ namespace Spine.Unity.Examples {
|
||||
runtimeSkeletonDataAsset.GetSkeletonData(false); // preload
|
||||
yield return new WaitForSeconds(delay);
|
||||
}
|
||||
InstantiateSkeletonAnimation();
|
||||
|
||||
InstantiateSkeletonGraphic();
|
||||
}
|
||||
|
||||
void InstantiateSkeletonAnimation () {
|
||||
runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);
|
||||
runtimeSkeletonAnimation.transform.parent = transform;
|
||||
runtimeSkeletonAnimation.name = "SkeletonAnimation Instance";
|
||||
|
||||
// additional initialization
|
||||
runtimeSkeletonAnimation.Initialize(false);
|
||||
@ -72,6 +93,28 @@ namespace Spine.Unity.Examples {
|
||||
if (animationName != "")
|
||||
runtimeSkeletonAnimation.AnimationState.SetAnimation(0, animationName, true);
|
||||
}
|
||||
}
|
||||
|
||||
void InstantiateSkeletonGraphic () {
|
||||
Canvas canvas = this.GetComponentInChildren<Canvas>();
|
||||
Transform parent = canvas.transform;
|
||||
|
||||
runtimeSkeletonGraphic = SkeletonGraphic.NewSkeletonGraphicGameObject(runtimeSkeletonDataAsset, parent, skeletonGraphicMaterial);
|
||||
runtimeSkeletonGraphic.name = "SkeletonGraphic Instance";
|
||||
|
||||
if (blendModeMaterials) {
|
||||
runtimeSkeletonGraphic.allowMultipleCanvasRenderers = true;
|
||||
runtimeSkeletonGraphic.additiveMaterial = graphicBlendModeMaterials.additiveTemplate;
|
||||
runtimeSkeletonGraphic.multiplyMaterial = graphicBlendModeMaterials.multiplyTemplate;
|
||||
runtimeSkeletonGraphic.screenMaterial = graphicBlendModeMaterials.screenTemplate;
|
||||
}
|
||||
|
||||
// additional initialization
|
||||
runtimeSkeletonGraphic.Initialize(false);
|
||||
if (skinName != "")
|
||||
runtimeSkeletonGraphic.Skeleton.SetSkin(skinName);
|
||||
runtimeSkeletonGraphic.Skeleton.SetSlotsToSetupPose();
|
||||
if (animationName != "")
|
||||
runtimeSkeletonGraphic.AnimationState.SetAnimation(0, animationName, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Original Contribution by: Mitch Thompson
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
|
||||
268
Assets/ThirdParty/Spine Examples/Scripts/Sample Components/RenderCombinedMesh.cs
vendored
Normal file
268
Assets/ThirdParty/Spine Examples/Scripts/Sample Components/RenderCombinedMesh.cs
vendored
Normal file
@ -0,0 +1,268 @@
|
||||
/******************************************************************************
|
||||
* 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/ThirdParty/Spine Examples/Scripts/Sample Components/RenderCombinedMesh.cs.meta
vendored
Normal file
11
Assets/ThirdParty/Spine Examples/Scripts/Sample Components/RenderCombinedMesh.cs.meta
vendored
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 05709c69e8e14304b9781652ad05daef
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,14 +23,18 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
||||
#define NEW_PREFAB_SYSTEM
|
||||
#endif
|
||||
|
||||
#if UNITY_2018_2_OR_NEWER
|
||||
#define HAS_GET_SHARED_MATERIALS
|
||||
#endif
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
@ -59,20 +63,28 @@ namespace Spine.Unity.Examples {
|
||||
|
||||
private Dictionary<Material, Material> replacementMaterialDict = new Dictionary<Material, Material>();
|
||||
private Material[] sharedMaterials = new Material[0];
|
||||
#if HAS_GET_SHARED_MATERIALS
|
||||
private List<Material> parentMaterials = new List<Material>();
|
||||
#endif
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void Reset () {
|
||||
if (referenceRenderer == null) {
|
||||
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
|
||||
if (!referenceRenderer)
|
||||
return;
|
||||
if (this.transform.parent)
|
||||
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
|
||||
if (referenceRenderer == null) return;
|
||||
}
|
||||
|
||||
#if HAS_GET_SHARED_MATERIALS
|
||||
referenceRenderer.GetSharedMaterials(parentMaterials);
|
||||
int parentMaterialsCount = parentMaterials.Count;
|
||||
#else
|
||||
Material[] parentMaterials = referenceRenderer.sharedMaterials;
|
||||
if (replacementMaterials.Length != parentMaterials.Length) {
|
||||
replacementMaterials = new MaterialReplacement[parentMaterials.Length];
|
||||
int parentMaterialsCount = parentMaterials.Length;
|
||||
#endif
|
||||
if (replacementMaterials.Length != parentMaterialsCount) {
|
||||
replacementMaterials = new MaterialReplacement[parentMaterialsCount];
|
||||
}
|
||||
for (int i = 0; i < parentMaterials.Length; ++i) {
|
||||
for (int i = 0; i < parentMaterialsCount; ++i) {
|
||||
replacementMaterials[i].originalMaterial = parentMaterials[i];
|
||||
replacementMaterials[i].replacementMaterial = parentMaterials[i];
|
||||
}
|
||||
@ -82,9 +94,15 @@ namespace Spine.Unity.Examples {
|
||||
#endif
|
||||
|
||||
void Awake () {
|
||||
ownRenderer = this.GetComponent<MeshRenderer>();
|
||||
ownMeshFilter = this.GetComponent<MeshFilter>();
|
||||
|
||||
if (referenceRenderer == null) {
|
||||
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
|
||||
if (this.transform.parent != null)
|
||||
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
|
||||
if (referenceRenderer == null) return;
|
||||
}
|
||||
referenceMeshFilter = referenceRenderer.GetComponent<MeshFilter>();
|
||||
|
||||
// subscribe to OnMeshAndMaterialsUpdated
|
||||
SkeletonAnimation skeletonRenderer = referenceRenderer.GetComponent<SkeletonAnimation>();
|
||||
@ -93,18 +111,20 @@ namespace Spine.Unity.Examples {
|
||||
skeletonRenderer.OnMeshAndMaterialsUpdated += UpdateOnCallback;
|
||||
updateViaSkeletonCallback = true;
|
||||
}
|
||||
referenceMeshFilter = referenceRenderer.GetComponent<MeshFilter>();
|
||||
ownRenderer = this.GetComponent<MeshRenderer>();
|
||||
ownMeshFilter = this.GetComponent<MeshFilter>();
|
||||
|
||||
InitializeDict();
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// handle disabled scene reload
|
||||
private void OnEnable () {
|
||||
if (Application.isPlaying)
|
||||
Awake();
|
||||
}
|
||||
|
||||
private void Update () {
|
||||
if (!Application.isPlaying) {
|
||||
if (!Application.isPlaying)
|
||||
InitializeDict();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@ -126,13 +146,23 @@ namespace Spine.Unity.Examples {
|
||||
}
|
||||
|
||||
void UpdateMaterials () {
|
||||
#if UNITY_EDITOR
|
||||
if (!referenceRenderer) return;
|
||||
if (!referenceMeshFilter) Reset();
|
||||
#endif
|
||||
ownMeshFilter.sharedMesh = referenceMeshFilter.sharedMesh;
|
||||
|
||||
#if HAS_GET_SHARED_MATERIALS
|
||||
referenceRenderer.GetSharedMaterials(parentMaterials);
|
||||
int parentMaterialsCount = parentMaterials.Count;
|
||||
#else
|
||||
Material[] parentMaterials = referenceRenderer.sharedMaterials;
|
||||
if (sharedMaterials.Length != parentMaterials.Length) {
|
||||
sharedMaterials = new Material[parentMaterials.Length];
|
||||
int parentMaterialsCount = parentMaterials.Length;
|
||||
#endif
|
||||
if (sharedMaterials.Length != parentMaterialsCount) {
|
||||
sharedMaterials = new Material[parentMaterialsCount];
|
||||
}
|
||||
for (int i = 0; i < parentMaterials.Length; ++i) {
|
||||
for (int i = 0; i < parentMaterialsCount; ++i) {
|
||||
Material parentMaterial = parentMaterials[i];
|
||||
if (replacementMaterialDict.ContainsKey(parentMaterial)) {
|
||||
sharedMaterials[i] = replacementMaterialDict[parentMaterial];
|
||||
@ -142,6 +172,7 @@ namespace Spine.Unity.Examples {
|
||||
}
|
||||
|
||||
void InitializeDict () {
|
||||
replacementMaterialDict.Clear();
|
||||
for (int i = 0; i < replacementMaterials.Length; ++i) {
|
||||
MaterialReplacement entry = replacementMaterials[i];
|
||||
replacementMaterialDict[entry.originalMaterial] = entry.replacementMaterial;
|
||||
|
||||
224
Assets/ThirdParty/Spine Examples/Scripts/Sample Components/RenderExistingMeshGraphic.cs
vendored
Normal file
224
Assets/ThirdParty/Spine Examples/Scripts/Sample Components/RenderExistingMeshGraphic.cs
vendored
Normal file
@ -0,0 +1,224 @@
|
||||
/******************************************************************************
|
||||
* 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/ThirdParty/Spine Examples/Scripts/Sample Components/RenderExistingMeshGraphic.cs.meta
vendored
Normal file
11
Assets/ThirdParty/Spine Examples/Scripts/Sample Components/RenderExistingMeshGraphic.cs.meta
vendored
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ff6ce4ce6b9336a479c6bf5af81fa80a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
@ -98,7 +98,11 @@ public class TwoByTwoTransformEffectExampleEditor : UnityEditor.Editor {
|
||||
Color originalColor = UnityEditor.Handles.color;
|
||||
UnityEditor.Handles.color = color;
|
||||
UnityEditor.Handles.DrawLine(transform.position, transform.TransformPoint(v));
|
||||
#if UNITY_2022_1_OR_NEWER
|
||||
v = transform.InverseTransformPoint(UnityEditor.Handles.FreeMoveHandle(transform.TransformPoint(v), 0.3f, Vector3.zero, UnityEditor.Handles.CubeHandleCap));
|
||||
#else
|
||||
v = transform.InverseTransformPoint(UnityEditor.Handles.FreeMoveHandle(transform.TransformPoint(v), Quaternion.identity, 0.3f, Vector3.zero, UnityEditor.Handles.CubeHandleCap));
|
||||
#endif
|
||||
UnityEditor.Handles.color = originalColor;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using Spine.Unity;
|
||||
|
||||
@ -0,0 +1,106 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2022, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2017_2_OR_NEWER
|
||||
@ -40,7 +40,7 @@ namespace Spine.Unity.Examples {
|
||||
|
||||
/// <summary>
|
||||
/// When enabled, this component renders a skeleton to a RenderTexture and
|
||||
/// then draws this RenderTexture at a UI RawImage quad of the same size.
|
||||
/// then draws this RenderTexture at a UI SkeletonSubmeshGraphic quad of the same size.
|
||||
/// This allows changing transparency at a single quad, which produces a more
|
||||
/// natural fadeout effect.
|
||||
/// Note: It is recommended to keep this component disabled as much as possible
|
||||
@ -64,9 +64,22 @@ namespace Spine.Unity.Examples {
|
||||
protected SkeletonGraphic skeletonGraphic;
|
||||
public List<TextureMaterialPair> meshRendererMaterialForTexture = new List<TextureMaterialPair>();
|
||||
protected CanvasRenderer quadCanvasRenderer;
|
||||
protected RawImage quadRawImage;
|
||||
protected SkeletonSubmeshGraphic quadMaskableGraphic;
|
||||
protected readonly Vector3[] worldCorners = new Vector3[4];
|
||||
|
||||
public void ResetMeshRendererMaterials () {
|
||||
meshRendererMaterialForTexture.Clear();
|
||||
AtlasAssetBase[] atlasAssets = skeletonGraphic.SkeletonDataAsset.atlasAssets;
|
||||
for (int i = 0; i < atlasAssets.Length; ++i) {
|
||||
foreach (Material material in atlasAssets[i].Materials) {
|
||||
if (material.mainTexture != null) {
|
||||
meshRendererMaterialForTexture.Add(
|
||||
new TextureMaterialPair(material.mainTexture, material));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Awake () {
|
||||
base.Awake();
|
||||
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
|
||||
@ -79,28 +92,32 @@ namespace Spine.Unity.Examples {
|
||||
}
|
||||
|
||||
void CreateQuadChild () {
|
||||
quad = new GameObject(this.name + " RenderTexture", typeof(CanvasRenderer), typeof(RawImage));
|
||||
quad = new GameObject(this.name + " RenderTexture", typeof(CanvasRenderer), typeof(SkeletonSubmeshGraphic));
|
||||
quad.transform.SetParent(this.transform.parent, false);
|
||||
quadCanvasRenderer = quad.GetComponent<CanvasRenderer>();
|
||||
quadRawImage = quad.GetComponent<RawImage>();
|
||||
quadMaskableGraphic = quad.GetComponent<SkeletonSubmeshGraphic>();
|
||||
|
||||
quadMesh = new Mesh();
|
||||
quadMesh.MarkDynamic();
|
||||
quadMesh.name = "RenderTexture Quad";
|
||||
quadMesh.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
|
||||
|
||||
if (quadMaterial == null) {
|
||||
quadMaterial = new Material(Shader.Find("Spine/SkeletonGraphic"));
|
||||
quadMaterial.EnableKeyword("_CANVAS_GROUP_COMPATIBLE");
|
||||
}
|
||||
}
|
||||
|
||||
void Reset () {
|
||||
skeletonGraphic = this.GetComponent<SkeletonGraphic>();
|
||||
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));
|
||||
}
|
||||
}
|
||||
ResetMeshRendererMaterials();
|
||||
#if UNITY_EDITOR
|
||||
string[] assets = UnityEditor.AssetDatabase.FindAssets("t:material RenderQuadGraphicMaterial");
|
||||
if (assets.Length > 0) {
|
||||
string materialPath = UnityEditor.AssetDatabase.GUIDToAssetPath(assets[0]);
|
||||
quadMaterial = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(materialPath);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void OnEnable () {
|
||||
@ -109,6 +126,7 @@ namespace Spine.Unity.Examples {
|
||||
skeletonGraphic.AssignMeshOverrideMultipleRenderers += RenderMultipleMeshesToRenderTexture;
|
||||
skeletonGraphic.disableMeshAssignmentOnOverride = true;
|
||||
skeletonGraphic.OnMeshAndMaterialsUpdated += RenderOntoQuad;
|
||||
skeletonGraphic.OnAnimationRebuild += OnRebuild;
|
||||
List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
|
||||
for (int i = 0; i < canvasRenderers.Count; ++i)
|
||||
canvasRenderers[i].cull = true;
|
||||
@ -123,6 +141,7 @@ namespace Spine.Unity.Examples {
|
||||
skeletonGraphic.AssignMeshOverrideMultipleRenderers -= RenderMultipleMeshesToRenderTexture;
|
||||
skeletonGraphic.disableMeshAssignmentOnOverride = false;
|
||||
skeletonGraphic.OnMeshAndMaterialsUpdated -= RenderOntoQuad;
|
||||
skeletonGraphic.OnAnimationRebuild -= OnRebuild;
|
||||
List<CanvasRenderer> canvasRenderers = skeletonGraphic.canvasRenderers;
|
||||
for (int i = 0; i < canvasRenderers.Count; ++i)
|
||||
canvasRenderers[i].cull = false;
|
||||
@ -143,6 +162,10 @@ namespace Spine.Unity.Examples {
|
||||
AssignAtQuad();
|
||||
}
|
||||
|
||||
void OnRebuild (ISkeletonAnimation skeletonGraphic) {
|
||||
ResetMeshRendererMaterials();
|
||||
}
|
||||
|
||||
protected void PrepareForMesh () {
|
||||
// We need to get the min/max of all four corners, rotation of the skeleton
|
||||
// in combination with perspective projection otherwise might lead to incorrect
|
||||
@ -194,8 +217,10 @@ namespace Spine.Unity.Examples {
|
||||
}
|
||||
|
||||
protected void RenderSingleMeshToRenderTexture (Mesh mesh, Material graphicMaterial, Texture texture) {
|
||||
if (mesh.subMeshCount == 0) return;
|
||||
Material meshRendererMaterial = MeshRendererMaterialForTexture(texture);
|
||||
commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, -1);
|
||||
foreach (int shaderPass in shaderPasses)
|
||||
commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, shaderPass);
|
||||
Graphics.ExecuteCommandBuffer(commandBuffer);
|
||||
}
|
||||
|
||||
@ -203,19 +228,23 @@ namespace Spine.Unity.Examples {
|
||||
Mesh[] meshes, Material[] graphicMaterials, Texture[] textures) {
|
||||
|
||||
for (int i = 0; i < meshCount; ++i) {
|
||||
Mesh mesh = meshes[i];
|
||||
if (mesh.subMeshCount == 0) continue;
|
||||
|
||||
Material meshRendererMaterial = MeshRendererMaterialForTexture(textures[i]);
|
||||
commandBuffer.DrawMesh(meshes[i], transform.localToWorldMatrix, meshRendererMaterial, 0, -1);
|
||||
foreach (int shaderPass in shaderPasses)
|
||||
commandBuffer.DrawMesh(mesh, transform.localToWorldMatrix, meshRendererMaterial, 0, shaderPass);
|
||||
}
|
||||
Graphics.ExecuteCommandBuffer(commandBuffer);
|
||||
}
|
||||
|
||||
protected void SetupQuad () {
|
||||
quadRawImage.texture = this.renderTexture;
|
||||
quadRawImage.color = color;
|
||||
quadCanvasRenderer.SetMaterial(quadMaterial, this.renderTexture);
|
||||
quadMaskableGraphic.color = color;
|
||||
quadCanvasRenderer.SetColor(color);
|
||||
|
||||
RectTransform srcRectTransform = skeletonGraphic.rectTransform;
|
||||
RectTransform dstRectTransform = quadRawImage.rectTransform;
|
||||
RectTransform dstRectTransform = quadMaskableGraphic.rectTransform;
|
||||
|
||||
dstRectTransform.anchorMin = srcRectTransform.anchorMin;
|
||||
dstRectTransform.anchorMax = srcRectTransform.anchorMax;
|
||||
@ -231,24 +260,30 @@ namespace Spine.Unity.Examples {
|
||||
commandBuffer.SetRenderTarget(renderTexture);
|
||||
commandBuffer.ClearRenderTarget(true, true, Color.clear);
|
||||
|
||||
Rect canvasRect = skeletonGraphic.canvas.pixelRect;
|
||||
|
||||
Matrix4x4 projectionMatrix = Matrix4x4.Ortho(
|
||||
canvasRect.x, canvasRect.x + canvasRect.width,
|
||||
canvasRect.y, canvasRect.y + canvasRect.height,
|
||||
float.MinValue, float.MaxValue);
|
||||
Vector2 targetViewportSize = new Vector2(
|
||||
screenSpaceMax.x - screenSpaceMin.x,
|
||||
screenSpaceMax.y - screenSpaceMin.y);
|
||||
|
||||
RenderMode canvasRenderMode = skeletonGraphic.canvas.renderMode;
|
||||
if (canvasRenderMode == RenderMode.ScreenSpaceOverlay) {
|
||||
Rect canvasRect = skeletonGraphic.canvas.pixelRect;
|
||||
canvasRect.x += screenSpaceMin.x;
|
||||
canvasRect.y += screenSpaceMin.y;
|
||||
canvasRect.width = targetViewportSize.x;
|
||||
canvasRect.height = targetViewportSize.y;
|
||||
Matrix4x4 projectionMatrix = Matrix4x4.Ortho(
|
||||
canvasRect.x, canvasRect.x + canvasRect.width,
|
||||
canvasRect.y, canvasRect.y + canvasRect.height,
|
||||
float.MinValue, float.MaxValue);
|
||||
commandBuffer.SetViewMatrix(Matrix4x4.identity);
|
||||
commandBuffer.SetProjectionMatrix(projectionMatrix);
|
||||
} else {
|
||||
commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
|
||||
commandBuffer.SetProjectionMatrix(targetCamera.projectionMatrix);
|
||||
Matrix4x4 projectionMatrix = CalculateProjectionMatrix(targetCamera,
|
||||
screenSpaceMin, screenSpaceMax, skeletonGraphic.canvas.pixelRect.size);
|
||||
commandBuffer.SetProjectionMatrix(projectionMatrix);
|
||||
}
|
||||
|
||||
Vector2 targetCameraViewportSize = targetCamera.pixelRect.size;
|
||||
Rect viewportRect = new Rect(-screenSpaceMin * downScaleFactor, targetCameraViewportSize * downScaleFactor);
|
||||
Rect viewportRect = new Rect(Vector2.zero, targetViewportSize * downScaleFactor);
|
||||
commandBuffer.SetViewport(viewportRect);
|
||||
}
|
||||
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2022, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2019_3_OR_NEWER
|
||||
@ -52,7 +52,6 @@ namespace Spine.Unity.Examples {
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SkeletonRenderTexture : SkeletonRenderTextureBase {
|
||||
#if HAS_GET_SHARED_MATERIALS
|
||||
public Material quadMaterial;
|
||||
protected SkeletonRenderer skeletonRenderer;
|
||||
protected MeshRenderer meshRenderer;
|
||||
protected MeshFilter meshFilter;
|
||||
@ -73,9 +72,21 @@ namespace Spine.Unity.Examples {
|
||||
CreateQuadChild();
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
protected void Reset () {
|
||||
string[] folders = { "Assets", "Packages" };
|
||||
string[] assets = UnityEditor.AssetDatabase.FindAssets("t:material RenderQuadMaterial", folders);
|
||||
if (assets.Length > 0) {
|
||||
string materialPath = UnityEditor.AssetDatabase.GUIDToAssetPath(assets[0]);
|
||||
quadMaterial = UnityEditor.AssetDatabase.LoadAssetAtPath<Material>(materialPath);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
void CreateQuadChild () {
|
||||
quad = new GameObject(this.name + " RenderTexture", typeof(MeshRenderer), typeof(MeshFilter));
|
||||
quad.transform.SetParent(this.transform.parent, false);
|
||||
quad.layer = meshRenderer.gameObject.layer;
|
||||
quadMeshRenderer = quad.GetComponent<MeshRenderer>();
|
||||
quadMeshFilter = quad.GetComponent<MeshFilter>();
|
||||
|
||||
@ -118,6 +129,13 @@ namespace Spine.Unity.Examples {
|
||||
}
|
||||
|
||||
void RenderOntoQuad (SkeletonRenderer skeletonRenderer) {
|
||||
if (meshFilter == null)
|
||||
meshFilter = this.GetComponent<MeshFilter>();
|
||||
Vector3 size = meshFilter.sharedMesh.bounds.size;
|
||||
if (size.x == 0f || size.y == 0f) {
|
||||
AssignNullMeshAtQuad();
|
||||
return;
|
||||
}
|
||||
PrepareForMesh();
|
||||
RenderToRenderTexture();
|
||||
AssignAtQuad();
|
||||
@ -164,10 +182,16 @@ namespace Spine.Unity.Examples {
|
||||
commandBuffer.SetRenderTarget(renderTexture);
|
||||
commandBuffer.ClearRenderTarget(true, true, Color.clear);
|
||||
|
||||
commandBuffer.SetProjectionMatrix(targetCamera.projectionMatrix);
|
||||
commandBuffer.SetViewMatrix(targetCamera.worldToCameraMatrix);
|
||||
Vector2 targetCameraViewportSize = targetCamera.pixelRect.size;
|
||||
Rect viewportRect = new Rect(-screenSpaceMin * downScaleFactor, targetCameraViewportSize * downScaleFactor);
|
||||
|
||||
Matrix4x4 projectionMatrix = CalculateProjectionMatrix(targetCamera,
|
||||
screenSpaceMin, screenSpaceMax, targetCamera.pixelRect.size);
|
||||
commandBuffer.SetProjectionMatrix(projectionMatrix);
|
||||
|
||||
Vector2 targetViewportSize = new Vector2(
|
||||
screenSpaceMax.x - screenSpaceMin.x,
|
||||
screenSpaceMax.y - screenSpaceMin.y);
|
||||
Rect viewportRect = new Rect(Vector2.zero, targetViewportSize * downScaleFactor);
|
||||
commandBuffer.SetViewport(viewportRect);
|
||||
}
|
||||
|
||||
@ -175,9 +199,11 @@ namespace Spine.Unity.Examples {
|
||||
meshRenderer.GetPropertyBlock(propertyBlock);
|
||||
meshRenderer.GetSharedMaterials(materials);
|
||||
|
||||
for (int i = 0; i < materials.Count; i++)
|
||||
commandBuffer.DrawMesh(meshFilter.sharedMesh, transform.localToWorldMatrix,
|
||||
materials[i], meshRenderer.subMeshStartIndex + i, -1, propertyBlock);
|
||||
for (int i = 0; i < materials.Count; i++) {
|
||||
foreach (int shaderPass in shaderPasses)
|
||||
commandBuffer.DrawMesh(meshFilter.sharedMesh, transform.localToWorldMatrix,
|
||||
materials[i], meshRenderer.subMeshStartIndex + i, shaderPass, propertyBlock);
|
||||
}
|
||||
Graphics.ExecuteCommandBuffer(commandBuffer);
|
||||
}
|
||||
|
||||
@ -186,6 +212,10 @@ namespace Spine.Unity.Examples {
|
||||
quadMeshRenderer.sharedMaterial.mainTexture = this.renderTexture;
|
||||
quadMeshRenderer.sharedMaterial.color = color;
|
||||
}
|
||||
|
||||
protected void AssignNullMeshAtQuad () {
|
||||
quadMeshFilter.mesh = null;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2022, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2017_2_OR_NEWER
|
||||
@ -42,9 +42,14 @@ namespace Spine.Unity.Examples {
|
||||
public Color color = Color.white;
|
||||
public int maxRenderTextureSize = 1024;
|
||||
public GameObject quad;
|
||||
public Material quadMaterial;
|
||||
protected Mesh quadMesh;
|
||||
public RenderTexture renderTexture;
|
||||
public Camera targetCamera;
|
||||
[Tooltip("Shader passes to render to the RenderTexture. E.g. set the first element " +
|
||||
"to -1 to render all shader passes, or set it to 0 to only render the first " +
|
||||
"shader pass, which may be required when using URP or shadow-casting shaders.")]
|
||||
public int[] shaderPasses = new int[1] { 0 };
|
||||
|
||||
protected CommandBuffer commandBuffer;
|
||||
protected Vector2Int screenSize;
|
||||
@ -117,6 +122,45 @@ namespace Spine.Unity.Examples {
|
||||
}
|
||||
}
|
||||
|
||||
protected Matrix4x4 CalculateProjectionMatrix (Camera targetCamera,
|
||||
Vector3 screenSpaceMin, Vector3 screenSpaceMax, Vector2 fullSizePixels) {
|
||||
if (targetCamera.orthographic)
|
||||
return CalculateOrthoMatrix(targetCamera, screenSpaceMin, screenSpaceMax, fullSizePixels);
|
||||
else
|
||||
return CalculatePerspectiveMatrix(targetCamera, screenSpaceMin, screenSpaceMax, fullSizePixels);
|
||||
}
|
||||
|
||||
protected Matrix4x4 CalculateOrthoMatrix (Camera targetCamera,
|
||||
Vector3 screenSpaceMin, Vector3 screenSpaceMax, Vector2 fullSizePixels) {
|
||||
|
||||
Vector2 cameraSize = new Vector2(
|
||||
targetCamera.orthographicSize * 2.0f * targetCamera.aspect,
|
||||
targetCamera.orthographicSize * 2.0f);
|
||||
Vector2 min = new Vector2(screenSpaceMin.x, screenSpaceMin.y) / fullSizePixels;
|
||||
Vector2 max = new Vector2(screenSpaceMax.x, screenSpaceMax.y) / fullSizePixels;
|
||||
Vector2 centerOffset = new Vector2(-0.5f, -0.5f);
|
||||
min = (min + centerOffset) * cameraSize;
|
||||
max = (max + centerOffset) * cameraSize;
|
||||
|
||||
return Matrix4x4.Ortho(min.x, max.x, min.y, max.y, float.MinValue, float.MaxValue);
|
||||
}
|
||||
|
||||
protected Matrix4x4 CalculatePerspectiveMatrix (Camera targetCamera,
|
||||
Vector3 screenSpaceMin, Vector3 screenSpaceMax, Vector2 fullSizePixels) {
|
||||
|
||||
FrustumPlanes frustumPlanes = targetCamera.projectionMatrix.decomposeProjection;
|
||||
Vector2 planesSize = new Vector2(
|
||||
frustumPlanes.right - frustumPlanes.left,
|
||||
frustumPlanes.top - frustumPlanes.bottom);
|
||||
Vector2 min = new Vector2(screenSpaceMin.x, screenSpaceMin.y) / fullSizePixels * planesSize;
|
||||
Vector2 max = new Vector2(screenSpaceMax.x, screenSpaceMax.y) / fullSizePixels * planesSize;
|
||||
frustumPlanes.right = frustumPlanes.left + max.x;
|
||||
frustumPlanes.top = frustumPlanes.bottom + max.y;
|
||||
frustumPlanes.left += min.x;
|
||||
frustumPlanes.bottom += min.y;
|
||||
return Matrix4x4.Frustum(frustumPlanes);
|
||||
}
|
||||
|
||||
protected void AssignAtQuad () {
|
||||
Transform quadTransform = quad.transform;
|
||||
quadTransform.position = this.transform.position;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2022, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2019_3_OR_NEWER
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
@ -269,7 +269,7 @@ namespace Spine.Unity.Examples {
|
||||
t.position -= offset;
|
||||
|
||||
UpdateSpineSkeleton(null);
|
||||
skeleton.UpdateWorldTransform();
|
||||
skeleton.UpdateWorldTransform(Skeleton.Physics.Update);
|
||||
}
|
||||
|
||||
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
@ -281,7 +281,7 @@ namespace Spine.Unity.Examples {
|
||||
t.position -= offset;
|
||||
|
||||
UpdateSpineSkeleton(null);
|
||||
skeleton.UpdateWorldTransform();
|
||||
skeleton.UpdateWorldTransform(Skeleton.Physics.Update);
|
||||
}
|
||||
|
||||
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
|
||||
@ -1,16 +1,16 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated September 24, 2021. Replaces all prior versions.
|
||||
* Last updated July 28, 2023. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2021, Esoteric Software LLC
|
||||
* 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,
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
|
||||
* otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
@ -23,8 +23,8 @@
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
|
||||
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user