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[unity] Update Examples.

pharan 7 năm trước cách đây
mục cha
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207d51ae93
75 tập tin đã thay đổi với 1043 bổ sung156 xóa
  1. 1 1
      spine-unity/Assets/Spine Examples/Getting Started/1 The Spine GameObject.unity
  2. 9 3
      spine-unity/Assets/Spine Examples/Getting Started/3 Controlling Animation Continued.unity
  3. 76 75
      spine-unity/Assets/Spine Examples/Getting Started/4 Object Oriented Sample.unity
  4. 19 25
      spine-unity/Assets/Spine Examples/Other Examples/Drunkboy.unity
  5. 2 2
      spine-unity/Assets/Spine Examples/Other Examples/Freezeboy.unity
  6. 9 6
      spine-unity/Assets/Spine Examples/Other Examples/SkeletonRenderSeparator.unity
  7. 5 1
      spine-unity/Assets/Spine Examples/Other Examples/SpineGauge.unity
  8. 116 2
      spine-unity/Assets/Spine Examples/Other Examples/VertexEffect.unity
  9. 6 4
      spine-unity/Assets/Spine Examples/Scripts/AttackSpineboy.cs
  10. 3 8
      spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/Raptor.cs
  11. 1 2
      spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineBlinkPlayer.cs
  12. 4 4
      spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerView.cs
  13. 0 2
      spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/EquipAssetExample.cs
  14. 15 0
      spine-unity/Assets/Spine Examples/Scripts/ReloadSceneOnKeyDown.cs
  15. 12 0
      spine-unity/Assets/Spine Examples/Scripts/ReloadSceneOnKeyDown.cs.meta
  16. 106 0
      spine-unity/Assets/Spine Examples/Scripts/Sample Components/Sample VertexEffects/TwoByTwoTransformEffectExample.cs
  17. 12 0
      spine-unity/Assets/Spine Examples/Scripts/Sample Components/Sample VertexEffects/TwoByTwoTransformEffectExample.cs.meta
  18. 2 11
      spine-unity/Assets/Spine Examples/Scripts/SpineGauge.cs
  19. 2 4
      spine-unity/Assets/Spine Examples/Scripts/SpineboyFreeze.cs
  20. 2 4
      spine-unity/Assets/Spine Examples/Scripts/SpineboyPole.cs
  21. 9 0
      spine-unity/Assets/Spine Examples/Spine/Gauge/ReferenceAssets.meta
  22. 15 0
      spine-unity/Assets/Spine Examples/Spine/Gauge/ReferenceAssets/Fill.asset
  23. 9 0
      spine-unity/Assets/Spine Examples/Spine/Gauge/ReferenceAssets/Fill.asset.meta
  24. 9 0
      spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets.meta
  25. 15 0
      spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/Jump.asset
  26. 9 0
      spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/Jump.asset.meta
  27. 15 0
      spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/gungrab.asset
  28. 9 0
      spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/gungrab.asset.meta
  29. 15 0
      spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/gunkeep.asset
  30. 9 0
      spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/gunkeep.asset.meta
  31. 15 0
      spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/walk.asset
  32. 9 0
      spine-unity/Assets/Spine Examples/Spine/Raptor/ReferenceAssets/walk.asset.meta
  33. 5 2
      spine-unity/Assets/Spine Examples/Spine/Raptor/raptor_Material.mat
  34. 9 0
      spine-unity/Assets/Spine Examples/Spine/Spineunitygirl/ReferenceAssets.meta
  35. 15 0
      spine-unity/Assets/Spine Examples/Spine/Spineunitygirl/ReferenceAssets/blink.asset
  36. 9 0
      spine-unity/Assets/Spine Examples/Spine/Spineunitygirl/ReferenceAssets/blink.asset.meta
  37. 15 0
      spine-unity/Assets/Spine Examples/Spine/Spineunitygirl/ReferenceAssets/main.asset
  38. 9 0
      spine-unity/Assets/Spine Examples/Spine/Spineunitygirl/ReferenceAssets/main.asset.meta
  39. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets.meta
  40. 15 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/death.asset
  41. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/death.asset.meta
  42. 15 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/diagonal.asset
  43. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/diagonal.asset.meta
  44. 15 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/footstep.asset
  45. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/footstep.asset.meta
  46. 15 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/frozen.asset
  47. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/frozen.asset.meta
  48. 15 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/gun toss.asset
  49. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/gun toss.asset.meta
  50. 15 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/hit old.asset
  51. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/hit old.asset.meta
  52. 15 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/hit.asset
  53. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/hit.asset.meta
  54. 15 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/idle.asset
  55. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/idle.asset.meta
  56. 15 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/idlebag.asset
  57. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/idlebag.asset.meta
  58. 15 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/jump old.asset
  59. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/jump old.asset.meta
  60. 15 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/jump rm.asset
  61. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/jump rm.asset.meta
  62. 15 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/jump.asset
  63. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/jump.asset.meta
  64. 15 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/pole.asset
  65. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/pole.asset.meta
  66. 15 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/run rm.asset
  67. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/run rm.asset.meta
  68. 15 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/run.asset
  69. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/run.asset.meta
  70. 15 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/shoot.asset
  71. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/shoot.asset.meta
  72. 15 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/walk rm.asset
  73. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/walk rm.asset.meta
  74. 15 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/walk.asset
  75. 9 0
      spine-unity/Assets/Spine Examples/Spine/spineboy-unity/ReferenceAssets/walk.asset.meta

+ 1 - 1
spine-unity/Assets/Spine Examples/Getting Started/1 The Spine GameObject.unity

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   minimumDelay: 0.15
   maximumDelay: 3
 --- !u!1 &199409354

+ 9 - 3
spine-unity/Assets/Spine Examples/Getting Started/3 Controlling Animation Continued.unity

@@ -178,6 +178,12 @@ TextMesh:
   m_Text: 'The Raptor script shows how you can play animations simultaneously.
 
 
+    This also shows how to use AnimationReferenceAssets as
+
+    an alternative to using animation name strings.
+
+
+
     Here, the "walk" animation is looping.
 
     At the same time, and in its own timeframe,
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-  walk: walk
-  gungrab: gungrab
-  gunkeep: gunkeep
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+  gungrab: {fileID: 11400000, guid: f8a357da5599fa342beda596bc86bc35, type: 2}
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 --- !u!1 &1382792502
 GameObject:
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+ 76 - 75
spine-unity/Assets/Spine Examples/Getting Started/4 Object Oriented Sample.unity

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@@ -515,11 +446,11 @@ MonoBehaviour:
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   model: {fileID: 299828574}
   skeletonAnimation: {fileID: 816033310}
-  run: run
-  idle: idle
-  shoot: shoot
-  jump: jump
-  footstepEventName: footstep
+  run: {fileID: 11400000, guid: 2d841d20c203ff24a859b8c73f9c3817, type: 2}
+  idle: {fileID: 11400000, guid: 8a71ad90c9e356d4fa476a420aeb259d, type: 2}
+  shoot: {fileID: 11400000, guid: 6d4c548ed1818024bb6ed2ee16dbfc40, type: 2}
+  jump: {fileID: 11400000, guid: 69a6ea3cadcdebb44a8c3b5fa43880e7, type: 2}
+  footstepEvent: {fileID: 11400000, guid: 2657d9f265aa59446b055dc0c1018419, type: 2}
   footstepPitchOffset: 0.2
   gunsoundPitchOffset: 0.13
   footstepSource: {fileID: 1858851856}
@@ -1272,7 +1203,7 @@ ParticleSystem:
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   moveWithCustomTransform: {fileID: 0}
   scalingMode: 1
-  randomSeed: 1048114582
+  randomSeed: 823379790
   InitialModule:
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     enabled: 1
@@ -4292,3 +4223,73 @@ ParticleSystem:
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+ 19 - 25
spine-unity/Assets/Spine Examples/Other Examples/Drunkboy.unity

@@ -451,7 +451,6 @@ GameObject:
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   - component: {fileID: 219783488}
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@@ -1058,6 +1041,7 @@ GameObject:
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   - component: {fileID: 811443166}
   - component: {fileID: 811443164}
+  - component: {fileID: 811443168}
   m_Layer: 0
   m_Name: Drunkboy
   m_TagString: Untagged
@@ -1135,6 +1119,18 @@ Transform:
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   m_RootOrder: 1
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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   m_LocalPosition: {x: 0, y: 0, z: 0}
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+  m_LocalScale: {x: 0.8, y: 0.8, z: 0.8}
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   m_Father: {fileID: 219783490}
   m_RootOrder: 0
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   m_Material: {fileID: 0}
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@@ -1744,22 +1740,20 @@ MonoBehaviour:
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-  m_Text: 'Enter PLAY MODE.
-
-    Click and Drag Spineboy Left and Right
+  m_Text: 'Click and Drag Spineboy Left and Right.
 
-'
+    Press <b>R</b> to reload scene.'
 --- !u!222 &1701764092
 CanvasRenderer:
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+ 2 - 2
spine-unity/Assets/Spine Examples/Other Examples/Freezeboy.unity

@@ -3549,8 +3549,8 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   skeletonAnimation: {fileID: 1126206820}
-  freeze: frozen
-  idle: idle
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+  idle: {fileID: 11400000, guid: 8a71ad90c9e356d4fa476a420aeb259d, type: 2}
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   particles: {fileID: 772326264}

+ 9 - 6
spine-unity/Assets/Spine Examples/Other Examples/SkeletonRenderSeparator.unity

@@ -282,7 +282,7 @@ MeshRenderer:
   m_LightProbeUsage: 0
   m_ReflectionProbeUsage: 1
   m_Materials:
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@@ -1012,7 +1012,7 @@ ParticleSystem:
     boxY: 1
     boxZ: 1
     radius:
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+      value: 0.16
       mode: 0
       spread: 0
       speed:
@@ -1119,7 +1119,7 @@ ParticleSystem:
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       minMaxState: 0
-      scalar: 50
+      scalar: 40
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@@ -3787,6 +3787,7 @@ SpriteRenderer:
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   m_Materials:
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+  - {fileID: 2100000, guid: 1455e88fdb81ccc45bdeaedd657bad4d, type: 2}
   m_StaticBatchInfo:
     firstSubMesh: 0
     subMeshCount: 0
@@ -4515,8 +4518,8 @@ MonoBehaviour:
   m_EditorClassIdentifier: 
   skeletonAnimation: {fileID: 1918225116}
   separator: {fileID: 1918225115}
-  run: run
-  pole: pole
+  run: {fileID: 11400000, guid: 2d841d20c203ff24a859b8c73f9c3817, type: 2}
+  pole: {fileID: 11400000, guid: dff7c26e6e007e748b47240522cff0c8, type: 2}
   startX: -11.5
   endX: 2.8
 --- !u!1 &2142418130

+ 5 - 1
spine-unity/Assets/Spine Examples/Other Examples/SpineGauge.unity

@@ -395,7 +395,7 @@ MonoBehaviour:
   m_Name: 
   m_EditorClassIdentifier: 
   fillPercent: 1
-  fillAnimationName: Fill
+  fillAnimation: {fileID: 11400000, guid: 416feb17a0d192844abb17619bf81153, type: 2}
 --- !u!114 &795271515
 MonoBehaviour:
   m_ObjectHideFlags: 0
@@ -520,6 +520,10 @@ MonoBehaviour:
   attackerSpineboy: {fileID: 282891644}
   gauge: {fileID: 795271514}
   healthText: {fileID: 1847717249}
+  shoot: {fileID: 11400000, guid: 6d4c548ed1818024bb6ed2ee16dbfc40, type: 2}
+  hit: {fileID: 11400000, guid: 83e1b716474ea9141983c4d570adf4f9, type: 2}
+  idle: {fileID: 11400000, guid: 8a71ad90c9e356d4fa476a420aeb259d, type: 2}
+  death: {fileID: 11400000, guid: 790b48b79d40d4e4c995da2991932ade, type: 2}
   onAttack:
     m_PersistentCalls:
       m_Calls:

+ 116 - 2
spine-unity/Assets/Spine Examples/Other Examples/VertexEffect.unity

@@ -121,7 +121,7 @@ GameObject:
   - component: {fileID: 485702172}
   - component: {fileID: 485702171}
   m_Layer: 0
-  m_Name: Spine GameObject (raptor)
+  m_Name: Jitter Raptor
   m_TagString: Untagged
   m_Icon: {fileID: 0}
   m_NavMeshLayer: 0
@@ -215,7 +215,7 @@ Transform:
   m_PrefabInternal: {fileID: 0}
   m_GameObject: {fileID: 485702170}
   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
-  m_LocalPosition: {x: -1.1, y: -5.1, z: 0}
+  m_LocalPosition: {x: -7.28, y: -5.1, z: 0}
   m_LocalScale: {x: 1, y: 1, z: 1}
   m_Children: []
   m_Father: {fileID: 0}
@@ -310,3 +310,117 @@ Transform:
   m_Father: {fileID: 0}
   m_RootOrder: 0
   m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!1 &1619480125
+GameObject:
+  m_ObjectHideFlags: 0
+  m_PrefabParentObject: {fileID: 0}
+  m_PrefabInternal: {fileID: 0}
+  serializedVersion: 5
+  m_Component:
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+  - component: {fileID: 1619480129}
+  - component: {fileID: 1619480128}
+  - component: {fileID: 1619480127}
+  - component: {fileID: 1619480126}
+  m_Layer: 0
+  m_Name: 2x2 Transform Raptor
+  m_TagString: Untagged
+  m_Icon: {fileID: 0}
+  m_NavMeshLayer: 0
+  m_StaticEditorFlags: 0
+  m_IsActive: 1
+--- !u!114 &1619480126
+MonoBehaviour:
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+  m_PrefabParentObject: {fileID: 0}
+  m_PrefabInternal: {fileID: 0}
+  m_GameObject: {fileID: 1619480125}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 8afb2340fbd3fe14f9f4e07cba073e17, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  xAxis: {x: 0.94, y: -0.01}
+  yAxis: {x: 0.8, y: 0.7}
+--- !u!114 &1619480127
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+  m_PrefabParentObject: {fileID: 0}
+  m_PrefabInternal: {fileID: 0}
+  m_GameObject: {fileID: 1619480125}
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+  m_Script: {fileID: 11500000, guid: d247ba06193faa74d9335f5481b2b56c, type: 3}
+  m_Name: 
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+  skeletonDataAsset: {fileID: 11400000, guid: 22c4b5e5a0fd9484d83b1aa705b9a54c, type: 2}
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+  initialFlipY: 0
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+  tintBlack: 0
+  singleSubmesh: 0
+  addNormals: 0
+  calculateTangents: 0
+  logErrors: 0
+  disableRenderingOnOverride: 1
+  _animationName: walk
+  loop: 1
+  timeScale: 1
+--- !u!23 &1619480128
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+  m_ObjectHideFlags: 0
+  m_PrefabParentObject: {fileID: 0}
+  m_PrefabInternal: {fileID: 0}
+  m_GameObject: {fileID: 1619480125}
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+  m_ReceiveShadows: 1
+  m_MotionVectors: 1
+  m_LightProbeUsage: 1
+  m_ReflectionProbeUsage: 1
+  m_Materials:
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+    subMeshCount: 0
+  m_StaticBatchRoot: {fileID: 0}
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+  m_SortingLayer: 0
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+--- !u!33 &1619480129
+MeshFilter:
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+  m_PrefabParentObject: {fileID: 0}
+  m_PrefabInternal: {fileID: 0}
+  m_GameObject: {fileID: 1619480125}
+  m_Mesh: {fileID: 0}
+--- !u!4 &1619480130
+Transform:
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+  m_PrefabParentObject: {fileID: 0}
+  m_PrefabInternal: {fileID: 0}
+  m_GameObject: {fileID: 1619480125}
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+  m_LocalScale: {x: 1, y: 1, z: 1}
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+  m_RootOrder: 2
+  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}

+ 6 - 4
spine-unity/Assets/Spine Examples/Scripts/AttackSpineboy.cs

@@ -42,6 +42,8 @@ namespace Spine.Unity.Examples {
 		int currentHealth = 100;
 		const int maxHealth = 100;
 
+		public AnimationReferenceAsset shoot, hit, idle, death;
+
 		public UnityEngine.Events.UnityEvent onAttack;
 
 		void Update () {
@@ -49,18 +51,18 @@ namespace Spine.Unity.Examples {
 				currentHealth -= 10;
 				healthText.text = currentHealth + "/" + maxHealth;
 
-				attackerSpineboy.AnimationState.SetAnimation(1, "shoot", false);
+				attackerSpineboy.AnimationState.SetAnimation(1, shoot, false);
 				attackerSpineboy.AnimationState.AddEmptyAnimation(1, 0.5f, 2f);
 
 				if (currentHealth > 0) {
-					spineboy.AnimationState.SetAnimation(0, "hit", false);
-					spineboy.AnimationState.AddAnimation(0, "idle", true, 0);
+					spineboy.AnimationState.SetAnimation(0, hit, false);
+					spineboy.AnimationState.AddAnimation(0, idle, true, 0);
 					gauge.fillPercent = (float)currentHealth/(float)maxHealth;
 					onAttack.Invoke();
 				} else {
 					if (currentHealth >= 0) {
 						gauge.fillPercent = 0;
-						spineboy.AnimationState.SetAnimation(0, "death", false).TrackEnd = float.PositiveInfinity;
+						spineboy.AnimationState.SetAnimation(0, death, false).TrackEnd = float.PositiveInfinity;
 					}
 				}
 			}

+ 3 - 8
spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/Raptor.cs

@@ -36,14 +36,9 @@ namespace Spine.Unity.Examples {
 	public class Raptor : MonoBehaviour {
 
 		#region Inspector
-		[SpineAnimation]
-		public string walk = "walk";
-
-		[SpineAnimation]
-		public string gungrab = "gungrab";
-
-		[SpineAnimation]
-		public string gunkeep = "gunkeep";
+		public AnimationReferenceAsset walk;
+		public AnimationReferenceAsset gungrab;
+		public AnimationReferenceAsset gunkeep;
 		#endregion
 
 		SkeletonAnimation skeletonAnimation;

+ 1 - 2
spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineBlinkPlayer.cs

@@ -36,8 +36,7 @@ namespace Spine.Unity.Examples {
 	public class SpineBlinkPlayer : MonoBehaviour {
 		const int BlinkTrack = 1;
 
-		[SpineAnimation]
-		public string blinkAnimation;
+		public AnimationReferenceAsset blinkAnimation;
 		public float minimumDelay = 0.15f;
 		public float maximumDelay = 3f;
 

+ 4 - 4
spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerView.cs

@@ -40,8 +40,8 @@ namespace Spine.Unity.Examples {
 		public SpineboyBeginnerModel model;
 		public SkeletonAnimation skeletonAnimation;
 
-		[SpineAnimation] public string run, idle, shoot, jump;
-		[SpineEvent] public string footstepEventName;
+		public AnimationReferenceAsset run, idle, shoot, jump;
+		public EventDataReferenceAsset footstepEvent;
 
 		[Header("Audio")]
 		public float footstepPitchOffset = 0.2f;
@@ -61,7 +61,7 @@ namespace Spine.Unity.Examples {
 		}
 
 		void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
-			if (e.Data.Name == footstepEventName)
+			if (e.Data == footstepEvent.EventData)
 				PlayFootstepSound();
 		}
 
@@ -85,7 +85,7 @@ namespace Spine.Unity.Examples {
 
 		void PlayNewStableAnimation () {
 			var newModelState = model.state;
-			string nextAnimation;
+			Animation nextAnimation;
 
 			// Add conditionals to not interrupt transient animations.
 

+ 0 - 2
spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/EquipAssetExample.cs

@@ -3,12 +3,10 @@ using System.Collections.Generic;
 using UnityEngine;
 
 namespace Spine.Unity.Examples {
-	[CreateAssetMenu]
 	public class EquipAssetExample : ScriptableObject {
 		public EquipSystemExample.EquipType equipType;
 		public Sprite sprite;
 		public string description;
 		public int yourStats;
 	}
-
 }

+ 15 - 0
spine-unity/Assets/Spine Examples/Scripts/ReloadSceneOnKeyDown.cs

@@ -0,0 +1,15 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+using UnityEngine.SceneManagement;
+
+public class ReloadSceneOnKeyDown : MonoBehaviour {
+
+	public KeyCode reloadKey = KeyCode.R;
+
+	void Update () {
+		if (Input.GetKeyDown(reloadKey))
+			SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex, LoadSceneMode.Single);
+	}
+}

+ 12 - 0
spine-unity/Assets/Spine Examples/Scripts/ReloadSceneOnKeyDown.cs.meta

@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: d655607dd16c7f644a73bd10fc7370b1
+timeCreated: 1523294158
+licenseType: Free
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 106 - 0
spine-unity/Assets/Spine Examples/Scripts/Sample Components/Sample VertexEffects/TwoByTwoTransformEffectExample.cs

@@ -0,0 +1,106 @@
+/******************************************************************************
+ * Spine Runtimes Software License v2.5
+ *
+ * Copyright (c) 2013-2016, Esoteric Software
+ * All rights reserved.
+ *
+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
+ * non-transferable license to use, install, execute, and perform the Spine
+ * Runtimes software and derivative works solely for personal or internal
+ * use. Without the written permission of Esoteric Software (see Section 2 of
+ * the Spine Software License Agreement), you may not (a) modify, translate,
+ * adapt, or develop new applications using the Spine Runtimes or otherwise
+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
+ * or other intellectual property or proprietary rights notices on or in the
+ * Software, including any copy thereof. Redistributions in binary or source
+ * form must include this license and terms.
+ *
+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
+ * POSSIBILITY OF SUCH DAMAGE.
+ *****************************************************************************/
+
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Spine.Unity.Examples {
+
+	// This is a sample component for C# vertex effects for Spine rendering components.
+	// Using shaders and materials to control vertex properties is still more performant
+	// than using this API, but in cases where your vertex effect logic cannot be
+	// expressed as shader code, these vertex effects can be useful.
+	public class TwoByTwoTransformEffectExample : MonoBehaviour {
+
+		public Vector2 xAxis = new Vector2(1, 0);
+		public Vector2 yAxis = new Vector2(0, 1);
+
+		SkeletonRenderer skeletonRenderer;
+
+		void OnEnable () {
+			skeletonRenderer = GetComponent<SkeletonRenderer>();
+			if (skeletonRenderer == null) return;
+
+			// Use the OnPostProcessVertices callback to modify the vertices at the correct time.
+			skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
+			skeletonRenderer.OnPostProcessVertices += ProcessVertices;
+
+			Debug.Log("2x2 Transform Effect Enabled.");
+		}
+
+		void ProcessVertices (MeshGeneratorBuffers buffers) {
+			if (!this.enabled)
+				return;
+
+			int vertexCount = buffers.vertexCount; // For efficiency, limit your effect to the actual mesh vertex count using vertexCount
+
+			// Modify vertex positions by accessing Vector3[] vertexBuffer
+			var vertices = buffers.vertexBuffer;
+			Vector3 transformedPos = default(Vector3);
+			for (int i = 0; i < vertexCount; i++) {
+				Vector3 originalPos = vertices[i];
+				transformedPos.x = (xAxis.x * originalPos.x) + (yAxis.x * originalPos.y);
+				transformedPos.y = (xAxis.y * originalPos.x) + (yAxis.y * originalPos.y);
+				vertices[i] = transformedPos;
+			}
+
+		}
+
+		void OnDisable () {
+			if (skeletonRenderer == null) return;
+			skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
+			Debug.Log("2x2 Transform Effect Disabled.");
+		}
+	}
+
+}
+
+#if UNITY_EDITOR
+[UnityEditor.CustomEditor(typeof(Spine.Unity.Examples.TwoByTwoTransformEffectExample))]
+public class TwoByTwoTransformEffectExampleEditor : UnityEditor.Editor {
+
+	Spine.Unity.Examples.TwoByTwoTransformEffectExample Target { get { return target as Spine.Unity.Examples.TwoByTwoTransformEffectExample; } }
+
+	void OnSceneGUI () {
+		var transform = Target.transform;
+		LocalVectorHandle(ref Target.xAxis, transform, Color.red);
+		LocalVectorHandle(ref Target.yAxis, transform, Color.green);
+	}
+
+	static void LocalVectorHandle (ref Vector2 v, Transform transform, Color color) {
+		Color originalColor = UnityEditor.Handles.color;
+		UnityEditor.Handles.color = color;
+		UnityEditor.Handles.DrawLine(transform.position, transform.TransformPoint(v));
+		v = transform.InverseTransformPoint(UnityEditor.Handles.FreeMoveHandle(transform.TransformPoint(v), Quaternion.identity, 0.3f, Vector3.zero, UnityEditor.Handles.CubeHandleCap));
+		UnityEditor.Handles.color = originalColor;
+	}
+}
+#endif

+ 12 - 0
spine-unity/Assets/Spine Examples/Scripts/Sample Components/Sample VertexEffects/TwoByTwoTransformEffectExample.cs.meta

@@ -0,0 +1,12 @@
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+guid: 8afb2340fbd3fe14f9f4e07cba073e17
+timeCreated: 1523229765
+licenseType: Free
+MonoImporter:
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+ 2 - 11
spine-unity/Assets/Spine Examples/Scripts/SpineGauge.cs

@@ -39,13 +39,10 @@ namespace Spine.Unity.Examples {
 		#region Inspector
 		[Range(0,1)]
 		public float fillPercent = 0;
-
-		[SpineAnimation]
-		public string fillAnimationName;
+		public AnimationReferenceAsset fillAnimation;
 		#endregion
 
 		SkeletonRenderer skeletonRenderer;
-		Spine.Animation fillAnimation;
 
 		void Awake () {
 			skeletonRenderer = GetComponent<SkeletonRenderer>();
@@ -59,13 +56,7 @@ namespace Spine.Unity.Examples {
 			if (skeletonRenderer == null) return;
 			var skeleton = skeletonRenderer.skeleton; if (skeleton == null) return;
 
-			// Make super-sure that fillAnimation isn't null.
-			if (fillAnimation == null) {
-				fillAnimation = skeleton.Data.FindAnimation(fillAnimationName);
-				if (fillAnimation == null) return;
-			}
-
-			fillAnimation.Apply(skeleton, 0, percent, false, null, 1f, MixPose.Setup, MixDirection.In);
+			fillAnimation.Animation.Apply(skeleton, 0, percent, false, null, 1f, MixPose.Setup, MixDirection.In);
 
 			skeleton.Update(Time.deltaTime);
 			skeleton.UpdateWorldTransform();

+ 2 - 4
spine-unity/Assets/Spine Examples/Scripts/SpineboyFreeze.cs

@@ -6,10 +6,8 @@ namespace Spine.Unity.Examples {
 	public class SpineboyFreeze : MonoBehaviour {
 
 		public SkeletonAnimation skeletonAnimation;
-		[SpineAnimation]
-		public string freeze;
-		[SpineAnimation]
-		public string idle;
+		public AnimationReferenceAsset freeze;
+		public AnimationReferenceAsset idle;
 
 		public Color freezeColor;
 		public Color freezeBlackColor;

+ 2 - 4
spine-unity/Assets/Spine Examples/Scripts/SpineboyPole.cs

@@ -40,10 +40,8 @@ namespace Spine.Unity.Examples {
 		public SkeletonRenderSeparator separator;
 
 		[Space(18)]
-		[SpineAnimation]
-		public string run;
-		[SpineAnimation]
-		public string pole;
+		public AnimationReferenceAsset run;
+		public AnimationReferenceAsset pole;
 		public float startX;
 		public float endX;
 

+ 9 - 0
spine-unity/Assets/Spine Examples/Spine/Gauge/ReferenceAssets.meta

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+ 15 - 0
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+  m_Name: Fill
+  m_EditorClassIdentifier: 
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+ 9 - 0
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+  m_Script: {fileID: 11500000, guid: 6e3e95a05e4c9774397eeeb7bdee8ccb, type: 3}
+  m_Name: Jump
+  m_EditorClassIdentifier: 
+  skeletonDataAsset: {fileID: 11400000, guid: 22c4b5e5a0fd9484d83b1aa705b9a54c, type: 2}
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+  animationName: gungrab

+ 9 - 0
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