Эх сурвалжийг харах

[unity] Minor interface consistency fixes.

pharan 8 жил өмнө
parent
commit
369cda4335

+ 17 - 1
spine-unity/Assets/spine-unity/Mesh Generation/Arrays/ArraysSubmeshSetMeshGenerator.cs

@@ -42,7 +42,14 @@ namespace Spine.Unity.MeshGeneration {
 		readonly ExposedList<SubmeshTriangleBuffer> submeshBuffers = new ExposedList<SubmeshTriangleBuffer>();
 		readonly ExposedList<SubmeshTriangleBuffer> submeshBuffers = new ExposedList<SubmeshTriangleBuffer>();
 		Material[] sharedMaterials = new Material[0];
 		Material[] sharedMaterials = new Material[0];
 
 
-		public MeshAndMaterials GenerateMesh (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh) {
+		/// <summary>
+		/// Generates a mesh based on a subset of instructions.
+		/// </summary>
+		/// <returns>A UnityEngine.Mesh.</returns>
+		/// <param name="instructions">A list of SubmeshInstructions.</param>
+		/// <param name="startSubmesh">The index of the starting submesh.</param>
+		/// <param name="endSubmesh">The exclusive upper bound of the last submesh to be included.</param>
+		public MeshAndMaterials GenerateMesh (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh, float scale = 1f) {
 			// STEP 0: Prepare instructions.
 			// STEP 0: Prepare instructions.
 			var paramItems = instructions.Items;
 			var paramItems = instructions.Items;
 			currentInstructions.Clear(false);
 			currentInstructions.Clear(false);
@@ -122,6 +129,15 @@ namespace Spine.Unity.MeshGeneration {
 				this.sharedMaterials = currentInstructions.GetUpdatedMaterialArray(this.sharedMaterials);
 				this.sharedMaterials = currentInstructions.GetUpdatedMaterialArray(this.sharedMaterials);
 			}
 			}
 
 
+			if (scale != 1f) {
+				for (int i = 0; i < vertexCount; i++) {
+					meshVertices[i].x *= scale;
+					meshVertices[i].y *= scale;
+					//meshVertices[i].z *= scale;
+				}
+					
+			}
+
 			// STEP 3: Assign the buffers into the Mesh.
 			// STEP 3: Assign the buffers into the Mesh.
 			smartMesh.Set(this.meshVertices, this.meshUVs, this.meshColors32, workingAttachments, currentInstructions);
 			smartMesh.Set(this.meshVertices, this.meshUVs, this.meshColors32, workingAttachments, currentInstructions);
 			mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax);
 			mesh.bounds = ArraysMeshGenerator.ToBounds(meshBoundsMin, meshBoundsMax);

+ 1 - 0
spine-unity/Assets/spine-unity/Mesh Generation/Arrays/ArraysSubmeshedMeshGenerator.cs

@@ -41,6 +41,7 @@ namespace Spine.Unity.MeshGeneration {
 		public List<Slot> Separators { get { return this.separators; } }
 		public List<Slot> Separators { get { return this.separators; } }
 
 
 		#region Settings
 		#region Settings
+		// ArraysMeshGenerator.PremultiplyAlpha
 		public float ZSpacing { get; set; }
 		public float ZSpacing { get; set; }
 		#endregion
 		#endregion
 
 

+ 2 - 1
spine-unity/Assets/spine-unity/Mesh Generation/ISubmeshedMeshGenerator.cs

@@ -44,6 +44,7 @@ namespace Spine.Unity.MeshGeneration {
 		List<Slot> Separators { get; }
 		List<Slot> Separators { get; }
 
 
 		float ZSpacing { get; set; }
 		float ZSpacing { get; set; }
+		bool PremultiplyVertexColors { get; set; }
 		bool AddNormals { get; set; }
 		bool AddNormals { get; set; }
 		bool AddTangents { get; set; }
 		bool AddTangents { get; set; }
 	}
 	}
@@ -55,7 +56,7 @@ namespace Spine.Unity.MeshGeneration {
 	// Step 3: Call GenerateMesh. You'll get a Mesh and Materials.
 	// Step 3: Call GenerateMesh. You'll get a Mesh and Materials.
 	// Step 4: Put the Mesh in MeshFilter. Put the Materials in MeshRenderer.sharedMaterials.
 	// Step 4: Put the Mesh in MeshFilter. Put the Materials in MeshRenderer.sharedMaterials.
 	public interface ISubmeshSetMeshGenerator {
 	public interface ISubmeshSetMeshGenerator {
-		MeshAndMaterials GenerateMesh (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh);
+		MeshAndMaterials GenerateMesh (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh, float scale = 1f);
 
 
 		float ZSpacing { get; set; }
 		float ZSpacing { get; set; }
 		bool PremultiplyVertexColors { get; set; }
 		bool PremultiplyVertexColors { get; set; }

+ 2 - 2
spine-unity/Assets/spine-unity/SkeletonAnimation.cs

@@ -163,11 +163,11 @@ namespace Spine.Unity {
 			#endif
 			#endif
 		}
 		}
 
 
-		public virtual void Update () {
+		public void Update () {
 			Update(Time.deltaTime);
 			Update(Time.deltaTime);
 		}
 		}
 
 
-		public virtual void Update (float deltaTime) {
+		public void Update (float deltaTime) {
 			if (!valid)
 			if (!valid)
 				return;
 				return;
 
 

+ 1 - 1
spine-unity/Assets/spine-unity/SkeletonAnimator.cs

@@ -83,7 +83,7 @@ namespace Spine.Unity {
 				animationTable.Add(a.Name.GetHashCode(), a);
 				animationTable.Add(a.Name.GetHashCode(), a);
 		}
 		}
 
 
-		void Update () {
+		public void Update () {
 			if (!valid) return;
 			if (!valid) return;
 
 
 			if (layerMixModes.Length < animator.layerCount)
 			if (layerMixModes.Length < animator.layerCount)