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[unity] Adjusted example scripts to renamed MixAttachmentThreshold changes (see commit 1c16ea33).

Harald Csaszar há 1 ano atrás
pai
commit
5d9b361b1c

+ 2 - 2
spine-unity/Assets/Spine Examples/Other Examples/Animation Tester/SpineAnimationTesterTool.cs

@@ -144,10 +144,10 @@ namespace Spine.Unity.Examples {
 								trackEntry.MixDuration = control.mixDuration;
 
 							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.

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

@@ -124,13 +124,13 @@ 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.MixAttachmentThreshold = 1f;
 			shootTrack.MixDuration = 0f;
 			skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
 
 			// Play the aim animation on track 2 to aim at the mouse target.
 			TrackEntry aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, false);
-			aimTrack.AttachmentThreshold = 1f;
+			aimTrack.MixAttachmentThreshold = 1f;
 			aimTrack.MixDuration = 0f;
 			skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
 
@@ -143,7 +143,7 @@ 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.MixAttachmentThreshold = 1f;
 			aimTrack.MixDuration = 0f;
 		}
 

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

@@ -124,13 +124,13 @@ namespace Spine.Unity.Examples {
 		public void PlayShoot () {
 			// Play the shoot animation on track 1.
 			TrackEntry shootTrack = skeletonGraphic.AnimationState.SetAnimation(1, shoot, false);
-			shootTrack.AttachmentThreshold = 1f;
+			shootTrack.MixAttachmentThreshold = 1f;
 			shootTrack.MixDuration = 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.AttachmentThreshold = 1f;
+			aimTrack.MixAttachmentThreshold = 1f;
 			aimTrack.MixDuration = 0f;
 			skeletonGraphic.AnimationState.AddEmptyAnimation(2, 0.5f, 0.1f);
 
@@ -143,7 +143,7 @@ namespace Spine.Unity.Examples {
 		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.AttachmentThreshold = 1f;
+			aimTrack.MixAttachmentThreshold = 1f;
 			aimTrack.MixDuration = 0f;
 		}
 

+ 2 - 2
spine-unity/Modules/com.esotericsoftware.spine.timeline/Runtime/SpineAnimationState/SpineAnimationStateMixerBehaviour.cs

@@ -218,14 +218,14 @@ namespace Spine.Unity.Playables {
 
 						float clipSpeed = (float)clipPlayable.GetSpeed();
 						trackEntry.EventThreshold = clipData.eventThreshold;
-						trackEntry.DrawOrderThreshold = clipData.drawOrderThreshold;
+						trackEntry.MixDrawOrderThreshold = clipData.drawOrderThreshold;
 #if SPEED_INCLUDED_IN_CLIP_TIME
 						trackEntry.TrackTime = (float)clipPlayable.GetTime();
 #else
 						trackEntry.TrackTime = (float)clipPlayable.GetTime() * rootPlayableSpeed * clipSpeed;
 #endif
 						trackEntry.TimeScale = clipSpeed * rootPlayableSpeed;
-						trackEntry.AttachmentThreshold = clipData.attachmentThreshold;
+						trackEntry.MixAttachmentThreshold = clipData.attachmentThreshold;
 						trackEntry.HoldPrevious = clipData.holdPrevious;
 						trackEntry.Alpha = clipData.alpha;