소스 검색

Remove BOMs

Mario Zechner 3 년 전
부모
커밋
6a93555805

+ 1 - 1
spine-csharp/Properties/AssemblyInfo.cs

@@ -1,4 +1,4 @@
-using System.Reflection;
+using System.Reflection;
 using System.Runtime.CompilerServices;
 using System.Runtime.InteropServices;
 

+ 1 - 1
spine-csharp/src/ExposedList.cs

@@ -1,4 +1,4 @@
-//
+//
 // System.Collections.Generic.List
 //
 // Authors:

+ 1 - 1
spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/MixAndMatchSkinsExample.cs

@@ -1,4 +1,4 @@
-/******************************************************************************
+/******************************************************************************
  * Spine Runtimes License Agreement
  * Last updated January 1, 2020. Replaces all prior versions.
  *

+ 1 - 1
spine-unity/Assets/Spine Examples/Scripts/Sample Components/RenderExistingMesh.cs

@@ -1,4 +1,4 @@
-/******************************************************************************
+/******************************************************************************
  * Spine Runtimes License Agreement
  * Last updated January 1, 2020. Replaces all prior versions.
  *

+ 1 - 1
spine-unity/Assets/Spine Examples/Scripts/Sample Components/RootMotionDeltaCompensation.cs

@@ -1,4 +1,4 @@
-using Spine.Unity;
+using Spine.Unity;
 using UnityEngine;
 
 namespace Spine.Unity.Examples {

+ 1 - 1
spine-unity/Assets/Spine/Runtime/spine-unity/Components/Internal/SkeletonSubmeshGraphic.cs

@@ -1,4 +1,4 @@
-/******************************************************************************
+/******************************************************************************
  * Spine Runtimes License Agreement
  * Last updated January 1, 2020. Replaces all prior versions.
  *

+ 1 - 1
spine-unity/Assets/SpineTests/src/RunAnimationStateTests.cs

@@ -1,4 +1,4 @@
-using NUnit.Framework;
+using NUnit.Framework;
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;

+ 1 - 1
spine-xna/Properties/AssemblyInfo.cs

@@ -1,4 +1,4 @@
-using System.Reflection;
+using System.Reflection;
 using System.Runtime.CompilerServices;
 using System.Runtime.InteropServices;
 

+ 1 - 1
spine-xna/example/Properties/AssemblyInfo.cs

@@ -1,4 +1,4 @@
-using System.Reflection;
+using System.Reflection;
 using System.Runtime.CompilerServices;
 using System.Runtime.InteropServices;
 

+ 246 - 246
spine-xna/example/src/ExampleGame.cs

@@ -1,246 +1,246 @@
-/******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2020, 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 Microsoft.Xna.Framework;
-using Microsoft.Xna.Framework.Audio;
-using Microsoft.Xna.Framework.Content;
-using Microsoft.Xna.Framework.Graphics;
-using Microsoft.Xna.Framework.Input;
-using Microsoft.Xna.Framework.Media;
-using Spine;
-using System;
-using System.Collections.Generic;
-using System.IO;
-
-namespace Spine {
-	public class Example : Microsoft.Xna.Framework.Game {
-		GraphicsDeviceManager graphics;
-		SkeletonRenderer skeletonRenderer;
-		SkeletonDebugRenderer skeletonDebugRenderer;
-		Skeleton skeleton;
-		Slot headSlot;
-		AnimationState state;
-		SkeletonBounds bounds = new SkeletonBounds();
-
-#if WINDOWS_STOREAPP
-		private string assetsFolder = @"Assets\";
-#else
-		private string assetsFolder = "data/";
-#endif
-
-		public Example () {
-			IsMouseVisible = true;
-
-			graphics = new GraphicsDeviceManager(this);
-			graphics.IsFullScreen = false;
-			graphics.PreferredBackBufferWidth = 800;
-			graphics.PreferredBackBufferHeight = 600;
-		}
-
-		protected override void Initialize () {
-			// TODO: Add your initialization logic here
-
-			base.Initialize();
-		}
-
-		protected override void LoadContent () {
-
-			bool useNormalmapShader = false;
-			Effect spineEffect;
-			if (!useNormalmapShader) {
-				// Two color tint effect. Note that you can also use the default BasicEffect instead.
-				spineEffect = Content.Load<Effect>("spine-xna-example-content\\SpineEffect");
-			} else {
-				spineEffect = Content.Load<Effect>("spine-xna-example-content\\SpineEffectNormalmap");
-				spineEffect.Parameters["Light0_Direction"].SetValue(new Vector3(-0.5265408f, 0.5735765f, -0.6275069f));
-				spineEffect.Parameters["Light0_Diffuse"].SetValue(new Vector3(1, 0.9607844f, 0.8078432f));
-				spineEffect.Parameters["Light0_Specular"].SetValue(new Vector3(1, 0.9607844f, 0.8078432f));
-				spineEffect.Parameters["Light0_SpecularExponent"].SetValue(2.0f);
-			}
-			spineEffect.Parameters["World"].SetValue(Matrix.Identity);
-			spineEffect.Parameters["View"].SetValue(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up));
-
-			skeletonRenderer = new SkeletonRenderer(GraphicsDevice);
-			skeletonRenderer.PremultipliedAlpha = false;
-			skeletonRenderer.Effect = spineEffect;
-
-			skeletonDebugRenderer = new SkeletonDebugRenderer(GraphicsDevice);
-			skeletonDebugRenderer.DisableAll();
-			skeletonDebugRenderer.DrawClipping = true;
-
-			//String name = "spineboy-pro";
-			String name = "raptor-pro";
-			// String name = "tank-pro";
-			//String name = "coin-pro";
-			if (useNormalmapShader)
-				name = "raptor-pro"; // we only have normalmaps for raptor
-			String atlasName = name.Replace("-pro", "").Replace("-ess", "");
-
-			bool binaryData = name.Contains("spineboy");
-
-			Atlas atlas;
-			if (!useNormalmapShader) {
-				atlas = new Atlas(assetsFolder + atlasName + ".atlas", new XnaTextureLoader(GraphicsDevice));
-			} else {
-				atlas = new Atlas(assetsFolder + atlasName + ".atlas", new XnaTextureLoader(GraphicsDevice,
-								loadMultipleTextureLayers: true, textureSuffixes: new string[] { "", "_normals" }));
-			}
-			float scale = 1;
-			if (name == "spineboy-pro") scale = 0.6f;
-			if (name == "raptor-pro") scale = 0.5f;
-			if (name == "tank-pro") scale = 0.3f;
-			if (name == "coin-pro") scale = 1;
-
-			SkeletonData skeletonData;
-			if (binaryData) {
-				SkeletonBinary binary = new SkeletonBinary(atlas);
-				binary.Scale = scale;
-				skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
-			} else {
-				SkeletonJson json = new SkeletonJson(atlas);
-				json.Scale = scale;
-				skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
-			}
-			skeleton = new Skeleton(skeletonData);
-			if (name == "goblins-pro") skeleton.SetSkin("goblin");
-
-			// Define mixing between animations.
-			AnimationStateData stateData = new AnimationStateData(skeleton.Data);
-			state = new AnimationState(stateData);
-
-			if (name == "spineboy-pro") {
-				skeleton.SetAttachment("head-bb", "head");
-
-				stateData.SetMix("run", "jump", 0.2f);
-				stateData.SetMix("jump", "run", 0.4f);
-
-				// Event handling for all animations.
-				state.Start += Start;
-				state.End += End;
-				state.Complete += Complete;
-				state.Event += Event;
-
-				state.SetAnimation(0, "run", true);
-				TrackEntry entry = state.AddAnimation(0, "jump", false, 0);
-				entry.End += End; // Event handling for queued animations.
-				state.AddAnimation(0, "run", true, 0);
-			} else if (name == "raptor-pro") {
-				state.SetAnimation(0, "walk", true);
-				state.AddAnimation(1, "gun-grab", false, 2);
-			} else if (name == "coin-pro") {
-				state.SetAnimation(0, "animation", true);
-			} else if (name == "tank-pro") {
-				skeleton.X += 300;
-				state.SetAnimation(0, "drive", true);
-			} else {
-				state.SetAnimation(0, "walk", true);
-			}
-
-			skeleton.X += 400;
-			skeleton.Y += GraphicsDevice.Viewport.Height;
-			skeleton.UpdateWorldTransform();
-
-			headSlot = skeleton.FindSlot("head");
-		}
-
-		protected override void UnloadContent () {
-			// TODO: Unload any non ContentManager content here
-		}
-
-		protected override void Update (GameTime gameTime) {
-			// TODO: Add your update logic here
-#if (!WINDOWS_STOREAPP || WINDOWS_PHONE81) && !IOS
-			if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
-				this.Exit();
-#endif
-			base.Update(gameTime);
-		}
-
-		protected override void Draw (GameTime gameTime) {
-			GraphicsDevice.Clear(Color.Black);
-
-			state.Update((float)(gameTime.ElapsedGameTime.TotalMilliseconds / 1000.0));
-			state.Apply(skeleton);
-			skeleton.UpdateWorldTransform();
-			if (skeletonRenderer.Effect is BasicEffect) {
-				((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0);
-			} else {
-				skeletonRenderer.Effect.Parameters["Projection"].SetValue(Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0));
-			}
-			skeletonRenderer.Begin();
-			skeletonRenderer.Draw(skeleton);
-			skeletonRenderer.End();
-
-			skeletonDebugRenderer.Effect.Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0);
-			skeletonDebugRenderer.Begin();
-			skeletonDebugRenderer.Draw(skeleton);
-			skeletonDebugRenderer.End();
-
-			bounds.Update(skeleton, true);
-			MouseState mouse = Mouse.GetState();
-			if (headSlot != null) {
-				headSlot.G = 1;
-				headSlot.B = 1;
-				if (bounds.AabbContainsPoint(mouse.X, mouse.Y)) {
-					BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y);
-					if (hit != null) {
-						headSlot.G = 0;
-						headSlot.B = 0;
-					}
-				}
-			}
-
-			base.Draw(gameTime);
-		}
-
-		public void Start (TrackEntry entry) {
-#if !WINDOWS_STOREAPP
-			Console.WriteLine(entry + ": start");
-#endif
-		}
-
-		public void End (TrackEntry entry) {
-#if !WINDOWS_STOREAPP
-			Console.WriteLine(entry + ": end");
-#endif
-		}
-
-		public void Complete (TrackEntry entry) {
-#if !WINDOWS_STOREAPP
-			Console.WriteLine(entry + ": complete ");
-#endif
-		}
-
-		public void Event (TrackEntry entry, Event e) {
-#if !WINDOWS_STOREAPP
-			Console.WriteLine(entry + ": event " + e);
-#endif
-		}
-	}
-}
+/******************************************************************************
+ * Spine Runtimes License Agreement
+ * Last updated January 1, 2020. Replaces all prior versions.
+ *
+ * Copyright (c) 2013-2020, 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 Microsoft.Xna.Framework;
+using Microsoft.Xna.Framework.Audio;
+using Microsoft.Xna.Framework.Content;
+using Microsoft.Xna.Framework.Graphics;
+using Microsoft.Xna.Framework.Input;
+using Microsoft.Xna.Framework.Media;
+using Spine;
+using System;
+using System.Collections.Generic;
+using System.IO;
+
+namespace Spine {
+	public class Example : Microsoft.Xna.Framework.Game {
+		GraphicsDeviceManager graphics;
+		SkeletonRenderer skeletonRenderer;
+		SkeletonDebugRenderer skeletonDebugRenderer;
+		Skeleton skeleton;
+		Slot headSlot;
+		AnimationState state;
+		SkeletonBounds bounds = new SkeletonBounds();
+
+#if WINDOWS_STOREAPP
+		private string assetsFolder = @"Assets\";
+#else
+		private string assetsFolder = "data/";
+#endif
+
+		public Example () {
+			IsMouseVisible = true;
+
+			graphics = new GraphicsDeviceManager(this);
+			graphics.IsFullScreen = false;
+			graphics.PreferredBackBufferWidth = 800;
+			graphics.PreferredBackBufferHeight = 600;
+		}
+
+		protected override void Initialize () {
+			// TODO: Add your initialization logic here
+
+			base.Initialize();
+		}
+
+		protected override void LoadContent () {
+
+			bool useNormalmapShader = false;
+			Effect spineEffect;
+			if (!useNormalmapShader) {
+				// Two color tint effect. Note that you can also use the default BasicEffect instead.
+				spineEffect = Content.Load<Effect>("spine-xna-example-content\\SpineEffect");
+			} else {
+				spineEffect = Content.Load<Effect>("spine-xna-example-content\\SpineEffectNormalmap");
+				spineEffect.Parameters["Light0_Direction"].SetValue(new Vector3(-0.5265408f, 0.5735765f, -0.6275069f));
+				spineEffect.Parameters["Light0_Diffuse"].SetValue(new Vector3(1, 0.9607844f, 0.8078432f));
+				spineEffect.Parameters["Light0_Specular"].SetValue(new Vector3(1, 0.9607844f, 0.8078432f));
+				spineEffect.Parameters["Light0_SpecularExponent"].SetValue(2.0f);
+			}
+			spineEffect.Parameters["World"].SetValue(Matrix.Identity);
+			spineEffect.Parameters["View"].SetValue(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up));
+
+			skeletonRenderer = new SkeletonRenderer(GraphicsDevice);
+			skeletonRenderer.PremultipliedAlpha = false;
+			skeletonRenderer.Effect = spineEffect;
+
+			skeletonDebugRenderer = new SkeletonDebugRenderer(GraphicsDevice);
+			skeletonDebugRenderer.DisableAll();
+			skeletonDebugRenderer.DrawClipping = true;
+
+			//String name = "spineboy-pro";
+			String name = "raptor-pro";
+			// String name = "tank-pro";
+			//String name = "coin-pro";
+			if (useNormalmapShader)
+				name = "raptor-pro"; // we only have normalmaps for raptor
+			String atlasName = name.Replace("-pro", "").Replace("-ess", "");
+
+			bool binaryData = name.Contains("spineboy");
+
+			Atlas atlas;
+			if (!useNormalmapShader) {
+				atlas = new Atlas(assetsFolder + atlasName + ".atlas", new XnaTextureLoader(GraphicsDevice));
+			} else {
+				atlas = new Atlas(assetsFolder + atlasName + ".atlas", new XnaTextureLoader(GraphicsDevice,
+								loadMultipleTextureLayers: true, textureSuffixes: new string[] { "", "_normals" }));
+			}
+			float scale = 1;
+			if (name == "spineboy-pro") scale = 0.6f;
+			if (name == "raptor-pro") scale = 0.5f;
+			if (name == "tank-pro") scale = 0.3f;
+			if (name == "coin-pro") scale = 1;
+
+			SkeletonData skeletonData;
+			if (binaryData) {
+				SkeletonBinary binary = new SkeletonBinary(atlas);
+				binary.Scale = scale;
+				skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
+			} else {
+				SkeletonJson json = new SkeletonJson(atlas);
+				json.Scale = scale;
+				skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
+			}
+			skeleton = new Skeleton(skeletonData);
+			if (name == "goblins-pro") skeleton.SetSkin("goblin");
+
+			// Define mixing between animations.
+			AnimationStateData stateData = new AnimationStateData(skeleton.Data);
+			state = new AnimationState(stateData);
+
+			if (name == "spineboy-pro") {
+				skeleton.SetAttachment("head-bb", "head");
+
+				stateData.SetMix("run", "jump", 0.2f);
+				stateData.SetMix("jump", "run", 0.4f);
+
+				// Event handling for all animations.
+				state.Start += Start;
+				state.End += End;
+				state.Complete += Complete;
+				state.Event += Event;
+
+				state.SetAnimation(0, "run", true);
+				TrackEntry entry = state.AddAnimation(0, "jump", false, 0);
+				entry.End += End; // Event handling for queued animations.
+				state.AddAnimation(0, "run", true, 0);
+			} else if (name == "raptor-pro") {
+				state.SetAnimation(0, "walk", true);
+				state.AddAnimation(1, "gun-grab", false, 2);
+			} else if (name == "coin-pro") {
+				state.SetAnimation(0, "animation", true);
+			} else if (name == "tank-pro") {
+				skeleton.X += 300;
+				state.SetAnimation(0, "drive", true);
+			} else {
+				state.SetAnimation(0, "walk", true);
+			}
+
+			skeleton.X += 400;
+			skeleton.Y += GraphicsDevice.Viewport.Height;
+			skeleton.UpdateWorldTransform();
+
+			headSlot = skeleton.FindSlot("head");
+		}
+
+		protected override void UnloadContent () {
+			// TODO: Unload any non ContentManager content here
+		}
+
+		protected override void Update (GameTime gameTime) {
+			// TODO: Add your update logic here
+#if (!WINDOWS_STOREAPP || WINDOWS_PHONE81) && !IOS
+			if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
+				this.Exit();
+#endif
+			base.Update(gameTime);
+		}
+
+		protected override void Draw (GameTime gameTime) {
+			GraphicsDevice.Clear(Color.Black);
+
+			state.Update((float)(gameTime.ElapsedGameTime.TotalMilliseconds / 1000.0));
+			state.Apply(skeleton);
+			skeleton.UpdateWorldTransform();
+			if (skeletonRenderer.Effect is BasicEffect) {
+				((BasicEffect)skeletonRenderer.Effect).Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0);
+			} else {
+				skeletonRenderer.Effect.Parameters["Projection"].SetValue(Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0));
+			}
+			skeletonRenderer.Begin();
+			skeletonRenderer.Draw(skeleton);
+			skeletonRenderer.End();
+
+			skeletonDebugRenderer.Effect.Projection = Matrix.CreateOrthographicOffCenter(0, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 1, 0);
+			skeletonDebugRenderer.Begin();
+			skeletonDebugRenderer.Draw(skeleton);
+			skeletonDebugRenderer.End();
+
+			bounds.Update(skeleton, true);
+			MouseState mouse = Mouse.GetState();
+			if (headSlot != null) {
+				headSlot.G = 1;
+				headSlot.B = 1;
+				if (bounds.AabbContainsPoint(mouse.X, mouse.Y)) {
+					BoundingBoxAttachment hit = bounds.ContainsPoint(mouse.X, mouse.Y);
+					if (hit != null) {
+						headSlot.G = 0;
+						headSlot.B = 0;
+					}
+				}
+			}
+
+			base.Draw(gameTime);
+		}
+
+		public void Start (TrackEntry entry) {
+#if !WINDOWS_STOREAPP
+			Console.WriteLine(entry + ": start");
+#endif
+		}
+
+		public void End (TrackEntry entry) {
+#if !WINDOWS_STOREAPP
+			Console.WriteLine(entry + ": end");
+#endif
+		}
+
+		public void Complete (TrackEntry entry) {
+#if !WINDOWS_STOREAPP
+			Console.WriteLine(entry + ": complete ");
+#endif
+		}
+
+		public void Event (TrackEntry entry, Event e) {
+#if !WINDOWS_STOREAPP
+			Console.WriteLine(entry + ": event " + e);
+#endif
+		}
+	}
+}