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@@ -132,6 +132,88 @@ namespace Spine.Unity {
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for (int i = 0, n = skeleton.slots.Count; i < n; i++)
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drawOrder.Add(slotsItems[i]);
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}
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+
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+ /// <summary>Resets the color of a slot to Setup Pose value.</summary>
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+ public static void SetColorToSetupPose (this Slot slot) {
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+ slot.r = slot.data.r;
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+ slot.g = slot.data.g;
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+ slot.b = slot.data.b;
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+ slot.a = slot.data.a;
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+ }
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+
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+ /// <summary>Sets a slot's attachment to setup pose. If you have the slotIndex, Skeleton.SetSlotAttachmentToSetupPose is faster.</summary>
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+ public static void SetAttachmentToSetupPose (this Slot slot) {
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+ var slotData = slot.data;
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+ slot.Attachment = slot.bone.skeleton.GetAttachment(slotData.name, slotData.attachmentName);
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+ }
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+
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+ /// <summary>Resets the attachment of slot at a given slotIndex to setup pose. This is faster than Slot.SetAttachmentToSetupPose.</summary>
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+ public static void SetSlotAttachmentToSetupPose (this Skeleton skeleton, int slotIndex) {
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+ var slot = skeleton.slots.Items[slotIndex];
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+ var attachment = skeleton.GetAttachment(slotIndex, slot.data.attachmentName);
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+ slot.Attachment = attachment;
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+ }
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+
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+ /// <summary>Resets Skeleton parts to Setup Pose according to a Spine.Animation's keyed items.</summary>
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+ public static void SetKeyedItemsToSetupPose (this Animation animation, Skeleton skeleton) {
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+ var timelinesItems = animation.timelines.Items;
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+ for (int i = 0, n = timelinesItems.Length; i < n; i++)
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+ timelinesItems[i].SetToSetupPose(skeleton);
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+ }
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+
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+ // For each timeline type.
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+ // Timelines know how to apply themselves based on skeleton data; They should know how to reset the skeleton back to skeleton data?
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+ public static void SetToSetupPose (this Timeline timeline, Skeleton skeleton) {
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+ if (timeline != null) {
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+ // sorted according to assumed likelihood here
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+
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+ // Bone stuff
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+ if (timeline is RotateTimeline) {
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+ var bone = skeleton.bones.Items[((RotateTimeline)timeline).boneIndex];
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+ bone.rotation = bone.data.rotation;
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+ } else if (timeline is TranslateTimeline) {
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+ var bone = skeleton.bones.Items[((TranslateTimeline)timeline).boneIndex];
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+ bone.x = bone.data.x;
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+ bone.y = bone.data.y;
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+ } else if (timeline is ScaleTimeline) {
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+ var bone = skeleton.bones.Items[((ScaleTimeline)timeline).boneIndex];
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+ bone.scaleX = bone.data.scaleX;
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+ bone.scaleY = bone.data.scaleY;
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+
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+
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+ // Attachment stuff. How do you reset FFD?
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+ } else if (timeline is FFDTimeline) {
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+ var slot = skeleton.slots.Items[((FFDTimeline)timeline).slotIndex];
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+ slot.attachmentVerticesCount = 0; // This causes (Weighted)MeshAttachment.ComputeWorldVertices to use its internal(stateless) vertex array.
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+ //slot.attachmentTime = bone.skeleton.time; // Currently inconsequential. (Spine 3.1)
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+
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+ // Slot stuff. This is heavy to do every frame. Maybe not do it?
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+ } else if (timeline is AttachmentTimeline) {
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+ skeleton.SetSlotAttachmentToSetupPose(((AttachmentTimeline)timeline).slotIndex);
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+
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+ } else if (timeline is ColorTimeline) {
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+ skeleton.slots.Items[((ColorTimeline)timeline).slotIndex].SetColorToSetupPose();
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+
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+
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+ // Constraint Stuff
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+ } else if (timeline is IkConstraintTimeline) {
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+ var ikTimeline = (IkConstraintTimeline)timeline;
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+ var ik = skeleton.ikConstraints.Items[ikTimeline.ikConstraintIndex];
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+ var data = ik.data;
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+ ik.bendDirection = data.bendDirection;
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+ ik.mix = data.mix;
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+
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+ // Skeleton stuff. Skeleton.SetDrawOrderToSetupPose. This is heavy to do every frame. Maybe not do it?
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+ } else if (timeline is DrawOrderTimeline) {
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+ skeleton.SetDrawOrderToSetupPose();
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+
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+
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+ }
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+
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+ }
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+
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+
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+ }
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#endregion
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}
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}
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