Prechádzať zdrojové kódy

Merge remote-tracking branch 'origin/3.6' into 3.6

Nathan Sweet 8 rokov pred
rodič
commit
90ba0f6f78

+ 18 - 14
spine-unity/Assets/spine-unity/Editor/SkeletonBaker.cs

@@ -457,7 +457,7 @@ namespace Spine.Unity.Editor {
 		static Bone extractionBone;
 		static Slot extractionSlot;
 
-		static Bone GetExtractionBone () {
+		internal static Bone GetExtractionBone () {
 			if (extractionBone != null)
 				return extractionBone;
 
@@ -479,7 +479,7 @@ namespace Spine.Unity.Editor {
 			return extractionBone;
 		}
 
-		static Slot GetExtractionSlot () {
+		internal static Slot GetExtractionSlot () {
 			if (extractionSlot != null)
 				return extractionSlot;
 
@@ -491,11 +491,14 @@ namespace Spine.Unity.Editor {
 			return extractionSlot;
 		}
 
-		static Mesh ExtractRegionAttachment (string name, RegionAttachment attachment, Mesh mesh = null) {
+		internal static Mesh ExtractRegionAttachment (string name, RegionAttachment attachment, Mesh mesh = null, bool centered = true) {
 			var bone = GetExtractionBone();
 
-			bone.X = -attachment.X;
-			bone.Y = -attachment.Y;
+			if (centered) {
+				bone.X = -attachment.X;
+				bone.Y = -attachment.Y;
+			}	
+
 			bone.UpdateWorldTransform();
 
 			Vector2[] uvs = ExtractUV(attachment.UVs);
@@ -504,12 +507,13 @@ namespace Spine.Unity.Editor {
 			Vector3[] verts = ExtractVerts(floatVerts);
 
 			//unrotate verts now that they're centered
-			for (int i = 0; i < verts.Length; i++) {
-				verts[i] = Quaternion.Euler(0, 0, -attachment.Rotation) * verts[i];
+			if (centered) {
+				for (int i = 0; i < verts.Length; i++)
+					verts[i] = Quaternion.Euler(0, 0, -attachment.Rotation) * verts[i];
 			}
 
-			int[] triangles = new int[6] { 1, 3, 0, 2, 3, 1 };
-			Color color = new Color(attachment.R, attachment.G, attachment.B, attachment.A);
+			int[] triangles = { 1, 3, 0, 2, 3, 1 };
+			Color color = attachment.GetColor();
 
 			if (mesh == null)
 				mesh = new Mesh();
@@ -519,7 +523,7 @@ namespace Spine.Unity.Editor {
 			mesh.vertices = verts;
 			mesh.uv = uvs;
 			mesh.triangles = triangles;
-			mesh.colors = new Color[] { color, color, color, color };
+			mesh.colors = new [] { color, color, color, color };
 			mesh.RecalculateBounds();
 			mesh.RecalculateNormals();
 			mesh.name = name;
@@ -527,7 +531,7 @@ namespace Spine.Unity.Editor {
 			return mesh;
 		}
 
-		static Mesh ExtractMeshAttachment (string name, MeshAttachment attachment, Mesh mesh = null) {
+		internal static Mesh ExtractMeshAttachment (string name, MeshAttachment attachment, Mesh mesh = null) {
 			var slot = GetExtractionSlot();
 
 			slot.Bone.X = 0;
@@ -592,7 +596,7 @@ namespace Spine.Unity.Editor {
 			}
 		}
 
-		static Mesh ExtractWeightedMeshAttachment (string name, MeshAttachment attachment, int slotIndex, SkeletonData skeletonData, List<Transform> boneList, Mesh mesh = null) {
+		internal static Mesh ExtractWeightedMeshAttachment (string name, MeshAttachment attachment, int slotIndex, SkeletonData skeletonData, List<Transform> boneList, Mesh mesh = null) {
 			if (attachment.Bones == null)
 				throw new System.ArgumentException("Mesh is not weighted.", "attachment");
 
@@ -708,7 +712,7 @@ namespace Spine.Unity.Editor {
 			return mesh;
 		}
 
-		static Vector2[] ExtractUV (float[] floats) {
+		internal static Vector2[] ExtractUV (float[] floats) {
 			Vector2[] arr = new Vector2[floats.Length / 2];
 
 			for (int i = 0; i < floats.Length; i += 2) {
@@ -718,7 +722,7 @@ namespace Spine.Unity.Editor {
 			return arr;
 		}
 
-		static Vector3[] ExtractVerts (float[] floats) {
+		internal static Vector3[] ExtractVerts (float[] floats) {
 			Vector3[] arr = new Vector3[floats.Length / 2];
 
 			for (int i = 0; i < floats.Length; i += 2) {

+ 1 - 1
spine-unity/Assets/spine-unity/Modules/Shaders/Spine-Skeleton-Tint.shader

@@ -52,7 +52,7 @@ Shader "Spine/Skeleton Tint" {
 
 			float4 frag (VertexOutput i) : COLOR {
 				float4 texColor = tex2D(_MainTex, i.uv);
-				return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * texColor.a * _Black.rgb), 0);
+				return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * _Black.rgb * texColor.a*_Color.a*i.vertexColor.a), 0);
 			}
 			ENDCG
 		}

+ 1 - 1
spine-unity/Assets/spine-unity/Modules/SkeletonGraphic/Shaders/Spine-SkeletonGraphic-TintBlack.shader

@@ -110,7 +110,7 @@ Shader "Spine/SkeletonGraphic Tint Black (Premultiply Alpha)"
 				clip (texColor.a - 0.001);
 				#endif
 
-				return (texColor * IN.color) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r))), 0);
+				return (texColor * IN.color) + float4(((1-texColor.rgb) * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r)) * texColor.a*_Color.a*i.vertexColor.a), 0);
 			}
 		ENDCG
 		}

+ 1 - 1
spine-unity/Assets/spine-unity/Shaders/Spine-Skeleton-TintBlack.shader

@@ -61,7 +61,7 @@ Shader "Spine/Skeleton Tint Black" {
 
 			float4 frag (VertexOutput i) : COLOR {
 				float4 texColor = tex2D(_MainTex, i.uv);
-				return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * texColor.a * (_Black.rgb + float3(i.uv1.r, i.uv1.g, i.uv2.r))), 0);
+				return (texColor * i.vertexColor) + float4(((1-texColor.rgb) * (_Black.rgb + float3(i.uv1.r, i.uv1.g, i.uv2.r)) * texColor.a*_Color.a*i.vertexColor.a), 0);
 			}
 			ENDCG
 		}

+ 10 - 0
spine-unity/Assets/spine-unity/SkeletonExtensions.cs

@@ -144,6 +144,12 @@ namespace Spine.Unity {
 			return new Quaternion(0, 0, Mathf.Sin(halfRotation), Mathf.Cos(halfRotation));
 		}
 
+		/// <summary>Gets a bone-local space UnityEngine.Quaternion representation of bone.rotation.</summary>
+		public static Quaternion GetLocalQuaternion (this Bone bone) {
+			var halfRotation = bone.rotation * Mathf.Deg2Rad * 0.5f;
+			return new Quaternion(0, 0, Mathf.Sin(halfRotation), Mathf.Cos(halfRotation));
+		}
+
 		/// <summary>Gets the PointAttachment's Unity World position using its Spine GameObject Transform.</summary>
 		public static Vector3 GetWorldPosition (this PointAttachment attachment, Slot slot, Transform spineGameObjectTransform) {
 			Vector3 skeletonSpacePosition;
@@ -288,6 +294,10 @@ namespace Spine {
 			return va.bones != null && va.bones.Length > 0;
 		}
 
+		public static bool IsRenderable (this Attachment a) {
+			return a is RegionAttachment || a is MeshAttachment;
+		}
+
 		#region Transform Modes
 		public static bool InheritsRotation (this TransformMode mode) {
 			const int RotationBit = 0;

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

@@ -213,7 +213,7 @@ namespace Spine.Unity {
 			for (int i = 0; i < separatorSlotNames.Length; i++)
 				separatorSlots.Add(skeleton.FindSlot(separatorSlotNames[i]));
 
-			LateUpdate();
+			LateUpdate(); // Generate mesh for the first frame it exists.
 
 			if (OnRebuild != null)
 				OnRebuild(this);