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[unity] First phase update examples.

pharan 8 жил өмнө
parent
commit
90e1b5e89f
62 өөрчлөгдсөн 3569 нэмэгдсэн , 1692 устгасан
  1. 124 53
      spine-unity/Assets/Examples/Getting Started/1 The Spine GameObject.unity
  2. 253 170
      spine-unity/Assets/Examples/Getting Started/4 Object Oriented Sample.unity
  3. 260 135
      spine-unity/Assets/Examples/Getting Started/5 Basic Platformer.unity
  4. 138 99
      spine-unity/Assets/Examples/Getting Started/6 SkeletonGraphic.unity
  5. 8 0
      spine-unity/Assets/Examples/Getting Started/Scripts/SpineBeginnerTwo.cs
  6. 6 3
      spine-unity/Assets/Examples/Getting Started/Scripts/SpineboyBeginnerView.cs
  7. 73 31
      spine-unity/Assets/Examples/Other Examples/AtlasRegionAttacher.unity
  8. 72 40
      spine-unity/Assets/Examples/Other Examples/Dragon.unity
  9. 255 439
      spine-unity/Assets/Examples/Other Examples/Mix and Match.unity
  10. 330 157
      spine-unity/Assets/Examples/Other Examples/SkeletonRenderSeparator.unity
  11. 152 82
      spine-unity/Assets/Examples/Other Examples/Sprite Shaders.unity
  12. 49 46
      spine-unity/Assets/Examples/Scripts/MixAndMatch.cs
  13. 0 4
      spine-unity/Assets/Examples/Scripts/RaggedySpineboy.cs
  14. 5 0
      spine-unity/Assets/Examples/Scripts/Sample Components/AtlasRegionAttacher.cs
  15. 53 0
      spine-unity/Assets/Examples/Scripts/Sample Components/BoneLocalOverride.cs
  16. 12 0
      spine-unity/Assets/Examples/Scripts/Sample Components/BoneLocalOverride.cs.meta
  17. 0 0
      spine-unity/Assets/Examples/Scripts/Sample Components/CustomSkin.cs
  18. 0 0
      spine-unity/Assets/Examples/Scripts/Sample Components/CustomSkin.cs.meta
  19. 51 0
      spine-unity/Assets/Examples/Scripts/Sample Components/SkeletonColorInitialize.cs
  20. 12 0
      spine-unity/Assets/Examples/Scripts/Sample Components/SkeletonColorInitialize.cs.meta
  21. 0 0
      spine-unity/Assets/Examples/Scripts/Sample Components/SlotTintBlackFollower.cs
  22. 0 0
      spine-unity/Assets/Examples/Scripts/Sample Components/SlotTintBlackFollower.cs.meta
  23. 2 2
      spine-unity/Assets/Examples/Scripts/Sample Components/SpriteAttacher.cs
  24. BIN
      spine-unity/Assets/Examples/Spine/Dragon/dragon_Atlas.asset
  25. BIN
      spine-unity/Assets/Examples/Spine/Dragon/dragon_dragon.mat
  26. BIN
      spine-unity/Assets/Examples/Spine/Dragon/dragon_dragon2.mat
  27. BIN
      spine-unity/Assets/Examples/Spine/Eyes/eyes_Atlas.asset
  28. BIN
      spine-unity/Assets/Examples/Spine/Eyes/eyes_Material.mat
  29. BIN
      spine-unity/Assets/Examples/Spine/FootSoldier/Equipment/Equipment_Atlas.asset
  30. BIN
      spine-unity/Assets/Examples/Spine/FootSoldier/Equipment/Equipment_Material.mat
  31. BIN
      spine-unity/Assets/Examples/Spine/FootSoldier/FS_White_Atlas.asset
  32. BIN
      spine-unity/Assets/Examples/Spine/FootSoldier/FS_White_Material.mat
  33. BIN
      spine-unity/Assets/Examples/Spine/Gauge/Gauge_Atlas.asset
  34. BIN
      spine-unity/Assets/Examples/Spine/Gauge/Gauge_Material.mat
  35. BIN
      spine-unity/Assets/Examples/Spine/Goblins/goblins_Atlas.asset
  36. BIN
      spine-unity/Assets/Examples/Spine/Goblins/goblins_Material.mat
  37. BIN
      spine-unity/Assets/Examples/Spine/Hero/hero-mesh_Atlas.asset
  38. BIN
      spine-unity/Assets/Examples/Spine/Hero/hero-mesh_Material.mat
  39. BIN
      spine-unity/Assets/Examples/Spine/Raggedy Spineboy/Raggedy Spineboy_Atlas.asset
  40. BIN
      spine-unity/Assets/Examples/Spine/Raggedy Spineboy/Raggedy Spineboy_Material.mat
  41. 522 8
      spine-unity/Assets/Examples/Spine/Raptor/raptor.png.meta
  42. BIN
      spine-unity/Assets/Examples/Spine/Raptor/raptor_Atlas.asset
  43. BIN
      spine-unity/Assets/Examples/Spine/Raptor/raptor_Material.mat
  44. 2 2
      spine-unity/Assets/Examples/Spine/Spineboy/Equips.meta
  45. BIN
      spine-unity/Assets/Examples/Spine/Spineboy/Equips/freezegun.png
  46. 76 0
      spine-unity/Assets/Examples/Spine/Spineboy/Equips/freezegun.png.meta
  47. BIN
      spine-unity/Assets/Examples/Spine/Spineboy/Equips/goggles-tacticalvisor.png
  48. 92 0
      spine-unity/Assets/Examples/Spine/Spineboy/Equips/goggles-tacticalvisor.png.meta
  49. 983 292
      spine-unity/Assets/Examples/Spine/Spineboy/spineboy.json
  50. 1 1
      spine-unity/Assets/Examples/Spine/Spineboy/spineboy.png.meta
  51. BIN
      spine-unity/Assets/Examples/Spine/Spineboy/spineboy_Atlas.asset
  52. BIN
      spine-unity/Assets/Examples/Spine/Spineboy/spineboy_Material.mat
  53. 1 1
      spine-unity/Assets/Examples/Spine/Spineboy/spineboy_Material.mat.meta
  54. 1 1
      spine-unity/Assets/Examples/Spine/Spineboy/spineboy_SkeletonData.asset
  55. 3 2
      spine-unity/Assets/Examples/Spine/Spineunitygirl/Doi.json
  56. BIN
      spine-unity/Assets/Examples/Spine/Spineunitygirl/Doi_Atlas.asset
  57. BIN
      spine-unity/Assets/Examples/Spine/Spineunitygirl/Doi_Material.mat
  58. 1 1
      spine-unity/Assets/Examples/Spine/Strechyman/stretchyman-diffuse-pma.png.meta
  59. BIN
      spine-unity/Assets/Examples/Spine/Strechyman/stretchyman-diffuse-pma_Atlas.asset
  60. 29 111
      spine-unity/Assets/Examples/Spine/Strechyman/stretchyman-diffuse-pma_Material.mat
  61. 3 3
      spine-unity/Assets/Examples/Spine/Strechyman/stretchyman.json
  62. 0 9
      spine-unity/Assets/spine-unity/Modules/SlotTintBlackFollower.meta

+ 124 - 53
spine-unity/Assets/Examples/Getting Started/1 The Spine GameObject.unity

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Файлын зөрүү хэтэрхий том тул дарагдсан байна
+ 253 - 170
spine-unity/Assets/Examples/Getting Started/4 Object Oriented Sample.unity


Файлын зөрүү хэтэрхий том тул дарагдсан байна
+ 260 - 135
spine-unity/Assets/Examples/Getting Started/5 Basic Platformer.unity


+ 138 - 99
spine-unity/Assets/Examples/Getting Started/6 SkeletonGraphic.unity

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-  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_Children:
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   m_Father: {fileID: 941001663}
   m_RootOrder: 0
+  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_AnchorMin: {x: 0, y: 0}
   m_AnchorMax: {x: 0, y: 0}
   m_AnchoredPosition: {x: 0, y: 0}

+ 8 - 0
spine-unity/Assets/Examples/Getting Started/Scripts/SpineBeginnerTwo.cs

@@ -90,6 +90,14 @@ namespace Spine.Unity.Examples {
 
 			}
 		}
+
+		void Track_Complete (TrackEntry trackEntry) { Debug.Log("Complete " + trackEntry.Animation.Name); }
+
+		void Track_End (TrackEntry trackEntry) { Debug.Log("End " + trackEntry.Animation.Name); }
+
+		void HandleStart (TrackEntry trackEntry) { Debug.Log("Start " + trackEntry.Animation.Name); }
+
+
 	}
 
 }

+ 6 - 3
spine-unity/Assets/Examples/Getting Started/Scripts/SpineboyBeginnerView.cs

@@ -122,11 +122,14 @@ namespace Spine.Unity.Examples {
 		#region Transient Actions
 		public void PlayShoot () {
 			// Play the shoot animation on track 1.
-			skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
-			skeletonAnimation.AnimationState.AddEmptyAnimation(1, .3f, .3f);
+			var track = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
+			track.AttachmentThreshold = 1f;
+			track.MixDuration = 0f;
+			var empty = skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
+			empty.AttachmentThreshold = 1f;
 			gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
 			gunSource.Play();
-			gunParticles.randomSeed = (uint)Random.Range(0, 100);
+			//gunParticles.randomSeed = (uint)Random.Range(0, 100);
 			gunParticles.Play();
 		}
 

+ 73 - 31
spine-unity/Assets/Examples/Other Examples/AtlasRegionAttacher.unity

@@ -1,19 +1,19 @@
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-  m_PVSPortalsArray: []
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     smallestHole: 0.25
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+  m_SceneGUID: 00000000000000000000000000000000
+  m_OcclusionCullingData: {fileID: 0}
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+  serializedVersion: 8
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   m_FogMode: 3
@@ -25,6 +25,7 @@ RenderSettings:
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   m_AmbientIntensity: 1
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   m_HaloStrength: 0.5
   m_FlareStrength: 1
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@@ -53,7 +54,7 @@ LightmapSettings:
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     m_EnableRealtimeLightmaps: 0
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-    m_DirectLightInLightProbes: 1
     m_FinalGather: 0
     m_FinalGatherFiltering: 1
     m_FinalGatherRayCount: 1024
     m_ReflectionCompression: 2
+    m_MixedBakeMode: 1
+    m_BakeBackend: 0
+    m_PVRSampling: 1
+    m_PVRDirectSampleCount: 32
+    m_PVRSampleCount: 500
+    m_PVRBounces: 2
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+    m_PVRCulling: 1
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+    m_PVRFilteringAtrousNormalSigma: 1
+    m_PVRFilteringAtrousPositionSigma: 1
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-  m_RuntimeCPUUsage: 25
+  m_ShadowMaskMode: 2
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     agentSlope: 45
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     ledgeDropHeight: 0
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     minRegionArea: 2
-    cellSize: 0.16666666
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-  - 20: {fileID: 626664555}
-  - 92: {fileID: 626664554}
-  - 124: {fileID: 626664553}
-  - 81: {fileID: 626664552}
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   m_Name: Main Camera
   m_TagString: MainCamera
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+  m_AllowMSAA: 1
+  m_ForceIntoRT: 0
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   m_StereoConvergence: 10
   m_StereoSeparation: 0.022
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-  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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   m_Father: {fileID: 0}
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-  - 114: {fileID: 1263080509}
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+  - component: {fileID: 1263080512}
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   atlasAsset: {fileID: 11400000, guid: c574489dd067c2b4cb4dc165a4c410cc, type: 2}
+  inheritProperties: 1
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-  renderMeshes: 1
+  zSpacing: -0.1
+  useClipping: 1
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+  tintBlack: 0
+  singleSubmesh: 0
+  addNormals: 0
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@@ -276,7 +302,9 @@ MeshRenderer:
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   m_Materials:
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-  m_SubsetIndices: 
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+    subMeshCount: 0
   m_StaticBatchRoot: {fileID: 0}
   m_ProbeAnchor: {fileID: 0}
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@@ -284,12 +312,13 @@ MeshRenderer:
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   m_IgnoreNormalsForChartDetection: 0
   m_ImportantGI: 0
-  m_SelectedWireframeHidden: 0
+  m_SelectedEditorRenderState: 3
   m_MinimumChartSize: 4
   m_AutoUVMaxDistance: 0.5
   m_AutoUVMaxAngle: 89
   m_LightmapParameters: {fileID: 0}
   m_SortingLayerID: 0
+  m_SortingLayer: 0
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   m_LocalPosition: {x: 0, y: 0, z: 0}
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-  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_Children: []
   m_Father: {fileID: 0}
   m_RootOrder: 1
+  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
+--- !u!114 &1263080515
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+  m_PrefabParentObject: {fileID: 0}
+  m_PrefabInternal: {fileID: 0}
+  m_GameObject: {fileID: 1263080508}
+  m_Enabled: 1
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+  m_Script: {fileID: 11500000, guid: 7f726fb798ad621458c431cb9966d91d, type: 3}
+  m_Name: 
+  m_EditorClassIdentifier: 
+  boneRoot: {fileID: 0}
+  skeletonRenderer: {fileID: 1263080511}

+ 72 - 40
spine-unity/Assets/Examples/Other Examples/Dragon.unity

@@ -1,19 +1,19 @@
 %YAML 1.1
 %TAG !u! tag:unity3d.com,2011:
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-  m_PVSObjectsArray: []
-  m_PVSPortalsArray: []
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   m_OcclusionBakeSettings:
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     smallestHole: 0.25
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+  m_SceneGUID: 00000000000000000000000000000000
+  m_OcclusionCullingData: {fileID: 0}
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+  serializedVersion: 8
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   m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
   m_FogMode: 3
@@ -25,6 +25,7 @@ RenderSettings:
   m_AmbientGroundColor: {r: 0.2, g: 0.2, b: 0.2, a: 1}
   m_AmbientIntensity: 1
   m_AmbientMode: 3
+  m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1}
   m_SkyboxMaterial: {fileID: 0}
   m_HaloStrength: 0.5
   m_FlareStrength: 1
@@ -41,7 +42,7 @@ RenderSettings:
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 LightmapSettings:
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+  serializedVersion: 9
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@@ -53,7 +54,7 @@ LightmapSettings:
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     m_EnableRealtimeLightmaps: 0
   m_LightmapEditorSettings:
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+    serializedVersion: 8
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     m_TextureWidth: 1024
@@ -66,39 +67,56 @@ LightmapSettings:
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     m_LightmapsBakeMode: 1
     m_TextureCompression: 0
-    m_DirectLightInLightProbes: 1
     m_FinalGather: 0
     m_FinalGatherFiltering: 1
     m_FinalGatherRayCount: 1024
     m_ReflectionCompression: 2
+    m_MixedBakeMode: 1
+    m_BakeBackend: 0
+    m_PVRSampling: 1
+    m_PVRDirectSampleCount: 32
+    m_PVRSampleCount: 500
+    m_PVRBounces: 2
+    m_PVRFiltering: 0
+    m_PVRFilteringMode: 1
+    m_PVRCulling: 1
+    m_PVRFilteringGaussRadiusDirect: 1
+    m_PVRFilteringGaussRadiusIndirect: 5
+    m_PVRFilteringGaussRadiusAO: 2
+    m_PVRFilteringAtrousColorSigma: 1
+    m_PVRFilteringAtrousNormalSigma: 1
+    m_PVRFilteringAtrousPositionSigma: 1
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-  m_RuntimeCPUUsage: 25
+  m_ShadowMaskMode: 2
 --- !u!196 &5
 NavMeshSettings:
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   m_ObjectHideFlags: 0
   m_BuildSettings:
     serializedVersion: 2
+    agentTypeID: 0
     agentRadius: 0.5
     agentHeight: 2
     agentSlope: 45
     agentClimb: 0.4
     ledgeDropHeight: 0
     maxJumpAcrossDistance: 0
-    accuratePlacement: 0
     minRegionArea: 2
-    cellSize: 0.16666666
     manualCellSize: 0
+    cellSize: 0.16666666
+    manualTileSize: 0
+    tileSize: 256
+    accuratePlacement: 0
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+  - component: {fileID: 133751938}
+  - component: {fileID: 133751937}
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+  serializedVersion: 8
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   m_Intensity: 1.1
@@ -138,6 +156,8 @@ Light:
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   m_AreaSize: {x: 1, y: 1}
   m_BounceIntensity: 1
+  m_ColorTemperature: 6570
+  m_UseColorTemperature: 0
   m_ShadowRadius: 0
   m_ShadowAngle: 0
 --- !u!4 &133751938
@@ -149,20 +169,20 @@ Transform:
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   m_Father: {fileID: 0}
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+  serializedVersion: 5
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-  - 33: {fileID: 560289064}
-  - 23: {fileID: 560289062}
+  - component: {fileID: 560289065}
+  - component: {fileID: 560289064}
+  - component: {fileID: 560289062}
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   m_Materials:
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+    subMeshCount: 0
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+  m_SortingLayer: 0
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   m_Father: {fileID: 0}
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   m_Name: Main Camera
   m_TagString: MainCamera
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   m_TargetEye: 3
   m_HDR: 0
+  m_AllowMSAA: 1
+  m_ForceIntoRT: 0
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   m_StereoSeparation: 0.022
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Файлын зөрүү хэтэрхий том тул дарагдсан байна
+ 255 - 439
spine-unity/Assets/Examples/Other Examples/Mix and Match.unity


Файлын зөрүү хэтэрхий том тул дарагдсан байна
+ 330 - 157
spine-unity/Assets/Examples/Other Examples/SkeletonRenderSeparator.unity


+ 152 - 82
spine-unity/Assets/Examples/Other Examples/Sprite Shaders.unity

@@ -1,19 +1,19 @@
 %YAML 1.1
 %TAG !u! tag:unity3d.com,2011:
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-  m_PVSData: 
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   m_OcclusionBakeSettings:
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     smallestHole: 0.25
     backfaceThreshold: 100
+  m_SceneGUID: 00000000000000000000000000000000
+  m_OcclusionCullingData: {fileID: 0}
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 RenderSettings:
   m_ObjectHideFlags: 0
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+  serializedVersion: 8
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   m_FogMode: 3
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@@ -138,6 +156,8 @@ Light:
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@@ -233,6 +253,8 @@ Light:
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+  serializedVersion: 5
   m_Component:
-  - 4: {fileID: 1667748205}
-  - 20: {fileID: 1667748204}
-  - 92: {fileID: 1667748203}
-  - 124: {fileID: 1667748202}
-  - 81: {fileID: 1667748201}
+  - component: {fileID: 1667748205}
+  - component: {fileID: 1667748204}
+  - component: {fileID: 1667748203}
+  - component: {fileID: 1667748202}
+  - component: {fileID: 1667748201}
   m_Layer: 0
   m_Name: Main Camera
   m_TagString: MainCamera
@@ -833,6 +901,8 @@ Camera:
   m_TargetDisplay: 0
   m_TargetEye: 3
   m_HDR: 0
+  m_AllowMSAA: 1
+  m_ForceIntoRT: 0
   m_OcclusionCulling: 1
   m_StereoConvergence: 10
   m_StereoSeparation: 0.022
@@ -846,7 +916,7 @@ Transform:
   m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
   m_LocalPosition: {x: 0, y: 0, z: -10}
   m_LocalScale: {x: 1, y: 1, z: 1}
-  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
   m_Children: []
   m_Father: {fileID: 0}
   m_RootOrder: 0
+  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}

+ 49 - 46
spine-unity/Assets/Examples/Scripts/MixAndMatch.cs

@@ -35,36 +35,33 @@ namespace Spine.Unity.Examples {
 	public class MixAndMatch : MonoBehaviour {
 
 		#region Inspector
-		[Header("From AtlasAsset")]
-		public AtlasAsset handSource;
-		[SpineAtlasRegion("handSource")] public string handRegion = "hand";
-		[SpineAttachment] public string handAttachmentName;
-		[SpineSlot] public string handSlot;
-		public Vector2 newHandOffset;
-		public float newHandRotation;
-
-		[Header("From Sprite")]
-		public Sprite dagger;
-		public string daggerName = "dagger";
-		[SpineSlot] public string weaponSlot;
-
-		[Header("MeshAttachment.SetRegion")]
-		public bool applyHeadRegion = false;
-		public AtlasAsset headSource;
-		[SpineAtlasRegion("headSource")] public string headRegion;
-		[SpineSlot] public string headSlot;
-		[SpineAttachment] public string headAttachmentName;
+		[Header("Visor")]
+		public Sprite visorSprite;
+		[SpineSlot] public string visorSlot;
+		[SpineAttachment(slotField:"visorSlot")] public string visorKey = "goggles";
+
+		[Header("Gun")]
+		public Sprite gunSprite;
+		[SpineSlot] public string gunSlot;
+		[SpineAttachment(slotField:"gunSlot")] public string gunKey = "gun";
 
 		[Header("Runtime Repack")]
 		public bool repack = true;
-		public Shader repackedShader;
+		public Material sourceMaterial;
 
 		[Header("Do not assign")]
 		public Texture2D runtimeAtlas;
 		public Material runtimeMaterial;
-
 		#endregion
 
+		void OnValidate () {
+			if (sourceMaterial == null) {
+				var skeletonAnimation = GetComponent<SkeletonAnimation>();
+				if (skeletonAnimation != null)
+					sourceMaterial = skeletonAnimation.SkeletonDataAsset.atlasAssets[0].materials[0];
+			}
+		}
+
 		void Start () {
 			var skeletonAnimation = GetComponent<SkeletonAnimation>();
 			var skeleton = skeletonAnimation.Skeleton;
@@ -72,38 +69,44 @@ namespace Spine.Unity.Examples {
 			// All attachment changes will be applied to the skin. We use a clone so other instances will not be affected.
 			var newSkin = skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState);
 
-			// Case 1: Create an attachment from an atlas.
-			RegionAttachment newHand = handSource.GetAtlas().FindRegion(handRegion).ToRegionAttachment("new hand");
-			newHand.SetPositionOffset(newHandOffset);
-			newHand.Rotation = newHandRotation;
-			newHand.UpdateOffset();
-			int handSlotIndex = skeleton.FindSlotIndex(handSlot);
-			newSkin.AddAttachment(handSlotIndex, handAttachmentName, newHand);
-
-			// Case 2: Create an attachment from a Unity Sprite (Sprite texture needs to be Read/Write Enabled in the inspector.
-			RegionAttachment newWeapon = dagger.ToRegionAttachmentPMAClone(Shader.Find("Spine/Skeleton"));
-			newWeapon.SetScale(1.5f, 1.5f);
-			newWeapon.UpdateOffset();
-			int weaponSlotIndex = skeleton.FindSlotIndex(weaponSlot);
-			newSkin.AddAttachment(weaponSlotIndex, daggerName, newWeapon);
+			// NOTE: sprite textures need to be full rect.
+			var originalSkin = skeleton.Data.DefaultSkin;
+
+			int visorSlotIndex = skeleton.FindSlotIndex(visorSlot);
+			RegionAttachment originalVisor = originalSkin.GetAttachment(visorSlotIndex, visorKey) as RegionAttachment;
+			RegionAttachment newVisor = visorSprite.ToRegionAttachmentPMAClone(sourceMaterial);
+			newVisor.X = originalVisor.X;
+			newVisor.Y = originalVisor.Y;
+			newVisor.Rotation = originalVisor.Rotation;
+			newSkin.AddAttachment(visorSlotIndex, visorKey, newVisor);
+
+
+			int gunSlotIndex = skeleton.FindSlotIndex(gunSlot);
+			RegionAttachment originalGun = originalSkin.GetAttachment(gunSlotIndex, gunKey) as RegionAttachment;
+			RegionAttachment newGun = gunSprite.ToRegionAttachmentPMAClone(sourceMaterial);
+			newGun.x = originalGun.x;
+			newGun.y = originalGun.y;
+			newGun.Rotation = originalGun.Rotation;
+			newSkin.AddAttachment(gunSlotIndex, gunKey, newGun);
 
 			// Case 3: Change an existing attachment's backing region.
-			if (applyHeadRegion) {
-				AtlasRegion spineBoyHead = headSource.GetAtlas().FindRegion(headRegion);
-				int headSlotIndex = skeleton.FindSlotIndex(headSlot);
-				var newHead = newSkin.GetAttachment(headSlotIndex, headAttachmentName).GetClone(true);
-				newHead.SetRegion(spineBoyHead);
-				newSkin.AddAttachment(headSlotIndex, headAttachmentName, newHead);
-			}
+//			if (applyHeadRegion) {
+//				AtlasRegion spineBoyHead = headSource.GetAtlas().FindRegion(headRegion);
+//				int headSlotIndex = skeleton.FindSlotIndex(headSlot);
+//				var newHead = newSkin.GetAttachment(headSlotIndex, headAttachmentName).GetClone(true);
+//				newHead.SetRegion(spineBoyHead);
+//				newSkin.AddAttachment(headSlotIndex, headAttachmentName, newHead);
+//			}
 
 			// Case 4: Repacking a mixed-and-matched skin to minimize draw calls.
 			// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
-			if (repack)
-				newSkin = newSkin.GetRepackedSkin("repacked", repackedShader, out runtimeMaterial, out runtimeAtlas);
+			if (repack) {
+				newSkin = newSkin.GetRepackedSkin("repacked", sourceMaterial, out runtimeMaterial, out runtimeAtlas);
+			}
 			
 			skeleton.SetSkin(newSkin);
-			skeleton.SetToSetupPose();
-			skeleton.SetAttachment(weaponSlot, daggerName);
+			skeleton.SetSlotsToSetupPose();
+			skeletonAnimation.Update(0);
 
 			Resources.UnloadUnusedAssets();
 		}

+ 0 - 4
spine-unity/Assets/Examples/Scripts/RaggedySpineboy.cs

@@ -49,11 +49,7 @@ namespace Spine.Unity.Examples {
 
 		void AddRigidbody () {
 			var rb = gameObject.AddComponent<Rigidbody2D>();
-			#if UNITY_5_1 || UNITY_5_2 || UNITY_5_3_OR_NEWER
 	        rb.freezeRotation = true;
-			#else
-			rb.fixedAngle = true;
-			#endif
 			naturalCollider.enabled = true;
 		}
 

+ 5 - 0
spine-unity/Assets/Examples/Scripts/Sample Components/AtlasRegionAttacher.cs

@@ -53,11 +53,16 @@ namespace Spine.Unity.Modules {
 
 		Atlas atlas;
 
+		void Start () {
+			
+		}
+
 		void Awake () {
 			GetComponent<SkeletonRenderer>().OnRebuild += Apply;
 		}
 
 		void Apply (SkeletonRenderer skeletonRenderer) {
+			if (!this.enabled) return;
 			atlas = atlasAsset.GetAtlas();
 			float scale = skeletonRenderer.skeletonDataAsset.scale;
 

+ 53 - 0
spine-unity/Assets/Examples/Scripts/Sample Components/BoneLocalOverride.cs

@@ -0,0 +1,53 @@
+using UnityEngine;
+using Spine;
+using Spine.Unity;
+
+namespace Spine.Unity.Modules {	
+	public class BoneLocalOverride : MonoBehaviour {
+		
+		[SpineBone]
+		public string boneName;
+
+		[Space]
+		[Range(0, 1)] public float alpha = 1;
+
+		[Space]
+		public bool overridePosition = true;
+		public Vector2 localPosition;
+
+		public bool overrideRotation = true;
+		[Range(0, 360)] public float rotation = 0;
+
+		ISkeletonAnimation spineComponent;
+		Bone bone;
+
+		void Awake () {
+			spineComponent = GetComponent<ISkeletonAnimation>();
+			if (spineComponent == null) { this.enabled = false; return; }
+			spineComponent.UpdateLocal += OverrideLocal;
+
+			if (bone == null) {	this.enabled = false; return; }
+		}
+
+		void OverrideLocal (ISkeletonAnimation animated) {
+			if (bone == null || bone.Data.Name != boneName) {
+				if (string.IsNullOrEmpty(boneName)) return;
+				bone = spineComponent.Skeleton.FindBone(boneName);
+				if (bone == null) {
+					Debug.LogFormat("Cannot find bone: '{0}'", boneName);
+					return;
+				}
+			}
+
+			if (overridePosition) {
+				bone.X = Mathf.Lerp(bone.X, localPosition.x, alpha);
+				bone.Y = Mathf.Lerp(bone.Y, localPosition.y, alpha);
+			}
+
+			if (overrideRotation)
+				bone.Rotation = Mathf.Lerp(bone.Rotation, rotation, alpha);
+		}
+
+	}
+}
+

+ 12 - 0
spine-unity/Assets/Examples/Scripts/Sample Components/BoneLocalOverride.cs.meta

@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 61e6f96a4b02648479575d8b9127f5ed
+timeCreated: 1492782100
+licenseType: Free
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 0 - 0
spine-unity/Assets/spine-unity/Modules/CustomSkin/CustomSkin.cs → spine-unity/Assets/Examples/Scripts/Sample Components/CustomSkin.cs


+ 0 - 0
spine-unity/Assets/spine-unity/Modules/CustomSkin/CustomSkin.cs.meta → spine-unity/Assets/Examples/Scripts/Sample Components/CustomSkin.cs.meta


+ 51 - 0
spine-unity/Assets/Examples/Scripts/Sample Components/SkeletonColorInitialize.cs

@@ -0,0 +1,51 @@
+using System.Collections.Generic;
+using UnityEngine;
+using Spine;
+using Spine.Unity;
+
+namespace Spine.Unity.Examples {
+	/// <summary>
+	/// Stores and serializes initial settings for a Spine Skeleton component. The settings only get applied on Start at runtime.</summary>
+	public class SkeletonColorInitialize : MonoBehaviour {
+		public Color skeletonColor = Color.white;
+		public List<SlotSettings> slotSettings = new List<SlotSettings>();
+
+		[System.Serializable]
+		public class SlotSettings {
+			[SpineSlot]
+			public string slot = string.Empty;
+			public Color color = Color.white;
+		}
+
+		void OnValidate () {
+			var skeletonComponent = GetComponent<ISkeletonComponent>();
+			if (skeletonComponent != null) {
+				skeletonComponent.Skeleton.SetSlotsToSetupPose();
+
+				var animationStateComponent = GetComponent<IAnimationStateComponent>();
+				if (animationStateComponent != null && animationStateComponent.AnimationState != null) {
+					animationStateComponent.AnimationState.Apply(skeletonComponent.Skeleton);
+				}
+			}
+
+			ApplySettings();
+		}
+
+		void Start () {
+			ApplySettings();
+		}
+
+		void ApplySettings () {
+			var skeletonComponent = GetComponent<ISkeletonComponent>();
+			if (skeletonComponent != null) {
+				var skeleton = skeletonComponent.Skeleton;
+				skeleton.SetColor(skeletonColor);
+
+				foreach (var s in slotSettings)
+					skeleton.FindSlot(s.slot).SetColor(s.color);
+			}
+		}
+
+	}
+
+}

+ 12 - 0
spine-unity/Assets/Examples/Scripts/Sample Components/SkeletonColorInitialize.cs.meta

@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 7e3501002f468384b80d5853d04e19ca
+timeCreated: 1494113429
+licenseType: Free
+MonoImporter:
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 0 - 0
spine-unity/Assets/spine-unity/Modules/SlotTintBlackFollower/SlotTintBlackFollower.cs → spine-unity/Assets/Examples/Scripts/Sample Components/SlotTintBlackFollower.cs


+ 0 - 0
spine-unity/Assets/spine-unity/Modules/SlotTintBlackFollower/SlotTintBlackFollower.cs.meta → spine-unity/Assets/Examples/Scripts/Sample Components/SlotTintBlackFollower.cs.meta


+ 2 - 2
spine-unity/Assets/Examples/Scripts/Sample Components/SpriteAttacher.cs

@@ -55,7 +55,7 @@ namespace Spine.Unity.Modules {
 				apma = skeletonRenderer.pmaVertexColors;
 			} else {
 				var skeletonGraphic = skeletonComponent as SkeletonGraphic;
-				apma = skeletonGraphic != null && skeletonGraphic.SpineMeshGenerator.PremultiplyVertexColors;
+				apma = skeletonGraphic != null && skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
 			}
 
 			if (apma) {
@@ -98,7 +98,7 @@ namespace Spine.Unity.Modules {
 			else {
 				var skeletonGraphic = skeletonComponent as SkeletonGraphic;
 				if (skeletonGraphic != null)
-					this.applyPMA = skeletonGraphic.SpineMeshGenerator.PremultiplyVertexColors;
+					this.applyPMA = skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
 			}
 
 			Shader attachmentShader = applyPMA ? Shader.Find(DefaultPMAShader) : Shader.Find(DefaultStraightAlphaShader);

BIN
spine-unity/Assets/Examples/Spine/Dragon/dragon_Atlas.asset


BIN
spine-unity/Assets/Examples/Spine/Dragon/dragon_dragon.mat


BIN
spine-unity/Assets/Examples/Spine/Dragon/dragon_dragon2.mat


BIN
spine-unity/Assets/Examples/Spine/Eyes/eyes_Atlas.asset


BIN
spine-unity/Assets/Examples/Spine/Eyes/eyes_Material.mat


BIN
spine-unity/Assets/Examples/Spine/FootSoldier/Equipment/Equipment_Atlas.asset


BIN
spine-unity/Assets/Examples/Spine/FootSoldier/Equipment/Equipment_Material.mat


BIN
spine-unity/Assets/Examples/Spine/FootSoldier/FS_White_Atlas.asset


BIN
spine-unity/Assets/Examples/Spine/FootSoldier/FS_White_Material.mat


BIN
spine-unity/Assets/Examples/Spine/Gauge/Gauge_Atlas.asset


BIN
spine-unity/Assets/Examples/Spine/Gauge/Gauge_Material.mat


BIN
spine-unity/Assets/Examples/Spine/Goblins/goblins_Atlas.asset


BIN
spine-unity/Assets/Examples/Spine/Goblins/goblins_Material.mat


BIN
spine-unity/Assets/Examples/Spine/Hero/hero-mesh_Atlas.asset


BIN
spine-unity/Assets/Examples/Spine/Hero/hero-mesh_Material.mat


BIN
spine-unity/Assets/Examples/Spine/Raggedy Spineboy/Raggedy Spineboy_Atlas.asset


BIN
spine-unity/Assets/Examples/Spine/Raggedy Spineboy/Raggedy Spineboy_Material.mat


+ 522 - 8
spine-unity/Assets/Examples/Spine/Raptor/raptor.png.meta

@@ -1,9 +1,44 @@
 fileFormatVersion: 2
 guid: 4261719a8f729a644b2dab6113d1b0ea
-timeCreated: 1487920372
+timeCreated: 1494110641
 licenseType: Free
 TextureImporter:
-  fileIDToRecycleName: {}
+  fileIDToRecycleName:
+    21300000: back_arm
+    21300002: back_bracer
+    21300004: back_hand
+    21300006: back_knee
+    21300008: back_thigh
+    21300010: eyes_open
+    21300012: front_arm
+    21300014: front_bracer
+    21300016: front_hand
+    21300018: front_open_hand
+    21300020: front_thigh
+    21300022: gun
+    21300024: gun_nohand
+    21300026: head
+    21300028: lower_leg
+    21300030: mouth_smile
+    21300032: neck
+    21300034: raptor_arm_back
+    21300036: raptor_body
+    21300038: raptor_front_arm
+    21300040: raptor_front_leg
+    21300042: raptor_hindleg_back
+    21300044: raptor_horn
+    21300046: raptor_horn_back
+    21300048: raptor_jaw
+    21300050: raptor_saddle_noshadow
+    21300052: raptor_saddle_strap_front
+    21300054: raptor_saddle_strap_rear
+    21300056: raptor_saddle_w_shadow
+    21300058: raptor_tongue
+    21300060: stirrup_back
+    21300062: stirrup_front
+    21300064: stirrup_strap
+    21300066: torso
+    21300068: visor
   serializedVersion: 4
   mipmaps:
     mipMapMode: 0
@@ -31,12 +66,12 @@ TextureImporter:
     aniso: -1
     mipBias: -1
     wrapMode: -1
-  nPOTScale: 1
+  nPOTScale: 0
   lightmap: 0
   compressionQuality: 50
-  spriteMode: 0
+  spriteMode: 2
   spriteExtrude: 1
-  spriteMeshType: 1
+  spriteMeshType: 0
   alignment: 0
   spritePivot: {x: 0.5, y: 0.5}
   spriteBorder: {x: 0, y: 0, z: 0, w: 0}
@@ -44,14 +79,38 @@ TextureImporter:
   alphaUsage: 1
   alphaIsTransparency: 0
   spriteTessellationDetail: -1
-  textureType: 0
+  textureType: 8
   textureShape: 1
   maxTextureSizeSet: 0
   compressionQualitySet: 0
   textureFormatSet: 0
   platformSettings:
   - buildTarget: DefaultTexturePlatform
-    maxTextureSize: 2048
+    maxTextureSize: 4096
+    textureFormat: -1
+    textureCompression: 0
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+  - buildTarget: Standalone
+    maxTextureSize: 4096
+    textureFormat: -1
+    textureCompression: 0
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+  - buildTarget: Android
+    maxTextureSize: 4096
+    textureFormat: -1
+    textureCompression: 0
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+  - buildTarget: WebGL
+    maxTextureSize: 4096
     textureFormat: -1
     textureCompression: 0
     compressionQuality: 50
@@ -60,7 +119,462 @@ TextureImporter:
     overridden: 0
   spriteSheet:
     serializedVersion: 2
-    sprites: []
+    sprites:
+    - serializedVersion: 2
+      name: back_arm
+      rect:
+        serializedVersion: 2
+        x: 410
+        y: 448
+        width: 46
+        height: 29
+      alignment: 0
+      pivot: {x: 0.5, y: 0.5}
+      border: {x: 0, y: 0, z: 0, w: 0}
+      outline: []
+      tessellationDetail: -1
+    - serializedVersion: 2
+      name: back_bracer
+      rect:
+        serializedVersion: 2
+        x: 540
+        y: 446
+        width: 39
+        height: 28
+      alignment: 0
+      pivot: {x: 0.5, y: 0.5}
+      border: {x: 0, y: 0, z: 0, w: 0}
+      outline: []
+      tessellationDetail: -1
+    - serializedVersion: 2
+      name: back_hand
+      rect:
+        serializedVersion: 2
+        x: 504
+        y: 448
+        width: 34
+        height: 36
+      alignment: 0
+      pivot: {x: 0.5, y: 0.5}
+      border: {x: 0, y: 0, z: 0, w: 0}
+      outline: []
+      tessellationDetail: -1
+    - serializedVersion: 2
+      name: back_knee
+      rect:
+        serializedVersion: 2
+        x: 299
+        y: 477
+        width: 49
+        height: 67
+      alignment: 0
+      pivot: {x: 0.5, y: 0.5}
+      border: {x: 0, y: 0, z: 0, w: 0}
+      outline: []
+      tessellationDetail: -1
+    - serializedVersion: 2
+      name: back_thigh
+      rect:
+        serializedVersion: 2
+        x: 140
+        y: 736
+        width: 24
+        height: 39
+      alignment: 0
+      pivot: {x: 0.5, y: 0.5}
+      border: {x: 0, y: 0, z: 0, w: 0}
+      outline: []
+      tessellationDetail: -1
+    - serializedVersion: 2
+      name: eyes_open
+      rect:
+        serializedVersion: 2
+        x: 2
+        y: 973
+        width: 45
+        height: 47
+      alignment: 0
+      pivot: {x: 0.5, y: 0.5}
+      border: {x: 0, y: 0, z: 0, w: 0}
+      outline: []
+      tessellationDetail: -1
+    - serializedVersion: 2
+      name: front_arm
+      rect:
+        serializedVersion: 2
+        x: 360
+        y: 448
+        width: 48
+        height: 30
+      alignment: 0
+      pivot: {x: 0.5, y: 0.5}
+      border: {x: 0, y: 0, z: 0, w: 0}
+      outline: []
+      tessellationDetail: -1
+    - serializedVersion: 2
+      name: front_bracer
+      rect:
+        serializedVersion: 2
+        x: 538
+        y: 415
+        width: 41
+        height: 29
+      alignment: 0
+      pivot: {x: 0.5, y: 0.5}
+      border: {x: 0, y: 0, z: 0, w: 0}
+      outline: []
+      tessellationDetail: -1
+    - serializedVersion: 2
+      name: front_hand
+      rect:
+        serializedVersion: 2
+        x: 538
+        y: 375
+        width: 41
+        height: 38
+      alignment: 0
+      pivot: {x: 0.5, y: 0.5}
+      border: {x: 0, y: 0, z: 0, w: 0}
+      outline: []
+      tessellationDetail: -1
+    - serializedVersion: 2
+      name: front_open_hand
+      rect:
+        serializedVersion: 2
+        x: 894
+        y: 196
+        width: 43
+        height: 44
+      alignment: 0
+      pivot: {x: 0.5, y: 0.5}
+      border: {x: 0, y: 0, z: 0, w: 0}
+      outline: []
+      tessellationDetail: -1
+    - serializedVersion: 2
+      name: front_thigh
+      rect:
+        serializedVersion: 2
+        x: 942
+        y: 144
+        width: 57
+        height: 29
+      alignment: 0
+      pivot: {x: 0.5, y: 0.5}
+      border: {x: 0, y: 0, z: 0, w: 0}
+      outline: []
+      tessellationDetail: -1
+    - serializedVersion: 2
+      name: gun
+      rect:
+        serializedVersion: 2
+        x: 785
+        y: 145
+        width: 107
+        height: 103
+      alignment: 0
+      pivot: {x: 0.5, y: 0.5}
+      border: {x: 0, y: 0, z: 0, w: 0}
+      outline: []
+      tessellationDetail: -1
+    - serializedVersion: 2
+      name: gun_nohand
+      rect:
+        serializedVersion: 2
+        x: 614
+        y: 217
+        width: 105
+        height: 102
+      alignment: 0
+      pivot: {x: 0.5, y: 0.5}
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Файлын зөрүү хэтэрхий том тул дарагдсан байна
+ 3 - 3
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Энэ ялгаанд хэт олон файл өөрчлөгдсөн тул зарим файлыг харуулаагүй болно