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

NathanSweet 8 年之前
父節點
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c39c5de07a

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

@@ -28,7 +28,7 @@
  * POSSIBILITY OF SUCH DAMAGE.
  *****************************************************************************/
 
-#if (UNITY_5 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_WSA || UNITY_WP8 || UNITY_WP8_1)
+#if (UNITY_5 || UNITY_5_3_OR_NEWER || UNITY_WSA || UNITY_WP8 || UNITY_WP8_1)
 #define IS_UNITY
 #endif
 

+ 1 - 0
spine-unity/Assets/Examples/Getting Started/2 Controlling Animation.unity

@@ -405,6 +405,7 @@ MonoBehaviour:
   shootAnimationName: shoot
   idleTurnAnimationName: idle-turn
   runToIdleAnimationName: run-to-idle
+  runWalkDuration: 1.5
 --- !u!1 &926099111
 GameObject:
   m_ObjectHideFlags: 0

+ 4 - 2
spine-unity/Assets/Examples/Scripts/Getting Started Scripts/SpineBeginnerTwo.cs

@@ -55,6 +55,8 @@ namespace Spine.Unity.Examples {
 
 		[SpineAnimation]
 		public string runToIdleAnimationName;
+
+		public float runWalkDuration = 1.5f;
 		#endregion
 
 		SkeletonAnimation skeletonAnimation;
@@ -81,10 +83,10 @@ namespace Spine.Unity.Examples {
 				// Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.
 
 				spineAnimationState.SetAnimation(0, walkAnimationName, true);
-				yield return new WaitForSeconds(1.5f);
+				yield return new WaitForSeconds(runWalkDuration);
 
 				spineAnimationState.SetAnimation(0, runAnimationName, true);
-				yield return new WaitForSeconds(1.5f);
+				yield return new WaitForSeconds(runWalkDuration);
 
 				// AddAnimation queues up an animation to play after the previous one ends.
 				spineAnimationState.SetAnimation(0, runToIdleAnimationName, false);

+ 1 - 1
spine-unity/Assets/Examples/Scripts/MixAndMatch.cs

@@ -87,7 +87,7 @@ namespace Spine.Unity.Examples {
 			// STEP 1: "EQUIP" ITEMS USING SPRITES
 			// STEP 1.1 Find the original attachment.
 			// Step 1.2 Get a clone of the original attachment.
-			// Step 1.3 Apply the Sprite image to it.
+			// Step 1.3 Apply the Sprite image to the clone.
 			// Step 1.4 Add the remapped clone to the new custom skin.
 
 			// Let's do this for the visor.

+ 1 - 1
spine-unity/Assets/Examples/Spine/spineboy-pro/spineboy_SkeletonData.asset

@@ -27,7 +27,7 @@ MonoBehaviour:
   - walk
   duration:
   - 0
-  - 0.05
+  - 0.1
   - 0.3
   - 0.3
   defaultMix: 0.1

+ 195 - 0
spine-unity/Assets/Examples/Spine/spineboy-unity/spineboy-unity.atlas

@@ -0,0 +1,195 @@
+
+spineboy-unity.png
+size: 2048,512
+format: RGBA8888
+filter: Linear,Linear
+repeat: none
+eye_indifferent
+  rotate: false
+  xy: 652, 113
+  size: 93, 89
+  orig: 93, 89
+  offset: 0, 0
+  index: -1
+eye_surprised
+  rotate: false
+  xy: 747, 118
+  size: 93, 89
+  orig: 93, 89
+  offset: 0, 0
+  index: -1
+front_bracer
+  rotate: true
+  xy: 919, 276
+  size: 58, 80
+  orig: 58, 80
+  offset: 0, 0
+  index: -1
+front_fist_closed
+  rotate: false
+  xy: 1762, 420
+  size: 75, 82
+  orig: 75, 82
+  offset: 0, 0
+  index: -1
+front_fist_open
+  rotate: true
+  xy: 1673, 416
+  size: 86, 87
+  orig: 86, 87
+  offset: 0, 0
+  index: -1
+front_foot
+  rotate: false
+  xy: 1324, 433
+  size: 126, 69
+  orig: 126, 69
+  offset: 0, 0
+  index: -1
+front_foot_bend1
+  rotate: false
+  xy: 184, 30
+  size: 128, 70
+  orig: 128, 70
+  offset: 0, 0
+  index: -1
+front_foot_bend2
+  rotate: false
+  xy: 1214, 409
+  size: 108, 93
+  orig: 108, 93
+  offset: 0, 0
+  index: -1
+front_shin
+  rotate: true
+  xy: 466, 120
+  size: 82, 184
+  orig: 82, 184
+  offset: 0, 0
+  index: -1
+front_thigh
+  rotate: true
+  xy: 739, 209
+  size: 48, 112
+  orig: 48, 112
+  offset: 0, 0
+  index: -1
+front_upper_arm
+  rotate: true
+  xy: 1214, 268
+  size: 54, 97
+  orig: 54, 97
+  offset: 0, 0
+  index: -1
+goggles
+  rotate: false
+  xy: 739, 336
+  size: 261, 166
+  orig: 261, 166
+  offset: 0, 0
+  index: -1
+gun
+  rotate: false
+  xy: 1002, 299
+  size: 210, 203
+  orig: 210, 203
+  offset: 0, 0
+  index: -1
+head
+  rotate: false
+  xy: 466, 204
+  size: 271, 298
+  orig: 271, 298
+  offset: 0, 0
+  index: -1
+mouth_grind
+  rotate: false
+  xy: 1839, 443
+  size: 93, 59
+  orig: 93, 59
+  offset: 0, 0
+  index: -1
+mouth_oooo
+  rotate: false
+  xy: 1934, 443
+  size: 93, 59
+  orig: 93, 59
+  offset: 0, 0
+  index: -1
+mouth_smile
+  rotate: false
+  xy: 1324, 372
+  size: 93, 59
+  orig: 93, 59
+  offset: 0, 0
+  index: -1
+muzzle
+  rotate: false
+  xy: 2, 102
+  size: 462, 400
+  orig: 462, 400
+  offset: 0, 0
+  index: -1
+neck
+  rotate: false
+  xy: 853, 216
+  size: 36, 41
+  orig: 36, 41
+  offset: 0, 0
+  index: -1
+rear_bracer
+  rotate: true
+  xy: 1313, 265
+  size: 56, 72
+  orig: 56, 72
+  offset: 0, 0
+  index: -1
+rear_foot
+  rotate: false
+  xy: 1452, 442
+  size: 113, 60
+  orig: 113, 60
+  offset: 0, 0
+  index: -1
+rear_foot_bend1
+  rotate: false
+  xy: 314, 34
+  size: 117, 66
+  orig: 117, 66
+  offset: 0, 0
+  index: -1
+rear_foot_bend2
+  rotate: false
+  xy: 1214, 324
+  size: 103, 83
+  orig: 103, 83
+  offset: 0, 0
+  index: -1
+rear_shin
+  rotate: true
+  xy: 739, 259
+  size: 75, 178
+  orig: 75, 178
+  offset: 0, 0
+  index: -1
+rear_thigh
+  rotate: true
+  xy: 1567, 437
+  size: 65, 104
+  orig: 65, 104
+  offset: 0, 0
+  index: -1
+rear_upper_arm
+  rotate: true
+  xy: 1319, 323
+  size: 47, 87
+  orig: 47, 87
+  offset: 0, 0
+  index: -1
+torso
+  rotate: true
+  xy: 2, 2
+  size: 98, 180
+  orig: 98, 180
+  offset: 0, 0
+  index: -1

+ 8 - 0
spine-unity/Assets/Examples/Spine/spineboy-unity/spineboy-unity.atlas.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: c3184a6ff8f29e8429a443fd3d80a069
+timeCreated: 1497568842
+licenseType: Free
+DefaultImporter:
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

二進制
spine-unity/Assets/Examples/Spine/spineboy-unity/spineboy-unity.png


+ 68 - 0
spine-unity/Assets/Examples/Spine/spineboy-unity/spineboy-unity.png.meta

@@ -0,0 +1,68 @@
+fileFormatVersion: 2
+guid: 2f762ed708bf8634481116a5e53c52f2
+timeCreated: 1497568842
+licenseType: Free
+TextureImporter:
+  fileIDToRecycleName: {}
+  serializedVersion: 4
+  mipmaps:
+    mipMapMode: 0
+    enableMipMap: 0
+    sRGBTexture: 1
+    linearTexture: 0
+    fadeOut: 0
+    borderMipMap: 0
+    mipMapFadeDistanceStart: 1
+    mipMapFadeDistanceEnd: 3
+  bumpmap:
+    convertToNormalMap: 0
+    externalNormalMap: 0
+    heightScale: 0.25
+    normalMapFilter: 0
+  isReadable: 0
+  grayScaleToAlpha: 0
+  generateCubemap: 6
+  cubemapConvolution: 0
+  seamlessCubemap: 0
+  textureFormat: 1
+  maxTextureSize: 2048
+  textureSettings:
+    filterMode: -1
+    aniso: -1
+    mipBias: -1
+    wrapMode: 1
+  nPOTScale: 0
+  lightmap: 0
+  compressionQuality: 50
+  spriteMode: 1
+  spriteExtrude: 1
+  spriteMeshType: 1
+  alignment: 0
+  spritePivot: {x: 0.5, y: 0.5}
+  spriteBorder: {x: 0, y: 0, z: 0, w: 0}
+  spritePixelsToUnits: 100
+  alphaUsage: 1
+  alphaIsTransparency: 1
+  spriteTessellationDetail: -1
+  textureType: 8
+  textureShape: 1
+  maxTextureSizeSet: 0
+  compressionQualitySet: 0
+  textureFormatSet: 0
+  platformSettings:
+  - buildTarget: DefaultTexturePlatform
+    maxTextureSize: 2048
+    textureFormat: -1
+    textureCompression: 1
+    compressionQuality: 50
+    crunchedCompression: 0
+    allowsAlphaSplitting: 0
+    overridden: 0
+  spriteSheet:
+    serializedVersion: 2
+    sprites: []
+    outline: []
+  spritePackingTag: 
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 0 - 3
spine-unity/Assets/spine-unity/Editor/SkeletonBaker.cs

@@ -134,9 +134,6 @@ namespace Spine.Unity.Editor {
 					//generate new dummy clip
 					AnimationClip newClip = new AnimationClip();
 					newClip.name = name;
-					#if !(UNITY_5)
-					AnimationUtility.SetAnimationType(newClip, ModelImporterAnimationType.Generic);
-					#endif
 					AssetDatabase.AddObjectToAsset(newClip, controller);
 					unityAnimationClipTable.Add(name, newClip);
 				}

+ 35 - 36
spine-unity/Assets/spine-unity/SkeletonAnimator.cs

@@ -36,6 +36,9 @@ using System.Collections.Generic;
 namespace Spine.Unity {
 	[RequireComponent(typeof(Animator))]
 	public class SkeletonAnimator : SkeletonRenderer, ISkeletonAnimation {
+		
+		[SerializeField] protected MecanimTranslator translator;
+		public MecanimTranslator Translator { get { return translator; } }
 
 		#region Bone Callbacks (ISkeletonAnimation)
 		protected event UpdateBonesDelegate _UpdateLocal;
@@ -60,9 +63,35 @@ namespace Spine.Unity {
 		public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } }
 		#endregion
 
-		public bool AutoReset {
-			get { return mecanimTranslator.autoReset; }
-			set { mecanimTranslator.autoReset = value; }
+		public override void Initialize (bool overwrite) {
+			if (valid && !overwrite) return;
+			base.Initialize(overwrite);
+			if (!valid) return;
+
+			if (translator == null) translator = new MecanimTranslator();
+			translator.Initialize(GetComponent<Animator>(), this.skeletonDataAsset);
+		}
+
+		public void Update () {
+			if (!valid) return;
+
+			translator.Apply(skeleton);
+
+			// UpdateWorldTransform and Bone Callbacks
+			{
+				if (_UpdateLocal != null)
+					_UpdateLocal(this);
+
+				skeleton.UpdateWorldTransform();
+
+				if (_UpdateWorld != null) {
+					_UpdateWorld(this);
+					skeleton.UpdateWorldTransform();
+				}
+
+				if (_UpdateComplete != null)
+					_UpdateComplete(this);	
+			}
 		}
 
 		[System.Serializable]
@@ -79,6 +108,8 @@ namespace Spine.Unity {
 			readonly List<Animation> previousAnimations = new List<Animation>();
 			Animator animator;
 
+			public Animator Animator { get { return this.animator; } }
+
 			public void Initialize (Animator animator, SkeletonDataAsset skeletonDataAsset) {
 				this.animator = animator;
 				animationTable.Clear();
@@ -92,7 +123,7 @@ namespace Spine.Unity {
 
 				if (layerMixModes.Length < animator.layerCount)
 					System.Array.Resize<MixMode>(ref layerMixModes, animator.layerCount);
-				
+
 				//skeleton.Update(Time.deltaTime); // Doesn't actually do anything, currently. (Spine 3.6).
 
 				// Clear Previous
@@ -214,37 +245,5 @@ namespace Spine.Unity {
 			}
 		}
 
-		public MecanimTranslator mecanimTranslator;
-
-		public override void Initialize (bool overwrite) {
-			if (valid && !overwrite) return;
-			base.Initialize(overwrite);
-			if (!valid) return;
-
-			mecanimTranslator = mecanimTranslator ?? new MecanimTranslator();
-			mecanimTranslator.Initialize(GetComponent<Animator>(), this.skeletonDataAsset);
-		}
-
-		public void Update () {
-			if (!valid) return;
-
-			mecanimTranslator.Apply(skeleton);
-
-			// UpdateWorldTransform and Bone Callbacks
-			{
-				if (_UpdateLocal != null)
-					_UpdateLocal(this);
-
-				skeleton.UpdateWorldTransform();
-
-				if (_UpdateWorld != null) {
-					_UpdateWorld(this);
-					skeleton.UpdateWorldTransform();
-				}
-
-				if (_UpdateComplete != null)
-					_UpdateComplete(this);	
-			}
-		}
 	}
 }