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[unity] Update 3.7 examples.

pharan 6 년 전
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de543b2cfc
85개의 변경된 파일1526개의 추가작업 그리고 37개의 파일을 삭제
  1. 0 1
      spine-unity/Assets/Spine Examples/Getting Started/4 Object Oriented Sample.unity
  2. BIN
      spine-unity/Assets/Spine Examples/Other Examples/Animation Tester/Animation Tester.unity
  3. 23 4
      spine-unity/Assets/Spine Examples/Other Examples/Animation Tester/SpineAnimationTesterTool.cs
  4. 692 0
      spine-unity/Assets/Spine Examples/Other Examples/BlendModes.unity
  5. 8 0
      spine-unity/Assets/Spine Examples/Other Examples/BlendModes.unity.meta
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      spine-unity/Assets/Spine Examples/Other Examples/Mix and Match Equip.unity
  7. 318 9
      spine-unity/Assets/Spine Examples/Other Examples/Per Instance Material Properties.unity
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      spine-unity/Assets/Spine Examples/Other Examples/StateMachine SkeletonAnimation/AnimationState with Mecanim.unity
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      spine-unity/Assets/Spine Examples/Other Examples/StateMachine SkeletonAnimation/Hero.controller
  10. 3 2
      spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyTargetController.cs
  11. 47 0
      spine-unity/Assets/Spine Examples/Scripts/MaterialReplacementExample.cs
  12. 12 0
      spine-unity/Assets/Spine Examples/Scripts/MaterialReplacementExample.cs.meta
  13. 3 3
      spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/EquipsVisualsComponentExample.cs
  14. 2 2
      spine-unity/Assets/Spine Examples/Scripts/MixAndMatch.cs
  15. 2 2
      spine-unity/Assets/Spine Examples/Scripts/MixAndMatchGraphic.cs
  16. 1 1
      spine-unity/Assets/Spine Examples/Scripts/Sample Components/CombinedSkin.cs
  17. 5 5
      spine-unity/Assets/Spine Examples/Scripts/Sample Components/Legacy/SpriteAttacher.cs
  18. 1 1
      spine-unity/Assets/Spine Examples/Scripts/Sample Components/SkeletonColorInitialize.cs
  19. 1 1
      spine-unity/Assets/Spine Examples/Scripts/Sample Components/SpineEventUnityHandler.cs
  20. 1 2
      spine-unity/Assets/Spine Examples/Scripts/SpineGauge.cs
  21. 2 2
      spine-unity/Assets/Spine Examples/Scripts/SpineboyFootplanter.cs
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      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_Atlas.asset
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      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_dragon.mat
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      spine-unity/Assets/Spine Examples/Spine Skeletons/Dragon/dragon_dragon2.mat
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      spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes_Atlas.asset
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      spine-unity/Assets/Spine Examples/Spine Skeletons/Eyes/eyes_Material.mat
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      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment/Equipment_Atlas.asset
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      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/Equipment/Equipment_Material.mat
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      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FS_White_Atlas.asset
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      spine-unity/Assets/Spine Examples/Spine Skeletons/FootSoldier/FS_White_Material.mat
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      spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge_Atlas.asset
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      spine-unity/Assets/Spine Examples/Spine Skeletons/Gauge/Gauge_Material.mat
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      spine-unity/Assets/Spine Examples/Spine Skeletons/Goblins/goblins_Atlas.asset
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      spine-unity/Assets/Spine Examples/Spine Skeletons/Goblins/goblins_Material.mat
  35. 2 1
      spine-unity/Assets/Spine Examples/Spine Skeletons/Goblins/goblins_SkeletonData.asset
  36. BIN
      spine-unity/Assets/Spine Examples/Spine Skeletons/Hero/hero-pro_Atlas.asset
  37. BIN
      spine-unity/Assets/Spine Examples/Spine Skeletons/Hero/hero-pro_Material.mat
  38. BIN
      spine-unity/Assets/Spine Examples/Spine Skeletons/Hero/hero-pro_SkeletonData.asset
  39. BIN
      spine-unity/Assets/Spine Examples/Spine Skeletons/Raggedy Spineboy/Raggedy Spineboy_Atlas.asset
  40. BIN
      spine-unity/Assets/Spine Examples/Spine Skeletons/Raggedy Spineboy/Raggedy Spineboy_Material.mat
  41. BIN
      spine-unity/Assets/Spine Examples/Spine Skeletons/Raptor/raptor_Atlas.asset
  42. BIN
      spine-unity/Assets/Spine Examples/Spine Skeletons/Raptor/raptor_Material.mat
  43. 1 1
      spine-unity/Assets/Spine Examples/Spine Skeletons/Raptor/raptor_SkeletonData.asset
  44. BIN
      spine-unity/Assets/Spine Examples/Spine Skeletons/Spineunitygirl/Doi_Atlas.asset
  45. BIN
      spine-unity/Assets/Spine Examples/Spine Skeletons/Spineunitygirl/Doi_Material.mat
  46. BIN
      spine-unity/Assets/Spine Examples/Spine Skeletons/Strechyman/stretchyman-diffuse-pma_Atlas.asset
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      spine-unity/Assets/Spine Examples/Spine Skeletons/Strechyman/stretchyman-diffuse-pma_Material.mat
  48. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman.meta
  49. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman-diffuse-pma.atlas.txt
  50. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman-diffuse-pma.atlas.txt.meta
  51. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman-diffuse-pma.png
  52. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman-diffuse-pma.png.meta
  53. 16 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman-diffuse-pma_Atlas.asset
  54. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman-diffuse-pma_Atlas.asset.meta
  55. 80 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman-diffuse-pma_Material.mat
  56. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman-diffuse-pma_Material.mat.meta
  57. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman-emission.png
  58. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman-emission.png.meta
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      spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman-normals.png
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      spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman-normals.png.meta
  61. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman.json
  62. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman.json.meta
  63. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman_SkeletonData.asset
  64. 0 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman_SkeletonData.asset.meta
  65. BIN
      spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-pro/spineboy-pro_Atlas.asset
  66. BIN
      spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-pro/spineboy-pro_Material.mat
  67. 1 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-pro/spineboy-pro_SkeletonData.asset
  68. 1 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-unity/spineboy-unity_SkeletonData.asset
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      spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-unity/spineboy_Atlas.asset
  70. 37 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-unity/spineboy_Material Grayscale.mat
  71. 8 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-unity/spineboy_Material Grayscale.mat.meta
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      spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-unity/spineboy_Material.mat
  73. 9 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/whirlyblendmodes.meta
  74. 13 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/whirlyblendmodes/whirlyblendmodes.atlas.txt
  75. 8 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/whirlyblendmodes/whirlyblendmodes.atlas.txt.meta
  76. 58 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/whirlyblendmodes/whirlyblendmodes.json
  77. 8 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/whirlyblendmodes/whirlyblendmodes.json.meta
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      spine-unity/Assets/Spine Examples/Spine Skeletons/whirlyblendmodes/whirlyblendmodes.png
  79. 68 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/whirlyblendmodes/whirlyblendmodes.png.meta
  80. 16 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/whirlyblendmodes/whirlyblendmodes_Atlas.asset
  81. 9 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/whirlyblendmodes/whirlyblendmodes_Atlas.asset.meta
  82. 28 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/whirlyblendmodes/whirlyblendmodes_Material.mat
  83. 9 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/whirlyblendmodes/whirlyblendmodes_Material.mat.meta
  84. 24 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/whirlyblendmodes/whirlyblendmodes_SkeletonData.asset
  85. 9 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/whirlyblendmodes/whirlyblendmodes_SkeletonData.asset.meta

+ 0 - 1
spine-unity/Assets/Spine Examples/Getting Started/4 Object Oriented Sample.unity

@@ -372,7 +372,6 @@ MonoBehaviour:
   singleSubmesh: 0
   addNormals: 0
   calculateTangents: 0
-  logErrors: 0
   disableRenderingOnOverride: 1
   _animationName: idle
   loop: 1

BIN
spine-unity/Assets/Spine Examples/Other Examples/Animation Tester/Animation Tester.unity


+ 23 - 4
spine-unity/Assets/Spine Examples/Other Examples/Animation Tester/SpineAnimationTesterTool.cs

@@ -17,6 +17,15 @@ namespace Spine.Unity.Examples {
 		public bool useOverrideMixDuration;
 		public float overrideMixDuration = 0.2f;
 
+		public bool useOverrideAttachmentThreshold = true;
+
+		[Range(0f,1f)]
+		public float attachmentThreshold = 0.5f;
+
+		public bool useOverrideDrawOrderThreshold;
+		[Range(0f, 1f)]
+		public float drawOrderThreshold = 0.5f;
+
 		[System.Serializable]
 		public struct AnimationControl {
 			[SpineAnimation]
@@ -94,14 +103,24 @@ namespace Spine.Unity.Examples {
 
 					// Check each control, and play the appropriate animation.
 					if (Input.GetKeyDown(control.key)) {
+						TrackEntry trackEntry;
 						if (!string.IsNullOrEmpty(control.animationName)) {
-							var trackEntry = animationState.SetAnimation(trackIndex, control.animationName, control.loop);
+							trackEntry = animationState.SetAnimation(trackIndex, control.animationName, control.loop);
+							
+						} else {
+							float mix = control.useCustomMixDuration ? control.mixDuration : animationState.Data.DefaultMix;
+							trackEntry = animationState.SetEmptyAnimation(trackIndex, mix);
+						}
+
+						if (trackEntry != null) {
 							if (control.useCustomMixDuration)
 								trackEntry.MixDuration = control.mixDuration;
 
-						} else {
-							float mix = control.useCustomMixDuration ? control.mixDuration : animationState.Data.DefaultMix;
-							animationState.SetEmptyAnimation(trackIndex, mix);
+							if (useOverrideAttachmentThreshold)
+								trackEntry.AttachmentThreshold = attachmentThreshold;
+
+							if (useOverrideDrawOrderThreshold)
+								trackEntry.DrawOrderThreshold = drawOrderThreshold;
 						}
 
 						// Don't parse more than one animation per track.

+ 692 - 0
spine-unity/Assets/Spine Examples/Other Examples/BlendModes.unity

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   m_SizeDelta: {x: 0, y: 0}
   m_Pivot: {x: 0, y: 0}
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spine-unity/Assets/Spine Examples/Other Examples/StateMachine SkeletonAnimation/AnimationState with Mecanim.unity


BIN
spine-unity/Assets/Spine Examples/Other Examples/StateMachine SkeletonAnimation/Hero.controller


+ 3 - 2
spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyTargetController.cs

@@ -23,8 +23,9 @@ namespace Spine.Unity.Examples {
 			var mousePosition = Input.mousePosition;
 			var worldMousePosition = camera.ScreenToWorldPoint(mousePosition);
 			var skeletonSpacePoint = skeletonAnimation.transform.InverseTransformPoint(worldMousePosition);
-			//if (skeletonAnimation.Skeleton.FlipX) skeletonSpacePoint.x *= -1;
-			bone.SetPosition(skeletonSpacePoint);
+			skeletonSpacePoint.x *= skeletonAnimation.Skeleton.ScaleX;
+			skeletonSpacePoint.y *= skeletonAnimation.Skeleton.ScaleY;
+			bone.SetLocalPosition(skeletonSpacePoint);
 		}
 	}
 

+ 47 - 0
spine-unity/Assets/Spine Examples/Scripts/MaterialReplacementExample.cs

@@ -0,0 +1,47 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Spine.Unity.Examples {
+	public class MaterialReplacementExample : MonoBehaviour {
+
+		public Material originalMaterial;
+		public Material replacementMaterial;
+		public bool replacementEnabled = true;
+		public SkeletonAnimation skeletonAnimation;
+
+		[Space]
+		public string phasePropertyName = "_FillPhase";
+		[Range(0f, 1f)] public float phase = 1f;
+
+		bool previousEnabled;
+		MaterialPropertyBlock mpb;
+
+		void Start () {
+			previousEnabled = replacementEnabled;
+			SetReplacementEnabled(replacementEnabled);
+			mpb = new MaterialPropertyBlock();
+		}
+
+		void Update () {
+			mpb.SetFloat(phasePropertyName, phase);
+			GetComponent<MeshRenderer>().SetPropertyBlock(mpb);
+
+			if (previousEnabled != replacementEnabled)
+				SetReplacementEnabled(replacementEnabled);
+
+			previousEnabled = replacementEnabled;
+
+		}
+
+		void SetReplacementEnabled (bool active) {
+			if (replacementEnabled) {
+				skeletonAnimation.CustomMaterialOverride[originalMaterial] = replacementMaterial;
+			} else {
+				skeletonAnimation.CustomMaterialOverride.Remove(originalMaterial);
+			}
+		}
+
+	}
+}
+

+ 12 - 0
spine-unity/Assets/Spine Examples/Scripts/MaterialReplacementExample.cs.meta

@@ -0,0 +1,12 @@
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+guid: 62982591830b87b45a3f6efd3ee82630
+timeCreated: 1539082420
+licenseType: Pro
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+ 3 - 3
spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/EquipsVisualsComponentExample.cs

@@ -24,7 +24,7 @@ namespace Spine.Unity.Examples {
 			// OPTIONAL: Add all the attachments from the template skin.
 			var templateSkin = skeletonAnimation.Skeleton.Data.FindSkin(templateSkinName);
 			if (templateSkin != null)
-				equipsSkin.Append(templateSkin);
+				equipsSkin.AddAttachments(templateSkin);
 
 			skeletonAnimation.Skeleton.Skin = equipsSkin;
 			RefreshSkeletonAttachments();
@@ -40,8 +40,8 @@ namespace Spine.Unity.Examples {
 			// 1. Collect all the attachments of all active skins.
 			collectedSkin = collectedSkin ?? new Skin("Collected skin");
 			collectedSkin.Clear();
-			collectedSkin.Append(skeletonAnimation.Skeleton.Data.DefaultSkin);
-			collectedSkin.Append(equipsSkin);
+			collectedSkin.AddAttachments(skeletonAnimation.Skeleton.Data.DefaultSkin);
+			collectedSkin.AddAttachments(equipsSkin);
 
 			// 2. Create a repacked skin.
 			var repackedSkin = collectedSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas);

+ 2 - 2
spine-unity/Assets/Spine Examples/Scripts/MixAndMatch.cs

@@ -118,8 +118,8 @@ namespace Spine.Unity.Examples {
 			//				Under the hood, this relies on 
 			if (repack)	{
 				var repackedSkin = new Skin("repacked skin");
-				repackedSkin.Append(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
-				repackedSkin.Append(customSkin); // Include your new custom skin.
+				repackedSkin.AddAttachments(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
+				repackedSkin.AddAttachments(customSkin); // Include your new custom skin.
 				repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas); // Pack all the items in the skin.
 				skeleton.SetSkin(repackedSkin); // Assign the repacked skin to your Skeleton.
 				if (bbFollower != null) bbFollower.Initialize(true);

+ 2 - 2
spine-unity/Assets/Spine Examples/Scripts/MixAndMatchGraphic.cs

@@ -118,8 +118,8 @@ namespace Spine.Unity.Examples {
 			// 				call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
 			if (repack)	{
 				var repackedSkin = new Skin("repacked skin");
-				repackedSkin.Append(skeleton.Data.DefaultSkin);
-				repackedSkin.Append(customSkin);
+				repackedSkin.AddAttachments(skeleton.Data.DefaultSkin);
+				repackedSkin.AddAttachments(customSkin);
 				repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas);
 				skeleton.SetSkin(repackedSkin);
 			} else {

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

@@ -20,7 +20,7 @@ namespace Spine.Unity.Examples {
 			combinedSkin.Clear();
 			foreach (var skinName in skinsToCombine) {
 				var skin = skeleton.Data.FindSkin(skinName);
-				if (skin != null) combinedSkin.Append(skin);
+				if (skin != null) combinedSkin.AddAttachments(skin);
 			}
 
 			skeleton.SetSkin(combinedSkin);

+ 5 - 5
spine-unity/Assets/Spine Examples/Scripts/Sample Components/Legacy/SpriteAttacher.cs

@@ -34,7 +34,7 @@ using UnityEngine;
 using System.Collections.Generic;
 using Spine.Unity.Modules.AttachmentTools;
 
-namespace Spine.Unity.Modules {
+namespace Spine.Unity.Examples {
 	public class SpriteAttacher : MonoBehaviour {
 		public const string DefaultPMAShader = "Spine/Skeleton";
 		public const string DefaultStraightAlphaShader = "Sprites/Default";
@@ -50,16 +50,16 @@ namespace Spine.Unity.Modules {
 		void OnValidate () {
 			var skeletonComponent = GetComponent<ISkeletonComponent>();
 			var skeletonRenderer = skeletonComponent as SkeletonRenderer;
-			bool apma;
+			bool applyPMA;
 
 			if (skeletonRenderer != null) {
-				apma = skeletonRenderer.pmaVertexColors;
+				applyPMA = skeletonRenderer.pmaVertexColors;
 			} else {
 				var skeletonGraphic = skeletonComponent as SkeletonGraphic;
-				apma = skeletonGraphic != null && skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
+				applyPMA = skeletonGraphic != null && skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
 			}
 
-			if (apma) {
+			if (applyPMA) {
 				try {
 					sprite.texture.GetPixel(0, 0);
 				} catch (UnityException e) {

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

@@ -3,7 +3,7 @@ using UnityEngine;
 using Spine;
 using Spine.Unity;
 
-namespace Spine.Unity.Examples {
+namespace Spine.Unity.Prototyping {
 	/// <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 {

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

@@ -32,7 +32,7 @@ using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Events;
 
-namespace Spine.Unity.Modules {
+namespace Spine.Unity.Prototyping {
 
 	public class SpineEventUnityHandler : MonoBehaviour {
 

+ 1 - 2
spine-unity/Assets/Spine Examples/Scripts/SpineGauge.cs

@@ -56,8 +56,7 @@ namespace Spine.Unity.Examples {
 			if (skeletonRenderer == null) return;
 			var skeleton = skeletonRenderer.skeleton; if (skeleton == null) return;
 
-			fillAnimation.Animation.Apply(skeleton, 0, percent, false, null, 1f, MixBlend.Setup, MixDirection.In);
-
+			fillAnimation.Animation.PoseSkeleton(skeleton, percent);
 			skeleton.Update(Time.deltaTime);
 			skeleton.UpdateWorldTransform();
 		}

+ 2 - 2
spine-unity/Assets/Spine Examples/Scripts/SpineboyFootplanter.cs

@@ -184,8 +184,8 @@ namespace Spine.Unity.Examples {
 			nearFoot.UpdateStepProgress(deltaTime, stepSpeed, shuffleDistance, forward, backward);
 			farFoot.UpdateStepProgress(deltaTime, stepSpeed, shuffleDistance, forward, backward);
 
-			nearFootBone.SetPosition(thisTransform.InverseTransformPoint(nearFoot.worldPos));
-			farFootBone.SetPosition(thisTransform.InverseTransformPoint(farFoot.worldPos));
+			nearFootBone.SetLocalPosition(thisTransform.InverseTransformPoint(nearFoot.worldPos));
+			farFootBone.SetLocalPosition(thisTransform.InverseTransformPoint(farFoot.worldPos));
 		}
 
 

BIN
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+ 2 - 1
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   scale: 0.01
+  skeletonJSON: {fileID: 4900000, guid: c3921acb20cbc25418859f1b213d3d3f, type: 3}
+  skeletonDataModifiers: []
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   toAnimation: []
   duration: []

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+ 1 - 1
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+  skeletonDataModifiers: []
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   toAnimation: []
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+ 0 - 0
spine-unity/Assets/Spine Examples/Spine Skeletons/Strechyman.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine Skeletons/Strechyman/stretchyman-diffuse-pma.atlas.txt → spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman-diffuse-pma.atlas.txt


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine Skeletons/Strechyman/stretchyman-diffuse-pma.atlas.txt.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman-diffuse-pma.atlas.txt.meta


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine Skeletons/Strechyman/stretchyman-diffuse-pma.png → spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman-diffuse-pma.png


+ 0 - 0
spine-unity/Assets/Spine Examples/Spine Skeletons/Strechyman/stretchyman-diffuse-pma.png.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman-diffuse-pma.png.meta


+ 16 - 0
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@@ -0,0 +1,16 @@
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+  materials:
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+ 0 - 0
spine-unity/Assets/Spine Examples/Spine Skeletons/Strechyman/stretchyman-diffuse-pma_Atlas.asset.meta → spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman-diffuse-pma_Atlas.asset.meta


+ 80 - 0
spine-unity/Assets/Spine Examples/Spine Skeletons/Stretchyman/stretchyman-diffuse-pma_Material.mat

@@ -0,0 +1,80 @@
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