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JA
2026-06-27 03:37:16 +08:00
parent 7a8d4a5d83
commit 3059e71422
465 changed files with 2675 additions and 58818 deletions

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
// This is an example of an animation handle. This is implemented with strings as state names.
// Strings can serve as the identifier when Mecanim is used as the state machine and state source.
// If you don't use Mecanim, using custom ScriptableObjects may be a more efficient way to store information about the state and its connection with specific Spine animations.
// This animation handle implementation also comes with a dummy implementation of transition-handling.
public class SkeletonAnimationHandleExample : MonoBehaviour {
public SkeletonAnimation skeletonAnimation;
public List<StateNameToAnimationReference> statesAndAnimations = new List<StateNameToAnimationReference>();
public List<AnimationTransition> transitions = new List<AnimationTransition>(); // Alternately, an AnimationPair-Animation Dictionary (commented out) can be used for more efficient lookups.
[System.Serializable]
public class StateNameToAnimationReference {
public string stateName;
public AnimationReferenceAsset animation;
}
[System.Serializable]
public class AnimationTransition {
public AnimationReferenceAsset from;
public AnimationReferenceAsset to;
public AnimationReferenceAsset transition;
}
//readonly Dictionary<Spine.AnimationStateData.AnimationPair, Spine.Animation> transitionDictionary = new Dictionary<AnimationStateData.AnimationPair, Animation>(Spine.AnimationStateData.AnimationPairComparer.Instance);
public Spine.Animation TargetAnimation { get; private set; }
void Awake () {
// Initialize AnimationReferenceAssets
foreach (var entry in statesAndAnimations) {
entry.animation.Initialize();
}
foreach (var entry in transitions) {
entry.from.Initialize();
entry.to.Initialize();
entry.transition.Initialize();
}
// Build Dictionary
//foreach (var entry in transitions) {
// transitionDictionary.Add(new AnimationStateData.AnimationPair(entry.from.Animation, entry.to.Animation), entry.transition.Animation);
//}
}
/// <summary>Sets the horizontal flip state of the skeleton based on a nonzero float. If negative, the skeleton is flipped. If positive, the skeleton is not flipped.</summary>
public void SetFlip (float horizontal) {
if (horizontal != 0) {
skeletonAnimation.Skeleton.ScaleX = horizontal > 0 ? 1f : -1f;
}
}
/// <summary>Plays an animation based on the state name.</summary>
public void PlayAnimationForState (string stateShortName, int layerIndex) {
PlayAnimationForState(StringToHash(stateShortName), layerIndex);
}
/// <summary>Plays an animation based on the hash of the state name.</summary>
public void PlayAnimationForState (int shortNameHash, int layerIndex) {
var foundAnimation = GetAnimationForState(shortNameHash);
if (foundAnimation == null)
return;
PlayNewAnimation(foundAnimation, layerIndex);
}
/// <summary>Gets a Spine Animation based on the state name.</summary>
public Spine.Animation GetAnimationForState (string stateShortName) {
return GetAnimationForState(StringToHash(stateShortName));
}
/// <summary>Gets a Spine Animation based on the hash of the state name.</summary>
public Spine.Animation GetAnimationForState (int shortNameHash) {
var foundState = statesAndAnimations.Find(entry => StringToHash(entry.stateName) == shortNameHash);
return (foundState == null) ? null : foundState.animation;
}
/// <summary>Play an animation. If a transition animation is defined, the transition is played before the target animation being passed.</summary>
public void PlayNewAnimation (Spine.Animation target, int layerIndex) {
Spine.Animation transition = null;
Spine.Animation current = null;
current = GetCurrentAnimation(layerIndex);
if (current != null)
transition = TryGetTransition(current, target);
if (transition != null) {
skeletonAnimation.AnimationState.SetAnimation(layerIndex, transition, false);
skeletonAnimation.AnimationState.AddAnimation(layerIndex, target, true, 0f);
} else {
skeletonAnimation.AnimationState.SetAnimation(layerIndex, target, true);
}
this.TargetAnimation = target;
}
/// <summary>Play a non-looping animation once then continue playing the state animation.</summary>
public void PlayOneShot (Spine.Animation oneShot, int layerIndex) {
var state = skeletonAnimation.AnimationState;
state.SetAnimation(0, oneShot, false);
var transition = TryGetTransition(oneShot, TargetAnimation);
if (transition != null)
state.AddAnimation(0, transition, false, 0f);
state.AddAnimation(0, this.TargetAnimation, true, 0f);
}
Spine.Animation TryGetTransition (Spine.Animation from, Spine.Animation to) {
foreach (var transition in transitions) {
if (transition.from.Animation == from && transition.to.Animation == to) {
return transition.transition.Animation;
}
}
return null;
//Spine.Animation foundTransition = null;
//transitionDictionary.TryGetValue(new AnimationStateData.AnimationPair(from, to), out foundTransition);
//return foundTransition;
}
Spine.Animation GetCurrentAnimation (int layerIndex) {
var currentTrackEntry = skeletonAnimation.AnimationState.GetCurrent(layerIndex);
return (currentTrackEntry != null) ? currentTrackEntry.Animation : null;
}
int StringToHash (string s) {
return Animator.StringToHash(s);
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
// Contributed by: Mitch Thompson
using UnityEngine;
using System.Collections.Generic;
namespace Spine.Unity.Examples {
[RequireComponent(typeof(SkeletonRenderer))]
public class SkeletonGhost : MonoBehaviour {
// Internal Settings
const HideFlags GhostHideFlags = HideFlags.HideInHierarchy;
const string GhostingShaderName = "Spine/Special/SkeletonGhost";
[Header("Animation")]
public bool ghostingEnabled = true;
[Tooltip("The time between invididual ghost pieces being spawned.")]
[UnityEngine.Serialization.FormerlySerializedAs("spawnRate")]
public float spawnInterval = 1f/30f;
[Tooltip("Maximum number of ghosts that can exist at a time. If the fade speed is not fast enough, the oldest ghost will immediately disappear to enforce the maximum number.")]
public int maximumGhosts = 10;
public float fadeSpeed = 10;
[Header("Rendering")]
public Shader ghostShader;
public Color32 color = new Color32(0xFF, 0xFF, 0xFF, 0x00); // default for additive.
[Tooltip("Remember to set color alpha to 0 if Additive is true")]
public bool additive = true;
[Tooltip("0 is Color and Alpha, 1 is Alpha only.")]
[Range(0, 1)]
public float textureFade = 1;
[Header("Sorting")]
public bool sortWithDistanceOnly;
public float zOffset = 0f;
float nextSpawnTime;
SkeletonGhostRenderer[] pool;
int poolIndex = 0;
SkeletonRenderer skeletonRenderer;
MeshRenderer meshRenderer;
MeshFilter meshFilter;
readonly Dictionary<Material, Material> materialTable = new Dictionary<Material, Material>();
void Start () {
Initialize(false);
}
public void Initialize (bool overwrite) {
if (pool == null || overwrite) {
if (ghostShader == null)
ghostShader = Shader.Find(GhostingShaderName);
skeletonRenderer = GetComponent<SkeletonRenderer>();
meshFilter = GetComponent<MeshFilter>();
meshRenderer = GetComponent<MeshRenderer>();
nextSpawnTime = Time.time + spawnInterval;
pool = new SkeletonGhostRenderer[maximumGhosts];
for (int i = 0; i < maximumGhosts; i++) {
GameObject go = new GameObject(gameObject.name + " Ghost", typeof(SkeletonGhostRenderer));
pool[i] = go.GetComponent<SkeletonGhostRenderer>();
go.SetActive(false);
go.hideFlags = GhostHideFlags;
}
var skeletonAnimation = skeletonRenderer as Spine.Unity.IAnimationStateComponent;
if (skeletonAnimation != null)
skeletonAnimation.AnimationState.Event += OnEvent;
}
}
//SkeletonAnimation
/*
* Int Value: 0 sets ghostingEnabled to false, 1 sets ghostingEnabled to true
* Float Value: Values greater than 0 set the spawnRate equal the float value
* String Value: Pass RGBA hex color values in to set the color property. IE: "A0FF8BFF"
*/
void OnEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
if (e.Data.Name.Equals("Ghosting", System.StringComparison.Ordinal)) {
ghostingEnabled = e.Int > 0;
if (e.Float > 0)
spawnInterval = e.Float;
if (!string.IsNullOrEmpty(e.String))
this.color = HexToColor(e.String);
}
}
//SkeletonAnimator
//SkeletonAnimator or Mecanim based animations only support toggling ghostingEnabled. Be sure not to set anything other than the Int param in Spine or String will take priority.
void Ghosting (float val) {
ghostingEnabled = val > 0;
}
void Update () {
if (!ghostingEnabled || poolIndex >= pool.Length)
return;
if (Time.time >= nextSpawnTime) {
GameObject go = pool[poolIndex].gameObject;
Material[] materials = meshRenderer.sharedMaterials;
for (int i = 0; i < materials.Length; i++) {
var originalMat = materials[i];
Material ghostMat;
if (!materialTable.ContainsKey(originalMat)) {
ghostMat = new Material(originalMat) {
shader = ghostShader,
color = Color.white
};
if (ghostMat.HasProperty("_TextureFade"))
ghostMat.SetFloat("_TextureFade", textureFade);
materialTable.Add(originalMat, ghostMat);
} else {
ghostMat = materialTable[originalMat];
}
materials[i] = ghostMat;
}
var goTransform = go.transform;
goTransform.parent = transform;
pool[poolIndex].Initialize(meshFilter.sharedMesh, materials, color, additive, fadeSpeed, meshRenderer.sortingLayerID, (sortWithDistanceOnly) ? meshRenderer.sortingOrder : meshRenderer.sortingOrder - 1);
goTransform.localPosition = new Vector3(0f, 0f, zOffset);
goTransform.localRotation = Quaternion.identity;
goTransform.localScale = Vector3.one;
goTransform.parent = null;
poolIndex++;
if (poolIndex == pool.Length)
poolIndex = 0;
nextSpawnTime = Time.time + spawnInterval;
}
}
void OnDestroy () {
if (pool != null) {
for (int i = 0; i < maximumGhosts; i++)
if (pool[i] != null) pool[i].Cleanup();
}
foreach (var mat in materialTable.Values)
Destroy(mat);
}
// based on UnifyWiki http://wiki.unity3d.com/index.php?title=HexConverter
static Color32 HexToColor (string hex) {
const System.Globalization.NumberStyles HexNumber = System.Globalization.NumberStyles.HexNumber;
if (hex.Length < 6)
return Color.magenta;
hex = hex.Replace("#", "");
byte r = byte.Parse(hex.Substring(0, 2), HexNumber);
byte g = byte.Parse(hex.Substring(2, 2), HexNumber);
byte b = byte.Parse(hex.Substring(4, 2), HexNumber);
byte a = 0xFF;
if (hex.Length == 8)
a = byte.Parse(hex.Substring(6, 2), HexNumber);
return new Color32(r, g, b, a);
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
// Contributed by: Mitch Thompson
using UnityEngine;
using System.Collections;
namespace Spine.Unity.Examples {
public class SkeletonGhostRenderer : MonoBehaviour {
static readonly Color32 TransparentBlack = new Color32(0, 0, 0, 0);
const string colorPropertyName = "_Color";
float fadeSpeed = 10;
Color32 startColor;
MeshFilter meshFilter;
MeshRenderer meshRenderer;
MaterialPropertyBlock mpb;
int colorId;
void Awake () {
meshRenderer = gameObject.AddComponent<MeshRenderer>();
meshFilter = gameObject.AddComponent<MeshFilter>();
colorId = Shader.PropertyToID(colorPropertyName);
mpb = new MaterialPropertyBlock();
}
public void Initialize (Mesh mesh, Material[] materials, Color32 color, bool additive, float speed, int sortingLayerID, int sortingOrder) {
StopAllCoroutines();
gameObject.SetActive(true);
meshRenderer.sharedMaterials = materials;
meshRenderer.sortingLayerID = sortingLayerID;
meshRenderer.sortingOrder = sortingOrder;
meshFilter.sharedMesh = Instantiate(mesh);
startColor = color;
mpb.SetColor(colorId, color);
meshRenderer.SetPropertyBlock(mpb);
fadeSpeed = speed;
if (additive)
StartCoroutine(FadeAdditive());
else
StartCoroutine(Fade());
}
IEnumerator Fade () {
Color32 c = startColor;
Color32 black = SkeletonGhostRenderer.TransparentBlack;
float t = 1f;
for (float hardTimeLimit = 5f; hardTimeLimit > 0; hardTimeLimit -= Time.deltaTime) {
c = Color32.Lerp(black, startColor, t);
mpb.SetColor(colorId, c);
meshRenderer.SetPropertyBlock(mpb);
t = Mathf.Lerp(t, 0, Time.deltaTime * fadeSpeed);
if (t <= 0)
break;
yield return null;
}
Destroy(meshFilter.sharedMesh);
gameObject.SetActive(false);
}
IEnumerator FadeAdditive () {
Color32 c = startColor;
Color32 black = SkeletonGhostRenderer.TransparentBlack;
float t = 1f;
for (float hardTimeLimit = 5f; hardTimeLimit > 0; hardTimeLimit -= Time.deltaTime) {
c = Color32.Lerp(black, startColor, t);
mpb.SetColor(colorId, c);
meshRenderer.SetPropertyBlock(mpb);
t = Mathf.Lerp(t, 0, Time.deltaTime * fadeSpeed);
if (t <= 0)
break;
yield return null;
}
Destroy(meshFilter.sharedMesh);
gameObject.SetActive(false);
}
public void Cleanup () {
if (meshFilter != null && meshFilter.sharedMesh != null)
Destroy(meshFilter.sharedMesh);
Destroy(gameObject);
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
namespace Spine.Unity.Examples {
/// <summary>
/// This component is intended to increase the physics solver iteration count
/// for Rigidbody Joint setups which would otherwise be too unstable.
///
/// To use this example component, add it to a GameObject which is parent of
/// one or more Rigidbody instances. The physics setting "solver iteration count"
/// will be overwritten by the provided value.
/// </summary>
[DisallowMultipleComponent]
public class SetRigidbodySolverIterations : MonoBehaviour
{
public int solverIterations = 30;
void Awake () {
var rigidbodies = this.GetComponentsInChildren<Rigidbody>();
foreach (var rb in rigidbodies) {
rb.solverIterations = solverIterations;
}
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
namespace Spine.Unity {
// To use this example component, add it to your SkeletonAnimation Spine GameObject.
// This component will disable that SkeletonAnimation component to prevent it from calling its own Update and LateUpdate methods.
[DisallowMultipleComponent]
public sealed class SkeletonAnimationFixedTimestep : MonoBehaviour {
#region Inspector
public SkeletonAnimation skeletonAnimation;
[Tooltip("The duration of each frame in seconds. For 12 fps: enter '1/12' in the Unity inspector.")]
public float frameDeltaTime = 1 / 15f;
[Header("Advanced")]
[Tooltip("The maximum number of fixed timesteps. If the game framerate drops below the If the framerate is consistently faster than the limited frames, this does nothing.")]
public int maxFrameSkip = 4;
[Tooltip("If enabled, the Skeleton mesh will be updated only on the same frame when the animation and skeleton are updated. Disable this or call SkeletonAnimation.LateUpdate yourself if you are modifying the Skeleton using other components that don't run in the same fixed timestep.")]
public bool frameskipMeshUpdate = true;
[Tooltip("This is the amount the internal accumulator starts with. Set it to some fraction of your frame delta time if you want to stagger updates between multiple skeletons.")]
public float timeOffset;
#endregion
float accumulatedTime = 0;
bool requiresNewMesh;
void OnValidate () {
skeletonAnimation = GetComponent<SkeletonAnimation>();
if (frameDeltaTime <= 0) frameDeltaTime = 1 / 60f;
if (maxFrameSkip < 1) maxFrameSkip = 1;
}
void Awake () {
requiresNewMesh = true;
accumulatedTime = timeOffset;
}
void Update () {
if (skeletonAnimation.enabled)
skeletonAnimation.enabled = false;
accumulatedTime += Time.deltaTime;
float frames = 0;
while (accumulatedTime >= frameDeltaTime) {
frames++;
if (frames > maxFrameSkip) break;
accumulatedTime -= frameDeltaTime;
}
if (frames > 0) {
skeletonAnimation.Update(frames * frameDeltaTime);
requiresNewMesh = true;
}
}
void LateUpdate () {
if (frameskipMeshUpdate && !requiresNewMesh) return;
skeletonAnimation.LateUpdate();
requiresNewMesh = false;
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine;
using Spine.Unity;
namespace Spine.Unity {
using Animation = Spine.Animation;
using AnimationState = Spine.AnimationState;
public class SkeletonAnimationMulti : MonoBehaviour {
const int MainTrackIndex = 0;
public bool initialFlipX, initialFlipY;
public string initialAnimation;
public bool initialLoop;
[Space]
public List<SkeletonDataAsset> skeletonDataAssets = new List<SkeletonDataAsset>();
[Header("Settings")]
public MeshGenerator.Settings meshGeneratorSettings = MeshGenerator.Settings.Default;
readonly List<SkeletonAnimation> skeletonAnimations = new List<SkeletonAnimation>();
readonly Dictionary<string, Animation> animationNameTable = new Dictionary<string, Animation>();
readonly Dictionary<Animation, SkeletonAnimation> animationSkeletonTable = new Dictionary<Animation, SkeletonAnimation>();
//Stateful
SkeletonAnimation currentSkeletonAnimation;
void Clear () {
foreach (var s in skeletonAnimations)
Destroy(s.gameObject);
skeletonAnimations.Clear();
animationNameTable.Clear();
animationSkeletonTable.Clear();
}
void SetActiveSkeleton (SkeletonAnimation skeletonAnimation) {
foreach (var sa in skeletonAnimations)
sa.gameObject.SetActive(sa == skeletonAnimation);
currentSkeletonAnimation = skeletonAnimation;
}
#region Lifecycle
void Awake () {
Initialize(false);
}
#endregion
#region API
public Dictionary<Animation, SkeletonAnimation> AnimationSkeletonTable { get { return this.animationSkeletonTable; } }
public Dictionary<string, Animation> AnimationNameTable { get { return this.animationNameTable; } }
public SkeletonAnimation CurrentSkeletonAnimation { get { return this.currentSkeletonAnimation; } }
public void Initialize (bool overwrite) {
if (skeletonAnimations.Count != 0 && !overwrite) return;
Clear();
var settings = this.meshGeneratorSettings;
Transform thisTransform = this.transform;
foreach (var sda in skeletonDataAssets) {
var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(sda);
sa.transform.SetParent(thisTransform, false);
sa.SetMeshSettings(settings);
sa.initialFlipX = this.initialFlipX;
sa.initialFlipY = this.initialFlipY;
var skeleton = sa.skeleton;
skeleton.ScaleX = this.initialFlipX ? -1 : 1;
skeleton.ScaleY = this.initialFlipY ? -1 : 1;
sa.Initialize(false);
skeletonAnimations.Add(sa);
}
// Build cache
var animationNameTable = this.animationNameTable;
var animationSkeletonTable = this.animationSkeletonTable;
foreach (var skeletonAnimation in skeletonAnimations) {
foreach (var animationObject in skeletonAnimation.Skeleton.Data.Animations) {
animationNameTable[animationObject.Name] = animationObject;
animationSkeletonTable[animationObject] = skeletonAnimation;
}
}
SetActiveSkeleton(skeletonAnimations[0]);
SetAnimation(initialAnimation, initialLoop);
}
public Animation FindAnimation (string animationName) {
// Analysis disable once LocalVariableHidesMember
Animation animation;
animationNameTable.TryGetValue(animationName, out animation);
return animation;
}
public TrackEntry SetAnimation (string animationName, bool loop) {
return SetAnimation(FindAnimation(animationName), loop);
}
public TrackEntry SetAnimation (Animation animation, bool loop) {
if (animation == null) return null;
SkeletonAnimation skeletonAnimation;
animationSkeletonTable.TryGetValue(animation, out skeletonAnimation);
if (skeletonAnimation != null) {
SetActiveSkeleton(skeletonAnimation);
skeletonAnimation.skeleton.SetToSetupPose();
var trackEntry = skeletonAnimation.state.SetAnimation(MainTrackIndex, animation, loop);
skeletonAnimation.Update(0);
return trackEntry;
}
return null;
}
public void SetEmptyAnimation (float mixDuration) {
currentSkeletonAnimation.state.SetEmptyAnimation(MainTrackIndex, mixDuration);
}
public void ClearAnimation () {
currentSkeletonAnimation.state.ClearTrack(MainTrackIndex);
}
public TrackEntry GetCurrent () {
return currentSkeletonAnimation.state.GetCurrent(MainTrackIndex);
}
#endregion
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections.Generic;
using UnityEngine;
using Spine;
using Spine.Unity;
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 {
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;
}
#if UNITY_EDITOR
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();
}
#endif
void Start () {
ApplySettings();
}
void ApplySettings () {
var skeletonComponent = GetComponent<ISkeletonComponent>();
if (skeletonComponent != null) {
var skeleton = skeletonComponent.Skeleton;
skeleton.SetColor(skeletonColor);
foreach (var s in slotSettings) {
var slot = skeleton.FindSlot(s.slot);
if (slot != null) slot.SetColor(s.color);
}
}
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class SkeletonGraphicMirror : MonoBehaviour {
public SkeletonRenderer source;
public bool mirrorOnStart = true;
public bool restoreOnDisable = true;
SkeletonGraphic skeletonGraphic;
Skeleton originalSkeleton;
bool originalFreeze;
Texture2D overrideTexture;
private void Awake () {
skeletonGraphic = GetComponent<SkeletonGraphic>();
}
void Start () {
if (mirrorOnStart)
StartMirroring();
}
void LateUpdate () {
skeletonGraphic.UpdateMesh();
}
void OnDisable () {
if (restoreOnDisable)
RestoreIndependentSkeleton();
}
/// <summary>Freeze the SkeletonGraphic on this GameObject, and use the source as the Skeleton to be rendered by the SkeletonGraphic.</summary>
public void StartMirroring () {
if (source == null)
return;
if (skeletonGraphic == null)
return;
skeletonGraphic.startingAnimation = string.Empty;
if (originalSkeleton == null) {
originalSkeleton = skeletonGraphic.Skeleton;
originalFreeze = skeletonGraphic.freeze;
}
skeletonGraphic.Skeleton = source.skeleton;
skeletonGraphic.freeze = true;
if (overrideTexture != null)
skeletonGraphic.OverrideTexture = overrideTexture;
}
/// <summary>Use a new texture for the SkeletonGraphic. Use this if your source skeleton uses a repacked atlas. </summary>
public void UpdateTexture (Texture2D newOverrideTexture) {
overrideTexture = newOverrideTexture;
if (newOverrideTexture != null)
skeletonGraphic.OverrideTexture = overrideTexture;
}
/// <summary>Stops mirroring the source SkeletonRenderer and allows the SkeletonGraphic to become an independent Skeleton component again.</summary>
public void RestoreIndependentSkeleton () {
if (originalSkeleton == null)
return;
skeletonGraphic.Skeleton = originalSkeleton;
skeletonGraphic.freeze = originalFreeze;
skeletonGraphic.OverrideTexture = null;
originalSkeleton = null;
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using Spine.Unity;
public class SkeletonGraphicPlayAnimationAtEvent : MonoBehaviour {
public SkeletonGraphic skeletonGraphic;
public int trackIndex = 0;
public float playbackSpeed = 1.0f;
public void PlayAnimationLooping (string animation) {
var entry = skeletonGraphic.AnimationState.SetAnimation(trackIndex, animation, true);
entry.TimeScale = playbackSpeed;
}
public void PlayAnimationOnce (string animation) {
var entry = skeletonGraphic.AnimationState.SetAnimation(trackIndex, animation, false);
entry.TimeScale = playbackSpeed;
}
public void ClearTrack () {
skeletonGraphic.AnimationState.ClearTrack(trackIndex);
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
// Contributed by: Mitch Thompson
using UnityEngine;
using UnityEditor;
namespace Spine.Unity.Examples {
public class SkeletonRagdoll2DInspector {}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
// Contributed by: Mitch Thompson
using UnityEngine;
using UnityEditor;
namespace Spine.Unity.Examples {
public class SkeletonRagdollInspector : UnityEditor.Editor {
[CustomPropertyDrawer(typeof(SkeletonRagdoll.LayerFieldAttribute))]
public class LayerFieldPropertyDrawer : PropertyDrawer {
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
property.intValue = EditorGUI.LayerField(position, label, property.intValue);
}
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
// Contributed by: Mitch Thompson
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Spine.Unity.Examples {
[RequireComponent(typeof(SkeletonRenderer))]
public class SkeletonRagdoll : MonoBehaviour {
static Transform parentSpaceHelper;
#region Inspector
[Header("Hierarchy")]
[SpineBone]
public string startingBoneName = "";
[SpineBone]
public List<string> stopBoneNames = new List<string>();
[Header("Parameters")]
public bool applyOnStart;
[Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
public bool disableIK = true;
public bool disableOtherConstraints = false;
[Space(18)]
[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
public bool pinStartBone;
[Tooltip("Enable Collision between adjacent ragdoll elements (IE: Neck and Head)")]
public bool enableJointCollision;
public bool useGravity = true;
[Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
public float thickness = 0.125f;
[Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
public float rotationLimit = 20;
public float rootMass = 20;
[Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
[Range(0.01f, 1f)]
public float massFalloffFactor = 0.4f;
[Tooltip("The layer assigned to all of the rigidbody parts.")]
public int colliderLayer = 0;
[Range(0, 1)]
public float mix = 1;
public bool oldRagdollBehaviour = true;
#endregion
ISkeletonAnimation targetSkeletonComponent;
Skeleton skeleton;
Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
Transform ragdollRoot;
public Rigidbody RootRigidbody { get; private set; }
public Bone StartingBone { get; private set; }
Vector3 rootOffset;
public Vector3 RootOffset { get { return this.rootOffset; } }
bool isActive;
public bool IsActive { get { return this.isActive; } }
IEnumerator Start () {
if (parentSpaceHelper == null) {
parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
parentSpaceHelper.hideFlags = HideFlags.HideInHierarchy;
}
targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
skeleton = targetSkeletonComponent.Skeleton;
if (applyOnStart) {
yield return null;
Apply();
}
}
#region API
public Rigidbody[] RigidbodyArray {
get {
if (!isActive)
return new Rigidbody[0];
var rigidBodies = new Rigidbody[boneTable.Count];
int i = 0;
foreach (Transform t in boneTable.Values) {
rigidBodies[i] = t.GetComponent<Rigidbody>();
i++;
}
return rigidBodies;
}
}
public Vector3 EstimatedSkeletonPosition {
get { return RootRigidbody.position - rootOffset; }
}
/// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
public void Apply () {
isActive = true;
mix = 1;
StartingBone = skeleton.FindBone(startingBoneName);
RecursivelyCreateBoneProxies(StartingBone);
RootRigidbody = boneTable[StartingBone].GetComponent<Rigidbody>();
RootRigidbody.isKinematic = pinStartBone;
RootRigidbody.mass = rootMass;
var boneColliders = new List<Collider>();
foreach (var pair in boneTable) {
var b = pair.Key;
var t = pair.Value;
Transform parentTransform;
boneColliders.Add(t.GetComponent<Collider>());
if (b == StartingBone) {
ragdollRoot = new GameObject("RagdollRoot").transform;
ragdollRoot.SetParent(transform, false);
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root.
ragdollRoot.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b));
} else {
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
}
parentTransform = ragdollRoot;
rootOffset = t.position - transform.position;
} else {
parentTransform = boneTable[b.Parent];
}
// Add joint and attach to parent.
var rbParent = parentTransform.GetComponent<Rigidbody>();
if (rbParent != null) {
var joint = t.gameObject.AddComponent<HingeJoint>();
joint.connectedBody = rbParent;
Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
localPos.x *= 1;
joint.connectedAnchor = localPos;
joint.axis = Vector3.forward;
joint.GetComponent<Rigidbody>().mass = joint.connectedBody.mass * massFalloffFactor;
joint.limits = new JointLimits {
min = -rotationLimit,
max = rotationLimit,
};
joint.useLimits = true;
joint.enableCollision = enableJointCollision;
}
}
// Ignore collisions among bones.
for (int x = 0; x < boneColliders.Count; x++) {
for (int y = 0; y < boneColliders.Count; y++) {
if (x == y) continue;
Physics.IgnoreCollision(boneColliders[x], boneColliders[y]);
}
}
// Destroy existing override-mode SkeletonUtilityBones.
var utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
if (utilityBones.Length > 0) {
var destroyedUtilityBoneNames = new List<string>();
foreach (var ub in utilityBones) {
if (ub.mode == SkeletonUtilityBone.Mode.Override) {
destroyedUtilityBoneNames.Add(ub.gameObject.name);
Destroy(ub.gameObject);
}
}
if (destroyedUtilityBoneNames.Count > 0) {
string msg = "Destroyed Utility Bones: ";
for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
msg += destroyedUtilityBoneNames[i];
if (i != destroyedUtilityBoneNames.Count - 1) {
msg += ",";
}
}
Debug.LogWarning(msg);
}
}
// Disable skeleton constraints.
if (disableIK) {
var ikConstraints = skeleton.IkConstraints;
for (int i = 0, n = ikConstraints.Count; i < n; i++)
ikConstraints.Items[i].Mix = 0;
}
if (disableOtherConstraints) {
var transformConstraints = skeleton.TransformConstraints;
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
transformConstraints.Items[i].RotateMix = 0;
transformConstraints.Items[i].ScaleMix = 0;
transformConstraints.Items[i].ShearMix = 0;
transformConstraints.Items[i].TranslateMix = 0;
}
var pathConstraints = skeleton.PathConstraints;
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
pathConstraints.Items[i].RotateMix = 0;
pathConstraints.Items[i].TranslateMix = 0;
}
}
targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
}
/// <summary>Transitions the mix value from the current value to a target value.</summary>
public Coroutine SmoothMix (float target, float duration) {
return StartCoroutine(SmoothMixCoroutine(target, duration));
}
IEnumerator SmoothMixCoroutine (float target, float duration) {
float startTime = Time.time;
float startMix = mix;
while (mix > 0) {
skeleton.SetBonesToSetupPose();
mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
yield return null;
}
}
/// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
public void SetSkeletonPosition (Vector3 worldPosition) {
if (!isActive) {
Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
return;
}
Vector3 offset = worldPosition - transform.position;
transform.position = worldPosition;
foreach (Transform t in boneTable.Values)
t.position -= offset;
UpdateSpineSkeleton(null);
skeleton.UpdateWorldTransform();
}
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
public void Remove () {
isActive = false;
foreach (var t in boneTable.Values)
Destroy(t.gameObject);
Destroy(ragdollRoot.gameObject);
boneTable.Clear();
targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
}
public Rigidbody GetRigidbody (string boneName) {
var bone = skeleton.FindBone(boneName);
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody>() : null;
}
#endregion
void RecursivelyCreateBoneProxies (Bone b) {
string boneName = b.Data.Name;
if (stopBoneNames.Contains(boneName))
return;
var boneGameObject = new GameObject(boneName);
boneGameObject.layer = colliderLayer;
Transform t = boneGameObject.transform;
boneTable.Add(b, t);
t.parent = transform;
t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.ShearX);
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 1);
// MITCH: You left "todo: proper ragdoll branching"
var colliders = AttachBoundingBoxRagdollColliders(b);
if (colliders.Count == 0) {
float length = b.Data.Length;
if (length == 0) {
var ball = boneGameObject.AddComponent<SphereCollider>();
ball.radius = thickness * 0.5f;
} else {
var box = boneGameObject.AddComponent<BoxCollider>();
box.size = new Vector3(length, thickness, thickness);
box.center = new Vector3(length * 0.5f, 0);
}
}
var rb = boneGameObject.AddComponent<Rigidbody>();
rb.constraints = RigidbodyConstraints.FreezePositionZ;
foreach (Bone child in b.Children)
RecursivelyCreateBoneProxies(child);
}
void UpdateSpineSkeleton (ISkeletonAnimation skeletonRenderer) {
bool flipX = skeleton.ScaleX < 0;
bool flipY = skeleton.ScaleY < 0;
bool flipXOR = flipX ^ flipY;
bool flipOR = flipX || flipY;
foreach (var pair in boneTable) {
var b = pair.Key;
var t = pair.Value;
bool isStartingBone = b == StartingBone;
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[b.Parent];
if (!oldRagdollBehaviour && isStartingBone) {
if (b != skeleton.RootBone) { // RagdollRoot is not skeleton root.
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
}
}
Vector3 parentTransformWorldPosition = parentTransform.position;
Quaternion parentTransformWorldRotation = parentTransform.rotation;
parentSpaceHelper.position = parentTransformWorldPosition;
parentSpaceHelper.rotation = parentTransformWorldRotation;
parentSpaceHelper.localScale = parentTransform.lossyScale;
Vector3 boneWorldPosition = t.position;
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
if (flipOR) {
if (isStartingBone) {
if (flipX) boneLocalPosition.x *= -1f;
if (flipY) boneLocalPosition.y *= -1f;
boneLocalRotation = boneLocalRotation * (flipXOR ? -1f : 1f);
if (flipX) boneLocalRotation += 180;
} else {
if (flipXOR) {
boneLocalRotation *= -1f;
boneLocalPosition.y *= -1f; // wtf??
}
}
}
b.X = Mathf.Lerp(b.X, boneLocalPosition.x, mix);
b.Y = Mathf.Lerp(b.Y, boneLocalPosition.y, mix);
b.Rotation = Mathf.Lerp(b.Rotation, boneLocalRotation, mix);
//b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
}
}
List<Collider> AttachBoundingBoxRagdollColliders (Bone b) {
const string AttachmentNameMarker = "ragdoll";
var colliders = new List<Collider>();
Transform t = boneTable[b];
GameObject go = t.gameObject;
var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
var skinEntries = new List<Skin.SkinEntry>();
foreach (Slot s in skeleton.Slots) {
if (s.Bone == b) {
skin.GetAttachments(skeleton.Slots.IndexOf(s), skinEntries);
foreach (var entry in skinEntries) {
var bbAttachment = entry.Attachment as BoundingBoxAttachment;
if (bbAttachment != null) {
if (!entry.Name.ToLower().Contains(AttachmentNameMarker))
continue;
var bbCollider = go.AddComponent<BoxCollider>();
var bounds = SkeletonUtility.GetBoundingBoxBounds(bbAttachment, thickness);
bbCollider.center = bounds.center;
bbCollider.size = bounds.size;
colliders.Add(bbCollider);
}
}
}
}
return colliders;
}
static float GetPropagatedRotation (Bone b) {
Bone parent = b.Parent;
float a = b.AppliedRotation;
while (parent != null) {
a += parent.AppliedRotation;
parent = parent.Parent;
}
return a;
}
public class LayerFieldAttribute : PropertyAttribute {}
}
}

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timeCreated: 1430552693
licenseType: Free
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
// Contributed by: Mitch Thompson
#if UNITY_2019_2_OR_NEWER
#define HINGE_JOINT_NEW_BEHAVIOUR
#endif
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
namespace Spine.Unity.Examples {
[RequireComponent(typeof(SkeletonRenderer))]
public class SkeletonRagdoll2D : MonoBehaviour {
static Transform parentSpaceHelper;
#region Inspector
[Header("Hierarchy")]
[SpineBone]
public string startingBoneName = "";
[SpineBone]
public List<string> stopBoneNames = new List<string>();
[Header("Parameters")]
public bool applyOnStart;
[Tooltip("Warning! You will have to re-enable and tune mix values manually if attempting to remove the ragdoll system.")]
public bool disableIK = true;
public bool disableOtherConstraints = false;
[Space]
[Tooltip("Set RootRigidbody IsKinematic to true when Apply is called.")]
public bool pinStartBone;
public float gravityScale = 1;
[Tooltip("If no BoundingBox Attachment is attached to a bone, this becomes the default Width or Radius of a Bone's ragdoll Rigidbody")]
public float thickness = 0.125f;
[Tooltip("Default rotational limit value. Min is negative this value, Max is this value.")]
public float rotationLimit = 20;
public float rootMass = 20;
[Tooltip("If your ragdoll seems unstable or uneffected by limits, try lowering this value.")]
[Range(0.01f, 1f)]
public float massFalloffFactor = 0.4f;
[Tooltip("The layer assigned to all of the rigidbody parts.")]
[SkeletonRagdoll.LayerField]
public int colliderLayer = 0;
[Range(0, 1)]
public float mix = 1;
public bool oldRagdollBehaviour = true;
#endregion
ISkeletonAnimation targetSkeletonComponent;
Skeleton skeleton;
Dictionary<Bone, Transform> boneTable = new Dictionary<Bone, Transform>();
Transform ragdollRoot;
public Rigidbody2D RootRigidbody { get; private set; }
public Bone StartingBone { get; private set; }
Vector2 rootOffset;
public Vector3 RootOffset { get { return this.rootOffset; } }
bool isActive;
public bool IsActive { get { return this.isActive; } }
IEnumerator Start () {
if (parentSpaceHelper == null) {
parentSpaceHelper = (new GameObject("Parent Space Helper")).transform;
}
targetSkeletonComponent = GetComponent<SkeletonRenderer>() as ISkeletonAnimation;
if (targetSkeletonComponent == null) Debug.LogError("Attached Spine component does not implement ISkeletonAnimation. This script is not compatible.");
skeleton = targetSkeletonComponent.Skeleton;
if (applyOnStart) {
yield return null;
Apply();
}
}
#region API
public Rigidbody2D[] RigidbodyArray {
get {
if (!isActive)
return new Rigidbody2D[0];
var rigidBodies = new Rigidbody2D[boneTable.Count];
int i = 0;
foreach (Transform t in boneTable.Values) {
rigidBodies[i] = t.GetComponent<Rigidbody2D>();
i++;
}
return rigidBodies;
}
}
public Vector3 EstimatedSkeletonPosition {
get { return this.RootRigidbody.position - rootOffset; }
}
/// <summary>Instantiates the ragdoll simulation and applies its transforms to the skeleton.</summary>
public void Apply () {
isActive = true;
mix = 1;
Bone startingBone = this.StartingBone = skeleton.FindBone(startingBoneName);
RecursivelyCreateBoneProxies(startingBone);
RootRigidbody = boneTable[startingBone].GetComponent<Rigidbody2D>();
RootRigidbody.isKinematic = pinStartBone;
RootRigidbody.mass = rootMass;
var boneColliders = new List<Collider2D>();
foreach (var pair in boneTable) {
var b = pair.Key;
var t = pair.Value;
Transform parentTransform;
boneColliders.Add(t.GetComponent<Collider2D>());
if (b == startingBone) {
ragdollRoot = new GameObject("RagdollRoot").transform;
ragdollRoot.SetParent(transform, false);
if (b == skeleton.RootBone) { // RagdollRoot is skeleton root.
ragdollRoot.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b));
} else {
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
}
parentTransform = ragdollRoot;
rootOffset = t.position - transform.position;
} else {
parentTransform = boneTable[b.Parent];
}
// Add joint and attach to parent.
var rbParent = parentTransform.GetComponent<Rigidbody2D>();
if (rbParent != null) {
var joint = t.gameObject.AddComponent<HingeJoint2D>();
joint.connectedBody = rbParent;
Vector3 localPos = parentTransform.InverseTransformPoint(t.position);
joint.connectedAnchor = localPos;
joint.GetComponent<Rigidbody2D>().mass = joint.connectedBody.mass * massFalloffFactor;
#if HINGE_JOINT_NEW_BEHAVIOUR
float referenceAngle = (rbParent.transform.eulerAngles.z - t.eulerAngles.z + 360f) % 360f;
float minAngle = referenceAngle - rotationLimit;
float maxAngle = referenceAngle + rotationLimit;
if (maxAngle > 180f) {
minAngle -= 360f;
maxAngle -= 360f;
}
#else
float minAngle = - rotationLimit;
float maxAngle = rotationLimit;
#endif
joint.limits = new JointAngleLimits2D {
min = minAngle,
max = maxAngle
};
joint.useLimits = true;
}
}
// Ignore collisions among bones.
for (int x = 0; x < boneColliders.Count; x++) {
for (int y = 0; y < boneColliders.Count; y++) {
if (x == y) continue;
Physics2D.IgnoreCollision(boneColliders[x], boneColliders[y]);
}
}
// Destroy existing override-mode SkeletonUtility bones.
var utilityBones = GetComponentsInChildren<SkeletonUtilityBone>();
if (utilityBones.Length > 0) {
var destroyedUtilityBoneNames = new List<string>();
foreach (var ub in utilityBones) {
if (ub.mode == SkeletonUtilityBone.Mode.Override) {
destroyedUtilityBoneNames.Add(ub.gameObject.name);
Destroy(ub.gameObject);
}
}
if (destroyedUtilityBoneNames.Count > 0) {
string msg = "Destroyed Utility Bones: ";
for (int i = 0; i < destroyedUtilityBoneNames.Count; i++) {
msg += destroyedUtilityBoneNames[i];
if (i != destroyedUtilityBoneNames.Count - 1) {
msg += ",";
}
}
Debug.LogWarning(msg);
}
}
// Disable skeleton constraints.
if (disableIK) {
var ikConstraints = skeleton.IkConstraints;
for (int i = 0, n = ikConstraints.Count; i < n; i++)
ikConstraints.Items[i].Mix = 0;
}
if (disableOtherConstraints) {
var transformConstraints = skeleton.TransformConstraints;
for (int i = 0, n = transformConstraints.Count; i < n; i++) {
transformConstraints.Items[i].RotateMix = 0;
transformConstraints.Items[i].ScaleMix = 0;
transformConstraints.Items[i].ShearMix = 0;
transformConstraints.Items[i].TranslateMix = 0;
}
var pathConstraints = skeleton.PathConstraints;
for (int i = 0, n = pathConstraints.Count; i < n; i++) {
pathConstraints.Items[i].RotateMix = 0;
pathConstraints.Items[i].TranslateMix = 0;
}
}
targetSkeletonComponent.UpdateWorld += UpdateSpineSkeleton;
}
/// <summary>Transitions the mix value from the current value to a target value.</summary>
public Coroutine SmoothMix (float target, float duration) {
return StartCoroutine(SmoothMixCoroutine(target, duration));
}
IEnumerator SmoothMixCoroutine (float target, float duration) {
float startTime = Time.time;
float startMix = mix;
while (mix > 0) {
skeleton.SetBonesToSetupPose();
mix = Mathf.SmoothStep(startMix, target, (Time.time - startTime) / duration);
yield return null;
}
}
/// <summary>Set the transform world position while preserving the ragdoll parts world position.</summary>
public void SetSkeletonPosition (Vector3 worldPosition) {
if (!isActive) {
Debug.LogWarning("Can't call SetSkeletonPosition while Ragdoll is not active!");
return;
}
Vector3 offset = worldPosition - transform.position;
transform.position = worldPosition;
foreach (Transform t in boneTable.Values)
t.position -= offset;
UpdateSpineSkeleton(null);
skeleton.UpdateWorldTransform();
}
/// <summary>Removes the ragdoll instance and effect from the animated skeleton.</summary>
public void Remove () {
isActive = false;
foreach (var t in boneTable.Values)
Destroy(t.gameObject);
Destroy(ragdollRoot.gameObject);
boneTable.Clear();
targetSkeletonComponent.UpdateWorld -= UpdateSpineSkeleton;
}
public Rigidbody2D GetRigidbody (string boneName) {
var bone = skeleton.FindBone(boneName);
return (bone != null && boneTable.ContainsKey(bone)) ? boneTable[bone].GetComponent<Rigidbody2D>() : null;
}
#endregion
/// <summary>Generates the ragdoll simulation's Transform and joint setup.</summary>
void RecursivelyCreateBoneProxies (Bone b) {
string boneName = b.Data.Name;
if (stopBoneNames.Contains(boneName))
return;
var boneGameObject = new GameObject(boneName);
boneGameObject.layer = this.colliderLayer;
Transform t = boneGameObject.transform;
boneTable.Add(b, t);
t.parent = transform;
t.localPosition = new Vector3(b.WorldX, b.WorldY, 0);
t.localRotation = Quaternion.Euler(0, 0, b.WorldRotationX - b.ShearX);
t.localScale = new Vector3(b.WorldScaleX, b.WorldScaleY, 1);
// MITCH: You left "todo: proper ragdoll branching"
var colliders = AttachBoundingBoxRagdollColliders(b, boneGameObject, skeleton, this.gravityScale);
if (colliders.Count == 0) {
float length = b.Data.Length;
if (length == 0) {
var circle = boneGameObject.AddComponent<CircleCollider2D>();
circle.radius = thickness * 0.5f;
} else {
var box = boneGameObject.AddComponent<BoxCollider2D>();
box.size = new Vector2(length, thickness);
box.offset = new Vector2(length * 0.5f, 0); // box.center in UNITY_4
}
}
var rb = boneGameObject.GetComponent<Rigidbody2D>();
if (rb == null) rb = boneGameObject.AddComponent<Rigidbody2D>();
rb.gravityScale = this.gravityScale;
foreach (Bone child in b.Children)
RecursivelyCreateBoneProxies(child);
}
/// <summary>Performed every skeleton animation update to translate Unity Transforms positions into Spine bone transforms.</summary>
void UpdateSpineSkeleton (ISkeletonAnimation animatedSkeleton) {
bool flipX = skeleton.ScaleX < 0;
bool flipY = skeleton.ScaleY < 0;
bool flipXOR = flipX ^ flipY;
bool flipOR = flipX || flipY;
var startingBone = this.StartingBone;
foreach (var pair in boneTable) {
var b = pair.Key;
var t = pair.Value;
bool isStartingBone = (b == startingBone);
Transform parentTransform = isStartingBone ? ragdollRoot : boneTable[b.Parent];
if (!oldRagdollBehaviour && isStartingBone) {
if (b != skeleton.RootBone) { // RagdollRoot is not skeleton root.
ragdollRoot.localPosition = new Vector3(b.Parent.WorldX, b.Parent.WorldY, 0);
ragdollRoot.localRotation = Quaternion.Euler(0, 0, GetPropagatedRotation(b.Parent));
}
}
Vector3 parentTransformWorldPosition = parentTransform.position;
Quaternion parentTransformWorldRotation = parentTransform.rotation;
parentSpaceHelper.position = parentTransformWorldPosition;
parentSpaceHelper.rotation = parentTransformWorldRotation;
parentSpaceHelper.localScale = parentTransform.lossyScale;
Vector3 boneWorldPosition = t.position;
Vector3 right = parentSpaceHelper.InverseTransformDirection(t.right);
Vector3 boneLocalPosition = parentSpaceHelper.InverseTransformPoint(boneWorldPosition);
float boneLocalRotation = Mathf.Atan2(right.y, right.x) * Mathf.Rad2Deg;
if (flipOR) {
if (isStartingBone) {
if (flipX) boneLocalPosition.x *= -1f;
if (flipY) boneLocalPosition.y *= -1f;
boneLocalRotation = boneLocalRotation * (flipXOR ? -1f : 1f);
if (flipX) boneLocalRotation += 180;
} else {
if (flipXOR) {
boneLocalRotation *= -1f;
boneLocalPosition.y *= -1f; // wtf??
}
}
}
b.X = Mathf.Lerp(b.X, boneLocalPosition.x, mix);
b.Y = Mathf.Lerp(b.Y, boneLocalPosition.y, mix);
b.Rotation = Mathf.Lerp(b.Rotation, boneLocalRotation, mix);
//b.AppliedRotation = Mathf.Lerp(b.AppliedRotation, boneLocalRotation, mix);
}
}
static List<Collider2D> AttachBoundingBoxRagdollColliders (Bone b, GameObject go, Skeleton skeleton, float gravityScale) {
const string AttachmentNameMarker = "ragdoll";
var colliders = new List<Collider2D>();
var skin = skeleton.Skin ?? skeleton.Data.DefaultSkin;
var skinEntries = new List<Skin.SkinEntry>();
foreach (Slot slot in skeleton.Slots) {
if (slot.Bone == b) {
skin.GetAttachments(skeleton.Slots.IndexOf(slot), skinEntries);
bool bbAttachmentAdded = false;
foreach (var entry in skinEntries) {
var bbAttachment = entry.Attachment as BoundingBoxAttachment;
if (bbAttachment != null) {
if (!entry.Name.ToLower().Contains(AttachmentNameMarker))
continue;
bbAttachmentAdded = true;
var bbCollider = SkeletonUtility.AddBoundingBoxAsComponent(bbAttachment, slot, go, isTrigger: false);
colliders.Add(bbCollider);
}
}
if (bbAttachmentAdded)
SkeletonUtility.AddBoneRigidbody2D(go, isKinematic: false, gravityScale: gravityScale);
}
}
return colliders;
}
static float GetPropagatedRotation (Bone b) {
Bone parent = b.Parent;
float a = b.AppliedRotation;
while (parent != null) {
a += parent.AppliedRotation;
parent = parent.Parent;
}
return a;
}
static Vector3 FlipScale (bool flipX, bool flipY) {
return new Vector3(flipX ? -1f : 1f, flipY ? -1f : 1f, 1f);
}
#if UNITY_EDITOR
void OnDrawGizmosSelected () {
if (isActive) {
Gizmos.DrawWireSphere(transform.position, thickness * 1.2f);
Vector3 newTransformPos = RootRigidbody.position - rootOffset;
Gizmos.DrawLine(transform.position, newTransformPos);
Gizmos.DrawWireSphere(newTransformPos, thickness * 1.2f);
}
}
#endif
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System.Collections;
namespace Spine.Unity.Examples {
public class SkeletonUtilityEyeConstraint : SkeletonUtilityConstraint {
public Transform[] eyes;
public float radius = 0.5f;
public Transform target;
public Vector3 targetPosition;
public float speed = 10;
Vector3[] origins;
Vector3 centerPoint;
protected override void OnEnable () {
if (!Application.isPlaying) return;
base.OnEnable();
Bounds centerBounds = new Bounds(eyes[0].localPosition, Vector3.zero);
origins = new Vector3[eyes.Length];
for (int i = 0; i < eyes.Length; i++) {
origins[i] = eyes[i].localPosition;
centerBounds.Encapsulate(origins[i]);
}
centerPoint = centerBounds.center;
}
protected override void OnDisable () {
if (!Application.isPlaying) return;
for (int i = 0; i < eyes.Length; i++) {
eyes[i].localPosition = origins[i];
}
base.OnDisable();
}
public override void DoUpdate () {
if (target != null) targetPosition = target.position;
Vector3 goal = targetPosition;
Vector3 center = transform.TransformPoint(centerPoint);
Vector3 dir = goal - center;
if (dir.magnitude > 1)
dir.Normalize();
for (int i = 0; i < eyes.Length; i++) {
center = transform.TransformPoint(origins[i]);
eyes[i].position = Vector3.MoveTowards(eyes[i].position, center + (dir * radius * hierarchy.PositionScale),
speed * hierarchy.PositionScale * Time.deltaTime);
}
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
#define NEW_PREFAB_SYSTEM
#endif
using UnityEngine;
namespace Spine.Unity.Examples {
#if NEW_PREFAB_SYSTEM
[ExecuteAlways]
#else
[ExecuteInEditMode]
#endif
[RequireComponent(typeof(SkeletonUtilityBone))]
public class SkeletonUtilityGroundConstraint : SkeletonUtilityConstraint {
[Tooltip("LayerMask for what objects to raycast against")]
public LayerMask groundMask;
[Tooltip("Use 2D")]
public bool use2D = false;
[Tooltip("Uses SphereCast for 3D mode and CircleCast for 2D mode")]
public bool useRadius = false;
[Tooltip("The Radius")]
public float castRadius = 0.1f;
[Tooltip("How high above the target bone to begin casting from")]
public float castDistance = 5f;
[Tooltip("X-Axis adjustment")]
public float castOffset = 0;
[Tooltip("Y-Axis adjustment")]
public float groundOffset = 0;
[Tooltip("How fast the target IK position adjusts to the ground. Use smaller values to prevent snapping")]
public float adjustSpeed = 5;
Vector3 rayOrigin;
Vector3 rayDir = new Vector3(0, -1, 0);
float hitY;
float lastHitY;
protected override void OnEnable () {
base.OnEnable();
lastHitY = transform.position.y;
}
public override void DoUpdate () {
rayOrigin = transform.position + new Vector3(castOffset, castDistance, 0);
float positionScale = hierarchy.PositionScale;
float adjustDistanceThisFrame = adjustSpeed * positionScale * Time.deltaTime;
hitY = float.MinValue;
if (use2D) {
RaycastHit2D hit;
if (useRadius)
hit = Physics2D.CircleCast(rayOrigin, castRadius, rayDir, castDistance + groundOffset, groundMask);
else
hit = Physics2D.Raycast(rayOrigin, rayDir, castDistance + groundOffset, groundMask);
if (hit.collider != null) {
hitY = hit.point.y + groundOffset;
if (Application.isPlaying)
hitY = Mathf.MoveTowards(lastHitY, hitY, adjustDistanceThisFrame);
} else {
if (Application.isPlaying)
hitY = Mathf.MoveTowards(lastHitY, transform.position.y, adjustDistanceThisFrame);
}
} else {
RaycastHit hit;
bool validHit = false;
if (useRadius)
validHit = Physics.SphereCast(rayOrigin, castRadius, rayDir, out hit, castDistance + groundOffset, groundMask);
else
validHit = Physics.Raycast(rayOrigin, rayDir, out hit, castDistance + groundOffset, groundMask);
if (validHit) {
hitY = hit.point.y + groundOffset;
if (Application.isPlaying)
hitY = Mathf.MoveTowards(lastHitY, hitY, adjustDistanceThisFrame);
} else {
if (Application.isPlaying)
hitY = Mathf.MoveTowards(lastHitY, transform.position.y, adjustDistanceThisFrame);
}
}
Vector3 v = transform.position;
v.y = Mathf.Clamp(v.y, Mathf.Min(lastHitY, hitY), float.MaxValue);
transform.position = v;
bone.bone.X = transform.localPosition.x / hierarchy.PositionScale;
bone.bone.Y = transform.localPosition.y / hierarchy.PositionScale;
lastHitY = hitY;
}
void OnDrawGizmos () {
Vector3 hitEnd = rayOrigin + (rayDir * Mathf.Min(castDistance, rayOrigin.y - hitY));
Vector3 clearEnd = rayOrigin + (rayDir * castDistance);
Gizmos.DrawLine(rayOrigin, hitEnd);
if (useRadius) {
Gizmos.DrawLine(new Vector3(hitEnd.x - castRadius, hitEnd.y - groundOffset, hitEnd.z), new Vector3(hitEnd.x + castRadius, hitEnd.y - groundOffset, hitEnd.z));
Gizmos.DrawLine(new Vector3(clearEnd.x - castRadius, clearEnd.y, clearEnd.z), new Vector3(clearEnd.x + castRadius, clearEnd.y, clearEnd.z));
}
Gizmos.color = Color.red;
Gizmos.DrawLine(hitEnd, clearEnd);
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System.Collections.Generic;
namespace Spine.Unity.Examples {
// SkeletonUtilityKinematicShadow allows hinge chains to inherit a velocity interpreted from changes in parent transform position or from unrelated rigidbodies.
// Note: Uncheck "useRootTransformIfNull
public class SkeletonUtilityKinematicShadow : MonoBehaviour {
#region Inspector
[Tooltip("If checked, the hinge chain can inherit your root transform's velocity or position/rotation changes.")]
public bool detachedShadow = false;
public Transform parent;
public bool hideShadow = true;
public PhysicsSystem physicsSystem = PhysicsSystem.Physics3D;
#endregion
GameObject shadowRoot;
readonly List<TransformPair> shadowTable = new List<TransformPair>();
struct TransformPair {
public Transform dest, src;
}
public enum PhysicsSystem {
Physics2D,
Physics3D
};
void Start () {
// Duplicate this gameObject as the "shadow" with a different parent.
shadowRoot = Instantiate<GameObject>(this.gameObject);
Destroy(shadowRoot.GetComponent<SkeletonUtilityKinematicShadow>());
// Prepare shadow gameObject's properties.
var shadowRootTransform = shadowRoot.transform;
shadowRootTransform.position = transform.position;
shadowRootTransform.rotation = transform.rotation;
Vector3 scaleRef = transform.TransformPoint(Vector3.right);
float scale = Vector3.Distance(transform.position, scaleRef);
shadowRootTransform.localScale = Vector3.one;
if (!detachedShadow) {
// Do not change to null coalescing operator (??). Unity overloads null checks for UnityEngine.Objects but not the ?? operator.
if (parent == null)
shadowRootTransform.parent = transform.root;
else
shadowRootTransform.parent = parent;
}
if (hideShadow)
shadowRoot.hideFlags = HideFlags.HideInHierarchy;
var shadowJoints = shadowRoot.GetComponentsInChildren<Joint>();
foreach (Joint j in shadowJoints)
j.connectedAnchor *= scale;
// Build list of bone pairs (matches shadow transforms with bone transforms)
var bones = GetComponentsInChildren<SkeletonUtilityBone>();
var shadowBones = shadowRoot.GetComponentsInChildren<SkeletonUtilityBone>();
foreach (var b in bones) {
if (b.gameObject == this.gameObject)
continue;
System.Type checkType = (physicsSystem == PhysicsSystem.Physics2D) ? typeof(Rigidbody2D) : typeof(Rigidbody);
foreach (var sb in shadowBones) {
if (sb.GetComponent(checkType) != null && sb.boneName == b.boneName) {
shadowTable.Add(new TransformPair {
dest = b.transform,
src = sb.transform
});
break;
}
}
}
// Destroy conflicting and unneeded components
DestroyComponents(shadowBones);
DestroyComponents(GetComponentsInChildren<Joint>());
DestroyComponents(GetComponentsInChildren<Rigidbody>());
DestroyComponents(GetComponentsInChildren<Collider>());
}
static void DestroyComponents (Component[] components) {
for (int i = 0, n = components.Length; i < n; i++)
Destroy(components[i]);
}
void FixedUpdate () {
if (physicsSystem == PhysicsSystem.Physics2D) {
var shadowRootRigidbody = shadowRoot.GetComponent<Rigidbody2D>();
shadowRootRigidbody.MovePosition(transform.position);
shadowRootRigidbody.MoveRotation(transform.rotation.eulerAngles.z);
} else {
var shadowRootRigidbody = shadowRoot.GetComponent<Rigidbody>();
shadowRootRigidbody.MovePosition(transform.position);
shadowRootRigidbody.MoveRotation(transform.rotation);
}
for (int i = 0, n = shadowTable.Count; i < n; i++) {
var pair = shadowTable[i];
pair.dest.localPosition = pair.src.localPosition;
pair.dest.localRotation = pair.src.localRotation;
}
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using Spine.Unity;
namespace Spine.Unity.Examples {
/// <summary>
/// Add this component to a Spine GameObject to apply a specific slot's Colors as MaterialProperties.
/// This allows you to apply the two color tint to the whole skeleton and not require the overhead of an extra vertex stream on the mesh.
/// </summary>
public class SlotTintBlackFollower : MonoBehaviour {
#region Inspector
/// <summary>
/// Serialized name of the slot loaded at runtime. Change the slot field instead of this if you want to change the followed slot at runtime.</summary>
[SpineSlot]
[SerializeField]
protected string slotName;
[SerializeField]
protected string colorPropertyName = "_Color";
[SerializeField]
protected string blackPropertyName = "_Black";
#endregion
public Slot slot;
MeshRenderer mr;
MaterialPropertyBlock mb;
int colorPropertyId, blackPropertyId;
void Start () {
Initialize(false);
}
public void Initialize (bool overwrite) {
if (overwrite || mb == null) {
mb = new MaterialPropertyBlock();
mr = GetComponent<MeshRenderer>();
slot = GetComponent<ISkeletonComponent>().Skeleton.FindSlot(slotName);
colorPropertyId = Shader.PropertyToID(colorPropertyName);
blackPropertyId = Shader.PropertyToID(blackPropertyName);
}
}
public void Update () {
Slot s = slot;
if (s == null) return;
mb.SetColor(colorPropertyId, s.GetColor());
mb.SetColor(blackPropertyId, s.GetColorTintBlack());
mr.SetPropertyBlock(mb);
}
void OnDisable () {
mb.Clear();
mr.SetPropertyBlock(mb);
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class SpawnFromSkeletonDataExample : MonoBehaviour {
public SkeletonDataAsset skeletonDataAsset;
[Range(0, 100)]
public int count = 20;
[SpineAnimation(dataField:"skeletonDataAsset")]
public string startingAnimation;
IEnumerator Start () {
if (skeletonDataAsset == null) yield break;
skeletonDataAsset.GetSkeletonData(false); // Preload SkeletonDataAsset.
yield return new WaitForSeconds(1f); // Pretend stuff is happening.
var spineAnimation = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
for (int i = 0; i < count; i++) {
var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(skeletonDataAsset); // Spawn a new SkeletonAnimation GameObject.
DoExtraStuff(sa, spineAnimation); // optional stuff for fun.
sa.gameObject.name = i.ToString();
yield return new WaitForSeconds(1f/8f);
}
}
void DoExtraStuff (SkeletonAnimation sa, Spine.Animation spineAnimation) {
sa.transform.localPosition = Random.insideUnitCircle * 6f;
sa.transform.SetParent(this.transform, false);
if (spineAnimation != null) {
sa.Initialize(false);
sa.AnimationState.SetAnimation(0, spineAnimation, true);
}
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class SpawnSkeletonGraphicExample : MonoBehaviour {
public SkeletonDataAsset skeletonDataAsset;
[SpineAnimation(dataField: "skeletonDataAsset")]
public string startingAnimation;
[SpineSkin(dataField: "skeletonDataAsset")]
public string startingSkin = "base";
public Material skeletonGraphicMaterial;
IEnumerator Start () {
if (skeletonDataAsset == null) yield break;
skeletonDataAsset.GetSkeletonData(false); // Preload SkeletonDataAsset.
yield return new WaitForSeconds(1f); // Pretend stuff is happening.
var sg = SkeletonGraphic.NewSkeletonGraphicGameObject(skeletonDataAsset, this.transform, skeletonGraphicMaterial); // Spawn a new SkeletonGraphic GameObject.
sg.gameObject.name = "SkeletonGraphic Instance";
// Extra Stuff
sg.Initialize(false);
sg.Skeleton.SetSkin(startingSkin);
sg.Skeleton.SetSlotsToSetupPose();
sg.AnimationState.SetAnimation(0, startingAnimation, true);
}
}
}

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