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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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||||
* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* 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 {
|
||||
|
||||
// This is an example of how you could store animation transitions for use in your animation system.
|
||||
// More ideally, this would be stored in a ScriptableObject in asset form rather than in a MonoBehaviour.
|
||||
public sealed class TransitionDictionaryExample : MonoBehaviour {
|
||||
|
||||
[System.Serializable]
|
||||
public struct SerializedEntry {
|
||||
public AnimationReferenceAsset from;
|
||||
public AnimationReferenceAsset to;
|
||||
public AnimationReferenceAsset transition;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
List<SerializedEntry> transitions = new List<SerializedEntry>();
|
||||
readonly Dictionary<AnimationStateData.AnimationPair, Animation> dictionary = new Dictionary<AnimationStateData.AnimationPair, Animation>();
|
||||
|
||||
void Start () {
|
||||
dictionary.Clear();
|
||||
foreach (var e in transitions) {
|
||||
dictionary.Add(new AnimationStateData.AnimationPair(e.from.Animation, e.to.Animation), e.transition.Animation);
|
||||
}
|
||||
}
|
||||
|
||||
public Animation GetTransition (Animation from, Animation to) {
|
||||
Animation result;
|
||||
dictionary.TryGetValue(new AnimationStateData.AnimationPair(from, to), out result);
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
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guid: 69a52bf79b7e78e4cb1dfd2d2e698c2d
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||||
@@ -1,105 +0,0 @@
|
||||
/******************************************************************************
|
||||
* 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 {
|
||||
|
||||
// This is a sample component for C# vertex effects for Spine rendering components.
|
||||
// Using shaders and materials to control vertex properties is still more performant
|
||||
// than using this API, but in cases where your vertex effect logic cannot be
|
||||
// expressed as shader code, these vertex effects can be useful.
|
||||
public class TwoByTwoTransformEffectExample : MonoBehaviour {
|
||||
|
||||
public Vector2 xAxis = new Vector2(1, 0);
|
||||
public Vector2 yAxis = new Vector2(0, 1);
|
||||
|
||||
SkeletonRenderer skeletonRenderer;
|
||||
|
||||
void OnEnable () {
|
||||
skeletonRenderer = GetComponent<SkeletonRenderer>();
|
||||
if (skeletonRenderer == null) return;
|
||||
|
||||
// Use the OnPostProcessVertices callback to modify the vertices at the correct time.
|
||||
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
|
||||
skeletonRenderer.OnPostProcessVertices += ProcessVertices;
|
||||
|
||||
Debug.Log("2x2 Transform Effect Enabled.");
|
||||
}
|
||||
|
||||
void ProcessVertices (MeshGeneratorBuffers buffers) {
|
||||
if (!this.enabled)
|
||||
return;
|
||||
|
||||
int vertexCount = buffers.vertexCount; // For efficiency, limit your effect to the actual mesh vertex count using vertexCount
|
||||
|
||||
// Modify vertex positions by accessing Vector3[] vertexBuffer
|
||||
var vertices = buffers.vertexBuffer;
|
||||
Vector3 transformedPos = default(Vector3);
|
||||
for (int i = 0; i < vertexCount; i++) {
|
||||
Vector3 originalPos = vertices[i];
|
||||
transformedPos.x = (xAxis.x * originalPos.x) + (yAxis.x * originalPos.y);
|
||||
transformedPos.y = (xAxis.y * originalPos.x) + (yAxis.y * originalPos.y);
|
||||
vertices[i] = transformedPos;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
if (skeletonRenderer == null) return;
|
||||
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
|
||||
Debug.Log("2x2 Transform Effect Disabled.");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[UnityEditor.CustomEditor(typeof(Spine.Unity.Examples.TwoByTwoTransformEffectExample))]
|
||||
public class TwoByTwoTransformEffectExampleEditor : UnityEditor.Editor {
|
||||
|
||||
Spine.Unity.Examples.TwoByTwoTransformEffectExample Target { get { return target as Spine.Unity.Examples.TwoByTwoTransformEffectExample; } }
|
||||
|
||||
void OnSceneGUI () {
|
||||
var transform = Target.transform;
|
||||
LocalVectorHandle(ref Target.xAxis, transform, Color.red);
|
||||
LocalVectorHandle(ref Target.yAxis, transform, Color.green);
|
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}
|
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|
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static void LocalVectorHandle (ref Vector2 v, Transform transform, Color color) {
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Color originalColor = UnityEditor.Handles.color;
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UnityEditor.Handles.color = color;
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UnityEditor.Handles.DrawLine(transform.position, transform.TransformPoint(v));
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var fmh_101_103_639175817112614026 = Quaternion.identity; v = transform.InverseTransformPoint(UnityEditor.Handles.FreeMoveHandle(transform.TransformPoint(v), 0.3f, Vector3.zero, UnityEditor.Handles.CubeHandleCap));
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UnityEditor.Handles.color = originalColor;
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}
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}
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Reference in New Issue
Block a user