This commit is contained in:
JA
2026-06-27 03:36:46 +08:00
parent aec4e97d27
commit 7a8d4a5d83
1215 changed files with 48271 additions and 146052 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;
using UnityEditor;
using UnityEngine;
namespace Spine.Unity.Editor {
using Editor = UnityEditor.Editor;
using Event = UnityEngine.Event;
[CustomEditor(typeof(PointFollower)), CanEditMultipleObjects]
public class PointFollowerInspector : Editor {
SerializedProperty slotName, pointAttachmentName, skeletonRenderer, followZPosition, followBoneRotation, followSkeletonFlip;
PointFollower targetPointFollower;
bool needsReset;
#region Context Menu Item
[MenuItem("CONTEXT/SkeletonRenderer/Add PointFollower GameObject")]
static void AddBoneFollowerGameObject (MenuCommand cmd) {
var skeletonRenderer = cmd.context as SkeletonRenderer;
var go = EditorInstantiation.NewGameObject("PointFollower", true);
var t = go.transform;
t.SetParent(skeletonRenderer.transform);
t.localPosition = Vector3.zero;
var f = go.AddComponent<PointFollower>();
f.skeletonRenderer = skeletonRenderer;
EditorGUIUtility.PingObject(t);
Undo.RegisterCreatedObjectUndo(go, "Add PointFollower");
}
// Validate
[MenuItem("CONTEXT/SkeletonRenderer/Add PointFollower GameObject", true)]
static bool ValidateAddBoneFollowerGameObject (MenuCommand cmd) {
var skeletonRenderer = cmd.context as SkeletonRenderer;
return skeletonRenderer.valid;
}
#endregion
void OnEnable () {
skeletonRenderer = serializedObject.FindProperty("skeletonRenderer");
slotName = serializedObject.FindProperty("slotName");
pointAttachmentName = serializedObject.FindProperty("pointAttachmentName");
targetPointFollower = (PointFollower)target;
if (targetPointFollower.skeletonRenderer != null)
targetPointFollower.skeletonRenderer.Initialize(false);
if (!targetPointFollower.IsValid || needsReset) {
targetPointFollower.Initialize();
targetPointFollower.LateUpdate();
needsReset = false;
SceneView.RepaintAll();
}
}
public void OnSceneGUI () {
var tbf = target as PointFollower;
var skeletonRendererComponent = tbf.skeletonRenderer;
if (skeletonRendererComponent == null)
return;
var skeleton = skeletonRendererComponent.skeleton;
var skeletonTransform = skeletonRendererComponent.transform;
if (string.IsNullOrEmpty(pointAttachmentName.stringValue)) {
// Draw all active PointAttachments in the current skin
var currentSkin = skeleton.Skin;
if (currentSkin != skeleton.Data.DefaultSkin) DrawPointsInSkin(skeleton.Data.DefaultSkin, skeleton, skeletonTransform);
if (currentSkin != null) DrawPointsInSkin(currentSkin, skeleton, skeletonTransform);
} else {
int slotIndex = skeleton.FindSlotIndex(slotName.stringValue);
if (slotIndex >= 0) {
var slot = skeleton.Slots.Items[slotIndex];
var point = skeleton.GetAttachment(slotIndex, pointAttachmentName.stringValue) as PointAttachment;
if (point != null) {
DrawPointAttachmentWithLabel(point, slot.Bone, skeletonTransform);
}
}
}
}
static void DrawPointsInSkin (Skin skin, Skeleton skeleton, Transform transform) {
foreach (var skinEntry in skin.Attachments) {
var attachment = skinEntry.Value as PointAttachment;
if (attachment != null) {
var skinKey = (Skin.SkinEntry)skinEntry.Key;
var slot = skeleton.Slots.Items[skinKey.SlotIndex];
DrawPointAttachmentWithLabel(attachment, slot.Bone, transform);
}
}
}
static void DrawPointAttachmentWithLabel (PointAttachment point, Bone bone, Transform transform) {
Vector3 labelOffset = new Vector3(0f, -0.2f, 0f);
SpineHandles.DrawPointAttachment(bone, point, transform);
Handles.Label(labelOffset + point.GetWorldPosition(bone, transform), point.Name, SpineHandles.PointNameStyle);
}
override public void OnInspectorGUI () {
if (serializedObject.isEditingMultipleObjects) {
if (needsReset) {
needsReset = false;
foreach (var o in targets) {
var bf = (BoneFollower)o;
bf.Initialize();
bf.LateUpdate();
}
SceneView.RepaintAll();
}
EditorGUI.BeginChangeCheck();
DrawDefaultInspector();
needsReset |= EditorGUI.EndChangeCheck();
return;
}
if (needsReset && Event.current.type == EventType.Layout) {
targetPointFollower.Initialize();
targetPointFollower.LateUpdate();
needsReset = false;
SceneView.RepaintAll();
}
serializedObject.Update();
DrawDefaultInspector();
// Find Renderer
if (skeletonRenderer.objectReferenceValue == null) {
SkeletonRenderer parentRenderer = targetPointFollower.GetComponentInParent<SkeletonRenderer>();
if (parentRenderer != null && parentRenderer.gameObject != targetPointFollower.gameObject) {
skeletonRenderer.objectReferenceValue = parentRenderer;
Debug.Log("Inspector automatically assigned PointFollower.SkeletonRenderer");
}
}
var skeletonRendererReference = skeletonRenderer.objectReferenceValue as SkeletonRenderer;
if (skeletonRendererReference != null) {
if (skeletonRendererReference.gameObject == targetPointFollower.gameObject) {
skeletonRenderer.objectReferenceValue = null;
EditorUtility.DisplayDialog("Invalid assignment.", "PointFollower can only follow a skeleton on a separate GameObject.\n\nCreate a new GameObject for your PointFollower, or choose a SkeletonRenderer from a different GameObject.", "Ok");
}
}
if (!targetPointFollower.IsValid) {
needsReset = true;
}
var current = Event.current;
bool wasUndo = (current.type == EventType.ValidateCommand && current.commandName == "UndoRedoPerformed");
if (wasUndo)
targetPointFollower.Initialize();
serializedObject.ApplyModifiedProperties();
}
}
}

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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;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace Spine.Unity.Editor {
public static class Menus {
[MenuItem("GameObject/Spine/SkeletonRenderer", false, 10)]
static public void CreateSkeletonRendererGameObject () {
EditorInstantiation.InstantiateEmptySpineGameObject<SkeletonRenderer>("New SkeletonRenderer", true);
}
[MenuItem("GameObject/Spine/SkeletonAnimation", false, 10)]
static public void CreateSkeletonAnimationGameObject () {
EditorInstantiation.InstantiateEmptySpineGameObject<SkeletonAnimation>("New SkeletonAnimation", true);
}
}
}

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@@ -1,10 +0,0 @@
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@@ -1,147 +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.
*****************************************************************************/
#pragma warning disable 0219
#define SPINE_SKELETONMECANIM
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Linq;
using System.Reflection;
using System.Globalization;
namespace Spine.Unity.Editor {
public partial class SpineEditorUtilities {
public static class Icons {
public static Texture2D skeleton;
public static Texture2D nullBone;
public static Texture2D bone;
public static Texture2D poseBones;
public static Texture2D boneNib;
public static Texture2D slot;
public static Texture2D slotRoot;
public static Texture2D skinPlaceholder;
public static Texture2D image;
public static Texture2D genericAttachment;
public static Texture2D boundingBox;
public static Texture2D point;
public static Texture2D mesh;
public static Texture2D weights;
public static Texture2D path;
public static Texture2D clipping;
public static Texture2D skin;
public static Texture2D skinsRoot;
public static Texture2D animation;
public static Texture2D animationRoot;
public static Texture2D spine;
public static Texture2D userEvent;
public static Texture2D constraintNib;
public static Texture2D constraintRoot;
public static Texture2D constraintTransform;
public static Texture2D constraintPath;
public static Texture2D constraintIK;
public static Texture2D warning;
public static Texture2D skeletonUtility;
public static Texture2D hingeChain;
public static Texture2D subMeshRenderer;
public static Texture2D skeletonDataAssetIcon;
public static Texture2D info;
public static Texture2D unity;
static Texture2D LoadIcon (string filename) {
return (Texture2D)AssetDatabase.LoadMainAssetAtPath(SpineEditorUtilities.editorGUIPath + "/" + filename);
}
public static void Initialize () {
skeleton = LoadIcon("icon-skeleton.png");
nullBone = LoadIcon("icon-null.png");
bone = LoadIcon("icon-bone.png");
poseBones = LoadIcon("icon-poseBones.png");
boneNib = LoadIcon("icon-boneNib.png");
slot = LoadIcon("icon-slot.png");
slotRoot = LoadIcon("icon-slotRoot.png");
skinPlaceholder = LoadIcon("icon-skinPlaceholder.png");
genericAttachment = LoadIcon("icon-attachment.png");
image = LoadIcon("icon-image.png");
boundingBox = LoadIcon("icon-boundingBox.png");
point = LoadIcon("icon-point.png");
mesh = LoadIcon("icon-mesh.png");
weights = LoadIcon("icon-weights.png");
path = LoadIcon("icon-path.png");
clipping = LoadIcon("icon-clipping.png");
skin = LoadIcon("icon-skin.png");
skinsRoot = LoadIcon("icon-skinsRoot.png");
animation = LoadIcon("icon-animation.png");
animationRoot = LoadIcon("icon-animationRoot.png");
spine = LoadIcon("icon-spine.png");
userEvent = LoadIcon("icon-event.png");
constraintNib = LoadIcon("icon-constraintNib.png");
constraintRoot = LoadIcon("icon-constraints.png");
constraintTransform = LoadIcon("icon-constraintTransform.png");
constraintPath = LoadIcon("icon-constraintPath.png");
constraintIK = LoadIcon("icon-constraintIK.png");
warning = LoadIcon("icon-warning.png");
skeletonUtility = LoadIcon("icon-skeletonUtility.png");
hingeChain = LoadIcon("icon-hingeChain.png");
subMeshRenderer = LoadIcon("icon-subMeshRenderer.png");
skeletonDataAssetIcon = LoadIcon("SkeletonDataAsset Icon.png");
info = EditorGUIUtility.FindTexture("console.infoicon.sml");
unity = EditorGUIUtility.FindTexture("SceneAsset Icon");
}
public static Texture2D GetAttachmentIcon (Attachment attachment) {
// Analysis disable once CanBeReplacedWithTryCastAndCheckForNull
if (attachment is RegionAttachment)
return Icons.image;
else if (attachment is MeshAttachment)
return ((MeshAttachment)attachment).IsWeighted() ? Icons.weights : Icons.mesh;
else if (attachment is BoundingBoxAttachment)
return Icons.boundingBox;
else if (attachment is PointAttachment)
return Icons.point;
else if (attachment is PathAttachment)
return Icons.path;
else if (attachment is ClippingAttachment)
return Icons.clipping;
else
return Icons.warning;
}
}
}
}

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@@ -1,12 +0,0 @@
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@@ -1,193 +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.
*****************************************************************************/
#pragma warning disable 0219
#define SPINE_SKELETONMECANIM
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Linq;
using System.Reflection;
using System.Globalization;
namespace Spine.Unity.Editor {
using EventType = UnityEngine.EventType;
public partial class SpineEditorUtilities {
public static class DragAndDropInstantiation {
public struct SpawnMenuData {
public Vector3 spawnPoint;
public Transform parent;
public SkeletonDataAsset skeletonDataAsset;
public EditorInstantiation.InstantiateDelegate instantiateDelegate;
public bool isUI;
}
public static void SceneViewDragAndDrop (SceneView sceneview) {
var current = UnityEngine.Event.current;
var references = DragAndDrop.objectReferences;
if (current.type == EventType.Layout)
return;
// Allow drag and drop of one SkeletonDataAsset.
if (references.Length == 1) {
var skeletonDataAsset = references[0] as SkeletonDataAsset;
if (skeletonDataAsset != null) {
var mousePos = current.mousePosition;
bool invalidSkeletonData = skeletonDataAsset.GetSkeletonData(true) == null;
if (invalidSkeletonData) {
DragAndDrop.visualMode = DragAndDropVisualMode.Rejected;
Handles.BeginGUI();
GUI.Label(new Rect(mousePos + new Vector2(20f, 20f), new Vector2(400f, 40f)), new GUIContent(string.Format("{0} is invalid.\nCannot create new Spine GameObject.", skeletonDataAsset.name), SpineEditorUtilities.Icons.warning));
Handles.EndGUI();
return;
} else {
DragAndDrop.visualMode = DragAndDropVisualMode.Copy;
Handles.BeginGUI();
GUI.Label(new Rect(mousePos + new Vector2(20f, 20f), new Vector2(400f, 20f)), new GUIContent(string.Format("Create Spine GameObject ({0})", skeletonDataAsset.skeletonJSON.name), SpineEditorUtilities.Icons.skeletonDataAssetIcon));
Handles.EndGUI();
if (current.type == EventType.DragPerform) {
RectTransform rectTransform = (Selection.activeGameObject == null) ? null : Selection.activeGameObject.GetComponent<RectTransform>();
Plane plane = (rectTransform == null) ? new Plane(Vector3.back, Vector3.zero) : new Plane(-rectTransform.forward, rectTransform.position);
Vector3 spawnPoint = MousePointToWorldPoint2D(mousePos, sceneview.camera, plane);
ShowInstantiateContextMenu(skeletonDataAsset, spawnPoint, null);
DragAndDrop.AcceptDrag();
current.Use();
}
}
}
}
}
public static void ShowInstantiateContextMenu (SkeletonDataAsset skeletonDataAsset, Vector3 spawnPoint, Transform parent) {
var menu = new GenericMenu();
// SkeletonAnimation
menu.AddItem(new GUIContent("SkeletonAnimation"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
skeletonDataAsset = skeletonDataAsset,
spawnPoint = spawnPoint,
parent = parent,
instantiateDelegate = (data) => EditorInstantiation.InstantiateSkeletonAnimation(data),
isUI = false
});
// SkeletonGraphic
var skeletonGraphicInspectorType = System.Type.GetType("Spine.Unity.Editor.SkeletonGraphicInspector");
if (skeletonGraphicInspectorType != null) {
var graphicInstantiateDelegate = skeletonGraphicInspectorType.GetMethod("SpawnSkeletonGraphicFromDrop", BindingFlags.Static | BindingFlags.Public);
if (graphicInstantiateDelegate != null)
menu.AddItem(new GUIContent("SkeletonGraphic (UI)"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
skeletonDataAsset = skeletonDataAsset,
spawnPoint = spawnPoint,
parent = parent,
instantiateDelegate = System.Delegate.CreateDelegate(typeof(EditorInstantiation.InstantiateDelegate), graphicInstantiateDelegate) as EditorInstantiation.InstantiateDelegate,
isUI = true
});
}
#if SPINE_SKELETONMECANIM
menu.AddSeparator("");
// SkeletonMecanim
menu.AddItem(new GUIContent("SkeletonMecanim"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
skeletonDataAsset = skeletonDataAsset,
spawnPoint = spawnPoint,
parent = parent,
instantiateDelegate = (data) => EditorInstantiation.InstantiateSkeletonMecanim(data),
isUI = false
});
#endif
menu.ShowAsContext();
}
public static void HandleSkeletonComponentDrop (object spawnMenuData) {
var data = (SpawnMenuData)spawnMenuData;
if (data.skeletonDataAsset.GetSkeletonData(true) == null) {
EditorUtility.DisplayDialog("Invalid SkeletonDataAsset", "Unable to create Spine GameObject.\n\nPlease check your SkeletonDataAsset.", "Ok");
return;
}
bool isUI = data.isUI;
Component newSkeletonComponent = data.instantiateDelegate.Invoke(data.skeletonDataAsset);
GameObject newGameObject = newSkeletonComponent.gameObject;
Transform newTransform = newGameObject.transform;
var usedParent = data.parent != null ? data.parent.gameObject : isUI ? Selection.activeGameObject : null;
if (usedParent)
newTransform.SetParent(usedParent.transform, false);
newTransform.position = isUI ? data.spawnPoint : RoundVector(data.spawnPoint, 2);
if (isUI) {
if (usedParent != null && usedParent.GetComponent<RectTransform>() != null) {
((SkeletonGraphic)newSkeletonComponent).MatchRectTransformWithBounds();
}
else
Debug.Log("Created a UI Skeleton GameObject not under a RectTransform. It may not be visible until you parent it to a canvas.");
}
if (!isUI && usedParent != null && usedParent.transform.localScale != Vector3.one)
Debug.Log("New Spine GameObject was parented to a scaled Transform. It may not be the intended size.");
Selection.activeGameObject = newGameObject;
//EditorGUIUtility.PingObject(newGameObject); // Doesn't work when setting activeGameObject.
Undo.RegisterCreatedObjectUndo(newGameObject, "Create Spine GameObject");
}
/// <summary>
/// Rounds off vector components to a number of decimal digits.
/// </summary>
public static Vector3 RoundVector (Vector3 vector, int digits) {
vector.x = (float)System.Math.Round(vector.x, digits);
vector.y = (float)System.Math.Round(vector.y, digits);
vector.z = (float)System.Math.Round(vector.z, digits);
return vector;
}
/// <summary>
/// Converts a mouse point to a world point on a plane.
/// </summary>
static Vector3 MousePointToWorldPoint2D (Vector2 mousePosition, Camera camera, Plane plane) {
var screenPos = new Vector3(mousePosition.x, camera.pixelHeight - mousePosition.y, 0f);
var ray = camera.ScreenPointToRay(screenPos);
float distance;
bool hit = plane.Raycast(ray, out distance);
return ray.GetPoint(distance);
}
}
}
}

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@@ -1,12 +0,0 @@
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@@ -1,434 +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.
*****************************************************************************/
#pragma warning disable 0219
#define SPINE_SKELETONMECANIM
#if UNITY_2017_2_OR_NEWER
#define NEWPLAYMODECALLBACKS
#endif
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
#define NEW_PREFAB_SYSTEM
#endif
#if UNITY_2018_3_OR_NEWER
#define NEW_PREFERENCES_SETTINGS_PROVIDER
#endif
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using System.IO;
using System.Text;
using System.Linq;
using System.Reflection;
using System.Globalization;
namespace Spine.Unity.Editor {
public partial class SpineEditorUtilities {
#if NEW_PREFERENCES_SETTINGS_PROVIDER
static class SpineSettingsProviderRegistration
{
[SettingsProvider]
public static SettingsProvider CreateSpineSettingsProvider()
{
var provider = new SettingsProvider("Spine", SettingsScope.User)
{
label = "Spine",
guiHandler = (searchContext) =>
{
var settings = SpinePreferences.GetOrCreateSettings();
var serializedSettings = new SerializedObject(settings);
SpinePreferences.HandlePreferencesGUI(serializedSettings);
if (serializedSettings.ApplyModifiedProperties())
OldPreferences.SaveToEditorPrefs(settings);
},
// Populate the search keywords to enable smart search filtering and label highlighting:
keywords = new HashSet<string>(new[] { "Spine", "Preferences", "Skeleton", "Default", "Mix", "Duration" })
};
return provider;
}
}
#else
// Preferences entry point
[PreferenceItem("Spine")]
static void PreferencesGUI () {
Preferences.HandlePreferencesGUI();
}
#endif
#if NEW_PREFERENCES_SETTINGS_PROVIDER
public static SpinePreferences Preferences {
get {
return SpinePreferences.GetOrCreateSettings();
}
}
#endif
#if NEW_PREFERENCES_SETTINGS_PROVIDER
public static class OldPreferences {
#else
public static class Preferences {
#endif
const string DEFAULT_SCALE_KEY = "SPINE_DEFAULT_SCALE";
public static float defaultScale = SpinePreferences.DEFAULT_DEFAULT_SCALE;
const string DEFAULT_MIX_KEY = "SPINE_DEFAULT_MIX";
public static float defaultMix = SpinePreferences.DEFAULT_DEFAULT_MIX;
const string DEFAULT_SHADER_KEY = "SPINE_DEFAULT_SHADER";
public static string defaultShader = SpinePreferences.DEFAULT_DEFAULT_SHADER;
const string DEFAULT_ZSPACING_KEY = "SPINE_DEFAULT_ZSPACING";
public static float defaultZSpacing = SpinePreferences.DEFAULT_DEFAULT_ZSPACING;
const string DEFAULT_INSTANTIATE_LOOP_KEY = "SPINE_DEFAULT_INSTANTIATE_LOOP";
public static bool defaultInstantiateLoop = SpinePreferences.DEFAULT_DEFAULT_INSTANTIATE_LOOP;
const string SHOW_HIERARCHY_ICONS_KEY = "SPINE_SHOW_HIERARCHY_ICONS";
public static bool showHierarchyIcons = SpinePreferences.DEFAULT_SHOW_HIERARCHY_ICONS;
const string SET_TEXTUREIMPORTER_SETTINGS_KEY = "SPINE_SET_TEXTUREIMPORTER_SETTINGS";
public static bool setTextureImporterSettings = SpinePreferences.DEFAULT_SET_TEXTUREIMPORTER_SETTINGS;
const string TEXTURE_SETTINGS_REFERENCE_KEY = "SPINE_TEXTURE_SETTINGS_REFERENCE";
public static string textureSettingsReference = SpinePreferences.DEFAULT_TEXTURE_SETTINGS_REFERENCE;
public static bool UsesPMAWorkflow {
get {
return SpinePreferences.IsPMAWorkflow(textureSettingsReference);
}
}
const string BLEND_MODE_MATERIAL_MULTIPLY_KEY = "SPINE_BLENDMODE_MATERIAL_MULTIPLY";
const string BLEND_MODE_MATERIAL_SCREEN_KEY = "SPINE_BLENDMODE_MATERIAL_SCREEN";
const string BLEND_MODE_MATERIAL_ADDITIVE_KEY = "SPINE_BLENDMODE_MATERIAL_ADDITIVE";
public static string blendModeMaterialMultiply = "";
public static string blendModeMaterialScreen = "";
public static string blendModeMaterialAdditive = "";
public const string DEFAULT_BLEND_MODE_MULTIPLY_MATERIAL = SpinePreferences.DEFAULT_BLEND_MODE_MULTIPLY_MATERIAL;
public const string DEFAULT_BLEND_MODE_SCREEN_MATERIAL = SpinePreferences.DEFAULT_BLEND_MODE_SCREEN_MATERIAL;
public const string DEFAULT_BLEND_MODE_ADDITIVE_MATERIAL = SpinePreferences.DEFAULT_BLEND_MODE_ADDITIVE_MATERIAL;
public static Material BlendModeMaterialMultiply {
get { return AssetDatabase.LoadAssetAtPath<Material>(blendModeMaterialMultiply); }
}
public static Material BlendModeMaterialScreen {
get { return AssetDatabase.LoadAssetAtPath<Material>(blendModeMaterialScreen); }
}
public static Material BlendModeMaterialAdditive {
get { return AssetDatabase.LoadAssetAtPath<Material>(blendModeMaterialAdditive); }
}
const string ATLASTXT_WARNING_KEY = "SPINE_ATLASTXT_WARNING";
public static bool atlasTxtImportWarning = SpinePreferences.DEFAULT_ATLASTXT_WARNING;
const string TEXTUREIMPORTER_WARNING_KEY = "SPINE_TEXTUREIMPORTER_WARNING";
public static bool textureImporterWarning = SpinePreferences.DEFAULT_TEXTUREIMPORTER_WARNING;
const string COMPONENTMATERIAL_WARNING_KEY = "SPINE_COMPONENTMATERIAL_WARNING";
public static bool componentMaterialWarning = SpinePreferences.DEFAULT_COMPONENTMATERIAL_WARNING;
public const float DEFAULT_MIPMAPBIAS = SpinePreferences.DEFAULT_MIPMAPBIAS;
public const string SCENE_ICONS_SCALE_KEY = "SPINE_SCENE_ICONS_SCALE";
public static float handleScale = SpinePreferences.DEFAULT_SCENE_ICONS_SCALE;
const string AUTO_RELOAD_SCENESKELETONS_KEY = "SPINE_AUTO_RELOAD_SCENESKELETONS";
public static bool autoReloadSceneSkeletons = SpinePreferences.DEFAULT_AUTO_RELOAD_SCENESKELETONS;
const string MECANIM_EVENT_INCLUDE_FOLDERNAME_KEY = "SPINE_MECANIM_EVENT_INCLUDE_FOLDERNAME";
public static bool mecanimEventIncludeFolderName = SpinePreferences.DEFAULT_MECANIM_EVENT_INCLUDE_FOLDERNAME;
const string TIMELINE_USE_BLEND_DURATION_KEY = "SPINE_TIMELINE_USE_BLEND_DURATION_KEY";
public static bool timelineUseBlendDuration = SpinePreferences.DEFAULT_TIMELINE_USE_BLEND_DURATION;
static bool preferencesLoaded = false;
public static void Load () {
if (preferencesLoaded)
return;
defaultMix = EditorPrefs.GetFloat(DEFAULT_MIX_KEY, SpinePreferences.DEFAULT_DEFAULT_MIX);
defaultScale = EditorPrefs.GetFloat(DEFAULT_SCALE_KEY, SpinePreferences.DEFAULT_DEFAULT_SCALE);
defaultZSpacing = EditorPrefs.GetFloat(DEFAULT_ZSPACING_KEY, SpinePreferences.DEFAULT_DEFAULT_ZSPACING);
defaultShader = EditorPrefs.GetString(DEFAULT_SHADER_KEY, SpinePreferences.DEFAULT_DEFAULT_SHADER);
showHierarchyIcons = EditorPrefs.GetBool(SHOW_HIERARCHY_ICONS_KEY, SpinePreferences.DEFAULT_SHOW_HIERARCHY_ICONS);
setTextureImporterSettings = EditorPrefs.GetBool(SET_TEXTUREIMPORTER_SETTINGS_KEY, SpinePreferences.DEFAULT_SET_TEXTUREIMPORTER_SETTINGS);
textureSettingsReference = EditorPrefs.GetString(TEXTURE_SETTINGS_REFERENCE_KEY, SpinePreferences.DEFAULT_TEXTURE_SETTINGS_REFERENCE);
blendModeMaterialMultiply = EditorPrefs.GetString(BLEND_MODE_MATERIAL_MULTIPLY_KEY, "");
blendModeMaterialScreen = EditorPrefs.GetString(BLEND_MODE_MATERIAL_SCREEN_KEY, "");
blendModeMaterialAdditive = EditorPrefs.GetString(BLEND_MODE_MATERIAL_ADDITIVE_KEY, "");
autoReloadSceneSkeletons = EditorPrefs.GetBool(AUTO_RELOAD_SCENESKELETONS_KEY, SpinePreferences.DEFAULT_AUTO_RELOAD_SCENESKELETONS);
mecanimEventIncludeFolderName = EditorPrefs.GetBool(MECANIM_EVENT_INCLUDE_FOLDERNAME_KEY, SpinePreferences.DEFAULT_MECANIM_EVENT_INCLUDE_FOLDERNAME);
atlasTxtImportWarning = EditorPrefs.GetBool(ATLASTXT_WARNING_KEY, SpinePreferences.DEFAULT_ATLASTXT_WARNING);
textureImporterWarning = EditorPrefs.GetBool(TEXTUREIMPORTER_WARNING_KEY, SpinePreferences.DEFAULT_TEXTUREIMPORTER_WARNING);
componentMaterialWarning = EditorPrefs.GetBool(COMPONENTMATERIAL_WARNING_KEY, SpinePreferences.DEFAULT_COMPONENTMATERIAL_WARNING);
timelineUseBlendDuration = EditorPrefs.GetBool(TIMELINE_USE_BLEND_DURATION_KEY, SpinePreferences.DEFAULT_TIMELINE_USE_BLEND_DURATION);
handleScale = EditorPrefs.GetFloat(SCENE_ICONS_SCALE_KEY, SpinePreferences.DEFAULT_SCENE_ICONS_SCALE);
preferencesLoaded = true;
}
#if NEW_PREFERENCES_SETTINGS_PROVIDER
public static void CopyOldToNewPreferences(ref SpinePreferences newPreferences) {
newPreferences.defaultMix = EditorPrefs.GetFloat(DEFAULT_MIX_KEY, SpinePreferences.DEFAULT_DEFAULT_MIX);
newPreferences.defaultScale = EditorPrefs.GetFloat(DEFAULT_SCALE_KEY, SpinePreferences.DEFAULT_DEFAULT_SCALE);
newPreferences.defaultZSpacing = EditorPrefs.GetFloat(DEFAULT_ZSPACING_KEY, SpinePreferences.DEFAULT_DEFAULT_ZSPACING);
newPreferences.defaultShader = EditorPrefs.GetString(DEFAULT_SHADER_KEY, SpinePreferences.DEFAULT_DEFAULT_SHADER);
newPreferences.showHierarchyIcons = EditorPrefs.GetBool(SHOW_HIERARCHY_ICONS_KEY, SpinePreferences.DEFAULT_SHOW_HIERARCHY_ICONS);
newPreferences.setTextureImporterSettings = EditorPrefs.GetBool(SET_TEXTUREIMPORTER_SETTINGS_KEY, SpinePreferences.DEFAULT_SET_TEXTUREIMPORTER_SETTINGS);
newPreferences.textureSettingsReference = EditorPrefs.GetString(TEXTURE_SETTINGS_REFERENCE_KEY, SpinePreferences.DEFAULT_TEXTURE_SETTINGS_REFERENCE);
newPreferences.autoReloadSceneSkeletons = EditorPrefs.GetBool(AUTO_RELOAD_SCENESKELETONS_KEY, SpinePreferences.DEFAULT_AUTO_RELOAD_SCENESKELETONS);
newPreferences.mecanimEventIncludeFolderName = EditorPrefs.GetBool(MECANIM_EVENT_INCLUDE_FOLDERNAME_KEY, SpinePreferences.DEFAULT_MECANIM_EVENT_INCLUDE_FOLDERNAME);
newPreferences.atlasTxtImportWarning = EditorPrefs.GetBool(ATLASTXT_WARNING_KEY, SpinePreferences.DEFAULT_ATLASTXT_WARNING);
newPreferences.textureImporterWarning = EditorPrefs.GetBool(TEXTUREIMPORTER_WARNING_KEY, SpinePreferences.DEFAULT_TEXTUREIMPORTER_WARNING);
newPreferences.componentMaterialWarning = EditorPrefs.GetBool(COMPONENTMATERIAL_WARNING_KEY, SpinePreferences.DEFAULT_COMPONENTMATERIAL_WARNING);
newPreferences.timelineUseBlendDuration = EditorPrefs.GetBool(TIMELINE_USE_BLEND_DURATION_KEY, SpinePreferences.DEFAULT_TIMELINE_USE_BLEND_DURATION);
newPreferences.handleScale = EditorPrefs.GetFloat(SCENE_ICONS_SCALE_KEY, SpinePreferences.DEFAULT_SCENE_ICONS_SCALE);
}
public static void SaveToEditorPrefs(SpinePreferences preferences) {
EditorPrefs.SetFloat(DEFAULT_MIX_KEY, preferences.defaultMix);
EditorPrefs.SetFloat(DEFAULT_SCALE_KEY, preferences.defaultScale);
EditorPrefs.SetFloat(DEFAULT_ZSPACING_KEY, preferences.defaultZSpacing);
EditorPrefs.SetString(DEFAULT_SHADER_KEY, preferences.defaultShader);
EditorPrefs.SetBool(SHOW_HIERARCHY_ICONS_KEY, preferences.showHierarchyIcons);
EditorPrefs.SetBool(SET_TEXTUREIMPORTER_SETTINGS_KEY, preferences.setTextureImporterSettings);
EditorPrefs.SetString(TEXTURE_SETTINGS_REFERENCE_KEY, preferences.textureSettingsReference);
EditorPrefs.SetBool(AUTO_RELOAD_SCENESKELETONS_KEY, preferences.autoReloadSceneSkeletons);
EditorPrefs.SetBool(MECANIM_EVENT_INCLUDE_FOLDERNAME_KEY, preferences.mecanimEventIncludeFolderName);
EditorPrefs.SetBool(ATLASTXT_WARNING_KEY, preferences.atlasTxtImportWarning);
EditorPrefs.SetBool(TEXTUREIMPORTER_WARNING_KEY, preferences.textureImporterWarning);
EditorPrefs.SetBool(COMPONENTMATERIAL_WARNING_KEY, preferences.componentMaterialWarning);
EditorPrefs.SetBool(TIMELINE_USE_BLEND_DURATION_KEY, preferences.timelineUseBlendDuration);
EditorPrefs.SetFloat(SCENE_ICONS_SCALE_KEY, preferences.handleScale);
}
#endif
#if !NEW_PREFERENCES_SETTINGS_PROVIDER
public static void HandlePreferencesGUI () {
if (!preferencesLoaded)
Load();
EditorGUI.BeginChangeCheck();
showHierarchyIcons = EditorGUILayout.Toggle(new GUIContent("Show Hierarchy Icons", "Show relevant icons on GameObjects with Spine Components on them. Disable this if you have large, complex scenes."), showHierarchyIcons);
if (EditorGUI.EndChangeCheck()) {
EditorPrefs.SetBool(SHOW_HIERARCHY_ICONS_KEY, showHierarchyIcons);
#if NEWPLAYMODECALLBACKS
HierarchyHandler.IconsOnPlaymodeStateChanged(PlayModeStateChange.EnteredEditMode);
#else
HierarchyHandler.IconsOnPlaymodeStateChanged();
#endif
}
BoolPrefsField(ref autoReloadSceneSkeletons, AUTO_RELOAD_SCENESKELETONS_KEY, new GUIContent("Auto-reload scene components", "Reloads Skeleton components in the scene whenever their SkeletonDataAsset is modified. This makes it so changes in the SkeletonDataAsset inspector are immediately reflected. This may be slow when your scenes have large numbers of SkeletonRenderers or SkeletonGraphic."));
EditorGUILayout.Separator();
EditorGUILayout.LabelField("Auto-Import Settings", EditorStyles.boldLabel);
{
SpineEditorUtilities.FloatPrefsField(ref defaultMix, DEFAULT_MIX_KEY, new GUIContent("Default Mix", "The Default Mix Duration for newly imported SkeletonDataAssets."), min: 0);
SpineEditorUtilities.FloatPrefsField(ref defaultScale, DEFAULT_SCALE_KEY, new GUIContent("Default SkeletonData Scale", "The Default skeleton import scale for newly imported SkeletonDataAssets."), min: 0.0000001f);
EditorGUI.BeginChangeCheck();
var shader = (EditorGUILayout.ObjectField("Default Shader", Shader.Find(defaultShader), typeof(Shader), false) as Shader);
defaultShader = shader != null ? shader.name : SpinePreferences.DEFAULT_DEFAULT_SHADER;
if (EditorGUI.EndChangeCheck())
EditorPrefs.SetString(DEFAULT_SHADER_KEY, defaultShader);
SpineEditorUtilities.BoolPrefsField(ref setTextureImporterSettings, SET_TEXTUREIMPORTER_SETTINGS_KEY, new GUIContent("Apply Atlas Texture Settings", "Apply the recommended settings for Texture Importers."));
SpineEditorUtilities.Texture2DPrefsField(ref textureSettingsReference, TEXTURE_SETTINGS_REFERENCE_KEY, new GUIContent("Atlas Texture Reference Settings", "Apply the selected reference texture import settings at newly imported atlas textures. When exporting atlas textures from Spine with \"Premultiply alpha\" enabled (the default), you can leave it at \"PMAPresetTemplate\". If you have disabled \"Premultiply alpha\", set it to \"StraightAlphaPresetTemplate\". You can also create your own reference texture asset and assign it here."));
if (string.IsNullOrEmpty(textureSettingsReference)) {
var pmaTextureSettingsReferenceGUIDS = AssetDatabase.FindAssets("PMAPresetTemplate");
if (pmaTextureSettingsReferenceGUIDS.Length > 0) {
textureSettingsReference = AssetDatabase.GUIDToAssetPath(pmaTextureSettingsReferenceGUIDS[0]);
EditorPrefs.SetString(TEXTURE_SETTINGS_REFERENCE_KEY, textureSettingsReference);
}
}
SpineEditorUtilities.MaterialPrefsField(ref blendModeMaterialAdditive, BLEND_MODE_MATERIAL_ADDITIVE_KEY, new GUIContent("Additive Material", "Additive blend mode Material template."));
if (string.IsNullOrEmpty(blendModeMaterialAdditive)) {
var blendModeMaterialAdditiveGUIDS = AssetDatabase.FindAssets(DEFAULT_BLEND_MODE_ADDITIVE_MATERIAL);
if (blendModeMaterialAdditiveGUIDS.Length > 0) {
blendModeMaterialAdditive = AssetDatabase.GUIDToAssetPath(blendModeMaterialAdditiveGUIDS[0]);
}
}
SpineEditorUtilities.MaterialPrefsField(ref blendModeMaterialMultiply, BLEND_MODE_MATERIAL_MULTIPLY_KEY, new GUIContent("Multiply Material", "Multiply blend mode Material template."));
if (string.IsNullOrEmpty(blendModeMaterialMultiply)) {
var blendModeMaterialMultiplyGUIDS = AssetDatabase.FindAssets(DEFAULT_BLEND_MODE_MULTIPLY_MATERIAL);
if (blendModeMaterialMultiplyGUIDS.Length > 0) {
blendModeMaterialMultiply = AssetDatabase.GUIDToAssetPath(blendModeMaterialMultiplyGUIDS[0]);
}
}
SpineEditorUtilities.MaterialPrefsField(ref blendModeMaterialScreen, BLEND_MODE_MATERIAL_SCREEN_KEY, new GUIContent("Screen Material", "Screen blend mode Material template."));
if (string.IsNullOrEmpty(blendModeMaterialScreen)) {
var blendModeMaterialScreenGUIDS = AssetDatabase.FindAssets(DEFAULT_BLEND_MODE_SCREEN_MATERIAL);
if (blendModeMaterialScreenGUIDS.Length > 0) {
blendModeMaterialScreen = AssetDatabase.GUIDToAssetPath(blendModeMaterialScreenGUIDS[0]);
}
}
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Warnings", EditorStyles.boldLabel);
{
SpineEditorUtilities.BoolPrefsField(ref atlasTxtImportWarning, ATLASTXT_WARNING_KEY, new GUIContent("Atlas Extension Warning", "Log a warning and recommendation whenever a `.atlas` file is found."));
SpineEditorUtilities.BoolPrefsField(ref textureImporterWarning, TEXTUREIMPORTER_WARNING_KEY, new GUIContent("Texture Settings Warning", "Log a warning and recommendation whenever Texture Import Settings are detected that could lead to undesired effects, e.g. white border artifacts."));
SpineEditorUtilities.BoolPrefsField(ref componentMaterialWarning, COMPONENTMATERIAL_WARNING_KEY, new GUIContent("Component & Material Warning", "Log a warning and recommendation whenever Component and Material settings are not compatible."));
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Editor Instantiation", EditorStyles.boldLabel);
{
EditorGUI.BeginChangeCheck();
defaultZSpacing = EditorGUILayout.Slider("Default Slot Z-Spacing", defaultZSpacing, -0.1f, 0f);
if (EditorGUI.EndChangeCheck())
EditorPrefs.SetFloat(DEFAULT_ZSPACING_KEY, defaultZSpacing);
SpineEditorUtilities.BoolPrefsField(ref defaultInstantiateLoop, DEFAULT_INSTANTIATE_LOOP_KEY, new GUIContent("Default Loop", "Spawn Spine GameObjects with loop enabled."));
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Mecanim Bake Settings", EditorStyles.boldLabel);
{
SpineEditorUtilities.BoolPrefsField(ref mecanimEventIncludeFolderName, MECANIM_EVENT_INCLUDE_FOLDERNAME_KEY, new GUIContent("Include Folder Name in Event", "When enabled, Mecanim events will call methods named 'FolderNameEventName', when disabled it will call 'EventName'."));
}
EditorGUILayout.Space();
EditorGUILayout.LabelField("Handles and Gizmos", EditorStyles.boldLabel);
{
EditorGUI.BeginChangeCheck();
handleScale = EditorGUILayout.Slider("Editor Bone Scale", handleScale, 0.01f, 2f);
handleScale = Mathf.Max(0.01f, handleScale);
if (EditorGUI.EndChangeCheck()) {
EditorPrefs.SetFloat(SCENE_ICONS_SCALE_KEY, handleScale);
SceneView.RepaintAll();
}
}
#if SPINE_TK2D_DEFINE
bool isTK2DDefineSet = true;
#else
bool isTK2DDefineSet = false;
#endif
bool isTK2DAllowed = SpineTK2DEditorUtility.IsTK2DAllowed;
if (SpineTK2DEditorUtility.IsTK2DInstalled() || isTK2DDefineSet) {
GUILayout.Space(20);
EditorGUILayout.LabelField("3rd Party Settings", EditorStyles.boldLabel);
using (new GUILayout.HorizontalScope()) {
EditorGUILayout.PrefixLabel("Define TK2D");
if (isTK2DAllowed && GUILayout.Button("Enable", GUILayout.Width(64)))
SpineTK2DEditorUtility.EnableTK2D();
if (GUILayout.Button("Disable", GUILayout.Width(64)))
SpineTK2DEditorUtility.DisableTK2D();
}
#if !SPINE_TK2D_DEFINE
if (!isTK2DAllowed) {
EditorGUILayout.LabelField("To allow TK2D support, please modify line 67 in", EditorStyles.boldLabel);
EditorGUILayout.LabelField("Spine/Editor/spine-unity/Editor/Util./BuildSettings.cs", EditorStyles.boldLabel);
}
#endif
}
GUILayout.Space(20);
EditorGUILayout.LabelField("Timeline Extension", EditorStyles.boldLabel);
{
SpineEditorUtilities.BoolPrefsField(ref timelineUseBlendDuration, TIMELINE_USE_BLEND_DURATION_KEY, new GUIContent("Use Blend Duration", "When enabled, MixDuration will be synced with timeline clip transition duration 'Ease In Duration'."));
}
}
#endif // !NEW_PREFERENCES_SETTINGS_PROVIDER
}
static void BoolPrefsField (ref bool currentValue, string editorPrefsKey, GUIContent label) {
EditorGUI.BeginChangeCheck();
currentValue = EditorGUILayout.Toggle(label, currentValue);
if (EditorGUI.EndChangeCheck())
EditorPrefs.SetBool(editorPrefsKey, currentValue);
}
static void FloatPrefsField (ref float currentValue, string editorPrefsKey, GUIContent label, float min = float.NegativeInfinity, float max = float.PositiveInfinity) {
EditorGUI.BeginChangeCheck();
currentValue = EditorGUILayout.DelayedFloatField(label, currentValue);
if (EditorGUI.EndChangeCheck()) {
currentValue = Mathf.Clamp(currentValue, min, max);
EditorPrefs.SetFloat(editorPrefsKey, currentValue);
}
}
static void Texture2DPrefsField (ref string currentValue, string editorPrefsKey, GUIContent label) {
EditorGUI.BeginChangeCheck();
EditorGUIUtility.wideMode = true;
var texture = (EditorGUILayout.ObjectField(label, AssetDatabase.LoadAssetAtPath<Texture2D>(currentValue), typeof(Object), false) as Texture2D);
currentValue = texture != null ? AssetDatabase.GetAssetPath(texture) : "";
if (EditorGUI.EndChangeCheck()) {
EditorPrefs.SetString(editorPrefsKey, currentValue);
}
}
static void MaterialPrefsField (ref string currentValue, string editorPrefsKey, GUIContent label) {
EditorGUI.BeginChangeCheck();
EditorGUIUtility.wideMode = true;
var material = (EditorGUILayout.ObjectField(label, AssetDatabase.LoadAssetAtPath<Material>(currentValue), typeof(Object), false) as Material);
currentValue = material != null ? AssetDatabase.GetAssetPath(material) : "";
if (EditorGUI.EndChangeCheck()) {
EditorPrefs.SetString(editorPrefsKey, currentValue);
}
}
public static void FloatPropertyField (SerializedProperty property, GUIContent label, float min = float.NegativeInfinity, float max = float.PositiveInfinity) {
EditorGUI.BeginChangeCheck();
property.floatValue = EditorGUILayout.DelayedFloatField(label, property.floatValue);
if (EditorGUI.EndChangeCheck()) {
property.floatValue = Mathf.Clamp(property.floatValue, min, max);
}
}
public static void ShaderPropertyField (SerializedProperty property, GUIContent label, string fallbackShaderName) {
var shader = (EditorGUILayout.ObjectField(label, Shader.Find(property.stringValue), typeof(Shader), false) as Shader);
property.stringValue = shader != null ? shader.name : fallbackShaderName;
}
public static void MaterialPropertyField (SerializedProperty property, GUIContent label) {
var material = (EditorGUILayout.ObjectField(label, AssetDatabase.LoadAssetAtPath<Material>(property.stringValue), typeof(Material), false) as Material);
property.stringValue = material ? AssetDatabase.GetAssetPath(material) : "";
}
#if NEW_PREFERENCES_SETTINGS_PROVIDER
public static void PresetAssetPropertyField (SerializedProperty property, GUIContent label) {
var texturePreset = (EditorGUILayout.ObjectField(label, AssetDatabase.LoadAssetAtPath<UnityEditor.Presets.Preset>(property.stringValue), typeof(UnityEditor.Presets.Preset), false) as UnityEditor.Presets.Preset);
bool isTexturePreset = texturePreset != null && texturePreset.GetTargetTypeName() == "TextureImporter";
property.stringValue = isTexturePreset ? AssetDatabase.GetAssetPath(texturePreset) : "";
}
#endif
}
}

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@@ -1,12 +0,0 @@
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licenseType: Free
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icon: {instanceID: 0}
userData:
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@@ -1,9 +0,0 @@
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View File

@@ -1,224 +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;
namespace Spine {
/// <summary>Attachment that displays a texture region using a mesh.</summary>
public class MeshAttachment : VertexAttachment, IHasRendererObject {
internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight;
private MeshAttachment parentMesh;
internal float[] uvs, regionUVs;
internal int[] triangles;
internal float r = 1, g = 1, b = 1, a = 1;
internal int hulllength;
public int HullLength { get { return hulllength; } set { hulllength = value; } }
public float[] RegionUVs { get { return regionUVs; } set { regionUVs = value; } }
/// <summary>The UV pair for each vertex, normalized within the entire texture. <seealso cref="MeshAttachment.UpdateUVs"/></summary>
public float[] UVs { get { return uvs; } set { uvs = value; } }
public int[] Triangles { get { return triangles; } set { triangles = value; } }
public float R { get { return r; } set { r = value; } }
public float G { get { return g; } set { g = value; } }
public float B { get { return b; } set { b = value; } }
public float A { get { return a; } set { a = value; } }
public string Path { get; set; }
public object RendererObject { get; set; }
public float RegionU { get; set; }
public float RegionV { get; set; }
public float RegionU2 { get; set; }
public float RegionV2 { get; set; }
public bool RegionRotate { get; set; }
public int RegionDegrees { get; set; }
public float RegionOffsetX { get { return regionOffsetX; } set { regionOffsetX = value; } }
public float RegionOffsetY { get { return regionOffsetY; } set { regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated.
public float RegionWidth { get { return regionWidth; } set { regionWidth = value; } }
public float RegionHeight { get { return regionHeight; } set { regionHeight = value; } } // Unrotated, stripped size.
public float RegionOriginalWidth { get { return regionOriginalWidth; } set { regionOriginalWidth = value; } }
public float RegionOriginalHeight { get { return regionOriginalHeight; } set { regionOriginalHeight = value; } } // Unrotated, unstripped size.
public MeshAttachment ParentMesh {
get { return parentMesh; }
set {
parentMesh = value;
if (value != null) {
bones = value.bones;
vertices = value.vertices;
worldVerticesLength = value.worldVerticesLength;
regionUVs = value.regionUVs;
triangles = value.triangles;
HullLength = value.HullLength;
Edges = value.Edges;
Width = value.Width;
Height = value.Height;
}
}
}
// Nonessential.
public int[] Edges { get; set; }
public float Width { get; set; }
public float Height { get; set; }
public MeshAttachment (string name)
: base(name) {
}
public void UpdateUVs () {
float[] regionUVs = this.regionUVs;
if (this.uvs == null || this.uvs.Length != regionUVs.Length) this.uvs = new float[regionUVs.Length];
float[] uvs = this.uvs;
float u = RegionU, v = RegionV, width = 0, height = 0;
if (RegionDegrees == 90) {
float textureHeight = this.regionWidth / (RegionV2 - RegionV);
float textureWidth = this.regionHeight / (RegionU2 - RegionU);
u -= (RegionOriginalHeight - RegionOffsetY - RegionHeight) / textureWidth;
v -= (RegionOriginalWidth - RegionOffsetX - RegionWidth) / textureHeight;
width = RegionOriginalHeight / textureWidth;
height = RegionOriginalWidth / textureHeight;
for (int i = 0, n = uvs.Length; i < n; i += 2) {
uvs[i] = u + regionUVs[i + 1] * width;
uvs[i + 1] = v + (1 - regionUVs[i]) * height;
}
} else if (RegionDegrees == 180) {
float textureWidth = this.regionWidth / (RegionU2 - RegionU);
float textureHeight = this.regionHeight / (RegionV2 - RegionV);
u -= (RegionOriginalWidth - RegionOffsetX - RegionWidth) / textureWidth;
v -= RegionOffsetY / textureHeight;
width = RegionOriginalWidth / textureWidth;
height = RegionOriginalHeight / textureHeight;
for (int i = 0, n = uvs.Length; i < n; i += 2) {
uvs[i] = u + (1 - regionUVs[i]) * width;
uvs[i + 1] = v + (1 - regionUVs[i + 1]) * height;
}
} else if (RegionDegrees == 270) {
float textureWidth = this.regionWidth / (RegionU2 - RegionU);
float textureHeight = this.regionHeight / (RegionV2 - RegionV);
u -= RegionOffsetY / textureWidth;
v -= RegionOffsetX / textureHeight;
width = RegionOriginalHeight / textureWidth;
height = RegionOriginalWidth / textureHeight;
for (int i = 0, n = uvs.Length; i<n; i += 2) {
uvs[i] = u + (1 - regionUVs[i + 1]) * width;
uvs[i + 1] = v + regionUVs[i] * height;
}
} else {
float textureWidth = this.regionWidth / (RegionU2 - RegionU);
float textureHeight = this.regionHeight / (RegionV2 - RegionV);
u -= RegionOffsetX / textureWidth;
v -= (RegionOriginalHeight - RegionOffsetY - RegionHeight) / textureHeight;
width = RegionOriginalWidth / textureWidth;
height = RegionOriginalHeight / textureHeight;
for (int i = 0, n = uvs.Length; i < n; i += 2) {
uvs[i] = u + regionUVs[i] * width;
uvs[i + 1] = v + regionUVs[i + 1] * height;
}
}
}
public override Attachment Copy () {
if (parentMesh != null) return NewLinkedMesh();
MeshAttachment copy = new MeshAttachment(this.Name);
copy.RendererObject = RendererObject;
copy.regionOffsetX = regionOffsetX;
copy.regionOffsetY = regionOffsetY;
copy.regionWidth = regionWidth;
copy.regionHeight = regionHeight;
copy.regionOriginalWidth = regionOriginalWidth;
copy.regionOriginalHeight = regionOriginalHeight;
copy.RegionRotate = RegionRotate;
copy.RegionDegrees = RegionDegrees;
copy.RegionU = RegionU;
copy.RegionV = RegionV;
copy.RegionU2 = RegionU2;
copy.RegionV2 = RegionV2;
copy.Path = Path;
copy.r = r;
copy.g = g;
copy.b = b;
copy.a = a;
CopyTo(copy);
copy.regionUVs = new float[regionUVs.Length];
Array.Copy(regionUVs, 0, copy.regionUVs, 0, regionUVs.Length);
copy.uvs = new float[uvs.Length];
Array.Copy(uvs, 0, copy.uvs, 0, uvs.Length);
copy.triangles = new int[triangles.Length];
Array.Copy(triangles, 0, copy.triangles, 0, triangles.Length);
copy.HullLength = HullLength;
// Nonessential.
if (Edges != null) {
copy.Edges = new int[Edges.Length];
Array.Copy(Edges, 0, copy.Edges, 0, Edges.Length);
}
copy.Width = Width;
copy.Height = Height;
return copy;
}
///<summary>Returns a new mesh with this mesh set as the <see cref="ParentMesh"/>.
public MeshAttachment NewLinkedMesh () {
MeshAttachment mesh = new MeshAttachment(Name);
mesh.RendererObject = RendererObject;
mesh.regionOffsetX = regionOffsetX;
mesh.regionOffsetY = regionOffsetY;
mesh.regionWidth = regionWidth;
mesh.regionHeight = regionHeight;
mesh.regionOriginalWidth = regionOriginalWidth;
mesh.regionOriginalHeight = regionOriginalHeight;
mesh.RegionDegrees = RegionDegrees;
mesh.RegionRotate = RegionRotate;
mesh.RegionU = RegionU;
mesh.RegionV = RegionV;
mesh.RegionU2 = RegionU2;
mesh.RegionV2 = RegionV2;
mesh.Path = Path;
mesh.r = r;
mesh.g = g;
mesh.b = b;
mesh.a = a;
mesh.deformAttachment = deformAttachment;
mesh.ParentMesh = parentMesh != null ? parentMesh : this;
mesh.UpdateUVs();
return mesh;
}
}
}

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@@ -1,12 +0,0 @@
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View File

@@ -1,57 +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;
using System.Collections.Generic;
namespace Spine {
public class PathAttachment : VertexAttachment {
internal float[] lengths;
internal bool closed, constantSpeed;
/// <summary>The length in the setup pose from the start of the path to the end of each curve.</summary>
public float[] Lengths { get { return lengths; } set { lengths = value; } }
public bool Closed { get { return closed; } set { closed = value; } }
public bool ConstantSpeed { get { return constantSpeed; } set { constantSpeed = value; } }
public PathAttachment (String name)
: base(name) {
}
public override Attachment Copy () {
PathAttachment copy = new PathAttachment(this.Name);
CopyTo(copy);
copy.lengths = new float[lengths.Length];
Array.Copy(lengths, 0, copy.lengths, 0, lengths.Length);
copy.closed = closed;
copy.constantSpeed = constantSpeed;
return copy;
}
}
}

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@@ -1,12 +0,0 @@
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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.
*****************************************************************************/
namespace Spine {
/// <summary>
/// An attachment which is a single point and a rotation. This can be used to spawn projectiles, particles, etc. A bone can be
/// used in similar ways, but a PointAttachment is slightly less expensive to compute and can be hidden, shown, and placed in a
/// skin.
/// <p>
/// See <a href="http://esotericsoftware.com/spine-point-attachments">Point Attachments</a> in the Spine User Guide.
/// </summary>
public class PointAttachment : Attachment {
internal float x, y, rotation;
public float X { get { return x; } set { x = value; } }
public float Y { get { return y; } set { y = value; } }
public float Rotation { get { return rotation; } set { rotation = value; } }
public PointAttachment (string name)
: base(name) {
}
public void ComputeWorldPosition (Bone bone, out float ox, out float oy) {
bone.LocalToWorld(this.x, this.y, out ox, out oy);
}
public float ComputeWorldRotation (Bone bone) {
float cos = MathUtils.CosDeg(rotation), sin = MathUtils.SinDeg(rotation);
float ix = cos * bone.a + sin * bone.b;
float iy = cos * bone.c + sin * bone.d;
return MathUtils.Atan2(iy, ix) * MathUtils.RadDeg;
}
public override Attachment Copy () {
PointAttachment copy = new PointAttachment(this.Name);
copy.x = x;
copy.y = y;
copy.rotation = rotation;
return copy;
}
}
}

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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;
namespace Spine {
/// <summary>Attachment that displays a texture region.</summary>
public class RegionAttachment : Attachment, IHasRendererObject {
public const int BLX = 0;
public const int BLY = 1;
public const int ULX = 2;
public const int ULY = 3;
public const int URX = 4;
public const int URY = 5;
public const int BRX = 6;
public const int BRY = 7;
internal float x, y, rotation, scaleX = 1, scaleY = 1, width, height;
internal float regionOffsetX, regionOffsetY, regionWidth, regionHeight, regionOriginalWidth, regionOriginalHeight;
internal float[] offset = new float[8], uvs = new float[8];
internal float r = 1, g = 1, b = 1, a = 1;
public float X { get { return x; } set { x = value; } }
public float Y { get { return y; } set { y = value; } }
public float Rotation { get { return rotation; } set { rotation = value; } }
public float ScaleX { get { return scaleX; } set { scaleX = value; } }
public float ScaleY { get { return scaleY; } set { scaleY = value; } }
public float Width { get { return width; } set { width = value; } }
public float Height { get { return height; } set { height = value; } }
public float R { get { return r; } set { r = value; } }
public float G { get { return g; } set { g = value; } }
public float B { get { return b; } set { b = value; } }
public float A { get { return a; } set { a = value; } }
public string Path { get; set; }
public object RendererObject { get; set; }
public float RegionOffsetX { get { return regionOffsetX; } set { regionOffsetX = value; } }
public float RegionOffsetY { get { return regionOffsetY; } set { regionOffsetY = value; } } // Pixels stripped from the bottom left, unrotated.
public float RegionWidth { get { return regionWidth; } set { regionWidth = value; } }
public float RegionHeight { get { return regionHeight; } set { regionHeight = value; } } // Unrotated, stripped size.
public float RegionOriginalWidth { get { return regionOriginalWidth; } set { regionOriginalWidth = value; } }
public float RegionOriginalHeight { get { return regionOriginalHeight; } set { regionOriginalHeight = value; } } // Unrotated, unstripped size.
public float[] Offset { get { return offset; } }
public float[] UVs { get { return uvs; } }
public RegionAttachment (string name)
: base(name) {
}
public void UpdateOffset () {
float width = this.width;
float height = this.height;
float localX2 = width * 0.5f;
float localY2 = height * 0.5f;
float localX = -localX2;
float localY = -localY2;
if (regionOriginalWidth != 0) { // if (region != null)
localX += regionOffsetX / regionOriginalWidth * width;
localY += regionOffsetY / regionOriginalHeight * height;
localX2 -= (regionOriginalWidth - regionOffsetX - regionWidth) / regionOriginalWidth * width;
localY2 -= (regionOriginalHeight - regionOffsetY - regionHeight) / regionOriginalHeight * height;
}
float scaleX = this.scaleX;
float scaleY = this.scaleY;
localX *= scaleX;
localY *= scaleY;
localX2 *= scaleX;
localY2 *= scaleY;
float rotation = this.rotation;
float cos = MathUtils.CosDeg(rotation);
float sin = MathUtils.SinDeg(rotation);
float x = this.x;
float y = this.y;
float localXCos = localX * cos + x;
float localXSin = localX * sin;
float localYCos = localY * cos + y;
float localYSin = localY * sin;
float localX2Cos = localX2 * cos + x;
float localX2Sin = localX2 * sin;
float localY2Cos = localY2 * cos + y;
float localY2Sin = localY2 * sin;
float[] offset = this.offset;
offset[BLX] = localXCos - localYSin;
offset[BLY] = localYCos + localXSin;
offset[ULX] = localXCos - localY2Sin;
offset[ULY] = localY2Cos + localXSin;
offset[URX] = localX2Cos - localY2Sin;
offset[URY] = localY2Cos + localX2Sin;
offset[BRX] = localX2Cos - localYSin;
offset[BRY] = localYCos + localX2Sin;
}
public void SetUVs (float u, float v, float u2, float v2, bool rotate) {
float[] uvs = this.uvs;
// UV values differ from RegionAttachment.java
if (rotate) {
uvs[URX] = u;
uvs[URY] = v2;
uvs[BRX] = u;
uvs[BRY] = v;
uvs[BLX] = u2;
uvs[BLY] = v;
uvs[ULX] = u2;
uvs[ULY] = v2;
} else {
uvs[ULX] = u;
uvs[ULY] = v2;
uvs[URX] = u;
uvs[URY] = v;
uvs[BRX] = u2;
uvs[BRY] = v;
uvs[BLX] = u2;
uvs[BLY] = v2;
}
}
/// <summary>Transforms the attachment's four vertices to world coordinates.</summary>
/// <param name="bone">The parent bone.</param>
/// <param name="worldVertices">The output world vertices. Must have a length greater than or equal to offset + 8.</param>
/// <param name="offset">The worldVertices index to begin writing values.</param>
/// <param name="stride">The number of worldVertices entries between the value pairs written.</param>
public void ComputeWorldVertices (Bone bone, float[] worldVertices, int offset, int stride = 2) {
float[] vertexOffset = this.offset;
float bwx = bone.worldX, bwy = bone.worldY;
float a = bone.a, b = bone.b, c = bone.c, d = bone.d;
float offsetX, offsetY;
// Vertex order is different from RegionAttachment.java
offsetX = vertexOffset[BRX]; // 0
offsetY = vertexOffset[BRY]; // 1
worldVertices[offset] = offsetX * a + offsetY * b + bwx; // bl
worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
offset += stride;
offsetX = vertexOffset[BLX]; // 2
offsetY = vertexOffset[BLY]; // 3
worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ul
worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
offset += stride;
offsetX = vertexOffset[ULX]; // 4
offsetY = vertexOffset[ULY]; // 5
worldVertices[offset] = offsetX * a + offsetY * b + bwx; // ur
worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
offset += stride;
offsetX = vertexOffset[URX]; // 6
offsetY = vertexOffset[URY]; // 7
worldVertices[offset] = offsetX * a + offsetY * b + bwx; // br
worldVertices[offset + 1] = offsetX * c + offsetY * d + bwy;
//offset += stride;
}
public override Attachment Copy () {
RegionAttachment copy = new RegionAttachment(this.Name);
copy.RendererObject = RendererObject;
copy.regionOffsetX = regionOffsetX;
copy.regionOffsetY = regionOffsetY;
copy.regionWidth = regionWidth;
copy.regionHeight = regionHeight;
copy.regionOriginalWidth = regionOriginalWidth;
copy.regionOriginalHeight = regionOriginalHeight;
copy.Path = Path;
copy.x = x;
copy.y = y;
copy.scaleX = scaleX;
copy.scaleY = scaleY;
copy.rotation = rotation;
copy.width = width;
copy.height = height;
Array.Copy(uvs, 0, copy.uvs, 0, 8);
Array.Copy(offset, 0, copy.offset, 0, 8);
copy.r = r;
copy.g = g;
copy.b = b;
copy.a = a;
return copy;
}
}
}

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@@ -1,633 +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.
*****************************************************************************/
/******************************************************************************
* Thanks to Travis Parks
* https://github.com/jehugaleahsa/truncon.collections.OrderedDictionary
*****************************************************************************/
using System;
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using System.Diagnostics;
using System.Linq;
namespace Spine.Collections
{
/// <summary>
/// Represents a dictionary that tracks the order that items were added.
/// </summary>
/// <typeparam name="TKey">The type of the dictionary keys.</typeparam>
/// <typeparam name="TValue">The type of the dictionary values.</typeparam>
/// <remarks>
/// This dictionary makes it possible to get the index of a key and a key based on an index.
/// It can be costly to find the index of a key because it must be searched for linearly.
/// It can be costly to insert a key/value pair because other key's indexes must be adjusted.
/// It can be costly to remove a key/value pair because other keys' indexes must be adjusted.
/// </remarks>
[DebuggerDisplay("Count = {Count}")]
[DebuggerTypeProxy(typeof(OrderedDictionaryDebugView<,>))]
public sealed class OrderedDictionary<TKey, TValue> : IDictionary<TKey, TValue>, IList<KeyValuePair<TKey, TValue>>
{
private readonly Dictionary<TKey, int> dictionary;
private readonly List<TKey> keys;
private readonly List<TValue> values;
private int version;
private const string CollectionModifiedMessage = "Collection was modified; enumeration operation may not execute.";
private const string EditReadOnlyListMessage = "An attempt was made to edit a read-only list.";
private const string IndexOutOfRangeMessage = "The index is negative or outside the bounds of the collection.";
/// <summary>
/// Initializes a new instance of an OrderedDictionary.
/// </summary>
public OrderedDictionary ()
: this(0, null) {
}
/// <summary>
/// Initializes a new instance of an OrderedDictionary.
/// </summary>
/// <param name="capacity">The initial capacity of the dictionary.</param>
/// <exception cref="System.ArgumentOutOfRangeException">The capacity is less than zero.</exception>
public OrderedDictionary (int capacity)
: this(capacity, null) {
}
/// <summary>
/// Initializes a new instance of an OrderedDictionary.
/// </summary>
/// <param name="comparer">The equality comparer to use to compare keys.</param>
public OrderedDictionary (IEqualityComparer<TKey> comparer)
: this(0, comparer) {
}
/// <summary>
/// Initializes a new instance of an OrderedDictionary.
/// </summary>
/// <param name="capacity">The initial capacity of the dictionary.</param>
/// <param name="comparer">The equality comparer to use to compare keys.</param>
public OrderedDictionary (int capacity, IEqualityComparer<TKey> comparer) {
dictionary = new Dictionary<TKey, int>(capacity, comparer ?? EqualityComparer<TKey>.Default);
keys = new List<TKey>(capacity);
values = new List<TValue>(capacity);
}
/// <summary>
/// Gets the equality comparer used to compare keys.
/// </summary>
public IEqualityComparer<TKey> Comparer {
get {
return dictionary.Comparer;
}
}
/// <summary>
/// Adds the given key/value pair to the dictionary.
/// </summary>
/// <param name="key">The key to add to the dictionary.</param>
/// <param name="value">The value to associated with the key.</param>
/// <exception cref="System.ArgumentException">The given key already exists in the dictionary.</exception>
/// <exception cref="System.ArgumentNullException">The key is null.</exception>
public void Add (TKey key, TValue value) {
dictionary.Add(key, values.Count);
keys.Add(key);
values.Add(value);
++version;
}
/// <summary>
/// Inserts the given key/value pair at the specified index.
/// </summary>
/// <param name="index">The index to insert the key/value pair.</param>
/// <param name="key">The key to insert.</param>
/// <param name="value">The value to insert.</param>
/// <exception cref="System.ArgumentException">The given key already exists in the dictionary.</exception>
/// <exception cref="System.ArgumentNullException">The key is null.</exception>
/// <exception cref="System.ArgumentOutOfRangeException">The index is negative -or- larger than the size of the dictionary.</exception>
public void Insert (int index, TKey key, TValue value) {
if (index < 0 || index > values.Count) {
throw new ArgumentOutOfRangeException("index", index, IndexOutOfRangeMessage);
}
dictionary.Add(key, index);
for (int keyIndex = index; keyIndex != keys.Count; ++keyIndex) {
var otherKey = keys[keyIndex];
dictionary[otherKey] += 1;
}
keys.Insert(index, key);
values.Insert(index, value);
++version;
}
/// <summary>
/// Determines whether the given key exists in the dictionary.
/// </summary>
/// <param name="key">The key to look for.</param>
/// <returns>True if the key exists in the dictionary; otherwise, false.</returns>
/// <exception cref="System.ArgumentNullException">The key is null.</exception>
public bool ContainsKey (TKey key) {
return dictionary.ContainsKey(key);
}
/// <summary>
/// Gets the key at the given index.
/// </summary>
/// <param name="index">The index of the key to get.</param>
/// <returns>The key at the given index.</returns>
/// <exception cref="System.ArgumentOutOfRangeException">The index is negative -or- larger than the number of keys.</exception>
public TKey GetKey (int index) {
return keys[index];
}
/// <summary>
/// Gets the index of the given key.
/// </summary>
/// <param name="key">The key to get the index of.</param>
/// <returns>The index of the key in the dictionary -or- -1 if the key is not found.</returns>
/// <remarks>The operation runs in O(n).</remarks>
public int IndexOf (TKey key) {
int index;
if (dictionary.TryGetValue(key, out index)) {
return index;
}
return -1;
}
/// <summary>
/// Gets the keys in the dictionary in the order they were added.
/// </summary>
public KeyCollection Keys {
get {
return new KeyCollection(this.dictionary);
}
}
/// <summary>
/// Removes the key/value pair with the given key from the dictionary.
/// </summary>
/// <param name="key">The key of the pair to remove.</param>
/// <returns>True if the key was found and the pair removed; otherwise, false.</returns>
/// <exception cref="System.ArgumentNullException">The key is null.</exception>
public bool Remove (TKey key) {
int index;
if (dictionary.TryGetValue(key, out index)) {
RemoveAt(index);
return true;
}
return false;
}
/// <summary>
/// Removes the key/value pair at the given index.
/// </summary>
/// <param name="index">The index of the key/value pair to remove.</param>
/// <exception cref="System.ArgumentOutOfRangeException">The index is negative -or- larger than the size of the dictionary.</exception>
public void RemoveAt (int index) {
var key = keys[index];
for (int keyIndex = index + 1; keyIndex < keys.Count; ++keyIndex) {
var otherKey = keys[keyIndex];
dictionary[otherKey] -= 1;
}
dictionary.Remove(key);
keys.RemoveAt(index);
values.RemoveAt(index);
++version;
}
/// <summary>
/// Tries to get the value associated with the given key. If the key is not found,
/// default(TValue) value is stored in the value.
/// </summary>
/// <param name="key">The key to get the value for.</param>
/// <param name="value">The value used to hold the results.</param>
/// <returns>True if the key was found; otherwise, false.</returns>
/// <exception cref="System.ArgumentNullException">The key is null.</exception>
public bool TryGetValue (TKey key, out TValue value) {
int index;
if (dictionary.TryGetValue(key, out index)) {
value = values[index];
return true;
}
value = default(TValue);
return false;
}
/// <summary>
/// Gets the values in the dictionary.
/// </summary>
public ValueCollection Values {
get {
return new ValueCollection(values);
}
}
/// <summary>
/// Gets or sets the value at the given index.
/// </summary>
/// <param name="index">The index of the value to get.</param>
/// <returns>The value at the given index.</returns>
/// <exception cref="System.ArgumentOutOfRangeException">The index is negative -or- beyond the length of the dictionary.</exception>
public TValue this[int index] {
get {
return values[index];
}
set {
values[index] = value;
}
}
/// <summary>
/// Gets or sets the value associated with the given key.
/// </summary>
/// <param name="key">The key to get the associated value by or to associate with the value.</param>
/// <returns>The value associated with the given key.</returns>
/// <exception cref="System.ArgumentNullException">The key is null.</exception>
/// <exception cref="System.Collections.Generic.KeyNotFoundException">The key is not in the dictionary.</exception>
public TValue this[TKey key] {
get {
return values[dictionary[key]];
}
set {
int index;
if (dictionary.TryGetValue(key, out index)) {
keys[index] = key;
values[index] = value;
}
else {
Add(key, value);
}
}
}
/// <summary>
/// Removes all key/value pairs from the dictionary.
/// </summary>
public void Clear () {
dictionary.Clear();
keys.Clear();
values.Clear();
++version;
}
/// <summary>
/// Gets the number of key/value pairs in the dictionary.
/// </summary>
public int Count {
get {
return dictionary.Count;
}
}
/// <summary>
/// Gets the key/value pairs in the dictionary in the order they were added.
/// </summary>
/// <returns>An enumerator over the key/value pairs in the dictionary.</returns>
public IEnumerator<KeyValuePair<TKey, TValue>> GetEnumerator () {
int startVersion = version;
for (int index = 0; index != keys.Count; ++index) {
var key = keys[index];
var value = values[index];
yield return new KeyValuePair<TKey, TValue>(key, value);
if (version != startVersion) {
throw new InvalidOperationException(CollectionModifiedMessage);
}
}
}
int IList<KeyValuePair<TKey, TValue>>.IndexOf (KeyValuePair<TKey, TValue> item) {
int index;
if (dictionary.TryGetValue(item.Key, out index) && Equals(values[index], item.Value)) {
return index;
}
return -1;
}
void IList<KeyValuePair<TKey, TValue>>.Insert (int index, KeyValuePair<TKey, TValue> item) {
Insert(index, item.Key, item.Value);
}
KeyValuePair<TKey, TValue> IList<KeyValuePair<TKey, TValue>>.this[int index] {
get {
TKey key = keys[index];
TValue value = values[index];
return new KeyValuePair<TKey, TValue>(key, value);
}
set {
TKey key = keys[index];
if (dictionary.Comparer.Equals(key, value.Key)) {
dictionary[value.Key] = index;
}
else {
dictionary.Add(value.Key, index); // will throw if key already exists
dictionary.Remove(key);
}
keys[index] = value.Key;
values[index] = value.Value;
}
}
ICollection<TKey> IDictionary<TKey, TValue>.Keys {
get {
return Keys;
}
}
ICollection<TValue> IDictionary<TKey, TValue>.Values {
get {
return Values;
}
}
void ICollection<KeyValuePair<TKey, TValue>>.Add (KeyValuePair<TKey, TValue> item) {
Add(item.Key, item.Value);
}
bool ICollection<KeyValuePair<TKey, TValue>>.Contains (KeyValuePair<TKey, TValue> item) {
int index;
if (dictionary.TryGetValue(item.Key, out index) && Equals(values[index], item.Value)) {
return true;
}
return false;
}
void ICollection<KeyValuePair<TKey, TValue>>.CopyTo (KeyValuePair<TKey, TValue>[] array, int arrayIndex) {
if (array == null) {
throw new ArgumentNullException("array");
}
if (arrayIndex < 0) {
throw new ArgumentOutOfRangeException("arrayIndex", arrayIndex, IndexOutOfRangeMessage);
}
for (int index = 0; index != keys.Count && arrayIndex < array.Length; ++index, ++arrayIndex) {
var key = keys[index];
var value = values[index];
array[arrayIndex] = new KeyValuePair<TKey, TValue>(key, value);
}
}
bool ICollection<KeyValuePair<TKey, TValue>>.IsReadOnly {
get {
return false;
}
}
bool ICollection<KeyValuePair<TKey, TValue>>.Remove (KeyValuePair<TKey, TValue> item) {
ICollection<KeyValuePair<TKey, TValue>> self = this;
if (self.Contains(item)) {
return Remove(item.Key);
}
return false;
}
IEnumerator IEnumerable.GetEnumerator () {
return GetEnumerator();
}
/// <summary>
/// Wraps the keys in an OrderDictionary.
/// </summary>
public sealed class KeyCollection : ICollection<TKey>
{
private readonly Dictionary<TKey, int> dictionary;
/// <summary>
/// Initializes a new instance of a KeyCollection.
/// </summary>
/// <param name="dictionary">The OrderedDictionary whose keys to wrap.</param>
/// <exception cref="System.ArgumentNullException">The dictionary is null.</exception>
internal KeyCollection (Dictionary<TKey, int> dictionary) {
this.dictionary = dictionary;
}
/// <summary>
/// Copies the keys from the OrderedDictionary to the given array, starting at the given index.
/// </summary>
/// <param name="array">The array to copy the keys to.</param>
/// <param name="arrayIndex">The index into the array to start copying the keys.</param>
/// <exception cref="System.ArgumentNullException">The array is null.</exception>
/// <exception cref="System.ArgumentOutOfRangeException">The arrayIndex is negative.</exception>
/// <exception cref="System.ArgumentException">The array, starting at the given index, is not large enough to contain all the keys.</exception>
public void CopyTo (TKey[] array, int arrayIndex) {
dictionary.Keys.CopyTo(array, arrayIndex);
}
/// <summary>
/// Gets the number of keys in the OrderedDictionary.
/// </summary>
public int Count {
get {
return dictionary.Count;
}
}
/// <summary>
/// Gets an enumerator over the keys in the OrderedDictionary.
/// </summary>
/// <returns>The enumerator.</returns>
public IEnumerator<TKey> GetEnumerator () {
return dictionary.Keys.GetEnumerator();
}
[EditorBrowsable(EditorBrowsableState.Never)]
bool ICollection<TKey>.Contains (TKey item) {
return dictionary.ContainsKey(item);
}
[EditorBrowsable(EditorBrowsableState.Never)]
void ICollection<TKey>.Add (TKey item) {
throw new NotSupportedException(EditReadOnlyListMessage);
}
[EditorBrowsable(EditorBrowsableState.Never)]
void ICollection<TKey>.Clear () {
throw new NotSupportedException(EditReadOnlyListMessage);
}
[EditorBrowsable(EditorBrowsableState.Never)]
bool ICollection<TKey>.IsReadOnly {
get {
return true;
}
}
[EditorBrowsable(EditorBrowsableState.Never)]
bool ICollection<TKey>.Remove (TKey item) {
throw new NotSupportedException(EditReadOnlyListMessage);
}
IEnumerator IEnumerable.GetEnumerator () {
return GetEnumerator();
}
}
/// <summary>
/// Wraps the keys in an OrderDictionary.
/// </summary>
public sealed class ValueCollection : ICollection<TValue>
{
private readonly List<TValue> values;
/// <summary>
/// Initializes a new instance of a ValueCollection.
/// </summary>
/// <param name="values">The OrderedDictionary whose keys to wrap.</param>
/// <exception cref="System.ArgumentNullException">The dictionary is null.</exception>
internal ValueCollection (List<TValue> values) {
this.values = values;
}
/// <summary>
/// Copies the values from the OrderedDictionary to the given array, starting at the given index.
/// </summary>
/// <param name="array">The array to copy the values to.</param>
/// <param name="arrayIndex">The index into the array to start copying the values.</param>
/// <exception cref="System.ArgumentNullException">The array is null.</exception>
/// <exception cref="System.ArgumentOutOfRangeException">The arrayIndex is negative.</exception>
/// <exception cref="System.ArgumentException">The array, starting at the given index, is not large enough to contain all the values.</exception>
public void CopyTo (TValue[] array, int arrayIndex) {
values.CopyTo(array, arrayIndex);
}
/// <summary>
/// Gets the number of values in the OrderedDictionary.
/// </summary>
public int Count {
get {
return values.Count;
}
}
/// <summary>
/// Gets an enumerator over the values in the OrderedDictionary.
/// </summary>
/// <returns>The enumerator.</returns>
public IEnumerator<TValue> GetEnumerator () {
return values.GetEnumerator();
}
[EditorBrowsable(EditorBrowsableState.Never)]
bool ICollection<TValue>.Contains (TValue item) {
return values.Contains(item);
}
[EditorBrowsable(EditorBrowsableState.Never)]
void ICollection<TValue>.Add (TValue item) {
throw new NotSupportedException(EditReadOnlyListMessage);
}
[EditorBrowsable(EditorBrowsableState.Never)]
void ICollection<TValue>.Clear () {
throw new NotSupportedException(EditReadOnlyListMessage);
}
[EditorBrowsable(EditorBrowsableState.Never)]
bool ICollection<TValue>.IsReadOnly {
get {
return true;
}
}
[EditorBrowsable(EditorBrowsableState.Never)]
bool ICollection<TValue>.Remove (TValue item) {
throw new NotSupportedException(EditReadOnlyListMessage);
}
IEnumerator IEnumerable.GetEnumerator () {
return GetEnumerator();
}
}
}
internal class OrderedDictionaryDebugView<TKey, TValue>
{
private readonly OrderedDictionary<TKey, TValue> dictionary;
public OrderedDictionaryDebugView (OrderedDictionary<TKey, TValue> dictionary) {
this.dictionary = dictionary;
}
[DebuggerBrowsable(DebuggerBrowsableState.RootHidden)]
public KeyValuePair<TKey, TValue>[] Items {
get {
return dictionary.ToArray();
}
}
}
/// <summary>
/// Provides extensions methods for constructing instances of <see cref="OrderedDictionary{TKey, TValue}"/>.
/// </summary>
public static class CollectionExtensions
{
#region ToOrderedDictionary
/// <summary>
/// Creates a new OrderedDictionary from the given collection, using the key selector to extract the key.
/// </summary>
/// <typeparam name="TSource">The type of the items in the collection.</typeparam>
/// <typeparam name="TKey">The type of the key.</typeparam>
/// <param name="source">The items to created the OrderedDictionary from.</param>
/// <param name="keySelector">A delegate that can extract a key from an item in the collection.</param>
/// <returns>An OrderedDictionary mapping the extracted keys to their values.</returns>
public static OrderedDictionary<TKey, TSource> ToOrderedDictionary<TSource, TKey> (this IEnumerable<TSource> source, Func<TSource, TKey> keySelector) {
return ToOrderedDictionary(source, keySelector, null);
}
/// <summary>
/// Creates a new OrderedDictionary from the given collection, using the key selector to extract the key.
/// The key comparer is passed to the OrderedDictionary for comparing the extracted keys.
/// </summary>
/// <typeparam name="TSource">The type of the items in the collection.</typeparam>
/// <typeparam name="TKey">The type of the key.</typeparam>
/// <param name="source">The items to created the OrderedDictionary from.</param>
/// <param name="keySelector">A delegate that can extract a key from an item in the collection.</param>
/// <param name="comparer">The key equality comparer to use to compare keys in the dictionary.</param>
/// <returns>An OrderedDictionary mapping the extracted keys to their values.</returns>
public static OrderedDictionary<TKey, TSource> ToOrderedDictionary<TSource, TKey> (
this IEnumerable<TSource> source,
Func<TSource, TKey> keySelector,
IEqualityComparer<TKey> comparer) {
if (source == null) {
throw new ArgumentNullException("source");
}
if (keySelector == null) {
throw new ArgumentNullException("keySelector");
}
var dictionary = new OrderedDictionary<TKey, TSource>(comparer);
foreach (TSource item in source) {
TKey key = keySelector(item);
dictionary.Add(key, item);
}
return dictionary;
}
#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.
*****************************************************************************/
namespace Spine {
///<summary>The interface for items updated by <see cref="Skeleton.UpdateWorldTransform()"/>.</summary>
public interface IUpdatable {
void Update ();
///<summary>Returns false when this item has not been updated because a skin is required and the <see cref="Skeleton.Skin">active
/// skin</see> does not contain this item.</summary>
/// <seealso cref="Skin.Bones"/>
/// <seealso cref="Skin.Constraints"/>
bool Active { get; }
}
}

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fileFormatVersion: 2
guid: 44a51df5672fe4249b6763960587a017
timeCreated: 1456265154
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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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;
namespace Spine {
/// <summary>
/// <para>
/// Stores the current pose for an IK constraint. An IK constraint adjusts the rotation of 1 or 2 constrained bones so the tip of
/// the last bone is as close to the target bone as possible.</para>
/// <para>
/// See <a href="http://esotericsoftware.com/spine-ik-constraints">IK constraints</a> in the Spine User Guide.</para>
/// </summary>
public class IkConstraint : IUpdatable {
internal IkConstraintData data;
internal ExposedList<Bone> bones = new ExposedList<Bone>();
internal Bone target;
internal int bendDirection;
internal bool compress, stretch;
internal float mix = 1, softness;
internal bool active;
public IkConstraint (IkConstraintData data, Skeleton skeleton) {
if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
this.data = data;
mix = data.mix;
softness = data.softness;
bendDirection = data.bendDirection;
compress = data.compress;
stretch = data.stretch;
bones = new ExposedList<Bone>(data.bones.Count);
foreach (BoneData boneData in data.bones)
bones.Add(skeleton.FindBone(boneData.name));
target = skeleton.FindBone(data.target.name);
}
/// <summary>Copy constructor.</summary>
public IkConstraint (IkConstraint constraint, Skeleton skeleton) {
if (constraint == null) throw new ArgumentNullException("constraint cannot be null.");
if (skeleton == null) throw new ArgumentNullException("skeleton cannot be null.");
data = constraint.data;
bones = new ExposedList<Bone>(constraint.Bones.Count);
foreach (Bone bone in constraint.Bones)
bones.Add(skeleton.Bones.Items[bone.data.index]);
target = skeleton.Bones.Items[constraint.target.data.index];
mix = constraint.mix;
softness = constraint.softness;
bendDirection = constraint.bendDirection;
compress = constraint.compress;
stretch = constraint.stretch;
}
/// <summary>Applies the constraint to the constrained bones.</summary>
public void Apply () {
Update();
}
public void Update () {
Bone target = this.target;
ExposedList<Bone> bones = this.bones;
switch (bones.Count) {
case 1:
Apply(bones.Items[0], target.worldX, target.worldY, compress, stretch, data.uniform, mix);
break;
case 2:
Apply(bones.Items[0], bones.Items[1], target.worldX, target.worldY, bendDirection, stretch, softness, mix);
break;
}
}
/// <summary>The bones that will be modified by this IK constraint.</summary>
public ExposedList<Bone> Bones {
get { return bones; }
}
/// <summary>The bone that is the IK target.</summary>
public Bone Target {
get { return target; }
set { target = value; }
}
/// <summary>A percentage (0-1) that controls the mix between the constrained and unconstrained rotations.</summary>
public float Mix {
get { return mix; }
set { mix = value; }
}
///<summary>For two bone IK, the distance from the maximum reach of the bones that rotation will slow.</summary>
public float Softness {
get { return softness; }
set { softness = value; }
}
/// <summary>Controls the bend direction of the IK bones, either 1 or -1.</summary>
public int BendDirection {
get { return bendDirection; }
set { bendDirection = value; }
}
/// <summary>
/// When true and only a single bone is being constrained, if the target is too close, the bone is scaled to reach it.</summary>
public bool Compress {
get { return compress; }
set { compress = value; }
}
/// <summary>
/// When true, if the target is out of range, the parent bone is scaled to reach it. If more than one bone is being constrained
/// and the parent bone has local nonuniform scale, stretch is not applied.</summary>
public bool Stretch {
get { return stretch; }
set { stretch = value; }
}
public bool Active {
get { return active; }
}
/// <summary>The IK constraint's setup pose data.</summary>
public IkConstraintData Data {
get { return data; }
}
override public string ToString () {
return data.name;
}
/// <summary>Applies 1 bone IK. The target is specified in the world coordinate system.</summary>
static public void Apply (Bone bone, float targetX, float targetY, bool compress, bool stretch, bool uniform,
float alpha) {
if (!bone.appliedValid) bone.UpdateAppliedTransform();
Bone p = bone.parent;
float pa = p.a, pb = p.b, pc = p.c, pd = p.d;
float rotationIK = -bone.ashearX - bone.arotation;
float tx = 0, ty = 0;
switch(bone.data.transformMode) {
case TransformMode.OnlyTranslation:
tx = targetX - bone.worldX;
ty = targetY - bone.worldY;
break;
case TransformMode.NoRotationOrReflection: {
float s = Math.Abs(pa * pd - pb * pc) / (pa * pa + pc * pc);
float sa = pa / bone.skeleton.ScaleX;
float sc = pc / bone.skeleton.ScaleY;
pb = -sc * s * bone.skeleton.ScaleX;
pd = sa * s * bone.skeleton.ScaleY;
rotationIK += (float)Math.Atan2(pc, pa) * MathUtils.RadDeg;
goto default; // Fall through.
}
default: {
float x = targetX - p.worldX, y = targetY - p.worldY;
float d = pa * pd - pb * pc;
tx = (x * pd - y * pb) / d - bone.ax;
ty = (y * pa - x * pc) / d - bone.ay;
break;
}
}
rotationIK += (float)Math.Atan2(ty, tx) * MathUtils.RadDeg;
if (bone.ascaleX < 0) rotationIK += 180;
if (rotationIK > 180)
rotationIK -= 360;
else if (rotationIK < -180) //
rotationIK += 360;
float sx = bone.ascaleX, sy = bone.ascaleY;
if (compress || stretch) {
switch (bone.data.transformMode) {
case TransformMode.NoScale:
tx = targetX - bone.worldX;
ty = targetY - bone.worldY;
break;
case TransformMode.NoScaleOrReflection:
tx = targetX - bone.worldX;
ty = targetY - bone.worldY;
break;
}
float b = bone.data.length * sx, dd = (float)Math.Sqrt(tx * tx + ty * ty);
if ((compress && dd < b) || (stretch && dd > b) && b > 0.0001f) {
float s = (dd / b - 1) * alpha + 1;
sx *= s;
if (uniform) sy *= s;
}
}
bone.UpdateWorldTransform(bone.ax, bone.ay, bone.arotation + rotationIK * alpha, sx, sy, bone.ashearX, bone.ashearY);
}
/// <summary>Applies 2 bone IK. The target is specified in the world coordinate system.</summary>
/// <param name="child">A direct descendant of the parent bone.</param>
static public void Apply (Bone parent, Bone child, float targetX, float targetY, int bendDir, bool stretch, float softness,
float alpha) {
if (alpha == 0) {
child.UpdateWorldTransform();
return;
}
if (!parent.appliedValid) parent.UpdateAppliedTransform();
if (!child.appliedValid) child.UpdateAppliedTransform();
float px = parent.ax, py = parent.ay, psx = parent.ascaleX, sx = psx, psy = parent.ascaleY, csx = child.ascaleX;
int os1, os2, s2;
if (psx < 0) {
psx = -psx;
os1 = 180;
s2 = -1;
} else {
os1 = 0;
s2 = 1;
}
if (psy < 0) {
psy = -psy;
s2 = -s2;
}
if (csx < 0) {
csx = -csx;
os2 = 180;
} else
os2 = 0;
float cx = child.ax, cy, cwx, cwy, a = parent.a, b = parent.b, c = parent.c, d = parent.d;
bool u = Math.Abs(psx - psy) <= 0.0001f;
if (!u) {
cy = 0;
cwx = a * cx + parent.worldX;
cwy = c * cx + parent.worldY;
} else {
cy = child.ay;
cwx = a * cx + b * cy + parent.worldX;
cwy = c * cx + d * cy + parent.worldY;
}
Bone pp = parent.parent;
a = pp.a;
b = pp.b;
c = pp.c;
d = pp.d;
float id = 1 / (a * d - b * c), x = cwx - pp.worldX, y = cwy - pp.worldY;
float dx = (x * d - y * b) * id - px, dy = (y * a - x * c) * id - py;
float l1 = (float)Math.Sqrt(dx * dx + dy * dy), l2 = child.data.length * csx, a1, a2;
if (l1 < 0.0001f) {
Apply(parent, targetX, targetY, false, stretch, false, alpha);
child.UpdateWorldTransform(cx, cy, 0, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY);
return;
}
x = targetX - pp.worldX;
y = targetY - pp.worldY;
float tx = (x * d - y * b) * id - px, ty = (y * a - x * c) * id - py;
float dd = tx * tx + ty * ty;
if (softness != 0) {
softness *= psx * (csx + 1) / 2;
float td = (float)Math.Sqrt(dd), sd = td - l1 - l2 * psx + softness;
if (sd > 0) {
float p = Math.Min(1, sd / (softness * 2)) - 1;
p = (sd - softness * (1 - p * p)) / td;
tx -= p * tx;
ty -= p * ty;
dd = tx * tx + ty * ty;
}
}
if (u) {
l2 *= psx;
float cos = (dd - l1 * l1 - l2 * l2) / (2 * l1 * l2);
if (cos < -1)
cos = -1;
else if (cos > 1) {
cos = 1;
if (stretch) sx *= ((float)Math.Sqrt(dd) / (l1 + l2) - 1) * alpha + 1;
}
a2 = (float)Math.Acos(cos) * bendDir;
a = l1 + l2 * cos;
b = l2 * (float)Math.Sin(a2);
a1 = (float)Math.Atan2(ty * a - tx * b, tx * a + ty * b);
} else {
a = psx * l2;
b = psy * l2;
float aa = a * a, bb = b * b, ta = (float)Math.Atan2(ty, tx);
c = bb * l1 * l1 + aa * dd - aa * bb;
float c1 = -2 * bb * l1, c2 = bb - aa;
d = c1 * c1 - 4 * c2 * c;
if (d >= 0) {
float q = (float)Math.Sqrt(d);
if (c1 < 0) q = -q;
q = -(c1 + q) / 2;
float r0 = q / c2, r1 = c / q;
float r = Math.Abs(r0) < Math.Abs(r1) ? r0 : r1;
if (r * r <= dd) {
y = (float)Math.Sqrt(dd - r * r) * bendDir;
a1 = ta - (float)Math.Atan2(y, r);
a2 = (float)Math.Atan2(y / psy, (r - l1) / psx);
goto break_outer; // break outer;
}
}
float minAngle = MathUtils.PI, minX = l1 - a, minDist = minX * minX, minY = 0;
float maxAngle = 0, maxX = l1 + a, maxDist = maxX * maxX, maxY = 0;
c = -a * l1 / (aa - bb);
if (c >= -1 && c <= 1) {
c = (float)Math.Acos(c);
x = a * (float)Math.Cos(c) + l1;
y = b * (float)Math.Sin(c);
d = x * x + y * y;
if (d < minDist) {
minAngle = c;
minDist = d;
minX = x;
minY = y;
}
if (d > maxDist) {
maxAngle = c;
maxDist = d;
maxX = x;
maxY = y;
}
}
if (dd <= (minDist + maxDist) / 2) {
a1 = ta - (float)Math.Atan2(minY * bendDir, minX);
a2 = minAngle * bendDir;
} else {
a1 = ta - (float)Math.Atan2(maxY * bendDir, maxX);
a2 = maxAngle * bendDir;
}
}
break_outer:
float os = (float)Math.Atan2(cy, cx) * s2;
float rotation = parent.arotation;
a1 = (a1 - os) * MathUtils.RadDeg + os1 - rotation;
if (a1 > 180)
a1 -= 360;
else if (a1 < -180) a1 += 360;
parent.UpdateWorldTransform(px, py, rotation + a1 * alpha, sx, parent.ascaleY, 0, 0);
rotation = child.arotation;
a2 = ((a2 + os) * MathUtils.RadDeg - child.ashearX) * s2 + os2 - rotation;
if (a2 > 180)
a2 -= 360;
else if (a2 < -180) a2 += 360;
child.UpdateWorldTransform(cx, cy, rotation + a2 * alpha, child.ascaleX, child.ascaleY, child.ashearX, child.ashearY);
}
}
}

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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;
using System.Collections.Generic;
namespace Spine {
/// <summary>Stores the setup pose for an IkConstraint.</summary>
public class IkConstraintData : ConstraintData {
internal ExposedList<BoneData> bones = new ExposedList<BoneData>();
internal BoneData target;
internal int bendDirection = 1;
internal bool compress, stretch, uniform;
internal float mix = 1, softness;
public IkConstraintData (string name) : base(name) {
}
/// <summary>The bones that are constrained by this IK Constraint.</summary>
public ExposedList<BoneData> Bones {
get { return bones; }
}
/// <summary>The bone that is the IK target.</summary>
public BoneData Target {
get { return target; }
set { target = value; }
}
/// <summary>
/// A percentage (0-1) that controls the mix between the constraint and unconstrained rotations.</summary>
public float Mix {
get { return mix; }
set { mix = value; }
}
///<summary>For two bone IK, the distance from the maximum reach of the bones that rotation will slow.</summary>
public float Softness {
get { return softness; }
set { softness = value; }
}
/// <summary>Controls the bend direction of the IK bones, either 1 or -1.</summary>
public int BendDirection {
get { return bendDirection; }
set { bendDirection = value; }
}
/// <summary>
/// When true, and only a single bone is being constrained,
/// if the target is too close, the bone is scaled to reach it. </summary>
public bool Compress {
get { return compress; }
set { compress = value; }
}
/// <summary>
/// When true, if the target is out of range, the parent bone is scaled on the X axis to reach it.
/// If the bone has local nonuniform scale, stretching is not applied.</summary>
public bool Stretch {
get { return stretch; }
set { stretch = value; }
}
/// <summary>
/// When true, only a single bone is being constrained and Compress or Stretch is used,
/// the bone is scaled both on the X and Y axes.</summary>
public bool Uniform {
get { return uniform; }
set { uniform = value; }
}
}
}

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@@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 94ad1e9256073264785f806086a000ba
timeCreated: 1456265155
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,531 +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;
using System.IO;
using System.Text;
using System.Collections;
using System.Globalization;
using System.Collections.Generic;
namespace Spine {
public static class Json {
public static object Deserialize (TextReader text) {
var parser = new SharpJson.JsonDecoder();
parser.parseNumbersAsFloat = true;
return parser.Decode(text.ReadToEnd());
}
}
}
/**
* Copyright (c) 2016 Adriano Tinoco d'Oliveira Rezende
*
* Based on the JSON parser by Patrick van Bergen
* http://techblog.procurios.nl/k/news/view/14605/14863/how-do-i-write-my-own-parser-(for-json).html
*
* Changes made:
*
* - Optimized parser speed (deserialize roughly near 3x faster than original)
* - Added support to handle lexer/parser error messages with line numbers
* - Added more fine grained control over type conversions during the parsing
* - Refactory API (Separate Lexer code from Parser code and the Encoder from Decoder)
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
* and associated documentation files (the "Software"), to deal in the Software without restriction,
* including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
* subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all copies or substantial
* portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT
* LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
namespace SharpJson
{
class Lexer
{
public enum Token {
None,
Null,
True,
False,
Colon,
Comma,
String,
Number,
CurlyOpen,
CurlyClose,
SquaredOpen,
SquaredClose,
};
public bool hasError {
get {
return !success;
}
}
public int lineNumber {
get;
private set;
}
public bool parseNumbersAsFloat {
get;
set;
}
char[] json;
int index = 0;
bool success = true;
char[] stringBuffer = new char[4096];
public Lexer(string text)
{
Reset();
json = text.ToCharArray();
parseNumbersAsFloat = false;
}
public void Reset()
{
index = 0;
lineNumber = 1;
success = true;
}
public string ParseString()
{
int idx = 0;
StringBuilder builder = null;
SkipWhiteSpaces();
// "
char c = json[index++];
bool failed = false;
bool complete = false;
while (!complete && !failed) {
if (index == json.Length)
break;
c = json[index++];
if (c == '"') {
complete = true;
break;
} else if (c == '\\') {
if (index == json.Length)
break;
c = json[index++];
switch (c) {
case '"':
stringBuffer[idx++] = '"';
break;
case '\\':
stringBuffer[idx++] = '\\';
break;
case '/':
stringBuffer[idx++] = '/';
break;
case 'b':
stringBuffer[idx++] = '\b';
break;
case'f':
stringBuffer[idx++] = '\f';
break;
case 'n':
stringBuffer[idx++] = '\n';
break;
case 'r':
stringBuffer[idx++] = '\r';
break;
case 't':
stringBuffer[idx++] = '\t';
break;
case 'u':
int remainingLength = json.Length - index;
if (remainingLength >= 4) {
var hex = new string(json, index, 4);
// XXX: handle UTF
stringBuffer[idx++] = (char) Convert.ToInt32(hex, 16);
// skip 4 chars
index += 4;
} else {
failed = true;
}
break;
}
} else {
stringBuffer[idx++] = c;
}
if (idx >= stringBuffer.Length) {
if (builder == null)
builder = new StringBuilder();
builder.Append(stringBuffer, 0, idx);
idx = 0;
}
}
if (!complete) {
success = false;
return null;
}
if (builder != null)
return builder.ToString ();
else
return new string (stringBuffer, 0, idx);
}
string GetNumberString()
{
SkipWhiteSpaces();
int lastIndex = GetLastIndexOfNumber(index);
int charLength = (lastIndex - index) + 1;
var result = new string (json, index, charLength);
index = lastIndex + 1;
return result;
}
public float ParseFloatNumber()
{
float number;
var str = GetNumberString ();
if (!float.TryParse (str, NumberStyles.Float, CultureInfo.InvariantCulture, out number))
return 0;
return number;
}
public double ParseDoubleNumber()
{
double number;
var str = GetNumberString ();
if (!double.TryParse(str, NumberStyles.Any, CultureInfo.InvariantCulture, out number))
return 0;
return number;
}
int GetLastIndexOfNumber(int index)
{
int lastIndex;
for (lastIndex = index; lastIndex < json.Length; lastIndex++) {
char ch = json[lastIndex];
if ((ch < '0' || ch > '9') && ch != '+' && ch != '-'
&& ch != '.' && ch != 'e' && ch != 'E')
break;
}
return lastIndex - 1;
}
void SkipWhiteSpaces()
{
for (; index < json.Length; index++) {
char ch = json[index];
if (ch == '\n')
lineNumber++;
if (!char.IsWhiteSpace(json[index]))
break;
}
}
public Token LookAhead()
{
SkipWhiteSpaces();
int savedIndex = index;
return NextToken(json, ref savedIndex);
}
public Token NextToken()
{
SkipWhiteSpaces();
return NextToken(json, ref index);
}
static Token NextToken(char[] json, ref int index)
{
if (index == json.Length)
return Token.None;
char c = json[index++];
switch (c) {
case '{':
return Token.CurlyOpen;
case '}':
return Token.CurlyClose;
case '[':
return Token.SquaredOpen;
case ']':
return Token.SquaredClose;
case ',':
return Token.Comma;
case '"':
return Token.String;
case '0': case '1': case '2': case '3': case '4':
case '5': case '6': case '7': case '8': case '9':
case '-':
return Token.Number;
case ':':
return Token.Colon;
}
index--;
int remainingLength = json.Length - index;
// false
if (remainingLength >= 5) {
if (json[index] == 'f' &&
json[index + 1] == 'a' &&
json[index + 2] == 'l' &&
json[index + 3] == 's' &&
json[index + 4] == 'e') {
index += 5;
return Token.False;
}
}
// true
if (remainingLength >= 4) {
if (json[index] == 't' &&
json[index + 1] == 'r' &&
json[index + 2] == 'u' &&
json[index + 3] == 'e') {
index += 4;
return Token.True;
}
}
// null
if (remainingLength >= 4) {
if (json[index] == 'n' &&
json[index + 1] == 'u' &&
json[index + 2] == 'l' &&
json[index + 3] == 'l') {
index += 4;
return Token.Null;
}
}
return Token.None;
}
}
public class JsonDecoder
{
public string errorMessage {
get;
private set;
}
public bool parseNumbersAsFloat {
get;
set;
}
Lexer lexer;
public JsonDecoder()
{
errorMessage = null;
parseNumbersAsFloat = false;
}
public object Decode(string text)
{
errorMessage = null;
lexer = new Lexer(text);
lexer.parseNumbersAsFloat = parseNumbersAsFloat;
return ParseValue();
}
public static object DecodeText(string text)
{
var builder = new JsonDecoder();
return builder.Decode(text);
}
IDictionary<string, object> ParseObject()
{
var table = new Dictionary<string, object>();
// {
lexer.NextToken();
while (true) {
var token = lexer.LookAhead();
switch (token) {
case Lexer.Token.None:
TriggerError("Invalid token");
return null;
case Lexer.Token.Comma:
lexer.NextToken();
break;
case Lexer.Token.CurlyClose:
lexer.NextToken();
return table;
default:
// name
string name = EvalLexer(lexer.ParseString());
if (errorMessage != null)
return null;
// :
token = lexer.NextToken();
if (token != Lexer.Token.Colon) {
TriggerError("Invalid token; expected ':'");
return null;
}
// value
object value = ParseValue();
if (errorMessage != null)
return null;
table[name] = value;
break;
}
}
//return null; // Unreachable code
}
IList<object> ParseArray()
{
var array = new List<object>();
// [
lexer.NextToken();
while (true) {
var token = lexer.LookAhead();
switch (token) {
case Lexer.Token.None:
TriggerError("Invalid token");
return null;
case Lexer.Token.Comma:
lexer.NextToken();
break;
case Lexer.Token.SquaredClose:
lexer.NextToken();
return array;
default:
object value = ParseValue();
if (errorMessage != null)
return null;
array.Add(value);
break;
}
}
//return null; // Unreachable code
}
object ParseValue()
{
switch (lexer.LookAhead()) {
case Lexer.Token.String:
return EvalLexer(lexer.ParseString());
case Lexer.Token.Number:
if (parseNumbersAsFloat)
return EvalLexer(lexer.ParseFloatNumber());
else
return EvalLexer(lexer.ParseDoubleNumber());
case Lexer.Token.CurlyOpen:
return ParseObject();
case Lexer.Token.SquaredOpen:
return ParseArray();
case Lexer.Token.True:
lexer.NextToken();
return true;
case Lexer.Token.False:
lexer.NextToken();
return false;
case Lexer.Token.Null:
lexer.NextToken();
return null;
case Lexer.Token.None:
break;
}
TriggerError("Unable to parse value");
return null;
}
void TriggerError(string message)
{
errorMessage = string.Format("Error: '{0}' at line {1}",
message, lexer.lineNumber);
}
T EvalLexer<T>(T value)
{
if (lexer.hasError)
TriggerError("Lexical error ocurred");
return value;
}
}
}

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@@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 371f40ecc08b2eb4cbec49585d41e2c3
timeCreated: 1456265153
licenseType: Free
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@@ -1,173 +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.
*****************************************************************************/
//#define USE_FAST_SIN_COS_ATAN2_APPROXIMATIONS
using System;
namespace Spine {
public static class MathUtils {
public const float PI = 3.1415927f;
public const float PI2 = PI * 2;
public const float RadDeg = 180f / PI;
public const float DegRad = PI / 180;
static Random random = new Random();
#if USE_FAST_SIN_COS_ATAN2_APPROXIMATIONS
const int SIN_BITS = 14; // 16KB. Adjust for accuracy.
const int SIN_MASK = ~(-1 << SIN_BITS);
const int SIN_COUNT = SIN_MASK + 1;
const float RadFull = PI * 2;
const float DegFull = 360;
const float RadToIndex = SIN_COUNT / RadFull;
const float DegToIndex = SIN_COUNT / DegFull;
static float[] sin = new float[SIN_COUNT];
static MathUtils () {
for (int i = 0; i < SIN_COUNT; i++)
sin[i] = (float)Math.Sin((i + 0.5f) / SIN_COUNT * RadFull);
for (int i = 0; i < 360; i += 90)
sin[(int)(i * DegToIndex) & SIN_MASK] = (float)Math.Sin(i * DegRad);
}
/// <summary>Returns the sine of a given angle in radians from a lookup table.</summary>
static public float Sin (float radians) {
return sin[(int)(radians * RadToIndex) & SIN_MASK];
}
/// <summary>Returns the cosine of a given angle in radians from a lookup table.</summary>
static public float Cos (float radians) {
return sin[(int)((radians + PI / 2) * RadToIndex) & SIN_MASK];
}
/// <summary>Returns the sine of a given angle in degrees from a lookup table.</summary>
static public float SinDeg (float degrees) {
return sin[(int)(degrees * DegToIndex) & SIN_MASK];
}
/// <summary>Returns the cosine of a given angle in degrees from a lookup table.</summary>
static public float CosDeg (float degrees) {
return sin[(int)((degrees + 90) * DegToIndex) & SIN_MASK];
}
/// <summary>Returns atan2 in radians, faster but less accurate than Math.Atan2. Average error of 0.00231 radians (0.1323
/// degrees), largest error of 0.00488 radians (0.2796 degrees).</summary>
static public float Atan2 (float y, float x) {
if (x == 0f) {
if (y > 0f) return PI / 2;
if (y == 0f) return 0f;
return -PI / 2;
}
float atan, z = y / x;
if (Math.Abs(z) < 1f) {
atan = z / (1f + 0.28f * z * z);
if (x < 0f) return atan + (y < 0f ? -PI : PI);
return atan;
}
atan = PI / 2 - z / (z * z + 0.28f);
return y < 0f ? atan - PI : atan;
}
#else
/// <summary>Returns the sine of a given angle in radians.</summary>
static public float Sin (float radians) {
return (float)Math.Sin(radians);
}
/// <summary>Returns the cosine of a given angle in radians.</summary>
static public float Cos (float radians) {
return (float)Math.Cos(radians);
}
/// <summary>Returns the sine of a given angle in degrees.</summary>
static public float SinDeg (float degrees) {
return (float)Math.Sin(degrees * DegRad);
}
/// <summary>Returns the cosine of a given angle in degrees.</summary>
static public float CosDeg (float degrees) {
return (float)Math.Cos(degrees * DegRad);
}
/// <summary>Returns the atan2 using Math.Atan2.</summary>
static public float Atan2 (float y, float x) {
return (float)Math.Atan2(y, x);
}
#endif
static public float Clamp (float value, float min, float max) {
if (value < min) return min;
if (value > max) return max;
return value;
}
static public float RandomTriangle(float min, float max) {
return RandomTriangle(min, max, (min + max) * 0.5f);
}
static public float RandomTriangle(float min, float max, float mode) {
float u = (float)random.NextDouble();
float d = max - min;
if (u <= (mode - min) / d) return min + (float)Math.Sqrt(u * d * (mode - min));
return max - (float)Math.Sqrt((1 - u) * d * (max - mode));
}
}
public abstract class IInterpolation {
public static IInterpolation Pow2 = new Pow(2);
public static IInterpolation Pow2Out = new PowOut(2);
protected abstract float Apply(float a);
public float Apply(float start, float end, float a) {
return start + (end - start) * Apply(a);
}
}
public class Pow: IInterpolation {
public float Power { get; set; }
public Pow(float power) {
Power = power;
}
protected override float Apply(float a) {
if (a <= 0.5f) return (float)Math.Pow(a * 2, Power) / 2;
return (float)Math.Pow((a - 1) * 2, Power) / (Power % 2 == 0 ? -2 : 2) + 1;
}
}
public class PowOut : Pow {
public PowOut(float power) : base(power) {
}
protected override float Apply(float a) {
return (float)Math.Pow(a - 1, Power) * (Power % 2 == 0 ? -1 : 1) + 1;
}
}
}

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