This commit is contained in:
JA
2026-06-27 03:36:46 +08:00
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commit 7a8d4a5d83
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System.Collections;
using Spine.Unity;
namespace Spine.Unity.Examples {
public class Raptor : MonoBehaviour {
#region Inspector
public AnimationReferenceAsset walk;
public AnimationReferenceAsset gungrab;
public AnimationReferenceAsset gunkeep;
#endregion
SkeletonAnimation skeletonAnimation;
void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>();
StartCoroutine(GunGrabRoutine());
}
IEnumerator GunGrabRoutine () {
// Play the walk animation on track 0.
skeletonAnimation.AnimationState.SetAnimation(0, walk, true);
// Repeatedly play the gungrab and gunkeep animation on track 1.
while (true) {
yield return new WaitForSeconds(Random.Range(0.5f, 3f));
skeletonAnimation.AnimationState.SetAnimation(1, gungrab, false);
yield return new WaitForSeconds(Random.Range(0.5f, 3f));
skeletonAnimation.AnimationState.SetAnimation(1, gunkeep, false);
}
}
}
}

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

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HurtFlashEffect : MonoBehaviour {
const int DefaultFlashCount = 3;
public int flashCount = DefaultFlashCount;
public Color flashColor = Color.white;
[Range(1f/120f, 1f/15f)]
public float interval = 1f/60f;
public string fillPhaseProperty = "_FillPhase";
public string fillColorProperty = "_FillColor";
MaterialPropertyBlock mpb;
MeshRenderer meshRenderer;
public void Flash () {
if (mpb == null) mpb = new MaterialPropertyBlock();
if (meshRenderer == null) meshRenderer = GetComponent<MeshRenderer>();
meshRenderer.GetPropertyBlock(mpb);
StartCoroutine(FlashRoutine());
}
IEnumerator FlashRoutine () {
if (flashCount < 0) flashCount = DefaultFlashCount;
int fillPhase = Shader.PropertyToID(fillPhaseProperty);
int fillColor = Shader.PropertyToID(fillColorProperty);
var wait = new WaitForSeconds(interval);
for (int i = 0; i < flashCount; i++) {
mpb.SetColor(fillColor, flashColor);
mpb.SetFloat(fillPhase, 1f);
meshRenderer.SetPropertyBlock(mpb);
yield return wait;
mpb.SetFloat(fillPhase, 0f);
meshRenderer.SetPropertyBlock(mpb);
yield return wait;
}
yield return null;
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class MaterialPropertyBlockExample : MonoBehaviour {
public float timeInterval = 1f;
public Gradient randomColors = new Gradient();
public string colorPropertyName = "_FillColor";
MaterialPropertyBlock mpb;
float timeToNextColor = 0;
void Start () {
mpb = new MaterialPropertyBlock();
}
void Update () {
if (timeToNextColor <= 0) {
timeToNextColor = timeInterval;
Color newColor = randomColors.Evaluate(UnityEngine.Random.value);
mpb.SetColor(colorPropertyName, newColor);
GetComponent<MeshRenderer>().SetPropertyBlock(mpb);
}
timeToNextColor -= Time.deltaTime;
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class MaterialReplacementExample : MonoBehaviour {
public Material originalMaterial;
public Material replacementMaterial;
public bool replacementEnabled = true;
public SkeletonAnimation skeletonAnimation;
[Space]
public string phasePropertyName = "_FillPhase";
[Range(0f, 1f)] public float phase = 1f;
bool previousEnabled;
MaterialPropertyBlock mpb;
void Start () {
previousEnabled = replacementEnabled;
SetReplacementEnabled(replacementEnabled);
mpb = new MaterialPropertyBlock();
}
void Update () {
mpb.SetFloat(phasePropertyName, phase);
GetComponent<MeshRenderer>().SetPropertyBlock(mpb);
if (previousEnabled != replacementEnabled)
SetReplacementEnabled(replacementEnabled);
previousEnabled = replacementEnabled;
}
void SetReplacementEnabled (bool active) {
if (replacementEnabled) {
skeletonAnimation.CustomMaterialOverride[originalMaterial] = replacementMaterial;
} else {
skeletonAnimation.CustomMaterialOverride.Remove(originalMaterial);
}
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
// This StateMachineBehaviour handles sending the Mecanim state information to the component that handles playing the Spine animations.
public class MecanimToAnimationHandleExample : StateMachineBehaviour {
SkeletonAnimationHandleExample animationHandle;
bool initialized;
override public void OnStateEnter (Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
if (!initialized) {
animationHandle = animator.GetComponent<SkeletonAnimationHandleExample>();
initialized = true;
}
animationHandle.PlayAnimationForState(stateInfo.shortNameHash, layerIndex);
}
}
}

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

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections.Generic;
using UnityEngine;
using Spine.Unity.AttachmentTools;
namespace Spine.Unity.Examples {
public class MixAndMatchSkinsExample : MonoBehaviour {
// character skins
[SpineSkin] public string baseSkin = "skin-base";
[SpineSkin] public string eyelidsSkin = "eyelids/girly";
// here we use arrays of strings to be able to cycle between them easily.
[SpineSkin] public string[] hairSkins = { "hair/brown", "hair/blue", "hair/pink", "hair/short-red", "hair/long-blue-with-scarf" };
public int activeHairIndex = 0;
[SpineSkin] public string[] eyesSkins = { "eyes/violet", "eyes/green", "eyes/yellow" };
public int activeEyesIndex = 0;
[SpineSkin] public string[] noseSkins = { "nose/short", "nose/long" };
public int activeNoseIndex = 0;
// equipment skins
public enum ItemType {
Cloth,
Pants,
Bag,
Hat
}
[SpineSkin] public string clothesSkin = "clothes/hoodie-orange";
[SpineSkin] public string pantsSkin = "legs/pants-jeans";
[SpineSkin] public string bagSkin = "";
[SpineSkin] public string hatSkin = "accessories/hat-red-yellow";
SkeletonAnimation skeletonAnimation;
// This "naked body" skin will likely change only once upon character creation,
// so we store this combined set of non-equipment Skins for later re-use.
Skin characterSkin;
// for repacking the skin to a new atlas texture
public Material runtimeMaterial;
public Texture2D runtimeAtlas;
void Awake () {
skeletonAnimation = this.GetComponent<SkeletonAnimation>();
}
void Start () {
UpdateCharacterSkin();
UpdateCombinedSkin();
}
public void NextHairSkin() {
activeHairIndex = (activeHairIndex + 1) % hairSkins.Length;
UpdateCharacterSkin();
UpdateCombinedSkin();
}
public void PrevHairSkin () {
activeHairIndex = (activeHairIndex + hairSkins.Length - 1) % hairSkins.Length;
UpdateCharacterSkin();
UpdateCombinedSkin();
}
public void NextEyesSkin () {
activeEyesIndex = (activeEyesIndex + 1) % eyesSkins.Length;
UpdateCharacterSkin();
UpdateCombinedSkin();
}
public void PrevEyesSkin () {
activeEyesIndex = (activeEyesIndex + eyesSkins.Length - 1) % eyesSkins.Length;
UpdateCharacterSkin();
UpdateCombinedSkin();
}
public void NextNoseSkin () {
activeNoseIndex = (activeNoseIndex + 1) % noseSkins.Length;
UpdateCharacterSkin();
UpdateCombinedSkin();
}
public void PrevNoseSkin () {
activeNoseIndex = (activeNoseIndex + noseSkins.Length - 1) % noseSkins.Length;
UpdateCharacterSkin();
UpdateCombinedSkin();
}
public void Equip(string itemSkin, ItemType itemType) {
switch (itemType) {
case ItemType.Cloth:
clothesSkin = itemSkin;
break;
case ItemType.Pants:
pantsSkin = itemSkin;
break;
case ItemType.Bag:
bagSkin = itemSkin;
break;
case ItemType.Hat:
hatSkin = itemSkin;
break;
default:
break;
}
UpdateCombinedSkin();
}
public void OptimizeSkin () {
// Create a repacked skin.
var previousSkin = skeletonAnimation.Skeleton.Skin;
// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
if (runtimeMaterial)
Destroy(runtimeMaterial);
if (runtimeAtlas)
Destroy(runtimeAtlas);
Skin repackedSkin = previousSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas);
previousSkin.Clear();
// Use the repacked skin.
skeletonAnimation.Skeleton.Skin = repackedSkin;
skeletonAnimation.Skeleton.SetSlotsToSetupPose();
skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton);
// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
// cache necessarily created Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
// You can optionally clear the textures cache after multiple repack operations.
// Just be aware that while this cleanup frees up memory, it is also a costly operation
// and will likely cause a spike in the framerate.
AtlasUtilities.ClearCache();
Resources.UnloadUnusedAssets();
}
void UpdateCharacterSkin () {
var skeleton = skeletonAnimation.Skeleton;
var skeletonData = skeleton.Data;
characterSkin = new Skin("character-base");
// Note that the result Skin returned by calls to skeletonData.FindSkin()
// could be cached once in Start() instead of searching for the same skin
// every time. For demonstration purposes we keep it simple here.
characterSkin.AddSkin(skeletonData.FindSkin(baseSkin));
characterSkin.AddSkin(skeletonData.FindSkin(noseSkins[activeNoseIndex]));
characterSkin.AddSkin(skeletonData.FindSkin(eyelidsSkin));
characterSkin.AddSkin(skeletonData.FindSkin(eyesSkins[activeEyesIndex]));
characterSkin.AddSkin(skeletonData.FindSkin(hairSkins[activeHairIndex]));
}
void AddEquipmentSkinsTo (Skin combinedSkin) {
var skeleton = skeletonAnimation.Skeleton;
var skeletonData = skeleton.Data;
combinedSkin.AddSkin(skeletonData.FindSkin(clothesSkin));
combinedSkin.AddSkin(skeletonData.FindSkin(pantsSkin));
if (!string.IsNullOrEmpty(bagSkin)) combinedSkin.AddSkin(skeletonData.FindSkin(bagSkin));
if (!string.IsNullOrEmpty(hatSkin)) combinedSkin.AddSkin(skeletonData.FindSkin(hatSkin));
}
void UpdateCombinedSkin () {
var skeleton = skeletonAnimation.Skeleton;
var resultCombinedSkin = new Skin("character-combined");
resultCombinedSkin.AddSkin(characterSkin);
AddEquipmentSkinsTo(resultCombinedSkin);
skeleton.SetSkin(resultCombinedSkin);
skeleton.SetSlotsToSetupPose();
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using Spine.Unity.AttachmentTools;
using System.Collections;
namespace Spine.Unity.Examples {
// This is an example script that shows you how to change images on your skeleton using UnityEngine.Sprites.
public class MixAndMatch : MonoBehaviour {
#region Inspector
[SpineSkin]
public string templateAttachmentsSkin = "base";
public Material sourceMaterial; // This will be used as the basis for shader and material property settings.
[Header("Visor")]
public Sprite visorSprite;
[SpineSlot] public string visorSlot;
[SpineAttachment(slotField:"visorSlot", skinField:"baseSkinName")] public string visorKey = "goggles";
[Header("Gun")]
public Sprite gunSprite;
[SpineSlot] public string gunSlot;
[SpineAttachment(slotField:"gunSlot", skinField:"baseSkinName")] public string gunKey = "gun";
[Header("Runtime Repack")]
public bool repack = true;
public BoundingBoxFollower bbFollower;
[Header("Do not assign")]
public Texture2D runtimeAtlas;
public Material runtimeMaterial;
#endregion
Skin customSkin;
void OnValidate () {
if (sourceMaterial == null) {
var skeletonAnimation = GetComponent<SkeletonAnimation>();
if (skeletonAnimation != null)
sourceMaterial = skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
}
}
IEnumerator Start () {
yield return new WaitForSeconds(1f); // Delay for one second before applying. For testing.
Apply();
}
void Apply () {
var skeletonAnimation = GetComponent<SkeletonAnimation>();
var skeleton = skeletonAnimation.Skeleton;
// STEP 0: PREPARE SKINS
// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
//customSkin = customSkin ?? skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState); // use this if you are not customizing on the default skin.
var templateSkin = skeleton.Data.FindSkin(templateAttachmentsSkin);
// STEP 1: "EQUIP" ITEMS USING SPRITES
// STEP 1.1 Find the original/template attachment.
// Step 1.2 Get a clone of the original/template attachment.
// Step 1.3 Apply the Sprite image to the clone.
// Step 1.4 Add the remapped clone to the new custom skin.
// Let's do this for the visor.
int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
Attachment newAttachment = templateAttachment.GetRemappedClone(visorSprite, sourceMaterial, pivotShiftsMeshUVCoords : false); // STEP 1.2 - 1.3
// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as done in the method below.
customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
// And now for the gun.
int gunSlotIndex = skeleton.FindSlotIndex(gunSlot);
Attachment templateGun = templateSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
Attachment newGun = templateGun.GetRemappedClone(gunSprite, sourceMaterial, pivotShiftsMeshUVCoords: false); // STEP 1.2 - 1.3
if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4
// customSkin.RemoveAttachment(gunSlotIndex, gunKey); // To remove an item.
// customSkin.Clear()
// Use skin.Clear() To remove all customizations.
// Customizations will fall back to the value in the default skin if it was defined there.
// To prevent fallback from happening, make sure the key is not defined in the default skin.
// STEP 3: APPLY AND CLEAN UP.
// Recommended, preferably at level-load-time: REPACK THE CUSTOM SKIN TO MINIMIZE DRAW CALLS
// IMPORTANT NOTE: the GetRepackedSkin() operation is expensive - if multiple characters
// need to call it every few seconds the overhead will outweigh the draw call benefits.
//
// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
// Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
// call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
if (repack) {
var repackedSkin = new Skin("repacked skin");
repackedSkin.AddAttachments(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
repackedSkin.AddAttachments(customSkin); // Include your new custom skin.
// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
if (runtimeMaterial)
Destroy(runtimeMaterial);
if (runtimeAtlas)
Destroy(runtimeAtlas);
repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas); // Pack all the items in the skin.
skeleton.SetSkin(repackedSkin); // Assign the repacked skin to your Skeleton.
if (bbFollower != null) bbFollower.Initialize(true);
} else {
skeleton.SetSkin(customSkin); // Just use the custom skin directly.
}
skeleton.SetSlotsToSetupPose(); // Use the pose from setup pose.
skeletonAnimation.Update(0); // Use the pose in the currently active animation.
// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
// cache necessarily created Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
// You can optionally clear the textures cache after multiple repack operations.
// Just be aware that while this cleanup frees up memory, it is also a costly operation
// and will likely cause a spike in the framerate.
AtlasUtilities.ClearCache();
Resources.UnloadUnusedAssets();
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using Spine.Unity.AttachmentTools;
using System.Collections;
namespace Spine.Unity.Examples {
// This is an example script that shows you how to change images on your skeleton using UnityEngine.Sprites.
public class MixAndMatchGraphic : MonoBehaviour {
#region Inspector
[SpineSkin]
public string baseSkinName = "base";
public Material sourceMaterial; // This will be used as the basis for shader and material property settings.
[Header("Visor")]
public Sprite visorSprite;
[SpineSlot] public string visorSlot;
[SpineAttachment(slotField:"visorSlot", skinField:"baseSkinName")] public string visorKey = "goggles";
[Header("Gun")]
public Sprite gunSprite;
[SpineSlot] public string gunSlot;
[SpineAttachment(slotField:"gunSlot", skinField:"baseSkinName")] public string gunKey = "gun";
[Header("Runtime Repack Required!!")]
public bool repack = true;
[Header("Do not assign")]
public Texture2D runtimeAtlas;
public Material runtimeMaterial;
#endregion
Skin customSkin;
void OnValidate () {
if (sourceMaterial == null) {
var skeletonGraphic = GetComponent<SkeletonGraphic>();
if (skeletonGraphic != null)
sourceMaterial = skeletonGraphic.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
}
}
IEnumerator Start () {
yield return new WaitForSeconds(1f); // Delay for 1 second. For testing.
Apply();
}
[ContextMenu("Apply")]
void Apply () {
var skeletonGraphic = GetComponent<SkeletonGraphic>();
var skeleton = skeletonGraphic.Skeleton;
// STEP 0: PREPARE SKINS
// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
//customSkin = customSkin ?? skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState); // use this if you are not customizing on the default skin and don't plan to remove
// Next let's get the skin that contains our source attachments. These are the attachments that
var baseSkin = skeleton.Data.FindSkin(baseSkinName);
// STEP 1: "EQUIP" ITEMS USING SPRITES
// STEP 1.1 Find the original attachment.
// Step 1.2 Get a clone of the original attachment.
// Step 1.3 Apply the Sprite image to it.
// Step 1.4 Add the remapped clone to the new custom skin.
// Let's do this for the visor.
int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
Attachment baseAttachment = baseSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
Attachment newAttachment = baseAttachment.GetRemappedClone(visorSprite, sourceMaterial); // STEP 1.2 - 1.3
// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as done below.
customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
// And now for the gun.
int gunSlotIndex = skeleton.FindSlotIndex(gunSlot);
Attachment baseGun = baseSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
Attachment newGun = baseGun.GetRemappedClone(gunSprite, sourceMaterial); // STEP 1.2 - 1.3
if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4
// customSkin.RemoveAttachment(gunSlotIndex, gunKey); // To remove an item.
// customSkin.Clear()
// Use skin.Clear() To remove all customizations.
// Customizations will fall back to the value in the default skin if it was defined there.
// To prevent fallback from happening, make sure the key is not defined in the default skin.
// STEP 3: APPLY AND CLEAN UP.
// Recommended: REPACK THE CUSTOM SKIN TO MINIMIZE DRAW CALLS
// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
// Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
// call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
if (repack) {
var repackedSkin = new Skin("repacked skin");
repackedSkin.AddAttachments(skeleton.Data.DefaultSkin);
repackedSkin.AddAttachments(customSkin);
// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
if (runtimeMaterial)
Destroy(runtimeMaterial);
if (runtimeAtlas)
Destroy(runtimeAtlas);
repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas);
skeleton.SetSkin(repackedSkin);
} else {
skeleton.SetSkin(customSkin);
}
//skeleton.SetSlotsToSetupPose();
skeleton.SetToSetupPose();
skeletonGraphic.Update(0);
skeletonGraphic.OverrideTexture = runtimeAtlas;
// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
// cache necessarily created Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
// You can optionally clear the textures cache after multiple repack operations.
// Just be aware that while this cleanup frees up memory, it is also a costly operation
// and will likely cause a spike in the framerate.
AtlasUtilities.ClearCache();
Resources.UnloadUnusedAssets();
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using System.Collections;
using Spine.Unity;
namespace Spine.Unity.Examples {
public class RaggedySpineboy : MonoBehaviour {
public LayerMask groundMask;
public float restoreDuration = 0.5f;
public Vector2 launchVelocity = new Vector2(50,100);
Spine.Unity.Examples.SkeletonRagdoll2D ragdoll;
Collider2D naturalCollider;
void Start () {
ragdoll = GetComponent<Spine.Unity.Examples.SkeletonRagdoll2D>();
naturalCollider = GetComponent<Collider2D>();
}
void AddRigidbody () {
var rb = gameObject.AddComponent<Rigidbody2D>();
rb.freezeRotation = true;
naturalCollider.enabled = true;
}
void RemoveRigidbody () {
Destroy(GetComponent<Rigidbody2D>());
naturalCollider.enabled = false;
}
void OnMouseUp () {
if (naturalCollider.enabled)
Launch();
}
void Launch () {
RemoveRigidbody();
ragdoll.Apply();
ragdoll.RootRigidbody.velocity = new Vector2(Random.Range(-launchVelocity.x, launchVelocity.x), launchVelocity.y);
StartCoroutine(WaitUntilStopped());
}
IEnumerator Restore () {
Vector3 estimatedPos = ragdoll.EstimatedSkeletonPosition;
Vector3 rbPosition = ragdoll.RootRigidbody.position;
Vector3 skeletonPoint = estimatedPos;
RaycastHit2D hit = Physics2D.Raycast((Vector2)rbPosition, (Vector2)(estimatedPos - rbPosition), Vector3.Distance(estimatedPos, rbPosition), groundMask);
if (hit.collider != null)
skeletonPoint = hit.point;
ragdoll.RootRigidbody.isKinematic = true;
ragdoll.SetSkeletonPosition(skeletonPoint);
yield return ragdoll.SmoothMix(0, restoreDuration);
ragdoll.Remove();
AddRigidbody();
}
IEnumerator WaitUntilStopped () {
yield return new WaitForSeconds(0.5f);
float t = 0;
while (t < 0.5f) {
t = (ragdoll.RootRigidbody.velocity.magnitude > 0.09f) ? 0 : t + Time.deltaTime;
yield return null;
}
StartCoroutine(Restore());
}
}
}

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@@ -1,44 +0,0 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class ReloadSceneOnKeyDown : MonoBehaviour {
public KeyCode reloadKey = KeyCode.R;
void Update () {
if (Input.GetKeyDown(reloadKey))
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex, LoadSceneMode.Single);
}
}

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@@ -1,41 +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 UnityEngine;
namespace Spine.Unity.Examples {
public class Rotator : MonoBehaviour {
public Vector3 direction = new Vector3(0, 0, 1f);
public float speed = 1f;
void Update () {
transform.Rotate(direction * (speed * Time.deltaTime * 100f));
}
}
}

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@@ -1,69 +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 UnityEngine;
using Spine.Unity;
namespace Spine.Unity.Examples {
public class OutlineSkeletonGraphic : MonoBehaviour {
public SkeletonGraphic skeletonGraphic;
public Material materialWithoutOutline;
public Material materialWithOutline;
#if UNITY_EDITOR
void Reset () {
skeletonGraphic = GetComponent<SkeletonGraphic>();
// Add normal material as default
if (skeletonGraphic != null && skeletonGraphic.skeletonDataAsset != null) {
var atlasAssets = skeletonGraphic.skeletonDataAsset.atlasAssets;
if (atlasAssets.Length > 0 && atlasAssets[0].PrimaryMaterial) {
materialWithoutOutline = atlasAssets[0].PrimaryMaterial;
}
}
}
#endif
void OnEnable () {
if (skeletonGraphic == null)
skeletonGraphic = GetComponent<SkeletonGraphic>();
}
public void EnableOutlineRendering () {
skeletonGraphic.material = materialWithOutline;
}
public void DisableOutlineRendering () {
skeletonGraphic.material = materialWithoutOutline;
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
#define NEW_PREFAB_SYSTEM
#endif
using UnityEngine;
using System.Collections.Generic;
namespace Spine.Unity.Examples {
#if NEW_PREFAB_SYSTEM
[ExecuteAlways]
#else
[ExecuteInEditMode]
#endif
[RequireComponent(typeof(MeshRenderer)), RequireComponent(typeof(MeshFilter))]
public class RenderExistingMesh : MonoBehaviour
{
public MeshRenderer referenceRenderer;
bool updateViaSkeletonCallback = false;
MeshFilter referenceMeshFilter;
MeshRenderer ownRenderer;
MeshFilter ownMeshFilter;
[System.Serializable]
public struct MaterialReplacement {
public Material originalMaterial;
public Material replacementMaterial;
}
public MaterialReplacement[] replacementMaterials = new MaterialReplacement[0];
private Dictionary<Material, Material> replacementMaterialDict = new Dictionary<Material, Material>();
private Material[] sharedMaterials = new Material[0];
#if UNITY_EDITOR
private void Reset () {
if (referenceRenderer == null) {
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
if (!referenceRenderer)
return;
}
var parentMaterials = referenceRenderer.sharedMaterials;
if (replacementMaterials.Length != parentMaterials.Length) {
replacementMaterials = new MaterialReplacement[parentMaterials.Length];
}
for (int i = 0; i < parentMaterials.Length; ++i) {
replacementMaterials[i].originalMaterial = parentMaterials[i];
replacementMaterials[i].replacementMaterial = parentMaterials[i];
}
Awake();
LateUpdate();
}
#endif
void Awake () {
if (referenceRenderer == null) {
referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
}
// subscribe to OnMeshAndMaterialsUpdated
var skeletonRenderer = referenceRenderer.GetComponent<SkeletonAnimation>();
if (skeletonRenderer) {
skeletonRenderer.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
skeletonRenderer.OnMeshAndMaterialsUpdated += UpdateOnCallback;
updateViaSkeletonCallback = true;
}
referenceMeshFilter = referenceRenderer.GetComponent<MeshFilter>();
ownRenderer = this.GetComponent<MeshRenderer>();
ownMeshFilter = this.GetComponent<MeshFilter>();
InitializeDict();
}
#if UNITY_EDITOR
private void Update () {
if (!Application.isPlaying) {
InitializeDict();
}
}
#endif
void LateUpdate () {
#if UNITY_EDITOR
if (!Application.isPlaying) {
UpdateMaterials();
return;
}
#endif
if (updateViaSkeletonCallback)
return;
UpdateMaterials();
}
void UpdateOnCallback (SkeletonRenderer r) {
UpdateMaterials();
}
void UpdateMaterials () {
ownMeshFilter.sharedMesh = referenceMeshFilter.sharedMesh;
var parentMaterials = referenceRenderer.sharedMaterials;
if (sharedMaterials.Length != parentMaterials.Length) {
sharedMaterials = new Material[parentMaterials.Length];
}
for (int i = 0; i < parentMaterials.Length; ++i) {
var parentMaterial = parentMaterials[i];
if (replacementMaterialDict.ContainsKey(parentMaterial)) {
sharedMaterials[i] = replacementMaterialDict[parentMaterial];
}
}
ownRenderer.sharedMaterials = sharedMaterials;
}
void InitializeDict () {
for (int i = 0; i < replacementMaterials.Length; ++i) {
var entry = replacementMaterials[i];
replacementMaterialDict[entry.originalMaterial] = entry.replacementMaterial;
}
}
}
}

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@@ -1,12 +0,0 @@
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timeCreated: 1585240369
licenseType: Pro
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@@ -1,48 +0,0 @@
using UnityEngine;
using Spine.Unity;
namespace Spine.Unity.Examples {
public class RootMotionDeltaCompensation : MonoBehaviour {
[SerializeField] protected SkeletonRootMotionBase rootMotion;
public Transform targetPosition;
public int trackIndex = 0;
public bool adjustX = true;
public bool adjustY = true;
public float minScaleX = -999;
public float minScaleY = -999;
public float maxScaleX = 999;
public float maxScaleY = 999;
public bool allowXTranslation = false;
public bool allowYTranslation = true;
void Start () {
if (rootMotion == null)
rootMotion = this.GetComponent<SkeletonRootMotionBase>();
}
void Update () {
AdjustDelta();
}
void OnDisable () {
if (adjustX)
rootMotion.rootMotionScaleX = 1;
if (adjustY)
rootMotion.rootMotionScaleY = 1;
if (allowXTranslation)
rootMotion.rootMotionTranslateXPerY = 0;
if (allowYTranslation)
rootMotion.rootMotionTranslateYPerX = 0;
}
void AdjustDelta() {
Vector3 toTarget = targetPosition.position - this.transform.position;
rootMotion.AdjustRootMotionToDistance(toTarget, trackIndex, adjustX, adjustY,
minScaleX, maxScaleX, minScaleY, maxScaleY,
allowXTranslation, allowYTranslation);
}
}
}

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@@ -1,12 +0,0 @@
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@@ -1,84 +0,0 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
// This is a sample component for C# vertex effects for Spine rendering components.
// Using shaders and materials to control vertex properties is still more performant
// than using this API, but in cases where your vertex effect logic cannot be
// expressed as shader code, these vertex effects can be useful.
public class JitterEffectExample : MonoBehaviour {
[Range(0f, 0.8f)]
public float jitterMagnitude = 0.2f;
SkeletonRenderer skeletonRenderer;
void OnEnable () {
skeletonRenderer = GetComponent<SkeletonRenderer>();
if (skeletonRenderer == null) return;
// Use the OnPostProcessVertices callback to modify the vertices at the correct time.
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
skeletonRenderer.OnPostProcessVertices += ProcessVertices;
Debug.Log("Jitter Effect Enabled.");
}
void ProcessVertices (MeshGeneratorBuffers buffers) {
if (!this.enabled) return;
// For efficiency, limit your effect to the actual mesh vertex count using vertexCount
int vertexCount = buffers.vertexCount;
// Modify vertex positions by accessing Vector3[] vertexBuffer
var vertices = buffers.vertexBuffer;
for (int i = 0; i < vertexCount; i++)
vertices[i] += (Vector3)(Random.insideUnitCircle * jitterMagnitude);
// You can also modify uvs and colors.
//var uvs = buffers.uvBuffer;
//var colors = buffers.colorBuffer;
//
}
void OnDisable () {
if (skeletonRenderer == null) return;
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
Debug.Log("Jitter Effect Disabled.");
}
}
}

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