2
This commit is contained in:
@@ -1,9 +0,0 @@
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fileFormatVersion: 2
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guid: d8033179a12443e4eaef33b35fed074c
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||||
folderAsset: yes
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||||
timeCreated: 1495179724
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||||
licenseType: Free
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||||
DefaultImporter:
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||||
userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,69 +0,0 @@
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/******************************************************************************
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||||
* Spine Runtimes License Agreement
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||||
* Last updated January 1, 2020. Replaces all prior versions.
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||||
*
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||||
* Copyright (c) 2013-2020, Esoteric Software LLC
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||||
*
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||||
* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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||||
* conditions of Section 2 of the Spine Editor License Agreement:
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||||
* http://esotericsoftware.com/spine-editor-license
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||||
*
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||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
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||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
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||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
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||||
*
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||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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||||
*****************************************************************************/
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using UnityEngine;
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using Spine.Unity;
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namespace Spine.Unity.Examples {
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public class OutlineSkeletonGraphic : MonoBehaviour {
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public SkeletonGraphic skeletonGraphic;
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public Material materialWithoutOutline;
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public Material materialWithOutline;
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#if UNITY_EDITOR
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void Reset () {
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skeletonGraphic = GetComponent<SkeletonGraphic>();
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// Add normal material as default
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if (skeletonGraphic != null && skeletonGraphic.skeletonDataAsset != null) {
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var atlasAssets = skeletonGraphic.skeletonDataAsset.atlasAssets;
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if (atlasAssets.Length > 0 && atlasAssets[0].PrimaryMaterial) {
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materialWithoutOutline = atlasAssets[0].PrimaryMaterial;
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}
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}
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}
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#endif
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void OnEnable () {
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if (skeletonGraphic == null)
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skeletonGraphic = GetComponent<SkeletonGraphic>();
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}
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public void EnableOutlineRendering () {
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skeletonGraphic.material = materialWithOutline;
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}
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public void DisableOutlineRendering () {
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skeletonGraphic.material = materialWithoutOutline;
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 78ceaa27e3b3c27498dcdd7729ebad83
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MonoImporter:
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externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@@ -1,152 +0,0 @@
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/******************************************************************************
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||||
* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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||||
*
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||||
* Copyright (c) 2013-2020, Esoteric Software LLC
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||||
*
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||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* 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
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||||
*
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||||
* 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
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||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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||||
*****************************************************************************/
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#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
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#define NEW_PREFAB_SYSTEM
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#endif
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using UnityEngine;
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using System.Collections.Generic;
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namespace Spine.Unity.Examples {
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#if NEW_PREFAB_SYSTEM
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[ExecuteAlways]
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#else
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[ExecuteInEditMode]
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#endif
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[RequireComponent(typeof(MeshRenderer)), RequireComponent(typeof(MeshFilter))]
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public class RenderExistingMesh : MonoBehaviour
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{
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public MeshRenderer referenceRenderer;
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bool updateViaSkeletonCallback = false;
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MeshFilter referenceMeshFilter;
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MeshRenderer ownRenderer;
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MeshFilter ownMeshFilter;
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[System.Serializable]
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public struct MaterialReplacement {
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public Material originalMaterial;
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public Material replacementMaterial;
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}
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public MaterialReplacement[] replacementMaterials = new MaterialReplacement[0];
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private Dictionary<Material, Material> replacementMaterialDict = new Dictionary<Material, Material>();
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private Material[] sharedMaterials = new Material[0];
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#if UNITY_EDITOR
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private void Reset () {
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if (referenceRenderer == null) {
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referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
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if (!referenceRenderer)
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return;
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}
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var parentMaterials = referenceRenderer.sharedMaterials;
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if (replacementMaterials.Length != parentMaterials.Length) {
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replacementMaterials = new MaterialReplacement[parentMaterials.Length];
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}
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for (int i = 0; i < parentMaterials.Length; ++i) {
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replacementMaterials[i].originalMaterial = parentMaterials[i];
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replacementMaterials[i].replacementMaterial = parentMaterials[i];
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}
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Awake();
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LateUpdate();
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}
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#endif
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void Awake () {
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if (referenceRenderer == null) {
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referenceRenderer = this.transform.parent.GetComponentInParent<MeshRenderer>();
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}
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// subscribe to OnMeshAndMaterialsUpdated
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var skeletonRenderer = referenceRenderer.GetComponent<SkeletonAnimation>();
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if (skeletonRenderer) {
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skeletonRenderer.OnMeshAndMaterialsUpdated -= UpdateOnCallback;
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skeletonRenderer.OnMeshAndMaterialsUpdated += UpdateOnCallback;
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updateViaSkeletonCallback = true;
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}
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referenceMeshFilter = referenceRenderer.GetComponent<MeshFilter>();
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ownRenderer = this.GetComponent<MeshRenderer>();
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ownMeshFilter = this.GetComponent<MeshFilter>();
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InitializeDict();
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}
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#if UNITY_EDITOR
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private void Update () {
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if (!Application.isPlaying) {
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InitializeDict();
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}
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}
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#endif
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void LateUpdate () {
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#if UNITY_EDITOR
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if (!Application.isPlaying) {
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UpdateMaterials();
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return;
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}
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#endif
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if (updateViaSkeletonCallback)
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return;
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UpdateMaterials();
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}
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void UpdateOnCallback (SkeletonRenderer r) {
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UpdateMaterials();
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}
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void UpdateMaterials () {
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ownMeshFilter.sharedMesh = referenceMeshFilter.sharedMesh;
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var parentMaterials = referenceRenderer.sharedMaterials;
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if (sharedMaterials.Length != parentMaterials.Length) {
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sharedMaterials = new Material[parentMaterials.Length];
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}
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for (int i = 0; i < parentMaterials.Length; ++i) {
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var parentMaterial = parentMaterials[i];
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if (replacementMaterialDict.ContainsKey(parentMaterial)) {
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sharedMaterials[i] = replacementMaterialDict[parentMaterial];
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}
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}
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ownRenderer.sharedMaterials = sharedMaterials;
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}
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void InitializeDict () {
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for (int i = 0; i < replacementMaterials.Length; ++i) {
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var entry = replacementMaterials[i];
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replacementMaterialDict[entry.originalMaterial] = entry.replacementMaterial;
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}
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}
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}
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}
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@@ -1,12 +0,0 @@
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fileFormatVersion: 2
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||||
guid: bbb58643468d3dc479e20aff7c8c611e
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||||
timeCreated: 1585240369
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||||
licenseType: Pro
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||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,48 +0,0 @@
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using UnityEngine;
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using Spine.Unity;
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namespace Spine.Unity.Examples {
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public class RootMotionDeltaCompensation : MonoBehaviour {
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[SerializeField] protected SkeletonRootMotionBase rootMotion;
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public Transform targetPosition;
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public int trackIndex = 0;
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public bool adjustX = true;
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public bool adjustY = true;
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public float minScaleX = -999;
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public float minScaleY = -999;
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public float maxScaleX = 999;
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public float maxScaleY = 999;
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public bool allowXTranslation = false;
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public bool allowYTranslation = true;
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void Start () {
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if (rootMotion == null)
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rootMotion = this.GetComponent<SkeletonRootMotionBase>();
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}
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void Update () {
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AdjustDelta();
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}
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void OnDisable () {
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if (adjustX)
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rootMotion.rootMotionScaleX = 1;
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if (adjustY)
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rootMotion.rootMotionScaleY = 1;
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if (allowXTranslation)
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rootMotion.rootMotionTranslateXPerY = 0;
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if (allowYTranslation)
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rootMotion.rootMotionTranslateYPerX = 0;
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}
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void AdjustDelta() {
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Vector3 toTarget = targetPosition.position - this.transform.position;
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rootMotion.AdjustRootMotionToDistance(toTarget, trackIndex, adjustX, adjustY,
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minScaleX, maxScaleX, minScaleY, maxScaleY,
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allowXTranslation, allowYTranslation);
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}
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}
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}
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@@ -1,12 +0,0 @@
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||||
fileFormatVersion: 2
|
||||
guid: e47cc991328826946a8c4efdd1885bf2
|
||||
timeCreated: 1599066046
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,84 +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.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
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||||
// This is a sample component for C# vertex effects for Spine rendering components.
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// Using shaders and materials to control vertex properties is still more performant
|
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// than using this API, but in cases where your vertex effect logic cannot be
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// expressed as shader code, these vertex effects can be useful.
|
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public class JitterEffectExample : MonoBehaviour {
|
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|
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[Range(0f, 0.8f)]
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public float jitterMagnitude = 0.2f;
|
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SkeletonRenderer skeletonRenderer;
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|
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void OnEnable () {
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skeletonRenderer = GetComponent<SkeletonRenderer>();
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if (skeletonRenderer == null) return;
|
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// Use the OnPostProcessVertices callback to modify the vertices at the correct time.
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skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
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skeletonRenderer.OnPostProcessVertices += ProcessVertices;
|
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Debug.Log("Jitter Effect Enabled.");
|
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}
|
||||
|
||||
void ProcessVertices (MeshGeneratorBuffers buffers) {
|
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if (!this.enabled) return;
|
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|
||||
// For efficiency, limit your effect to the actual mesh vertex count using vertexCount
|
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int vertexCount = buffers.vertexCount;
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// Modify vertex positions by accessing Vector3[] vertexBuffer
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var vertices = buffers.vertexBuffer;
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for (int i = 0; i < vertexCount; i++)
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vertices[i] += (Vector3)(Random.insideUnitCircle * jitterMagnitude);
|
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|
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// You can also modify uvs and colors.
|
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//var uvs = buffers.uvBuffer;
|
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//var colors = buffers.colorBuffer;
|
||||
|
||||
//
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
if (skeletonRenderer == null) return;
|
||||
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
|
||||
|
||||
Debug.Log("Jitter Effect Disabled.");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8b9ca76eac8062f42b99bbf78e777ee1
|
||||
timeCreated: 1498053868
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user