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Merge branch '4.1' into 4.2-beta
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HaraldCsaszar committed Jun 13, 2023
2 parents f87e507 + 723f689 commit 26652b3
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Showing 6 changed files with 255 additions and 2 deletions.
2 changes: 1 addition & 1 deletion spine-cpp/spine-cpp/src/spine/SkeletonBounds.cpp
Expand Up @@ -190,7 +190,7 @@ BoundingBoxAttachment *SkeletonBounds::getBoundingBox(Polygon *polygon) {
return index == -1 ? NULL : _boundingBoxes[index];
}

Vector<Polygon *> &SkeletonBounds::getPolygons() {
Vector<spine::Polygon *> &SkeletonBounds::getPolygons() {
return _polygons;
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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 Spine.Unity;
using System.Collections;
using UnityEngine;

namespace Spine.Unity.Examples {
public class SpineboyBeginnerViewGraphic : MonoBehaviour {

#region Inspector
[Header("Components")]
public SpineboyBeginnerModel model;
public SkeletonGraphic skeletonGraphic;

public AnimationReferenceAsset run, idle, aim, shoot, jump;
public EventDataReferenceAsset footstepEvent;

[Header("Audio")]
public float footstepPitchOffset = 0.2f;
public float gunsoundPitchOffset = 0.13f;
public AudioSource footstepSource, gunSource, jumpSource;

[Header("Effects")]
public ParticleSystem gunParticles;
#endregion

SpineBeginnerBodyState previousViewState;

void Start () {
if (skeletonGraphic == null) return;
model.ShootEvent += PlayShoot;
model.StartAimEvent += StartPlayingAim;
model.StopAimEvent += StopPlayingAim;
skeletonGraphic.AnimationState.Event += HandleEvent;
}

void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
if (e.Data == footstepEvent.EventData)
PlayFootstepSound();
}

void Update () {
if (skeletonGraphic == null) return;
if (model == null) return;

if ((skeletonGraphic.Skeleton.ScaleX < 0) != model.facingLeft) { // Detect changes in model.facingLeft
Turn(model.facingLeft);
}

// Detect changes in model.state
SpineBeginnerBodyState currentModelState = model.state;

if (previousViewState != currentModelState) {
PlayNewStableAnimation();
}

previousViewState = currentModelState;
}

void PlayNewStableAnimation () {
SpineBeginnerBodyState newModelState = model.state;
Animation nextAnimation;

// Add conditionals to not interrupt transient animations.

if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) {
PlayFootstepSound();
}

if (newModelState == SpineBeginnerBodyState.Jumping) {
jumpSource.Play();
nextAnimation = jump;
} else {
if (newModelState == SpineBeginnerBodyState.Running) {
nextAnimation = run;
} else {
nextAnimation = idle;
}
}

skeletonGraphic.AnimationState.SetAnimation(0, nextAnimation, true);
}

void PlayFootstepSound () {
footstepSource.Play();
footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
}

[ContextMenu("Check Tracks")]
void CheckTracks () {
AnimationState state = skeletonGraphic.AnimationState;
Debug.Log(state.GetCurrent(0));
Debug.Log(state.GetCurrent(1));
}

#region Transient Actions
public void PlayShoot () {
// Play the shoot animation on track 1.
TrackEntry shootTrack = skeletonGraphic.AnimationState.SetAnimation(1, shoot, false);
shootTrack.AttachmentThreshold = 1f;
shootTrack.MixDuration = 0f;
skeletonGraphic.AnimationState.AddEmptyAnimation(1, 0.5f, 0.1f);

// Play the aim animation on track 2 to aim at the mouse target.
TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, false);
aimTrack.AttachmentThreshold = 1f;
aimTrack.MixDuration = 0f;
skeletonGraphic.AnimationState.AddEmptyAnimation(2, 0.5f, 0.1f);

gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
gunSource.Play();
//gunParticles.randomSeed = (uint)Random.Range(0, 100);
gunParticles.Play();
}

public void StartPlayingAim () {
// Play the aim animation on track 2 to aim at the mouse target.
TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, true);
aimTrack.AttachmentThreshold = 1f;
aimTrack.MixDuration = 0f;
}

public void StopPlayingAim () {
skeletonGraphic.AnimationState.AddEmptyAnimation(2, 0.5f, 0.1f);
}

public void Turn (bool facingLeft) {
skeletonGraphic.Skeleton.ScaleX = facingLeft ? -1f : 1f;
// Maybe play a transient turning animation too, then call ChangeStableAnimation.
}
#endregion

#region Utility
public float GetRandomPitch (float maxPitchOffset) {
return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
}
#endregion
}

}

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

@@ -0,0 +1,64 @@
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2023, 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 SpineboyTargetControllerGraphic : MonoBehaviour {

public SkeletonGraphic skeletonGraphic;

[SpineBone(dataField: "skeletonGraphic")]
public string boneName;
public Camera cam;
public Canvas canvas;

Bone bone;

void OnValidate () {
if (skeletonGraphic == null) skeletonGraphic = GetComponent<SkeletonGraphic>();
}

void Start () {
bone = skeletonGraphic.Skeleton.FindBone(boneName);
}

void Update () {
Vector3 mousePosition = Input.mousePosition;
Vector2 localRectPosition;
RectTransformUtility.ScreenPointToLocalPointInRectangle(
skeletonGraphic.rectTransform, mousePosition, null, out localRectPosition);
Vector3 skeletonSpacePoint = localRectPosition / canvas.referencePixelsPerUnit;
skeletonSpacePoint.x *= skeletonGraphic.Skeleton.ScaleX;
skeletonSpacePoint.y *= skeletonGraphic.Skeleton.ScaleY;
bone.SetLocalPosition(skeletonSpacePoint);
}
}

}

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2 changes: 1 addition & 1 deletion spine-unity/Assets/Spine Examples/package.json
Expand Up @@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.spine-unity-examples",
"displayName": "spine-unity Runtime Examples",
"description": "This plugin provides example scenes and scripts for the spine-unity runtime.",
"version": "4.2.11",
"version": "4.2.12",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",
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