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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* 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 System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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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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[Range(0f, 0.8f)]
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public float jitterMagnitude = 0.2f;
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SkeletonRenderer skeletonRenderer;
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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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}
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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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// You can also modify uvs and colors.
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//var uvs = buffers.uvBuffer;
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//var colors = buffers.colorBuffer;
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//
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}
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void OnDisable () {
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if (skeletonRenderer == null) return;
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skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
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Debug.Log("Jitter Effect Disabled.");
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}
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}
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}
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fileFormatVersion: 2
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guid: 8b9ca76eac8062f42b99bbf78e777ee1
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timeCreated: 1498053868
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licenseType: Free
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MonoImporter:
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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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@@ -0,0 +1,105 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
|
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* "Products"), provided that each user of the Products must obtain their own
|
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* Spine Editor license and redistribution of the Products in any form must
|
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* include this license and copyright notice.
|
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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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 System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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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 TwoByTwoTransformEffectExample : MonoBehaviour {
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public Vector2 xAxis = new Vector2(1, 0);
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public Vector2 yAxis = new Vector2(0, 1);
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SkeletonRenderer skeletonRenderer;
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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("2x2 Transform Effect Enabled.");
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}
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void ProcessVertices (MeshGeneratorBuffers buffers) {
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if (!this.enabled)
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return;
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int vertexCount = buffers.vertexCount; // For efficiency, limit your effect to the actual mesh vertex count using vertexCount
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// Modify vertex positions by accessing Vector3[] vertexBuffer
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var vertices = buffers.vertexBuffer;
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Vector3 transformedPos = default(Vector3);
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for (int i = 0; i < vertexCount; i++) {
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Vector3 originalPos = vertices[i];
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transformedPos.x = (xAxis.x * originalPos.x) + (yAxis.x * originalPos.y);
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transformedPos.y = (xAxis.y * originalPos.x) + (yAxis.y * originalPos.y);
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vertices[i] = transformedPos;
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}
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}
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void OnDisable () {
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if (skeletonRenderer == null) return;
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skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
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Debug.Log("2x2 Transform Effect Disabled.");
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}
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}
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}
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#if UNITY_EDITOR
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[UnityEditor.CustomEditor(typeof(Spine.Unity.Examples.TwoByTwoTransformEffectExample))]
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public class TwoByTwoTransformEffectExampleEditor : UnityEditor.Editor {
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Spine.Unity.Examples.TwoByTwoTransformEffectExample Target { get { return target as Spine.Unity.Examples.TwoByTwoTransformEffectExample; } }
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void OnSceneGUI () {
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var transform = Target.transform;
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LocalVectorHandle(ref Target.xAxis, transform, Color.red);
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LocalVectorHandle(ref Target.yAxis, transform, Color.green);
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}
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static void LocalVectorHandle (ref Vector2 v, Transform transform, Color color) {
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Color originalColor = UnityEditor.Handles.color;
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UnityEditor.Handles.color = color;
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UnityEditor.Handles.DrawLine(transform.position, transform.TransformPoint(v));
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var fmh_101_103_638405757422065149 = Quaternion.identity; v = transform.InverseTransformPoint(UnityEditor.Handles.FreeMoveHandle(transform.TransformPoint(v), 0.3f, Vector3.zero, UnityEditor.Handles.CubeHandleCap));
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UnityEditor.Handles.color = originalColor;
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}
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}
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#endif
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@@ -0,0 +1,12 @@
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||||
fileFormatVersion: 2
|
||||
guid: 8afb2340fbd3fe14f9f4e07cba073e17
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||||
timeCreated: 1523229765
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||||
licenseType: Free
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||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
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