static public int get_material(IntPtr l) { try { UISpine self = (UISpine)checkSelf(l); pushValue(l, true); pushValue(l, self.material); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int set_spineMaterial(IntPtr l) { try { UISpine self = (UISpine)checkSelf(l); UnityEngine.Material v; checkType(l, 2, out v); self.spineMaterial = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_spine(IntPtr l) { try { UISpine self = (UISpine)checkSelf(l); NGUISpine v; checkType(l, 2, out v); self.spine = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int OnFill(IntPtr l) { try { UISpine self = (UISpine)checkSelf(l); System.Collections.Generic.List <UnityEngine.Vector3> a1; checkType(l, 2, out a1); System.Collections.Generic.List <UnityEngine.Vector2> a2; checkType(l, 3, out a2); System.Collections.Generic.List <UnityEngine.Color> a3; checkType(l, 4, out a3); self.OnFill(a1, a2, a3); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static void CreateUISpine() { Object[] selects = Selection.objects; foreach (Object o in selects) { SkeletonDataAsset s = o as SkeletonDataAsset; if (s != null && s.atlasAsset != null) { AtlasAsset a = s.atlasAsset; if (a.materials.Length > 0) { Material m = a.materials [0]; string path = "Assets/"; //Application.persistentDataPath; path = PathUnity.Combine(path, "ABResources/Spine2D"); path = PathUnity.Combine(path, o.name + ".prefab"); GameObject g = new GameObject(); g.name = o.name; g.AddComponent <MeshRenderer> (); g.AddComponent <MeshFilter> (); NGUISpine nus = g.AddComponent <NGUISpine> (); nus.skeletonDataAsset = s; var anims = s.GetSkeletonData(true).Animations; if (anims.Count > 0) { nus.Reset(); nus.AnimationName = anims [1].Name; } UISpine us = g.AddComponent <UISpine> (); us.spineMaterial = m; us.depth = 100; GameObject newGo = PrefabUtility.CreatePrefab(path, g); newGo.name = g.name; GameObject.DestroyImmediate(g); } } } AssetDatabase.Refresh(); }