Example #1
0
        public override void UpdateSkeletonTransform(string mode, float in_scale)
        {
            Vector3 position = Vector3.zero;
            Vector3 scale    = Vector3.one;

            Database.GetBattlefieldCharacterTransform(mode, "battle", out positionFromConfig, out scale);
            position = positionFromConfig;
            if (flip)
            {
                position.x = -position.x;
            }

            modeScaler.localPosition = position;
            modeScaler.localScale    = scale;
            roleScaler.localScale    = Vector3.one * in_scale;

            spineObject.GetComponent <MeshRenderer>().sortingOrder = 2;

            clippingNodeSpine.UpdateStencil();

            ModelTouchEventListener listener = ModelTouchEventListener.Get(gameObject);

            listener.onTouchBegan  = onPartnerTouchBegan;
            listener.onTouchEnd    = onPartnerTouchEnd;
            listener.onTouchMove   = onPartnerTouchMove;
            listener.onTouchCancel = onPartnerTouchCancel;
        }
Example #2
0
        static void AfterLoad(SkeletonAnimation skeletonAnimation, SkeletonDataAsset skeletonDataAsset, string [] actions = null, bool flip = false)
        {
            skeletonAnimation.skeletonDataAsset = skeletonDataAsset;
            skeletonAnimation.Initialize(true);
            if (skeletonAnimation.state != null && actions != null)
            {
                for (int i = 0; i < actions.Length; i++)
                {
                    if (!string.IsNullOrEmpty(actions[i]))
                    {
                        if (i == 0)
                        {
                            skeletonAnimation.state.SetAnimation(0, actions[i], (i == (actions.Length - 1)));
                        }
                        else
                        {
                            skeletonAnimation.state.AddAnimation(0, actions[i], (i == (actions.Length - 1)), 0);
                        }
                    }
                }
            }
            if (skeletonAnimation.skeleton != null && flip)
            {
                skeletonAnimation.skeleton.FlipX = flip;
            }
            MaskableSkeletonAnimation msa = skeletonAnimation.gameObject.GetComponent <MaskableSkeletonAnimation>();

            if (msa != null)
            {
                msa.UpdateStencil();
            }
        }