/// <summary>Add and prepare a Spine component that derives from SkeletonRenderer to a GameObject at runtime.</summary> /// <typeparam name="T">T should be SkeletonRenderer or any of its derived classes.</typeparam> public static T AddSpineComponent <T> (GameObject gameObject, SkeletonDataAsset skeletonDataAsset, bool quiet = false) where T : SkeletonRenderer { var c = gameObject.AddComponent <T>(); if (skeletonDataAsset != null) { c.skeletonDataAsset = skeletonDataAsset; c.Initialize(false, quiet); } return(c); }
static int CreateRuntimeInstance(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 3 && TypeChecker.CheckTypes <Spine.Unity.AtlasAsset[], bool>(L, 2)) { UnityEngine.TextAsset arg0 = (UnityEngine.TextAsset)ToLua.CheckObject <UnityEngine.TextAsset>(L, 1); Spine.Unity.AtlasAsset[] arg1 = ToLua.ToObjectArray <Spine.Unity.AtlasAsset>(L, 2); bool arg2 = LuaDLL.lua_toboolean(L, 3); Spine.Unity.SkeletonDataAsset o = Spine.Unity.SkeletonDataAsset.CreateRuntimeInstance(arg0, arg1, arg2); ToLua.Push(L, o); return(1); } else if (count == 3 && TypeChecker.CheckTypes <Spine.Unity.AtlasAsset, bool>(L, 2)) { UnityEngine.TextAsset arg0 = (UnityEngine.TextAsset)ToLua.CheckObject <UnityEngine.TextAsset>(L, 1); Spine.Unity.AtlasAsset arg1 = (Spine.Unity.AtlasAsset)ToLua.ToObject(L, 2); bool arg2 = LuaDLL.lua_toboolean(L, 3); Spine.Unity.SkeletonDataAsset o = Spine.Unity.SkeletonDataAsset.CreateRuntimeInstance(arg0, arg1, arg2); ToLua.Push(L, o); return(1); } else if (count == 4 && TypeChecker.CheckTypes <Spine.Unity.AtlasAsset, bool, float>(L, 2)) { UnityEngine.TextAsset arg0 = (UnityEngine.TextAsset)ToLua.CheckObject <UnityEngine.TextAsset>(L, 1); Spine.Unity.AtlasAsset arg1 = (Spine.Unity.AtlasAsset)ToLua.ToObject(L, 2); bool arg2 = LuaDLL.lua_toboolean(L, 3); float arg3 = (float)LuaDLL.lua_tonumber(L, 4); Spine.Unity.SkeletonDataAsset o = Spine.Unity.SkeletonDataAsset.CreateRuntimeInstance(arg0, arg1, arg2, arg3); ToLua.Push(L, o); return(1); } else if (count == 4 && TypeChecker.CheckTypes <Spine.Unity.AtlasAsset[], bool, float>(L, 2)) { UnityEngine.TextAsset arg0 = (UnityEngine.TextAsset)ToLua.CheckObject <UnityEngine.TextAsset>(L, 1); Spine.Unity.AtlasAsset[] arg1 = ToLua.ToObjectArray <Spine.Unity.AtlasAsset>(L, 2); bool arg2 = LuaDLL.lua_toboolean(L, 3); float arg3 = (float)LuaDLL.lua_tonumber(L, 4); Spine.Unity.SkeletonDataAsset o = Spine.Unity.SkeletonDataAsset.CreateRuntimeInstance(arg0, arg1, arg2, arg3); ToLua.Push(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: Spine.Unity.SkeletonDataAsset.CreateRuntimeInstance")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public static T AddSpineComponent <T>(GameObject gameObject, SkeletonDataAsset skeletonDataAsset) where T : SkeletonRenderer { T val = gameObject.AddComponent <T>(); if (skeletonDataAsset != null) { val.skeletonDataAsset = skeletonDataAsset; val.Initialize(overwrite: false); } return(val); }
public void Initialize(Animator animator, SkeletonDataAsset skeletonDataAsset) { this.animator = animator; animationTable.Clear(); clipNameHashCodeTable.Clear(); var data = skeletonDataAsset.GetSkeletonData(true); foreach (var a in data.Animations) { animationTable.Add(a.Name.GetHashCode(), a); } }
public void Initialize(Animator animator, SkeletonDataAsset skeletonDataAsset) { this.animator = animator; animationTable.Clear(); clipNameHashCodeTable.Clear(); SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(quiet: true); foreach (Animation animation in skeletonData.Animations) { animationTable.Add(animation.Name.GetHashCode(), animation); } }
public void Clear() { ClearState(); meshRenderer = GetComponent <MeshRenderer>(); if (meshRenderer != null) { meshRenderer.sharedMaterial = null; } rendererBuffers.Clear(); skeleton = null; skeletonDataAsset = null; valid = false; }
public void Initialize(UnityEngine.Animator animator, SkeletonDataAsset skeletonDataAsset) { this.animator = animator; this.previousAnimations.Clear(); this.animationTable.Clear(); foreach (Spine.Animation animation in skeletonDataAsset.GetSkeletonData(true).Animations) { this.animationTable.Add(animation.Name.GetHashCode(), animation); } this.clipNameHashCodeTable.Clear(); this.clipInfoCache.Clear(); this.nextClipInfoCache.Clear(); }
static int FillStateData(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); Spine.Unity.SkeletonDataAsset obj = (Spine.Unity.SkeletonDataAsset)ToLua.CheckObject <Spine.Unity.SkeletonDataAsset>(L, 1); obj.FillStateData(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public static SkeletonDataAsset CreateRuntimeInstance(TextAsset skeletonDataFile, AtlasAsset[] atlasAssets, bool initialize, float scale = 0.01f) { SkeletonDataAsset asset = ScriptableObject.CreateInstance <SkeletonDataAsset>(); asset.Clear(); asset.skeletonJSON = skeletonDataFile; asset.atlasAssets = atlasAssets; asset.scale = scale; if (initialize) { asset.GetSkeletonData(true); } return(asset); }
static int GetAnimationStateData(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); Spine.Unity.SkeletonDataAsset obj = (Spine.Unity.SkeletonDataAsset)ToLua.CheckObject <Spine.Unity.SkeletonDataAsset>(L, 1); Spine.AnimationStateData o = obj.GetAnimationStateData(); ToLua.PushObject(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int NewSkeletonAnimationGameObject(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); Spine.Unity.SkeletonDataAsset arg0 = (Spine.Unity.SkeletonDataAsset)ToLua.CheckUnityObject(L, 1, typeof(Spine.Unity.SkeletonDataAsset)); Spine.Unity.SkeletonAnimation o = Spine.Unity.SkeletonAnimation.NewSkeletonAnimationGameObject(arg0); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int AddSkeletonGraphicComponent(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.CheckObject(L, 1, typeof(UnityEngine.GameObject)); Spine.Unity.SkeletonDataAsset arg1 = (Spine.Unity.SkeletonDataAsset)ToLua.CheckObject <Spine.Unity.SkeletonDataAsset>(L, 2); Spine.Unity.SkeletonGraphic o = Spine.Unity.SkeletonGraphic.AddSkeletonGraphicComponent(arg0, arg1); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int AddToGameObject(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.GameObject arg0 = (UnityEngine.GameObject)ToLua.CheckUnityObject(L, 1, typeof(UnityEngine.GameObject)); Spine.Unity.SkeletonDataAsset arg1 = (Spine.Unity.SkeletonDataAsset)ToLua.CheckUnityObject(L, 2, typeof(Spine.Unity.SkeletonDataAsset)); Spine.Unity.SkeletonAnimation o = Spine.Unity.SkeletonAnimation.AddToGameObject(arg0, arg1); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int NewSkeletonGraphicGameObject(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); Spine.Unity.SkeletonDataAsset arg0 = (Spine.Unity.SkeletonDataAsset)ToLua.CheckObject <Spine.Unity.SkeletonDataAsset>(L, 1); UnityEngine.Transform arg1 = (UnityEngine.Transform)ToLua.CheckObject <UnityEngine.Transform>(L, 2); Spine.Unity.SkeletonGraphic o = Spine.Unity.SkeletonGraphic.NewSkeletonGraphicGameObject(arg0, arg1); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int GetSkeletonData(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); Spine.Unity.SkeletonDataAsset obj = (Spine.Unity.SkeletonDataAsset)ToLua.CheckObject <Spine.Unity.SkeletonDataAsset>(L, 1); bool arg0 = LuaDLL.luaL_checkboolean(L, 2); Spine.SkeletonData o = obj.GetSkeletonData(arg0); ToLua.PushObject(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int set_skeletonJSON(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); Spine.Unity.SkeletonDataAsset obj = (Spine.Unity.SkeletonDataAsset)o; UnityEngine.TextAsset arg0 = (UnityEngine.TextAsset)ToLua.CheckObject <UnityEngine.TextAsset>(L, 2); obj.skeletonJSON = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index skeletonJSON on a nil value")); } }
static int set_atlasAssets(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); Spine.Unity.SkeletonDataAsset obj = (Spine.Unity.SkeletonDataAsset)o; Spine.Unity.AtlasAsset[] arg0 = ToLua.CheckObjectArray <Spine.Unity.AtlasAsset>(L, 2); obj.atlasAssets = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index atlasAssets on a nil value")); } }
static int get_controller(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); Spine.Unity.SkeletonDataAsset obj = (Spine.Unity.SkeletonDataAsset)o; UnityEngine.RuntimeAnimatorController ret = obj.controller; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index controller on a nil value")); } }
static int get_SkeletonDataAsset(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); Spine.Unity.SkeletonRenderer obj = (Spine.Unity.SkeletonRenderer)o; Spine.Unity.SkeletonDataAsset ret = obj.SkeletonDataAsset; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index SkeletonDataAsset on a nil value" : e.Message)); } }
static int set_defaultMix(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); Spine.Unity.SkeletonDataAsset obj = (Spine.Unity.SkeletonDataAsset)o; float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); obj.defaultMix = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index defaultMix on a nil value")); } }
static int set_toAnimation(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); Spine.Unity.SkeletonDataAsset obj = (Spine.Unity.SkeletonDataAsset)o; string[] arg0 = ToLua.CheckStringArray(L, 2); obj.toAnimation = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index toAnimation on a nil value")); } }
static int set_skeletonDataAsset(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); Spine.Unity.SkeletonRenderer obj = (Spine.Unity.SkeletonRenderer)o; Spine.Unity.SkeletonDataAsset arg0 = (Spine.Unity.SkeletonDataAsset)ToLua.CheckUnityObject(L, 2, typeof(Spine.Unity.SkeletonDataAsset)); obj.skeletonDataAsset = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index skeletonDataAsset on a nil value" : e.Message)); } }
static int set_duration(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); Spine.Unity.SkeletonDataAsset obj = (Spine.Unity.SkeletonDataAsset)o; float[] arg0 = ToLua.CheckNumberArray <float>(L, 2); obj.duration = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index duration on a nil value")); } }
static int get_skeletonJSON(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); Spine.Unity.SkeletonDataAsset obj = (Spine.Unity.SkeletonDataAsset)o; UnityEngine.TextAsset ret = obj.skeletonJSON; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index skeletonJSON on a nil value")); } }
static int set_controller(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); Spine.Unity.SkeletonDataAsset obj = (Spine.Unity.SkeletonDataAsset)o; UnityEngine.RuntimeAnimatorController arg0 = (UnityEngine.RuntimeAnimatorController)ToLua.CheckObject <UnityEngine.RuntimeAnimatorController>(L, 2); obj.controller = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index controller on a nil value")); } }
static int get_duration(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); Spine.Unity.SkeletonDataAsset obj = (Spine.Unity.SkeletonDataAsset)o; float[] ret = obj.duration; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index duration on a nil value")); } }
static int get_defaultMix(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); Spine.Unity.SkeletonDataAsset obj = (Spine.Unity.SkeletonDataAsset)o; float ret = obj.defaultMix; LuaDLL.lua_pushnumber(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index defaultMix on a nil value")); } }
static int get_IsLoaded(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); Spine.Unity.SkeletonDataAsset obj = (Spine.Unity.SkeletonDataAsset)o; bool ret = obj.IsLoaded; LuaDLL.lua_pushboolean(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index IsLoaded on a nil value")); } }
public void Initialize(Animator animator, SkeletonDataAsset skeletonDataAsset) { this.animator = animator; previousAnimations.Clear(); animationTable.Clear(); var data = skeletonDataAsset.GetSkeletonData(true); foreach (var a in data.Animations) { animationTable.Add(a.Name.GetHashCode(), a); } clipNameHashCodeTable.Clear(); #if UNITY_CLIPINFOCACHE clipInfoCache.Clear(); nextClipInfoCache.Clear(); #endif }
static int _CreateSpine_Unity_SkeletonDataAsset(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 0) { Spine.Unity.SkeletonDataAsset obj = new Spine.Unity.SkeletonDataAsset(); ToLua.Push(L, obj); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: Spine.Unity.SkeletonDataAsset.New")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
/// <summary>Instantiates a new UnityEngine.GameObject and adds a prepared SkeletonAnimation component to it.</summary> /// <returns>The newly instantiated SkeletonAnimation component.</returns> public static SkeletonAnimation NewSkeletonAnimationGameObject (SkeletonDataAsset skeletonDataAsset) { return SkeletonRenderer.NewSpineGameObject<SkeletonAnimation>(skeletonDataAsset); }
/// <summary>Adds and prepares a SkeletonAnimation component to a GameObject at runtime.</summary> /// <returns>The newly instantiated SkeletonAnimation</returns> public static SkeletonAnimation AddToGameObject (GameObject gameObject, SkeletonDataAsset skeletonDataAsset) { return SkeletonRenderer.AddSpineComponent<SkeletonAnimation>(gameObject, skeletonDataAsset); }
public static Spine.BoneData GetBoneData(string boneName, SkeletonDataAsset skeletonDataAsset) { var data = skeletonDataAsset.GetSkeletonData(true); return data.FindBone(boneName); }
public static Spine.Attachment GetAttachment (string attachmentPath, SkeletonDataAsset skeletonDataAsset) { return GetAttachment(attachmentPath, skeletonDataAsset.GetSkeletonData(true)); }