コード例 #1
0
 public void Initialize(bool overwrite)
 {
     if ((this.skeletonAnimations.Count == 0) || overwrite)
     {
         this.Clear();
         MeshGenerator.Settings meshGeneratorSettings = this.meshGeneratorSettings;
         Transform parent = base.transform;
         foreach (SkeletonDataAsset asset in this.skeletonDataAssets)
         {
             SkeletonAnimation item = SkeletonAnimation.NewSkeletonAnimationGameObject(asset);
             item.transform.SetParent(parent, false);
             item.SetMeshSettings(meshGeneratorSettings);
             item.initialFlipX = this.initialFlipX;
             item.initialFlipY = this.initialFlipY;
             Skeleton skeleton = item.skeleton;
             skeleton.FlipX = this.initialFlipX;
             skeleton.FlipY = this.initialFlipY;
             item.Initialize(false);
             this.skeletonAnimations.Add(item);
         }
         Dictionary <string, Spine.Animation>            animationNameTable     = this.animationNameTable;
         Dictionary <Spine.Animation, SkeletonAnimation> animationSkeletonTable = this.animationSkeletonTable;
         foreach (SkeletonAnimation animation2 in this.skeletonAnimations)
         {
             foreach (Spine.Animation animation3 in animation2.Skeleton.Data.Animations)
             {
                 animationNameTable[animation3.Name] = animation3;
                 animationSkeletonTable[animation3]  = animation2;
             }
         }
         this.SetActiveSkeleton(this.skeletonAnimations[0]);
         this.SetAnimation(this.initialAnimation, this.initialLoop);
     }
 }
コード例 #2
0
 public void SetMeshSettings(MeshGenerator.Settings settings)
 {
     this.calculateTangents      = settings.calculateTangents;
     this.immutableTriangles     = settings.immutableTriangles;
     this.pmaVertexColors        = settings.pmaVertexColors;
     this.tintBlack              = settings.tintBlack;
     this.useClipping            = settings.useClipping;
     this.zSpacing               = settings.zSpacing;
     this.meshGenerator.settings = settings;
 }
コード例 #3
0
    static int SetMeshSettings(IntPtr L)
    {
        try
        {
            ToLua.CheckArgsCount(L, 2);
            Spine.Unity.SkeletonRenderer       obj  = (Spine.Unity.SkeletonRenderer)ToLua.CheckObject <Spine.Unity.SkeletonRenderer>(L, 1);
            Spine.Unity.MeshGenerator.Settings arg0 = StackTraits <Spine.Unity.MeshGenerator.Settings> .Check(L, 2);

            obj.SetMeshSettings(arg0);
            return(0);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #4
0
        void HandleRender(SkeletonRendererInstruction instruction)
        {
            int rendererCount = partsRenderers.Count;

            if (rendererCount <= 0)
            {
                return;
            }

            if (copyPropertyBlock)
            {
                mainMeshRenderer.GetPropertyBlock(copiedBlock);
            }

            var settings = new MeshGenerator.Settings {
                addNormals         = skeletonRenderer.addNormals,
                calculateTangents  = skeletonRenderer.calculateTangents,
                immutableTriangles = false,                 // parts cannot do immutable triangles.
                pmaVertexColors    = skeletonRenderer.pmaVertexColors,
                tintBlack          = skeletonRenderer.tintBlack,
                useClipping        = true,
                zSpacing           = skeletonRenderer.zSpacing
            };

            var submeshInstructions      = instruction.submeshInstructions;
            var submeshInstructionsItems = submeshInstructions.Items;
            int lastSubmeshInstruction   = submeshInstructions.Count - 1;

            int rendererIndex   = 0;
            var currentRenderer = partsRenderers[rendererIndex];

            for (int si = 0, start = 0; si <= lastSubmeshInstruction; si++)
            {
                if (submeshInstructionsItems[si].forceSeparate || si == lastSubmeshInstruction)
                {
                    // Apply properties
                    var meshGenerator = currentRenderer.MeshGenerator;
                    meshGenerator.settings = settings;

                    if (copyPropertyBlock)
                    {
                        currentRenderer.SetPropertyBlock(copiedBlock);
                    }

                    // Render
                    currentRenderer.RenderParts(instruction.submeshInstructions, start, si + 1);

                    start = si + 1;
                    rendererIndex++;
                    if (rendererIndex < rendererCount)
                    {
                        currentRenderer = partsRenderers[rendererIndex];
                    }
                    else
                    {
                        // Not enough renderers. Skip the rest of the instructions.
                        break;
                    }
                }
            }

            // Clear extra renderers if they exist.
            for (; rendererIndex < rendererCount; rendererIndex++)
            {
                partsRenderers[rendererIndex].ClearMesh();
            }
        }
コード例 #5
0
 public virtual void LateUpdate()
 {
     if (this.valid)
     {
         bool generateMeshOverride = this.generateMeshOverride != null;
         if (this.meshRenderer.enabled || generateMeshOverride)
         {
             bool flag2;
             SkeletonRendererInstruction      currentInstructions = this.currentInstructions;
             ExposedList <SubmeshInstruction> submeshInstructions = currentInstructions.submeshInstructions;
             MeshRendererBuffers.SmartMesh    nextMesh            = this.rendererBuffers.GetNextMesh();
             if (this.singleSubmesh)
             {
                 MeshGenerator.GenerateSingleSubmeshInstruction(currentInstructions, this.skeleton, this.skeletonDataAsset.atlasAssets[0].materials[0]);
                 if (this.customMaterialOverride.Count > 0)
                 {
                     MeshGenerator.TryReplaceMaterials(submeshInstructions, this.customMaterialOverride);
                 }
                 MeshGenerator.Settings settings = new MeshGenerator.Settings {
                     pmaVertexColors   = this.pmaVertexColors,
                     zSpacing          = this.zSpacing,
                     useClipping       = this.useClipping,
                     tintBlack         = this.tintBlack,
                     calculateTangents = this.calculateTangents,
                     addNormals        = this.addNormals
                 };
                 this.meshGenerator.settings = settings;
                 this.meshGenerator.Begin();
                 flag2 = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, nextMesh.instructionUsed);
                 if (currentInstructions.hasActiveClipping)
                 {
                     this.meshGenerator.AddSubmesh(submeshInstructions.Items[0], flag2);
                 }
                 else
                 {
                     this.meshGenerator.BuildMeshWithArrays(currentInstructions, flag2);
                 }
             }
             else
             {
                 MeshGenerator.GenerateSkeletonRendererInstruction(currentInstructions, this.skeleton, this.customSlotMaterials, this.separatorSlots, generateMeshOverride, this.immutableTriangles);
                 if (this.customMaterialOverride.Count > 0)
                 {
                     MeshGenerator.TryReplaceMaterials(submeshInstructions, this.customMaterialOverride);
                 }
                 if (generateMeshOverride)
                 {
                     this.generateMeshOverride(currentInstructions);
                     if (this.disableRenderingOnOverride)
                     {
                         return;
                     }
                 }
                 flag2 = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, nextMesh.instructionUsed);
                 MeshGenerator.Settings settings2 = new MeshGenerator.Settings {
                     pmaVertexColors   = this.pmaVertexColors,
                     zSpacing          = this.zSpacing,
                     useClipping       = this.useClipping,
                     tintBlack         = this.tintBlack,
                     calculateTangents = this.calculateTangents,
                     addNormals        = this.addNormals
                 };
                 this.meshGenerator.settings = settings2;
                 this.meshGenerator.Begin();
                 if (currentInstructions.hasActiveClipping)
                 {
                     this.meshGenerator.BuildMesh(currentInstructions, flag2);
                 }
                 else
                 {
                     this.meshGenerator.BuildMeshWithArrays(currentInstructions, flag2);
                 }
             }
             if (this.OnPostProcessVertices != null)
             {
                 this.OnPostProcessVertices(this.meshGenerator.Buffers);
             }
             Mesh mesh = nextMesh.mesh;
             this.meshGenerator.FillVertexData(mesh);
             this.rendererBuffers.UpdateSharedMaterials(submeshInstructions);
             if (flag2)
             {
                 this.meshGenerator.FillTriangles(mesh);
                 this.meshRenderer.sharedMaterials = this.rendererBuffers.GetUpdatedSharedMaterialsArray();
             }
             else if (this.rendererBuffers.MaterialsChangedInLastUpdate())
             {
                 this.meshRenderer.sharedMaterials = this.rendererBuffers.GetUpdatedSharedMaterialsArray();
             }
             this.meshGenerator.FillLateVertexData(mesh);
             this.meshFilter.sharedMesh = mesh;
             nextMesh.instructionUsed.Set(currentInstructions);
         }
     }
 }