FindSlot() публичный Метод

public FindSlot ( String slotName ) : Slot
slotName String
Результат Slot
Пример #1
0
 public void StartReplace()
 {
     Spine.Slot       baseWQ             = skeleton.FindSlot(slot);
     Spine.Attachment originalAttachment = baseWQ.Attachment;
     Spine.Attachment newAttachment      = originalAttachment.GetRemappedClone
                                               (Img, originalAttachment.GetMaterial());
     baseWQ.Bone.ScaleY   = -thisSlotBaseData.ScaleY;
     baseWQ.Bone.Rotation = thisSlotBaseData.Rotation - 45;
     baseWQ.Bone.SetLocalPosition(new Vector2(0, -thisSlotBaseData.Y * 2));
     baseWQ.Attachment = newAttachment;
 }
Пример #2
0
 //[SpineAttachment(dataField: "DataAsset")]
 //public string attachment;
 private void Start()
 {
     skeletonAnimation   = GetComponent <SkeletonAnimation>();
     spineAnimationState = skeletonAnimation.AnimationState;
     skeleton            = skeletonAnimation.Skeleton;
     //
     thisSlotBaseData = skeleton.FindSlot(slot).Bone.Data;
 }
Пример #3
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		public PathConstraint (PathConstraintData data, Skeleton skeleton) {
			if (data == null) throw new ArgumentNullException("data", "data cannot be null.");
			if (skeleton == null) throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
			this.data = data;
			bones = new ExposedList<Bone>(data.Bones.Count);
			foreach (BoneData boneData in data.bones)
				bones.Add(skeleton.FindBone(boneData.name));
			target = skeleton.FindSlot(data.target.name);
			position = data.position;
			spacing = data.spacing;
			rotateMix = data.rotateMix;
			translateMix = data.translateMix;
		}
Пример #4
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 static int FindSlot(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 2);
         Spine.Skeleton obj  = (Spine.Skeleton)ToLua.CheckObject <Spine.Skeleton>(L, 1);
         string         arg0 = ToLua.CheckString(L, 2);
         Spine.Slot     o    = obj.FindSlot(arg0);
         ToLua.PushObject(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
		public static PolygonCollider2D AddBoundingBoxGameObject (Skeleton skeleton, string skinName, string slotName, string attachmentName, Transform parent, bool isTrigger = true) {
			Skin skin = string.IsNullOrEmpty(skinName) ? skeleton.data.defaultSkin : skeleton.data.FindSkin(skinName);
			if (skin == null) {
				Debug.LogError("Skin " + skinName + " not found!");
				return null;
			}

			var attachment = skin.GetAttachment(skeleton.FindSlotIndex(slotName), attachmentName);
			if (attachment == null) {
				Debug.LogFormat("Attachment in slot '{0}' named '{1}' not found in skin '{2}'.", slotName, attachmentName, skin.name);
				return null;
			}

			var box = attachment as BoundingBoxAttachment;
			if (box != null) {
				var slot = skeleton.FindSlot(slotName);
				return AddBoundingBoxGameObject(box.Name, box, slot, parent, isTrigger);
			} else {
				Debug.LogFormat("Attachment '{0}' was not a Bounding Box.", attachmentName);
				return null;
			}
		}
Пример #6
0
 public PathConstraint(PathConstraintData data, Skeleton skeleton)
 {
     if (data == null)
     {
         throw new ArgumentNullException("data", "data cannot be null.");
     }
     if (skeleton == null)
     {
         throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
     }
     this.data = data;
     bones     = new ExposedList <Bone>(data.Bones.Count);
     foreach (BoneData boneData in data.bones)
     {
         bones.Add(skeleton.FindBone(boneData.name));
     }
     target    = skeleton.FindSlot(data.target.name);
     position  = data.position;
     spacing   = data.spacing;
     mixRotate = data.mixRotate;
     mixX      = data.mixX;
     mixY      = data.mixY;
 }
Пример #7
0
    void Start () {
		game = GameObject.Find ("Gui").GetComponent<GameHandler> ();
		boxCollider = GetComponent<BoxCollider2D> ();
		character = GetComponent<MeshRenderer> ();
		controller = GetComponent<Controller2D> ();
		anim = GetComponent<SkeletonAnimation> ();
		skeleton = anim.skeleton;
		arm = skeleton.FindBone ("RShoulder");
		backArm = skeleton.FindBone ("LShoulder");

		weap = skeleton.FindBone ("Weapon");
		skelRend = GetComponent<SkeletonRenderer> ();
		skeleton.FindSlot ("WeaponImage").Attachment = null;
		anim.state.ClearTrack(1);
		controller.CatchPlayer (this);
		crouchTap = new TapInfo (.6f, int.MaxValue);
		dashTap = new TapInfo (.6f, int.MaxValue);

        //Initiate the width of the HP bar, this may need to be placed in the Update portion if window scaling is changed.
        width = healthbar.GetComponent<RectTransform>().rect.width;
		startMaxXPos = healthbar.GetComponent<RectTransform>().offsetMax.x;

        UpdateGravity();
	}
Пример #8
0
    void HeroCharacterSet()
    {
        Debug.Log("Hero_Character_Set");
        string w0 = "wuqi";
        string w1 = "R_wuqi";

        weaponBaseData  = skeleton.FindSlot(w0).Bone.Data;
        weaponBaseData2 = skeleton.FindSlot(w1).Bone.Data;
        //
        Material M = GetComponent <MeshRenderer>().material;

        if (skeleton.FindSlot(w0).Attachment != null)
        {
            M.shader = skeleton.FindSlot(w0).Attachment.GetMaterial().shader;
        }

        if (CMC.notShowWeaponSlot)
        {
            skeleton.FindSlot(w0).A = 0;
            skeleton.FindSlot(w1).A = 0;
        }
        else
        {
            skeleton.FindSlot(w0).A = 1;
            skeleton.FindSlot(w1).A = 1;
            //
            EquipItem weapon = SDDataManager.Instance.GetEquipItemById(CMC.weaponId);
            if (weapon == null)
            {
                return;
            }
            List <Sprite> allSprites = Resources.LoadAll <Sprite>("Spine/WeaponVision/").ToList();
            weaponSprite = allSprites.Find(x => x.name == weapon.ID);
            if (weaponSprite == null)
            {
                return;
            }


            Spine.Slot       baseWQ             = skeleton.FindSlot(w0);
            string           an                 = baseWQ.Data.AttachmentName;
            Spine.Attachment originalAttachment = baseWQ.Attachment;
            Spine.Attachment newAttachment      = originalAttachment.GetRemappedClone(weaponSprite, M);
            if (weapon.WeaponRace.WeaponClass == SDConstants.WeaponClass.Sharp)
            {
                Spine.Slot otherWQ   = skeleton.FindSlot(w1);
                string     newWSName = weaponSprite.name + "_2";
                weaponSprite2 = allSprites.Find(x => x.name == newWSName);
                if (weaponSprite2 != null)
                {
                    Spine.Attachment oa1    = otherWQ.Attachment;
                    Spine.Attachment newoa1 = oa1.GetRemappedClone(weaponSprite2, M);
                    otherWQ.Attachment = newoa1;
                }
            }
            else if (weapon.WeaponRace.WeaponClass == SDConstants.WeaponClass.Claymore)
            {
                baseWQ.Bone.ScaleY   = -weaponBaseData.ScaleY;
                baseWQ.Bone.Rotation = weaponBaseData.Rotation - 45;
                baseWQ.Bone.SetLocalPosition(new Vector2(0, -weaponBaseData.Y * 2));
            }
            baseWQ.Attachment = newAttachment;
        }
    }
Пример #9
0
        protected override void LoadContent()
        {
            skeletonRenderer = new SkeletonMeshRenderer(GraphicsDevice);
            skeletonRenderer.PremultipliedAlpha = true;

            // String name = "spineboy";
            // String name = "goblins-mesh";
            String name = "raptor";

            Atlas        atlas = new Atlas(assetsFolder + name + ".atlas", new XnaTextureLoader(GraphicsDevice));
            SkeletonJson json  = new SkeletonJson(atlas);

            if (name == "spineboy")
            {
                json.Scale = 0.6f;
            }
            if (name == "raptor")
            {
                json.Scale = 0.5f;
            }
            skeleton = new Skeleton(json.ReadSkeletonData(assetsFolder + name + ".json"));
            if (name == "goblins-mesh")
            {
                skeleton.SetSkin("goblin");
            }

            // Define mixing between animations.
            AnimationStateData stateData = new AnimationStateData(skeleton.Data);

            state = new AnimationState(stateData);

            if (name == "spineboy")
            {
                stateData.SetMix("run", "jump", 0.2f);
                stateData.SetMix("jump", "run", 0.4f);

                // Event handling for all animations.
                state.Start    += Start;
                state.End      += End;
                state.Complete += Complete;
                state.Event    += Event;

                state.SetAnimation(0, "test", false);
                TrackEntry entry = state.AddAnimation(0, "jump", false, 0);
                entry.End += End;                 // Event handling for queued animations.
                state.AddAnimation(0, "run", true, 0);
            }
            else if (name == "raptor")
            {
                state.SetAnimation(0, "walk", true);
                state.SetAnimation(1, "empty", false);
                state.AddAnimation(1, "gungrab", false, 2);
            }
            else
            {
                state.SetAnimation(0, "walk", true);
            }

            skeleton.X = 400;
            skeleton.Y = 590;
            skeleton.UpdateWorldTransform();

            headSlot = skeleton.FindSlot("head");
        }
Пример #10
0
        protected override void LoadContent()
        {
            // Two color tint effect, comment line 80 to disable
            var spineEffect = Content.Load <Effect>("spine-xna-example-content\\SpineEffect");

            spineEffect.Parameters["World"].SetValue(Matrix.Identity);
            spineEffect.Parameters["View"].SetValue(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up));

            skeletonRenderer = new SkeletonRenderer(GraphicsDevice);
            skeletonRenderer.PremultipliedAlpha = false;
            skeletonRenderer.Effect             = spineEffect;

            skeletonDebugRenderer = new SkeletonDebugRenderer(GraphicsDevice);
            skeletonDebugRenderer.DisableAll();
            skeletonDebugRenderer.DrawClipping = true;

            // String name = "spineboy-ess";
            // String name = "goblins-pro";
            // String name = "raptor-pro";
            // String name = "tank-pro";
            String name      = "coin-pro";
            String atlasName = name.Replace("-pro", "").Replace("-ess", "");

            if (name == "goblins-pro")
            {
                atlasName = "goblins-mesh";
            }
            bool binaryData = false;

            Atlas atlas = new Atlas(assetsFolder + atlasName + ".atlas", new XnaTextureLoader(GraphicsDevice));

            float scale = 1;

            if (name == "spineboy-ess")
            {
                scale = 0.6f;
            }
            if (name == "raptor-pro")
            {
                scale = 0.5f;
            }
            if (name == "tank-pro")
            {
                scale = 0.3f;
            }
            if (name == "coin-pro")
            {
                scale = 1;
            }

            SkeletonData skeletonData;

            if (binaryData)
            {
                SkeletonBinary binary = new SkeletonBinary(atlas);
                binary.Scale = scale;
                skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
            }
            else
            {
                SkeletonJson json = new SkeletonJson(atlas);
                json.Scale   = scale;
                skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
            }
            skeleton = new Skeleton(skeletonData);
            if (name == "goblins-pro")
            {
                skeleton.SetSkin("goblin");
            }

            // Define mixing between animations.
            AnimationStateData stateData = new AnimationStateData(skeleton.Data);

            state = new AnimationState(stateData);

            if (name == "spineboy-ess")
            {
                skeleton.SetAttachment("head-bb", "head");

                stateData.SetMix("run", "jump", 0.2f);
                stateData.SetMix("jump", "run", 0.4f);

                // Event handling for all animations.
                state.Start    += Start;
                state.End      += End;
                state.Complete += Complete;
                state.Event    += Event;

                state.SetAnimation(0, "run", true);
                TrackEntry entry = state.AddAnimation(0, "jump", false, 0);
                entry.End += End;                 // Event handling for queued animations.
                state.AddAnimation(0, "run", true, 0);
            }
            else if (name == "raptor-pro")
            {
                state.SetAnimation(0, "walk", true);
                state.AddAnimation(1, "gun-grab", false, 2);
            }
            else if (name == "coin-pro")
            {
                state.SetAnimation(0, "animation", true);
            }
            else if (name == "tank-pro")
            {
                skeleton.X += 300;
                state.SetAnimation(0, "drive", true);
            }
            else
            {
                state.SetAnimation(0, "walk", true);
            }

            skeleton.X += 400;
            skeleton.Y += GraphicsDevice.Viewport.Height;
            skeleton.UpdateWorldTransform();

            headSlot = skeleton.FindSlot("head");
        }
Пример #11
0
        protected override void LoadContent()
        {
            // Two color tint effect, comment line 76 to disable
            var spineEffect = Content.Load <Effect>("Content\\SpineEffect");

            spineEffect.Parameters["World"].SetValue(Matrix.Identity);
            spineEffect.Parameters["View"].SetValue(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up));

            skeletonRenderer = new SkeletonRenderer(GraphicsDevice);
            skeletonRenderer.PremultipliedAlpha = true;
            skeletonRenderer.Effect             = spineEffect;

            // String name = "spineboy";
            // String name = "goblins-mesh";
            // String name = "raptor";
            // String name = "tank";
            // String name = "coin";
            String name       = "TwoColorTest";
            bool   binaryData = true;

            Atlas atlas = new Atlas(assetsFolder + name + ".atlas", new XnaTextureLoader(GraphicsDevice));

            float scale = 1;

            if (name == "spineboy")
            {
                scale = 0.6f;
            }
            if (name == "raptor")
            {
                scale = 0.5f;
            }
            if (name == "tank")
            {
                scale = 0.3f;
            }
            if (name == "TwoColorTest")
            {
                scale = 0.5f;
            }

            SkeletonData skeletonData;

            if (binaryData)
            {
                SkeletonBinary binary = new SkeletonBinary(atlas);
                binary.Scale = scale;
                skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
            }
            else
            {
                SkeletonJson json = new SkeletonJson(atlas);
                json.Scale   = scale;
                skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
            }
            skeleton = new Skeleton(skeletonData);
            if (name == "goblins-mesh")
            {
                skeleton.SetSkin("goblin");
            }

            // Define mixing between animations.
            AnimationStateData stateData = new AnimationStateData(skeleton.Data);

            state = new AnimationState(stateData);

            if (name == "spineboy")
            {
                stateData.SetMix("run", "jump", 0.2f);
                stateData.SetMix("jump", "run", 0.4f);

                // Event handling for all animations.
                state.Start    += Start;
                state.End      += End;
                state.Complete += Complete;
                state.Event    += Event;

                state.SetAnimation(0, "test", false);
                TrackEntry entry = state.AddAnimation(0, "jump", false, 0);
                entry.End += End;                 // Event handling for queued animations.
                state.AddAnimation(0, "run", true, 0);
            }
            else if (name == "raptor")
            {
                state.SetAnimation(0, "walk", true);
                state.AddAnimation(1, "gungrab", false, 2);
            }
            else if (name == "coin")
            {
                state.SetAnimation(0, "rotate", true);
            }
            else if (name == "tank")
            {
                state.SetAnimation(0, "drive", true);
            }
            else if (name == "TwoColorTest")
            {
                state.SetAnimation(0, "animation", true);
            }
            else
            {
                state.SetAnimation(0, "walk", true);
            }

            skeleton.X = 400 + (name == "tank" ? 300: 0);
            skeleton.Y = 580 + (name == "TwoColorTest" ? -300 : 0);
            skeleton.UpdateWorldTransform();

            headSlot = skeleton.FindSlot("head");
        }
Пример #12
0
        protected override void LoadContent()
        {
            skeletonRenderer = new SkeletonRenderer(GraphicsDevice);

            String name = "spineboy"; // "goblins";

            Atlas atlas = new Atlas("data/" + name + ".atlas", new XnaTextureLoader(GraphicsDevice));
            SkeletonJson json = new SkeletonJson(atlas);
            skeleton = new Skeleton(json.ReadSkeletonData("data/" + name + ".json"));
            if (name == "goblins") skeleton.SetSkin("goblingirl");
            skeleton.SetSlotsToSetupPose(); // Without this the skin attachments won't be attached. See SetSkin.

            // Define mixing between animations.
            AnimationStateData stateData = new AnimationStateData(skeleton.Data);
            if (name == "spineboy") {
                stateData.SetMix("walk", "jump", 0.2f);
                stateData.SetMix("jump", "walk", 0.4f);
            }

            state = new AnimationState(stateData);

            if (true) {
                // Event handling for all animations.
                state.Start += new EventHandler(Start);
                state.End += new EventHandler(End);
                state.Complete += new EventHandler<CompleteArgs>(Complete);
                state.Event += new EventHandler<EventTriggeredArgs>(Event);

                state.SetAnimation("drawOrder", true);
            } else {
                state.SetAnimation("walk", false);
                QueueEntry entry = state.AddAnimation("jump", false);
                entry.End += new EventHandler(End); // Event handling for queued animations.
                state.AddAnimation("walk", true);
            }

            skeleton.X = 320;
            skeleton.Y = 440;
            skeleton.UpdateWorldTransform();

            headSlot = skeleton.FindSlot("head");
        }
Пример #13
0
	public virtual void Reset () {
		if (meshFilter != null)
			meshFilter.sharedMesh = null;

		meshRenderer = GetComponent<MeshRenderer>();
		if (meshRenderer != null) meshRenderer.sharedMaterial = null;

		if (mesh1 != null) {
			if (Application.isPlaying)
				Destroy(mesh1);
			else
				DestroyImmediate(mesh1);
		}

		if (mesh2 != null) {
			if (Application.isPlaying)
				Destroy(mesh2);
			else
				DestroyImmediate(mesh2);
		}

		lastState = new LastState();
		mesh1 = null;
		mesh2 = null;
		vertices = null;
		colors = null;
		uvs = null;
		sharedMaterials = new Material[0];
		submeshMaterials.Clear();
		submeshes.Clear();
		skeleton = null;

		valid = false;
		if (!skeletonDataAsset) {
			if (logErrors)
				Debug.LogError("Missing SkeletonData asset.", this);

			return;
		}
		SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(false);
		if (skeletonData == null)
			return;
		valid = true;

		meshFilter = GetComponent<MeshFilter>();
		meshRenderer = GetComponent<MeshRenderer>();
		mesh1 = newMesh();
		mesh2 = newMesh();
		vertices = new Vector3[0];

		skeleton = new Skeleton(skeletonData);
		if (initialSkinName != null && initialSkinName.Length > 0 && initialSkinName != "default")
			skeleton.SetSkin(initialSkinName);

		submeshSeparatorSlots.Clear();
		for (int i = 0; i < submeshSeparators.Length; i++) {
			submeshSeparatorSlots.Add(skeleton.FindSlot(submeshSeparators[i]));
		}

		CollectSubmeshRenderers();

		LateUpdate();

		if (OnReset != null)
			OnReset(this);
	}
Пример #14
0
		protected override void LoadContent () {
			skeletonRenderer = new SkeletonMeshRenderer(GraphicsDevice);
			skeletonRenderer.PremultipliedAlpha = true;

			// String name = "spineboy";
			// String name = "goblins-mesh";
			String name = "raptor";
			bool binaryData = true;

			Atlas atlas = new Atlas(assetsFolder + name + ".atlas", new XnaTextureLoader(GraphicsDevice));

			float scale = 1;
			if (name == "spineboy") scale = 0.6f;
			if (name == "raptor") scale = 0.5f;

			SkeletonData skeletonData;
			if (binaryData) {
				SkeletonBinary binary = new SkeletonBinary(atlas);
				binary.Scale = scale;
				skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
			} else {
				SkeletonJson json = new SkeletonJson(atlas);
				json.Scale = scale;
				skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
			}
			skeleton = new Skeleton(skeletonData);
			if (name == "goblins-mesh") skeleton.SetSkin("goblin");

			// Define mixing between animations.
			AnimationStateData stateData = new AnimationStateData(skeleton.Data);
			state = new AnimationState(stateData);

			if (name == "spineboy") {
				stateData.SetMix("run", "jump", 0.2f);
				stateData.SetMix("jump", "run", 0.4f);

				// Event handling for all animations.
				state.Start += Start;
				state.End += End;
				state.Complete += Complete;
				state.Event += Event;

				state.SetAnimation(0, "test", false);
				TrackEntry entry = state.AddAnimation(0, "jump", false, 0);
				entry.End += End; // Event handling for queued animations.
				state.AddAnimation(0, "run", true, 0);
			} else if (name == "raptor") {
				state.SetAnimation(0, "walk", true);
				state.SetAnimation(1, "empty", false);
				state.AddAnimation(1, "gungrab", false, 2);
			} else {
				state.SetAnimation(0, "walk", true);
			}

			skeleton.X = 400;
			skeleton.Y = 590;
			skeleton.UpdateWorldTransform();

			headSlot = skeleton.FindSlot("head");
		}
Пример #15
0
        public void LoadContent(ContentManager content, GraphicsDevice graphicsDevice)
        {
            blankTex = content.Load<Texture2D>("blank");

            skeletonRenderer = new SkeletonRenderer(graphicsDevice);
            Atlas atlas = new Atlas(graphicsDevice, "robo/robo.atlas", content);
            SkeletonJson json = new SkeletonJson(atlas);
            skeleton = new Skeleton(json.readSkeletonData("robo", File.ReadAllText(Path.Combine(content.RootDirectory, "robo/robo.json"))));
            skeleton.SetSkin("default");
            skeleton.SetSlotsToBindPose();

            //skeleton.FindSlot("melee-item").Attachment = itemAttach;
            //skeleton.SetAttachment("melee-item", "crowbar");

            fistSound = AudioController.effects["fist"].CreateInstance();
            fistSound.IsLooped = true;
            fistSound.Volume = 0f;
            fistSound.Pitch = -1f;
            fistSound.Play();

            Animations.Add("walk", skeleton.Data.FindAnimation("walk"));
            Animations.Add("punch-hold", skeleton.Data.FindAnimation("punch-hold"));
            Animations.Add("punch-release", skeleton.Data.FindAnimation("punch-release"));
            Animations.Add("knockback", skeleton.Data.FindAnimation("knockback"));
            Animations.Add("pickup", skeleton.Data.FindAnimation("pickup"));
            Animations.Add("knockout", skeleton.Data.FindAnimation("knockout"));

            skeleton.RootBone.X = Position.X;
            skeleton.RootBone.Y = Position.Y;
            skeleton.RootBone.ScaleX = Scale;
            skeleton.RootBone.ScaleY = Scale;

            skeleton.UpdateWorldTransform();

            Health = 121f;

            //ItemManager.Instance.Spawn(this);

            //skeleton.SetAttachment("melee-item", null);

            skeleton.FindSlot("fist-item").A = 0f;
        }
Пример #16
0
        protected override void LoadContent()
        {
            bool   useNormalmapShader = false;
            Effect spineEffect;

            if (!useNormalmapShader)
            {
                // Two color tint effect. Note that you can also use the default BasicEffect instead.
                spineEffect = Content.Load <Effect>("spine-xna-example-content\\SpineEffect");
            }
            else
            {
                spineEffect = Content.Load <Effect>("spine-xna-example-content\\SpineEffectNormalmap");
                spineEffect.Parameters["Light0_Direction"].SetValue(new Vector3(-0.5265408f, 0.5735765f, -0.6275069f));
                spineEffect.Parameters["Light0_Diffuse"].SetValue(new Vector3(1, 0.9607844f, 0.8078432f));
                spineEffect.Parameters["Light0_Specular"].SetValue(new Vector3(1, 0.9607844f, 0.8078432f));
                spineEffect.Parameters["Light0_SpecularExponent"].SetValue(2.0f);
            }
            spineEffect.Parameters["World"].SetValue(Matrix.Identity);
            spineEffect.Parameters["View"].SetValue(Matrix.CreateLookAt(new Vector3(0.0f, 0.0f, 1.0f), Vector3.Zero, Vector3.Up));

            skeletonRenderer = new SkeletonRenderer(GraphicsDevice);
            skeletonRenderer.PremultipliedAlpha = false;
            skeletonRenderer.Effect             = spineEffect;

            skeletonDebugRenderer = new SkeletonDebugRenderer(GraphicsDevice);
            skeletonDebugRenderer.DisableAll();
            skeletonDebugRenderer.DrawClipping = true;

            // String name = "spineboy-pro";
            String name = "raptor-pro";

            // String name = "tank-pro";
            //String name = "coin-pro";
            if (useNormalmapShader)
            {
                name = "raptor-pro";                 // we only have normalmaps for raptor
            }
            String atlasName = name.Replace("-pro", "").Replace("-ess", "");

            bool binaryData = false;

            Atlas atlas;

            if (!useNormalmapShader)
            {
                atlas = new Atlas(assetsFolder + atlasName + ".atlas", new XnaTextureLoader(GraphicsDevice));
            }
            else
            {
                atlas = new Atlas(assetsFolder + atlasName + ".atlas", new XnaTextureLoader(GraphicsDevice,
                                                                                            loadMultipleTextureLayers: true, textureSuffixes: new string[] { "", "_normals" }));
            }
            float scale = 1;

            if (name == "spineboy-pro")
            {
                scale = 0.6f;
            }
            if (name == "raptor-pro")
            {
                scale = 0.5f;
            }
            if (name == "tank-pro")
            {
                scale = 0.3f;
            }
            if (name == "coin-pro")
            {
                scale = 1;
            }

            SkeletonData skeletonData;

            if (binaryData)
            {
                SkeletonBinary binary = new SkeletonBinary(atlas);
                binary.Scale = scale;
                skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
            }
            else
            {
                SkeletonJson json = new SkeletonJson(atlas);
                json.Scale   = scale;
                skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
            }
            skeleton = new Skeleton(skeletonData);
            if (name == "goblins-pro")
            {
                skeleton.SetSkin("goblin");
            }

            // Define mixing between animations.
            AnimationStateData stateData = new AnimationStateData(skeleton.Data);

            state = new AnimationState(stateData);

            if (name == "spineboy-pro")
            {
                skeleton.SetAttachment("head-bb", "head");

                stateData.SetMix("run", "jump", 0.2f);
                stateData.SetMix("jump", "run", 0.4f);

                // Event handling for all animations.
                state.Start    += Start;
                state.End      += End;
                state.Complete += Complete;
                state.Event    += Event;

                state.SetAnimation(0, "run", true);
                TrackEntry entry = state.AddAnimation(0, "jump", false, 0);
                entry.End += End;                 // Event handling for queued animations.
                state.AddAnimation(0, "run", true, 0);
            }
            else if (name == "raptor-pro")
            {
                state.SetAnimation(0, "walk", true);
                state.AddAnimation(1, "gun-grab", false, 2);
            }
            else if (name == "coin-pro")
            {
                state.SetAnimation(0, "animation", true);
            }
            else if (name == "tank-pro")
            {
                skeleton.X += 300;
                state.SetAnimation(0, "drive", true);
            }
            else
            {
                state.SetAnimation(0, "walk", true);
            }

            skeleton.X += 400;
            skeleton.Y += GraphicsDevice.Viewport.Height;
            skeleton.UpdateWorldTransform();

            headSlot = skeleton.FindSlot("head");
        }
Пример #17
0
    public virtual void Reset()
    {
        if (meshFilter != null)
            meshFilter.sharedMesh = null;
        if (renderer != null)
            renderer.sharedMaterial = null;
        mesh1 = null;
        mesh2 = null;
        lastVertexCount = 0;
        vertices = null;
        colors = null;
        uvs = null;
        sharedMaterials = new Material[0];
        submeshMaterials.Clear();
        submeshes.Clear();
        skeleton = null;

        valid = false;
        if (!skeletonDataAsset) {
            if (logErrors)
                Debug.LogError("Missing SkeletonData asset.", this);

            return;
        }
        SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(false);
        if (skeletonData == null)
            return;
        valid = true;

        meshFilter = GetComponent<MeshFilter>();
        mesh1 = newMesh();
        mesh2 = newMesh();
        vertices = new Vector3[0];

        skeleton = new Skeleton(skeletonData);
        if (initialSkinName != null && initialSkinName.Length > 0 && initialSkinName != "default")
            skeleton.SetSkin(initialSkinName);

        submeshSeparatorSlots.Clear();
        for (int i = 0; i < submeshSeparators.Length; i++) {
            submeshSeparatorSlots.Add(skeleton.FindSlot(submeshSeparators[i]));
        }

        if (OnReset != null)
            OnReset(this);
    }
Пример #18
0
        public void LoadContent(SkeletonRenderer sr, Texture2D bt, Atlas atlas, string json)
        {
            blankTex = bt;
            skeletonRenderer =sr;

            SkeletonJson skjson = new SkeletonJson(atlas);
            skeleton = new Skeleton(skjson.readSkeletonData("robo", json));

            tint = new Color(0.5f + ((float)rand.NextDouble() * 0.5f), 0.5f + ((float)rand.NextDouble() * 0.5f), 0.5f + ((float)rand.NextDouble() * 0.5f));
            skeleton.R = tint.ToVector3().X;
            skeleton.G = tint.ToVector3().Y;
            skeleton.B = tint.ToVector3().Z;

            foreach (Slot s in skeleton.Slots)
            {
                if (s.Data.Name != "melee-item" && s.Data.Name != "projectile-item" && s.Data.Name != "fist-item")
                {
                    s.Data.R = skeleton.R;
                    s.Data.G = skeleton.G;
                    s.Data.B = skeleton.B;
                }
            }

            skeleton.SetSkin("default");
            skeleton.SetSlotsToBindPose();
            Animations.Add("walk", skeleton.Data.FindAnimation("walk"));
            Animations.Add("punch-hold", skeleton.Data.FindAnimation("punch-hold"));
            Animations.Add("punch-release", skeleton.Data.FindAnimation("punch-release"));
            Animations.Add("knockback", skeleton.Data.FindAnimation("knockback"));
            Animations.Add("pickup", skeleton.Data.FindAnimation("pickup"));
            Animations.Add("knockout", skeleton.Data.FindAnimation("knockout"));

            skeleton.RootBone.X = Position.X;
            skeleton.RootBone.Y = Position.Y;
            skeleton.RootBone.ScaleX = Scale;
            skeleton.RootBone.ScaleY = Scale;

            skeleton.UpdateWorldTransform();

            skeleton.FindSlot("fist-item").A = 0f;

            fistSound = AudioController.effects["fist"].CreateInstance();
            fistSound.IsLooped = true;
            fistSound.Volume = 0f;
            fistSound.Pitch = -1f;
            fistSound.Play();
        }