public void Draw(Skeleton skeleton, float Z) { List <Slot> DrawOrder = skeleton.DrawOrder; float depth = Z; float depth_offset = 0.0001f; for (int i = 0; i < DrawOrder.Count; i++) { Slot slot = DrawOrder[i]; RegionAttachment regionAttachment = slot.Attachment as RegionAttachment; if (regionAttachment != null) { SpriteBatchItem item = new SpriteBatchItem(); AtlasRegion region = (AtlasRegion)regionAttachment.RendererObject; item.Texture = (Texture)region.page.rendererObject; byte r = (byte)(skeleton.R * slot.R * 255); byte g = (byte)(skeleton.G * slot.G * 255); byte b = (byte)(skeleton.B * slot.B * 255); byte a = (byte)(skeleton.A * slot.A * 255); item.vertexTL.Color = Color.FromArgb(r, g, b, a); item.vertexBL.Color = Color.FromArgb(r, g, b, a); item.vertexBR.Color = Color.FromArgb(r, g, b, a); item.vertexTR.Color = Color.FromArgb(r, g, b, a); float[] vertices = this.vertices; regionAttachment.ComputeVertices(skeleton.X, skeleton.Y, slot.Bone, vertices); item.vertexTL.Position.X = vertices[RegionAttachment.X1]; item.vertexTL.Position.Y = vertices[RegionAttachment.Y1]; item.vertexTL.Position.Z = depth; item.vertexBL.Position.X = vertices[RegionAttachment.X2]; item.vertexBL.Position.Y = vertices[RegionAttachment.Y2]; item.vertexBL.Position.Z = depth; item.vertexBR.Position.X = vertices[RegionAttachment.X3]; item.vertexBR.Position.Y = vertices[RegionAttachment.Y3]; item.vertexBR.Position.Z = depth; item.vertexTR.Position.X = vertices[RegionAttachment.X4]; item.vertexTR.Position.Y = vertices[RegionAttachment.Y4]; item.vertexTR.Position.Z = depth; float[] uvs = regionAttachment.UVs; item.vertexTL.TextureCoordinate.X = uvs[RegionAttachment.X1]; item.vertexTL.TextureCoordinate.Y = uvs[RegionAttachment.Y1]; item.vertexBL.TextureCoordinate.X = uvs[RegionAttachment.X2]; item.vertexBL.TextureCoordinate.Y = uvs[RegionAttachment.Y2]; item.vertexBR.TextureCoordinate.X = uvs[RegionAttachment.X3]; item.vertexBR.TextureCoordinate.Y = uvs[RegionAttachment.Y3]; item.vertexTR.TextureCoordinate.X = uvs[RegionAttachment.X4]; item.vertexTR.TextureCoordinate.Y = uvs[RegionAttachment.Y4]; this.DrawItem(item); depth += depth_offset; } } }
public void Draw(Skeleton skeleton) { List <Slot> drawOrder = skeleton.DrawOrder; for (int i = 0, n = drawOrder.Count; i < n; i++) { Slot slot = drawOrder[i]; RegionAttachment regionAttachment = slot.Attachment as RegionAttachment; if (regionAttachment != null) { SpriteBatchItem item = batcher.CreateBatchItem(); item.Texture = (Texture2D)regionAttachment.RendererObject; byte r = (byte)(skeleton.R * slot.R * 255); byte g = (byte)(skeleton.G * slot.G * 255); byte b = (byte)(skeleton.B * slot.B * 255); byte a = (byte)(skeleton.A * slot.A * 255); item.vertexTL.Color.R = r; item.vertexTL.Color.G = g; item.vertexTL.Color.B = b; item.vertexTL.Color.A = a; item.vertexBL.Color.R = r; item.vertexBL.Color.G = g; item.vertexBL.Color.B = b; item.vertexBL.Color.A = a; item.vertexBR.Color.R = r; item.vertexBR.Color.G = g; item.vertexBR.Color.B = b; item.vertexBR.Color.A = a; item.vertexTR.Color.R = r; item.vertexTR.Color.G = g; item.vertexTR.Color.B = b; item.vertexTR.Color.A = a; float[] vertices = this.vertices; regionAttachment.ComputeVertices(slot.Bone, vertices); item.vertexTL.Position.X = vertices[RegionAttachment.X1]; item.vertexTL.Position.Y = vertices[RegionAttachment.Y1]; item.vertexTL.Position.Z = 0; item.vertexBL.Position.X = vertices[RegionAttachment.X2]; item.vertexBL.Position.Y = vertices[RegionAttachment.Y2]; item.vertexBL.Position.Z = 0; item.vertexBR.Position.X = vertices[RegionAttachment.X3]; item.vertexBR.Position.Y = vertices[RegionAttachment.Y3]; item.vertexBR.Position.Z = 0; item.vertexTR.Position.X = vertices[RegionAttachment.X4]; item.vertexTR.Position.Y = vertices[RegionAttachment.Y4]; item.vertexTR.Position.Z = 0; float[] uvs = regionAttachment.UVs; item.vertexTL.TextureCoordinate.X = uvs[RegionAttachment.X1]; item.vertexTL.TextureCoordinate.Y = uvs[RegionAttachment.Y1]; item.vertexBL.TextureCoordinate.X = uvs[RegionAttachment.X2]; item.vertexBL.TextureCoordinate.Y = uvs[RegionAttachment.Y2]; item.vertexBR.TextureCoordinate.X = uvs[RegionAttachment.X3]; item.vertexBR.TextureCoordinate.Y = uvs[RegionAttachment.Y3]; item.vertexTR.TextureCoordinate.X = uvs[RegionAttachment.X4]; item.vertexTR.TextureCoordinate.Y = uvs[RegionAttachment.Y4]; } } }