├── .gitignore
├── 3rdParty
└── MiniJSON.cs
├── DragonBones
└── src
│ └── DragonBones
│ ├── animation
│ ├── Animation.cs
│ ├── AnimationState.cs
│ ├── BaseTimelineState.cs
│ ├── IAnimatable.cs
│ ├── TimelineState.cs
│ └── WorldClock.cs
│ ├── armature
│ ├── Armature.cs
│ ├── Bone.cs
│ ├── Constraint.cs
│ ├── DeformVertices.cs
│ ├── IArmatureProxy.cs
│ ├── Slot.cs
│ └── TransformObject.cs
│ ├── core
│ ├── BaseObject.cs
│ └── DragonBones.cs
│ ├── event
│ ├── EventObject.cs
│ └── IEventDispatcher.cs
│ ├── factory
│ └── BaseFactory.cs
│ ├── geom
│ ├── ColorTransform.cs
│ ├── Matrix.cs
│ ├── Point.cs
│ ├── Rectangle.cs
│ └── Transform.cs
│ ├── model
│ ├── AnimationConfig.cs
│ ├── AnimationData.cs
│ ├── ArmatureData.cs
│ ├── BoundingBoxData.cs
│ ├── CanvasData.cs
│ ├── ConstraintData.cs
│ ├── DisplayData.cs
│ ├── DragonBonesData.cs
│ ├── SkinData.cs
│ ├── TextureAtlasData.cs
│ └── UserData.cs
│ └── parser
│ ├── BinaryDataParser.cs
│ ├── BinaryDataReader.cs
│ ├── BinaryDataWriter.cs
│ ├── DataParser.cs
│ └── ObjectDataParser.cs
├── LICENSE
├── README-zh_CN.md
├── README.md
└── Unity
├── Demos
├── Assets
│ ├── DragonBones.meta
│ └── DragonBones
│ │ ├── Demos.meta
│ │ ├── Demos
│ │ ├── Resources.meta
│ │ ├── Resources
│ │ │ ├── background.png
│ │ │ ├── background.png.meta
│ │ │ ├── bounding_box_tester.meta
│ │ │ ├── bounding_box_tester
│ │ │ │ ├── bounding_box_tester_ske.json
│ │ │ │ ├── bounding_box_tester_ske.json.meta
│ │ │ │ ├── bounding_box_tester_tex.json
│ │ │ │ ├── bounding_box_tester_tex.json.meta
│ │ │ │ ├── bounding_box_tester_tex.png
│ │ │ │ └── bounding_box_tester_tex.png.meta
│ │ │ ├── bullet_01.meta
│ │ │ ├── bullet_01
│ │ │ │ ├── bullet_01_ske.json
│ │ │ │ ├── bullet_01_ske.json.meta
│ │ │ │ ├── bullet_01_tex.json
│ │ │ │ ├── bullet_01_tex.json.meta
│ │ │ │ ├── bullet_01_tex.png
│ │ │ │ └── bullet_01_tex.png.meta
│ │ │ ├── floor_board.meta
│ │ │ ├── floor_board
│ │ │ │ ├── floor_board_ske.json
│ │ │ │ ├── floor_board_ske.json.meta
│ │ │ │ ├── floor_board_tex.json
│ │ │ │ ├── floor_board_tex.json.meta
│ │ │ │ ├── floor_board_tex.png
│ │ │ │ └── floor_board_tex.png.meta
│ │ │ ├── mecha_1002_101d_light.meta
│ │ │ ├── mecha_1002_101d_light
│ │ │ │ ├── mecha_1002_101d_show_Data.asset
│ │ │ │ ├── mecha_1002_101d_show_Data.asset.meta
│ │ │ │ ├── mecha_1002_101d_show_ske.bytes
│ │ │ │ ├── mecha_1002_101d_show_ske.bytes.meta
│ │ │ │ ├── mecha_1002_101d_show_ske.dbbin
│ │ │ │ ├── mecha_1002_101d_show_ske.dbbin.meta
│ │ │ │ ├── mecha_1002_101d_show_ske.json
│ │ │ │ ├── mecha_1002_101d_show_ske.json.meta
│ │ │ │ ├── mecha_1002_101d_show_tex.json
│ │ │ │ ├── mecha_1002_101d_show_tex.json.meta
│ │ │ │ ├── mecha_1002_101d_show_tex.png
│ │ │ │ ├── mecha_1002_101d_show_tex.png.meta
│ │ │ │ ├── mecha_1002_101d_show_tex_Mat.mat
│ │ │ │ ├── mecha_1002_101d_show_tex_Mat.mat.meta
│ │ │ │ ├── normal.png
│ │ │ │ └── normal.png.meta
│ │ │ ├── mecha_1002_101d_show.meta
│ │ │ ├── mecha_1002_101d_show
│ │ │ │ ├── mecha_1002_101d_show_Data.asset
│ │ │ │ ├── mecha_1002_101d_show_Data.asset.meta
│ │ │ │ ├── mecha_1002_101d_show_ske.bytes
│ │ │ │ ├── mecha_1002_101d_show_ske.bytes.meta
│ │ │ │ ├── mecha_1002_101d_show_ske.dbbin
│ │ │ │ ├── mecha_1002_101d_show_ske.dbbin.meta
│ │ │ │ ├── mecha_1002_101d_show_ske.json
│ │ │ │ ├── mecha_1002_101d_show_ske.json.meta
│ │ │ │ ├── mecha_1002_101d_show_tex.json
│ │ │ │ ├── mecha_1002_101d_show_tex.json.meta
│ │ │ │ ├── mecha_1002_101d_show_tex.png
│ │ │ │ ├── mecha_1002_101d_show_tex.png.meta
│ │ │ │ ├── mecha_1002_101d_show_tex_Mat.mat
│ │ │ │ ├── mecha_1002_101d_show_tex_Mat.mat.meta
│ │ │ │ ├── mecha_1002_101d_show_tex_UI_Mat.mat
│ │ │ │ └── mecha_1002_101d_show_tex_UI_Mat.mat.meta
│ │ │ ├── mecha_1004d.meta
│ │ │ ├── mecha_1004d
│ │ │ │ ├── mecha_1004d_ske.json
│ │ │ │ ├── mecha_1004d_ske.json.meta
│ │ │ │ ├── mecha_1004d_tex.json
│ │ │ │ ├── mecha_1004d_tex.json.meta
│ │ │ │ ├── mecha_1004d_tex.png
│ │ │ │ └── mecha_1004d_tex.png.meta
│ │ │ ├── mecha_1004d_show.meta
│ │ │ ├── mecha_1004d_show
│ │ │ │ ├── mecha_1004d_show_ske.json
│ │ │ │ ├── mecha_1004d_show_ske.json.meta
│ │ │ │ ├── mecha_1004d_show_tex.json
│ │ │ │ ├── mecha_1004d_show_tex.json.meta
│ │ │ │ ├── mecha_1004d_show_tex.png
│ │ │ │ └── mecha_1004d_show_tex.png.meta
│ │ │ ├── mecha_1406.meta
│ │ │ ├── mecha_1406
│ │ │ │ ├── mecha_1406_Data.asset
│ │ │ │ ├── mecha_1406_Data.asset.meta
│ │ │ │ ├── mecha_1406_ske.dbbin
│ │ │ │ ├── mecha_1406_ske.dbbin.meta
│ │ │ │ ├── mecha_1406_ske.json
│ │ │ │ ├── mecha_1406_ske.json.meta
│ │ │ │ ├── mecha_1406_tex.json
│ │ │ │ ├── mecha_1406_tex.json.meta
│ │ │ │ ├── mecha_1406_tex.png
│ │ │ │ ├── mecha_1406_tex.png.meta
│ │ │ │ ├── mecha_1406_tex_Mat.mat
│ │ │ │ └── mecha_1406_tex_Mat.mat.meta
│ │ │ ├── mecha_1502b.meta
│ │ │ ├── mecha_1502b
│ │ │ │ ├── mecha_1502b_Data.asset
│ │ │ │ ├── mecha_1502b_Data.asset.meta
│ │ │ │ ├── mecha_1502b_ske.json
│ │ │ │ ├── mecha_1502b_ske.json.meta
│ │ │ │ ├── mecha_1502b_tex.json
│ │ │ │ ├── mecha_1502b_tex.json.meta
│ │ │ │ ├── mecha_1502b_tex.png
│ │ │ │ ├── mecha_1502b_tex.png.meta
│ │ │ │ ├── mecha_1502b_tex_Mat.mat
│ │ │ │ └── mecha_1502b_tex_Mat.mat.meta
│ │ │ ├── mecha_2903.meta
│ │ │ ├── mecha_2903
│ │ │ │ ├── mecha_2903_ske.json
│ │ │ │ ├── mecha_2903_ske.json.meta
│ │ │ │ ├── mecha_2903_tex.json
│ │ │ │ ├── mecha_2903_tex.json.meta
│ │ │ │ ├── mecha_2903_tex.png
│ │ │ │ └── mecha_2903_tex.png.meta
│ │ │ ├── progress_bar.meta
│ │ │ ├── progress_bar
│ │ │ │ ├── progress_bar_ske.json
│ │ │ │ ├── progress_bar_ske.json.meta
│ │ │ │ ├── progress_bar_tex.json
│ │ │ │ ├── progress_bar_tex.json.meta
│ │ │ │ ├── progress_bar_tex.png
│ │ │ │ └── progress_bar_tex.png.meta
│ │ │ ├── skin_1502b.meta
│ │ │ ├── skin_1502b
│ │ │ │ ├── skin_1502b_Data.asset
│ │ │ │ ├── skin_1502b_Data.asset.meta
│ │ │ │ ├── skin_1502b_ske.json
│ │ │ │ ├── skin_1502b_ske.json.meta
│ │ │ │ ├── skin_1502b_tex.json
│ │ │ │ ├── skin_1502b_tex.json.meta
│ │ │ │ ├── skin_1502b_tex.png
│ │ │ │ ├── skin_1502b_tex.png.meta
│ │ │ │ ├── skin_1502b_tex_Mat.mat
│ │ │ │ └── skin_1502b_tex_Mat.mat.meta
│ │ │ ├── walk.mp3
│ │ │ ├── walk.mp3.meta
│ │ │ ├── weapon_1000.meta
│ │ │ ├── weapon_1000
│ │ │ │ ├── weapon_1000_Data.asset
│ │ │ │ ├── weapon_1000_Data.asset.meta
│ │ │ │ ├── weapon_1000_ske.json
│ │ │ │ ├── weapon_1000_ske.json.meta
│ │ │ │ ├── weapon_1000_tex.json
│ │ │ │ ├── weapon_1000_tex.json.meta
│ │ │ │ ├── weapon_1000_tex.png
│ │ │ │ ├── weapon_1000_tex.png.meta
│ │ │ │ ├── weapon_1000_tex_Mat.mat
│ │ │ │ └── weapon_1000_tex_Mat.mat.meta
│ │ │ ├── weapon_1004_show.meta
│ │ │ ├── weapon_1004_show
│ │ │ │ ├── weapon_1004_show_ske.json
│ │ │ │ ├── weapon_1004_show_ske.json.meta
│ │ │ │ ├── weapon_1004_show_tex.json
│ │ │ │ ├── weapon_1004_show_tex.json.meta
│ │ │ │ ├── weapon_1004_show_tex.png
│ │ │ │ └── weapon_1004_show_tex.png.meta
│ │ │ ├── you_xin.meta
│ │ │ └── you_xin
│ │ │ │ ├── body.meta
│ │ │ │ ├── body
│ │ │ │ ├── body_ske.json
│ │ │ │ ├── body_ske.json.meta
│ │ │ │ ├── body_tex.json
│ │ │ │ ├── body_tex.json.meta
│ │ │ │ ├── body_tex.png
│ │ │ │ └── body_tex.png.meta
│ │ │ │ ├── suit1.meta
│ │ │ │ ├── suit1
│ │ │ │ ├── 20208003
│ │ │ │ │ ├── 20208003_ske.json
│ │ │ │ │ ├── 20208003_ske.json.meta
│ │ │ │ │ ├── 20208003_tex.json
│ │ │ │ │ ├── 20208003_tex.json.meta
│ │ │ │ │ ├── 20208003_tex.png
│ │ │ │ │ └── 20208003_tex.png.meta
│ │ │ │ ├── 20405006
│ │ │ │ │ ├── 20405006_ske.json
│ │ │ │ │ ├── 20405006_ske.json.meta
│ │ │ │ │ ├── 20405006_tex.json
│ │ │ │ │ ├── 20405006_tex.json.meta
│ │ │ │ │ ├── 20405006_tex.png
│ │ │ │ │ └── 20405006_tex.png.meta
│ │ │ │ ├── 20509005
│ │ │ │ │ ├── 20509005_ske.json
│ │ │ │ │ ├── 20509005_ske.json.meta
│ │ │ │ │ ├── 20509005_tex.json
│ │ │ │ │ ├── 20509005_tex.json.meta
│ │ │ │ │ ├── 20509005_tex.png
│ │ │ │ │ └── 20509005_tex.png.meta
│ │ │ │ ├── 20703016
│ │ │ │ │ ├── 20703016_ske.json
│ │ │ │ │ ├── 20703016_ske.json.meta
│ │ │ │ │ ├── 20703016_tex.json
│ │ │ │ │ ├── 20703016_tex.json.meta
│ │ │ │ │ ├── 20703016_tex.png
│ │ │ │ │ └── 20703016_tex.png.meta
│ │ │ │ ├── 20803005
│ │ │ │ │ ├── 20803005_ske.json
│ │ │ │ │ ├── 20803005_ske.json.meta
│ │ │ │ │ ├── 20803005_tex.json
│ │ │ │ │ ├── 20803005_tex.json.meta
│ │ │ │ │ ├── 20803005_tex.png
│ │ │ │ │ └── 20803005_tex.png.meta
│ │ │ │ ├── 2010600a.meta
│ │ │ │ ├── 2010600a
│ │ │ │ │ ├── 2010600a_ske.json
│ │ │ │ │ ├── 2010600a_ske.json.meta
│ │ │ │ │ ├── 2010600a_tex.json
│ │ │ │ │ ├── 2010600a_tex.json.meta
│ │ │ │ │ ├── 2010600a_tex.png
│ │ │ │ │ └── 2010600a_tex.png.meta
│ │ │ │ ├── 2010600a_1.meta
│ │ │ │ ├── 2010600a_1
│ │ │ │ │ ├── 2010600a_1_ske.json
│ │ │ │ │ ├── 2010600a_1_ske.json.meta
│ │ │ │ │ ├── 2010600a_1_tex.json
│ │ │ │ │ ├── 2010600a_1_tex.json.meta
│ │ │ │ │ ├── 2010600a_1_tex.png
│ │ │ │ │ └── 2010600a_1_tex.png.meta
│ │ │ │ ├── 20208003.meta
│ │ │ │ ├── 20208003_1.meta
│ │ │ │ ├── 20208003_1
│ │ │ │ │ ├── 20208003_1_ske.json
│ │ │ │ │ ├── 20208003_1_ske.json.meta
│ │ │ │ │ ├── 20208003_1_tex.json
│ │ │ │ │ ├── 20208003_1_tex.json.meta
│ │ │ │ │ ├── 20208003_1_tex.png
│ │ │ │ │ └── 20208003_1_tex.png.meta
│ │ │ │ ├── 20208003_2.meta
│ │ │ │ ├── 20208003_2
│ │ │ │ │ ├── 20208003_2_ske.json
│ │ │ │ │ ├── 20208003_2_ske.json.meta
│ │ │ │ │ ├── 20208003_2_tex.json
│ │ │ │ │ ├── 20208003_2_tex.json.meta
│ │ │ │ │ ├── 20208003_2_tex.png
│ │ │ │ │ └── 20208003_2_tex.png.meta
│ │ │ │ ├── 20208003_3.meta
│ │ │ │ ├── 20208003_3
│ │ │ │ │ ├── 20208003_3_ske.json
│ │ │ │ │ ├── 20208003_3_ske.json.meta
│ │ │ │ │ ├── 20208003_3_tex.json
│ │ │ │ │ ├── 20208003_3_tex.json.meta
│ │ │ │ │ ├── 20208003_3_tex.png
│ │ │ │ │ └── 20208003_3_tex.png.meta
│ │ │ │ ├── 20405006.meta
│ │ │ │ ├── 20509005.meta
│ │ │ │ ├── 20703016.meta
│ │ │ │ ├── 20703016_1.meta
│ │ │ │ ├── 20703016_1
│ │ │ │ │ ├── 20703016_1_ske.json
│ │ │ │ │ ├── 20703016_1_ske.json.meta
│ │ │ │ │ ├── 20703016_1_tex.json
│ │ │ │ │ ├── 20703016_1_tex.json.meta
│ │ │ │ │ ├── 20703016_1_tex.png
│ │ │ │ │ └── 20703016_1_tex.png.meta
│ │ │ │ ├── 2080100c.meta
│ │ │ │ ├── 2080100c
│ │ │ │ │ ├── 2080100c_ske.json
│ │ │ │ │ ├── 2080100c_ske.json.meta
│ │ │ │ │ ├── 2080100c_tex.json
│ │ │ │ │ ├── 2080100c_tex.json.meta
│ │ │ │ │ ├── 2080100c_tex.png
│ │ │ │ │ └── 2080100c_tex.png.meta
│ │ │ │ ├── 2080100e.meta
│ │ │ │ ├── 2080100e
│ │ │ │ │ ├── 2080100e_ske.json
│ │ │ │ │ ├── 2080100e_ske.json.meta
│ │ │ │ │ ├── 2080100e_tex.json
│ │ │ │ │ ├── 2080100e_tex.json.meta
│ │ │ │ │ ├── 2080100e_tex.png
│ │ │ │ │ └── 2080100e_tex.png.meta
│ │ │ │ ├── 2080100e_1.meta
│ │ │ │ ├── 2080100e_1
│ │ │ │ │ ├── 2080100e_1_ske.json
│ │ │ │ │ ├── 2080100e_1_ske.json.meta
│ │ │ │ │ ├── 2080100e_1_tex.json
│ │ │ │ │ ├── 2080100e_1_tex.json.meta
│ │ │ │ │ ├── 2080100e_1_tex.png
│ │ │ │ │ └── 2080100e_1_tex.png.meta
│ │ │ │ ├── 20803005.meta
│ │ │ │ ├── 2080500b.meta
│ │ │ │ ├── 2080500b
│ │ │ │ │ ├── 2080500b_ske.json
│ │ │ │ │ ├── 2080500b_ske.json.meta
│ │ │ │ │ ├── 2080500b_tex.json
│ │ │ │ │ ├── 2080500b_tex.json.meta
│ │ │ │ │ ├── 2080500b_tex.png
│ │ │ │ │ └── 2080500b_tex.png.meta
│ │ │ │ ├── 2080500b_1.meta
│ │ │ │ └── 2080500b_1
│ │ │ │ │ ├── 2080500b_1_ske.json
│ │ │ │ │ ├── 2080500b_1_ske.json.meta
│ │ │ │ │ ├── 2080500b_1_tex.json
│ │ │ │ │ ├── 2080500b_1_tex.json.meta
│ │ │ │ │ ├── 2080500b_1_tex.png
│ │ │ │ │ └── 2080500b_1_tex.png.meta
│ │ │ │ ├── suit2.meta
│ │ │ │ └── suit2
│ │ │ │ ├── 20106010
│ │ │ │ ├── 20106010_ske.json
│ │ │ │ ├── 20106010_ske.json.meta
│ │ │ │ ├── 20106010_tex.json
│ │ │ │ ├── 20106010_tex.json.meta
│ │ │ │ ├── 20106010_tex.png
│ │ │ │ └── 20106010_tex.png.meta
│ │ │ │ ├── 20208006
│ │ │ │ ├── 20208006_ske.json
│ │ │ │ ├── 20208006_ske.json.meta
│ │ │ │ ├── 20208006_tex.json
│ │ │ │ ├── 20208006_tex.json.meta
│ │ │ │ ├── 20208006_tex.png
│ │ │ │ └── 20208006_tex.png.meta
│ │ │ │ ├── 20509007
│ │ │ │ ├── 20509007_ske.json
│ │ │ │ ├── 20509007_ske.json.meta
│ │ │ │ ├── 20509007_tex.json
│ │ │ │ ├── 20509007_tex.json.meta
│ │ │ │ ├── 20509007_tex.png
│ │ │ │ └── 20509007_tex.png.meta
│ │ │ │ ├── 20703020
│ │ │ │ ├── 20703020_ske.json
│ │ │ │ ├── 20703020_ske.json.meta
│ │ │ │ ├── 20703020_tex.json
│ │ │ │ ├── 20703020_tex.json.meta
│ │ │ │ ├── 20703020_tex.png
│ │ │ │ └── 20703020_tex.png.meta
│ │ │ │ ├── 20801015
│ │ │ │ ├── 20801015_ske.json
│ │ │ │ ├── 20801015_ske.json.meta
│ │ │ │ ├── 20801015_tex.json
│ │ │ │ ├── 20801015_tex.json.meta
│ │ │ │ ├── 20801015_tex.png
│ │ │ │ └── 20801015_tex.png.meta
│ │ │ │ ├── 20106010.meta
│ │ │ │ ├── 20106010_1.meta
│ │ │ │ ├── 20106010_1
│ │ │ │ ├── 20106010_1_ske.json
│ │ │ │ ├── 20106010_1_ske.json.meta
│ │ │ │ ├── 20106010_1_tex.json
│ │ │ │ ├── 20106010_1_tex.json.meta
│ │ │ │ ├── 20106010_1_tex.png
│ │ │ │ └── 20106010_1_tex.png.meta
│ │ │ │ ├── 20208006.meta
│ │ │ │ ├── 20208006_1.meta
│ │ │ │ ├── 20208006_1
│ │ │ │ ├── 20208006_1_ske.json
│ │ │ │ ├── 20208006_1_ske.json.meta
│ │ │ │ ├── 20208006_1_tex.json
│ │ │ │ ├── 20208006_1_tex.json.meta
│ │ │ │ ├── 20208006_1_tex.png
│ │ │ │ └── 20208006_1_tex.png.meta
│ │ │ │ ├── 20208006_2.meta
│ │ │ │ ├── 20208006_2
│ │ │ │ ├── 20208006_2_ske.json
│ │ │ │ ├── 20208006_2_ske.json.meta
│ │ │ │ ├── 20208006_2_tex.json
│ │ │ │ ├── 20208006_2_tex.json.meta
│ │ │ │ ├── 20208006_2_tex.png
│ │ │ │ └── 20208006_2_tex.png.meta
│ │ │ │ ├── 20208006_3.meta
│ │ │ │ ├── 20208006_3
│ │ │ │ ├── 20208006_3_ske.json
│ │ │ │ ├── 20208006_3_ske.json.meta
│ │ │ │ ├── 20208006_3_tex.json
│ │ │ │ ├── 20208006_3_tex.json.meta
│ │ │ │ ├── 20208006_3_tex.png
│ │ │ │ └── 20208006_3_tex.png.meta
│ │ │ │ ├── 2040600b.meta
│ │ │ │ ├── 2040600b
│ │ │ │ ├── 2040600b_ske.json
│ │ │ │ ├── 2040600b_ske.json.meta
│ │ │ │ ├── 2040600b_tex.json
│ │ │ │ ├── 2040600b_tex.json.meta
│ │ │ │ ├── 2040600b_tex.png
│ │ │ │ └── 2040600b_tex.png.meta
│ │ │ │ ├── 2040600b_1.meta
│ │ │ │ ├── 2040600b_1
│ │ │ │ ├── 2040600b_1_ske.json
│ │ │ │ ├── 2040600b_1_ske.json.meta
│ │ │ │ ├── 2040600b_1_tex.json
│ │ │ │ ├── 2040600b_1_tex.json.meta
│ │ │ │ ├── 2040600b_1_tex.png
│ │ │ │ └── 2040600b_1_tex.png.meta
│ │ │ │ ├── 20509007.meta
│ │ │ │ ├── 20703020.meta
│ │ │ │ ├── 20703020_1.meta
│ │ │ │ ├── 20703020_1
│ │ │ │ ├── 20703020_1_ske.json
│ │ │ │ ├── 20703020_1_ske.json.meta
│ │ │ │ ├── 20703020_1_tex.json
│ │ │ │ ├── 20703020_1_tex.json.meta
│ │ │ │ ├── 20703020_1_tex.png
│ │ │ │ └── 20703020_1_tex.png.meta
│ │ │ │ ├── 20801015.meta
│ │ │ │ ├── 2080b003.meta
│ │ │ │ └── 2080b003
│ │ │ │ ├── 2080b003_ske.json
│ │ │ │ ├── 2080b003_ske.json.meta
│ │ │ │ ├── 2080b003_tex.json
│ │ │ │ ├── 2080b003_tex.json.meta
│ │ │ │ ├── 2080b003_tex.png
│ │ │ │ └── 2080b003_tex.png.meta
│ │ ├── Scenes.meta
│ │ ├── Scenes
│ │ │ ├── 1.HellowDragonBones.unity
│ │ │ ├── 1.HellowDragonBones.unity.meta
│ │ │ ├── 10.ReplaceAnimation.unity
│ │ │ ├── 10.ReplaceAnimation.unity.meta
│ │ │ ├── 11.CoreElement.unity
│ │ │ ├── 11.CoreElement.unity.meta
│ │ │ ├── 2.AnimationBase.unity
│ │ │ ├── 2.AnimationBase.unity.meta
│ │ │ ├── 3.DragonBonesEvent.unity
│ │ │ ├── 3.DragonBonesEvent.unity.meta
│ │ │ ├── 4.AnimationLayer.unity
│ │ │ ├── 4.AnimationLayer.unity.meta
│ │ │ ├── 5.BoneOffset.unity
│ │ │ ├── 5.BoneOffset.unity.meta
│ │ │ ├── 6.InverseKinematics.unity
│ │ │ ├── 6.InverseKinematics.unity.meta
│ │ │ ├── 7.BoundingBox.unity
│ │ │ ├── 7.BoundingBox.unity.meta
│ │ │ ├── 8.ReplaceSlotDisplay.unity
│ │ │ ├── 8.ReplaceSlotDisplay.unity.meta
│ │ │ ├── 9.ReplaceSkin.unity
│ │ │ ├── 9.ReplaceSkin.unity.meta
│ │ │ ├── LightShader.unity
│ │ │ ├── LightShader.unity.meta
│ │ │ ├── Performance.unity
│ │ │ ├── Performance.unity.meta
│ │ │ ├── UGUIDisplay.unity
│ │ │ └── UGUIDisplay.unity.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ │ ├── AnimationBase.cs
│ │ │ ├── AnimationBase.cs.meta
│ │ │ ├── AnimationLayer.cs
│ │ │ ├── AnimationLayer.cs.meta
│ │ │ ├── BaseDemo.cs
│ │ │ ├── BaseDemo.cs.meta
│ │ │ ├── BoneOffset.cs
│ │ │ ├── BoneOffset.cs.meta
│ │ │ ├── BoundingBox.cs
│ │ │ ├── BoundingBox.cs.meta
│ │ │ ├── CoreElement.cs
│ │ │ ├── CoreElement.cs.meta
│ │ │ ├── DragonBonesEvent.cs
│ │ │ ├── DragonBonesEvent.cs.meta
│ │ │ ├── HelloDragonBones.cs
│ │ │ ├── HelloDragonBones.cs.meta
│ │ │ ├── InverseKinematics.cs
│ │ │ ├── InverseKinematics.cs.meta
│ │ │ ├── LightShader.cs
│ │ │ ├── LightShader.cs.meta
│ │ │ ├── LightTestShader.shader
│ │ │ ├── LightTestShader.shader.meta
│ │ │ ├── Performance.cs
│ │ │ ├── Performance.cs.meta
│ │ │ ├── ReplaceAnimtion.cs
│ │ │ ├── ReplaceAnimtion.cs.meta
│ │ │ ├── ReplaceSkin.cs
│ │ │ ├── ReplaceSkin.cs.meta
│ │ │ ├── ReplaceSlotDisplay.cs
│ │ │ └── ReplaceSlotDisplay.cs.meta
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ ├── AssetProcess.cs
│ │ ├── AssetProcess.cs.meta
│ │ ├── DragonBonesIcons.cs
│ │ ├── DragonBonesIcons.cs.meta
│ │ ├── GUI.meta
│ │ ├── GUI
│ │ │ ├── icon-bone.png
│ │ │ ├── icon-bone.png.meta
│ │ │ ├── icon-ik.png
│ │ │ ├── icon-ik.png.meta
│ │ │ ├── icon-image.png
│ │ │ ├── icon-image.png.meta
│ │ │ ├── icon-mesh.png
│ │ │ ├── icon-mesh.png.meta
│ │ │ ├── icon-skeleton.png
│ │ │ └── icon-skeleton.png.meta
│ │ ├── PickJsonDataWindow.cs
│ │ ├── PickJsonDataWindow.cs.meta
│ │ ├── ShowSlotsWindow.cs
│ │ ├── ShowSlotsWindow.cs.meta
│ │ ├── UnityArmatureEditor.cs
│ │ ├── UnityArmatureEditor.cs.meta
│ │ ├── UnityEditor.cs
│ │ └── UnityEditor.cs.meta
│ │ ├── Resources.meta
│ │ ├── Resources
│ │ ├── Shaders.meta
│ │ └── Shaders
│ │ │ ├── DB_BlendMode_Grab.shader
│ │ │ ├── DB_BlendMode_Grab.shader.meta
│ │ │ ├── DB_BlendMode_UIGrab.shader
│ │ │ └── DB_BlendMode_UIGrab.shader.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ ├── 3rdParty.meta
│ │ ├── 3rdParty
│ │ ├── MiniJSON.cs
│ │ └── MiniJSON.cs.meta
│ │ ├── animation.meta
│ │ ├── animation
│ │ ├── Animation.cs
│ │ ├── Animation.cs.meta
│ │ ├── AnimationState.cs
│ │ ├── AnimationState.cs.meta
│ │ ├── BaseTimelineState.cs
│ │ ├── BaseTimelineState.cs.meta
│ │ ├── IAnimatable.cs
│ │ ├── IAnimatable.cs.meta
│ │ ├── TimelineState.cs
│ │ ├── TimelineState.cs.meta
│ │ ├── WorldClock.cs
│ │ └── WorldClock.cs.meta
│ │ ├── armature.meta
│ │ ├── armature
│ │ ├── Armature.cs
│ │ ├── Armature.cs.meta
│ │ ├── Bone.cs
│ │ ├── Bone.cs.meta
│ │ ├── Constraint.cs
│ │ ├── Constraint.cs.meta
│ │ ├── DeformVertices.cs
│ │ ├── DeformVertices.cs.meta
│ │ ├── IArmatureProxy.cs
│ │ ├── IArmatureProxy.cs.meta
│ │ ├── Slot.cs
│ │ ├── Slot.cs.meta
│ │ ├── TransformObject.cs
│ │ └── TransformObject.cs.meta
│ │ ├── core.meta
│ │ ├── core
│ │ ├── BaseObject.cs
│ │ ├── BaseObject.cs.meta
│ │ ├── DragonBones.cs
│ │ └── DragonBones.cs.meta
│ │ ├── event.meta
│ │ ├── event
│ │ ├── EventObject.cs
│ │ ├── EventObject.cs.meta
│ │ ├── IEventDispatcher.cs
│ │ └── IEventDispatcher.cs.meta
│ │ ├── factory.meta
│ │ ├── factory
│ │ ├── BaseFactory.cs
│ │ └── BaseFactory.cs.meta
│ │ ├── geom.meta
│ │ ├── geom
│ │ ├── ColorTransform.cs
│ │ ├── ColorTransform.cs.meta
│ │ ├── Matrix.cs
│ │ ├── Matrix.cs.meta
│ │ ├── Point.cs
│ │ ├── Point.cs.meta
│ │ ├── Rectangle.cs
│ │ ├── Rectangle.cs.meta
│ │ ├── Transform.cs
│ │ └── Transform.cs.meta
│ │ ├── model.meta
│ │ ├── model
│ │ ├── AnimationConfig.cs
│ │ ├── AnimationConfig.cs.meta
│ │ ├── AnimationData.cs
│ │ ├── AnimationData.cs.meta
│ │ ├── ArmatureData.cs
│ │ ├── ArmatureData.cs.meta
│ │ ├── BoundingBoxData.cs
│ │ ├── BoundingBoxData.cs.meta
│ │ ├── CanvasData.cs
│ │ ├── CanvasData.cs.meta
│ │ ├── ConstraintData.cs
│ │ ├── ConstraintData.cs.meta
│ │ ├── DisplayData.cs
│ │ ├── DisplayData.cs.meta
│ │ ├── DragonBonesData.cs
│ │ ├── DragonBonesData.cs.meta
│ │ ├── SkinData.cs
│ │ ├── SkinData.cs.meta
│ │ ├── TextureAtlasData.cs
│ │ ├── TextureAtlasData.cs.meta
│ │ ├── UserData.cs
│ │ └── UserData.cs.meta
│ │ ├── parser.meta
│ │ ├── parser
│ │ ├── BinaryDataParser.cs
│ │ ├── BinaryDataParser.cs.meta
│ │ ├── BinaryDataReader.cs
│ │ ├── BinaryDataReader.cs.meta
│ │ ├── BinaryDataWriter.cs
│ │ ├── BinaryDataWriter.cs.meta
│ │ ├── DataParser.cs
│ │ ├── DataParser.cs.meta
│ │ ├── ObjectDataParser.cs
│ │ └── ObjectDataParser.cs.meta
│ │ ├── unity.meta
│ │ └── unity
│ │ ├── MeshBuffer.cs
│ │ ├── MeshBuffer.cs.meta
│ │ ├── UnityArmatureComponent.cs
│ │ ├── UnityArmatureComponent.cs.meta
│ │ ├── UnityCombineMeshs.cs
│ │ ├── UnityCombineMeshs.cs.meta
│ │ ├── UnityDragonBonesData.cs
│ │ ├── UnityDragonBonesData.cs.meta
│ │ ├── UnityEventDispatcher.cs
│ │ ├── UnityEventDispatcher.cs.meta
│ │ ├── UnityFactory.cs
│ │ ├── UnityFactory.cs.meta
│ │ ├── UnitySlot.cs
│ │ ├── UnitySlot.cs.meta
│ │ ├── UnityTextureAtlasData.cs
│ │ ├── UnityTextureAtlasData.cs.meta
│ │ ├── UnityUGUIDisplay.cs
│ │ └── UnityUGUIDisplay.cs.meta
└── ProjectSettings
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── NavMeshProjectSettings.asset
│ ├── NetworkManager.asset
│ ├── Physics2DSettings.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── UnityAdsSettings.asset
│ └── UnityConnectSettings.asset
├── README-zh_CN.md
├── README.md
└── src
└── DragonBones
├── Editor
├── AssetProcess.cs
├── DragonBonesIcons.cs
├── GUI
│ ├── icon-bone.png
│ ├── icon-ik.png
│ ├── icon-image.png
│ ├── icon-mesh.png
│ └── icon-skeleton.png
├── PickJsonDataWindow.cs
├── ShowSlotsWindow.cs
├── UnityArmatureEditor.cs
└── UnityEditor.cs
├── Resources
└── Shaders
│ ├── DB_BlendMode_Grab.shader
│ └── DB_BlendMode_UIGrab.shader
└── Scripts
└── unity
├── MeshBuffer.cs
├── UnityArmatureComponent.cs
├── UnityCombineMeshs.cs
├── UnityDragonBonesData.cs
├── UnityEventDispatcher.cs
├── UnityFactory.cs
├── UnitySlot.cs
├── UnityTextureAtlasData.cs
└── UnityUGUIDisplay.cs
/DragonBones/src/DragonBones/model/CanvasData.cs:
--------------------------------------------------------------------------------
1 | /**
2 | * The MIT License (MIT)
3 | *
4 | * Copyright (c) 2012-2017 DragonBones team and other contributors
5 | *
6 | * Permission is hereby granted, free of charge, to any person obtaining a copy of
7 | * this software and associated documentation files (the "Software"), to deal in
8 | * the Software without restriction, including without limitation the rights to
9 | * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
10 | * the Software, and to permit persons to whom the Software is furnished to do so,
11 | * subject to the following conditions:
12 | *
13 | * The above copyright notice and this permission notice shall be included in all
14 | * copies or substantial portions of the Software.
15 | *
16 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 | * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
18 | * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
19 | * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
20 | * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
22 | */
23 | namespace DragonBones
24 | {
25 | ///
26 | ///
27 | public class CanvasData : BaseObject
28 | {
29 | public bool hasBackground;
30 | public int color;
31 | public float x;
32 | public float y;
33 | public float width;
34 | public float height;
35 |
36 | protected override void _OnClear()
37 | {
38 | this.hasBackground = false;
39 | this.color = 0x000000;
40 | this.x = 0.0f;
41 | this.y = 0.0f;
42 | this.width = 0.0f;
43 | this.height = 0.0f;
44 | }
45 | }
46 | }
47 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | The MIT License (MIT)
2 |
3 | Copyright (c) 2012-2018 The DragonBones team and other contributors.
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy of
6 | this software and associated documentation files (the "Software"), to deal in
7 | the Software without restriction, including without limitation the rights to
8 | use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
9 | the Software, and to permit persons to whom the Software is furnished to do so,
10 | subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
17 | FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
18 | COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
19 | IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
20 | CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
21 |
--------------------------------------------------------------------------------
/README-zh_CN.md:
--------------------------------------------------------------------------------
1 | # DragonBones C# 运行时
2 | [README in English](./README.md)
3 | ## [DragonBones 公共库](./DragonBones/)
4 | ## 强烈建议使用 [DragonBones Pro](http://www.dragonbones.com/) 制作动画。
5 |
6 | ## 支持的引擎
7 | * [Unity](http://www.unity.com/) - [如何在 Unity 中使用 DragonBones](./Unity/)
8 |
9 | ## 了解更多
10 | * [DragonBones 官网](http://www.dragonbones.com/)
11 | * [在线示例](http://www.dragonbones.com/demo/index.html)
12 |
13 | ## Online demos
14 | [](https://github.com/DragonBones/Demos)
15 |
16 | Copyright (c) 2012-2018 The DragonBones team and other contributors.
17 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # DragonBones C# Runtime
2 | [中文 README](./README-zh_CN.md)
3 | ## [DragonBones common library](./DragonBones/)
4 | ## Highly suggest use [DragonBones Pro](http://www.dragonbones.com/) to create aniamtion.
5 |
6 | ## Supported engines
7 | * [Unity](http://www.unity.com/) - [How to use DragonBones in Unity](./Unity/)
8 |
9 | ## To learn more about
10 | * [DragonBones offical website](http://www.dragonbones.com/)
11 | * [Online demos](http://www.dragonbones.com/demo/index.html)
12 |
13 | ## Online demos
14 | [](https://github.com/DragonBones/Demos)
15 |
16 | Copyright (c) 2012-2018 The DragonBones team and other contributors.
17 |
--------------------------------------------------------------------------------
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using DragonBones;
5 |
6 | public class AnimationLayer : BaseDemo
7 | {
8 | private UnityArmatureComponent _mechaArmatureComp = null;
9 | // Use this for initialization
10 | protected override void OnStart()
11 | {
12 | // Load Mecha Data
13 | UnityFactory.factory.LoadDragonBonesData("mecha_1004d/mecha_1004d_ske");
14 | UnityFactory.factory.LoadTextureAtlasData("mecha_1004d/mecha_1004d_tex");
15 |
16 | // Build Mecha Armature
17 | this._mechaArmatureComp = UnityFactory.factory.BuildArmatureComponent("mecha_1004d");
18 | //
19 | this._mechaArmatureComp.AddDBEventListener(EventObject.LOOP_COMPLETE, OnAnimationEventHandler);
20 |
21 | this._mechaArmatureComp.animation.Play("walk");
22 |
23 | this._mechaArmatureComp.transform.localPosition = new Vector3(0.0f, -2.0f, 0.0f);
24 | }
25 |
26 | void OnAnimationEventHandler(string type, EventObject eventObject)
27 | {
28 | var animationState = this._mechaArmatureComp.animation.GetState("attack_01");
29 | if (animationState == null)
30 | {
31 | animationState = this._mechaArmatureComp.animation.FadeIn("attack_01", 0.2f, 1, 1);
32 | animationState.resetToPose = true;
33 | animationState.autoFadeOutTime = 0.1f;
34 | //
35 | animationState.AddBoneMask("chest");
36 | animationState.AddBoneMask("effect_l");
37 | animationState.AddBoneMask("effect_r");
38 | }
39 | }
40 | }
41 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using DragonBones;
5 |
6 | public class DragonBonesEvent : BaseDemo
7 | {
8 | private UnityArmatureComponent _mechaArmatureComp = null;
9 |
10 | [SerializeField]
11 | private AudioSource _sound;
12 | protected override void OnStart()
13 | {
14 | // Load Mecha Data
15 | UnityFactory.factory.LoadDragonBonesData("mecha_1004d/mecha_1004d_ske");
16 | UnityFactory.factory.LoadTextureAtlasData("mecha_1004d/mecha_1004d_tex");
17 |
18 | // Build Mecha Armature
19 | this._mechaArmatureComp = UnityFactory.factory.BuildArmatureComponent("mecha_1004d");
20 |
21 | this._mechaArmatureComp.transform.localPosition = new Vector3(0.0f, -2.0f, 0.0f);
22 |
23 | // Add animation event listener
24 | this._mechaArmatureComp.AddDBEventListener(EventObject.COMPLETE, this.OnAnimationEventHandler);
25 | // Add sound event listener
26 | UnityFactory.factory.soundEventManager.AddDBEventListener(EventObject.SOUND_EVENT, this.OnSoundEventHandler);
27 |
28 | this._mechaArmatureComp.animation.Play("walk");
29 | }
30 |
31 | // Update is called once per frame
32 | protected override void OnUpdate()
33 | {
34 | if(Input.GetMouseButtonDown(0))
35 | {
36 | this._mechaArmatureComp.animation.FadeIn("skill_03", 0.2f);
37 | }
38 | }
39 | //
40 | void OnSoundEventHandler(string type, EventObject eventObject)
41 | {
42 | UnityEngine.Debug.Log(eventObject.name);
43 | if(eventObject.name == "footstep")
44 | {
45 | this._sound.Play();
46 | }
47 | }
48 | //
49 | void OnAnimationEventHandler(string type, EventObject eventObject)
50 | {
51 | if(eventObject.animationState.name == "skill_03")
52 | {
53 | this._mechaArmatureComp.animation.FadeIn("walk", 0.2f);
54 | }
55 | }
56 | }
57 |
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/Unity/Demos/Assets/DragonBones/Demos/Scripts/HelloDragonBones.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using DragonBones;
5 |
6 | public class HelloDragonBones : BaseDemo
7 | {
8 | //
9 | public UnityDragonBonesData dragonBoneData;
10 | protected override void OnStart()
11 | {
12 | // 1.Load and parse data
13 | if (true)
14 | {
15 | // Scheme 1: Load UnityDragonBonesData
16 | UnityFactory.factory.LoadData(this.dragonBoneData);
17 | }
18 | else
19 | {
20 | // Scheme 2: Load JsonData in Resources
21 | // UnityFactory.factory.LoadDragonBonesData("mecha_1002_101d_show/mecha_1002_101d_show_ske");
22 | // UnityFactory.factory.LoadTextureAtlasData("mecha_1002_101d_show/mecha_1002_101d_show_tex");
23 | }
24 |
25 | // 2.Build armature
26 | var armatureComponent = UnityFactory.factory.BuildArmatureComponent("mecha_1002_101d", "mecha_1002_101d_show");
27 |
28 | // 3.Play animation
29 | armatureComponent.animation.Play("idle");
30 |
31 | // Set name
32 | armatureComponent.name = "dynamic_mecha_1002_101d";
33 |
34 | // Set position.
35 | armatureComponent.transform.localPosition = new Vector3(3.0f, -1.5f, 1.0f);
36 | }
37 | }
38 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class LightShader : BaseDemo
6 | {
7 | public Transform target;
8 |
9 | private void Awake()
10 | {
11 | this._isCreateBackground = false;
12 | }
13 |
14 | protected override void OnUpdate()
15 | {
16 | transform.RotateAround(new Vector3(1.2f, 1.2f, -0.5f), Vector3.forward, 4);
17 | target.localEulerAngles = new Vector3(Mathf.Sin(Time.realtimeSinceStartup) * 10 + 5, 0f, 0f);
18 | }
19 | }
20 |
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1 | Shader "DragonBones/Light Test Shader"
2 | {
3 |
4 | Properties {
5 | _Shininess ("Shininess", Range (0.03, 1)) = 0.078125
6 | _MainTex ("Base (RGB) Gloss (A)", 2D) = "white" {}
7 | _BumpMap ("Normalmap", 2D) = "bump" {}
8 | }
9 | SubShader {
10 | Tags { "RenderType"="Transparent" "Queue"="Transparent" "IngnoreProject"="True"}
11 | LOD 250
12 | Blend SrcAlpha OneMinusSrcAlpha
13 | cull off
14 |
15 | CGPROGRAM
16 | #pragma surface surf MobileBlinnPhong exclude_path:prepass nolightmap noforwardadd halfasview interpolateview keepalpha
17 |
18 | inline fixed4 LightingMobileBlinnPhong (SurfaceOutput s, fixed3 lightDir, fixed3 halfDir, fixed atten)
19 | {
20 | fixed diff = max (0, dot (s.Normal, lightDir));
21 | fixed nh = max (0, dot (s.Normal, halfDir));
22 | fixed spec = pow (nh, s.Specular*128) * s.Gloss;
23 |
24 | fixed4 c;
25 | c.rgb = (s.Albedo * _LightColor0.rgb * diff + _LightColor0.rgb * spec) * atten;
26 | UNITY_OPAQUE_ALPHA(c.a);
27 | return c;
28 | }
29 |
30 | sampler2D _MainTex;
31 | sampler2D _BumpMap;
32 | half _Shininess;
33 |
34 | struct Input {
35 | float2 uv_MainTex;
36 | };
37 |
38 | void surf (Input IN, inout SurfaceOutput o) {
39 | fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
40 | o.Albedo = tex.rgb*tex.a;
41 | o.Gloss = tex.a;
42 | o.Alpha = tex.a;
43 | o.Specular = _Shininess;
44 | o.Normal = UnpackNormal (tex2D(_BumpMap, IN.uv_MainTex));
45 | clip(tex.a-0.01);
46 | }
47 | ENDCG
48 | }
49 |
50 | FallBack "Mobile/VertexLit"
51 |
52 | }
53 |
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/Unity/Demos/Assets/DragonBones/Demos/Scripts/Performance.cs:
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1 | using System.Collections;
2 | using UnityEngine;
3 | using DragonBones;
4 |
5 | public class Performance : MonoBehaviour
6 | {
7 | public UnityDragonBonesData dragonBoneData;
8 |
9 | public UnityEngine.UI.Text text;
10 | void Start()
11 | {
12 | UnityFactory.factory.LoadData(dragonBoneData);
13 |
14 | StartCoroutine(BuildArmatureComponent());
15 | }
16 |
17 | IEnumerator BuildArmatureComponent()
18 | {
19 | int lY = 20;
20 | int lX = 20;
21 | int index = 0;
22 | for (var y = 0; y < lY; ++y)
23 | {
24 | for (var x = 0; x < lX; ++x)
25 | {
26 | var position = new Vector3((x * 10.0f / lX - 5.0f) * 1.0f, (y * 10.0f / lY - 5.0f) * 1.0f, x + lX * y * 0.01f);
27 |
28 | var gameObject = new GameObject("mecha_1406");
29 | var armatureComponent = UnityFactory.factory.BuildArmatureComponent("mecha_1406", "", "", "", gameObject);
30 | // armatureComponent.gameObject.AddComponent();
31 | armatureComponent.armature.cacheFrameRate = 24; // Cache animation.
32 | armatureComponent.animation.Play("walk");
33 | armatureComponent.transform.localPosition = position;
34 | armatureComponent.transform.localScale = Vector3.one * 0.5f;
35 |
36 | // armatureComponent.combineMesh = true;
37 |
38 | yield return new WaitForSecondsRealtime(0.1f);
39 | text.text = "Count:" + (++index);
40 | }
41 | }
42 | }
43 | }
44 |
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1 | /**
2 | * The MIT License (MIT)
3 | *
4 | * Copyright (c) 2012-2017 DragonBones team and other contributors
5 | *
6 | * Permission is hereby granted, free of charge, to any person obtaining a copy of
7 | * this software and associated documentation files (the "Software"), to deal in
8 | * the Software without restriction, including without limitation the rights to
9 | * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
10 | * the Software, and to permit persons to whom the Software is furnished to do so,
11 | * subject to the following conditions:
12 | *
13 | * The above copyright notice and this permission notice shall be included in all
14 | * copies or substantial portions of the Software.
15 | *
16 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 | * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
18 | * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
19 | * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
20 | * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
21 | * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
22 | */
23 | namespace DragonBones
24 | {
25 | ///
26 | ///
27 | public class CanvasData : BaseObject
28 | {
29 | public bool hasBackground;
30 | public int color;
31 | public float x;
32 | public float y;
33 | public float width;
34 | public float height;
35 |
36 | protected override void _OnClear()
37 | {
38 | this.hasBackground = false;
39 | this.color = 0x000000;
40 | this.x = 0.0f;
41 | this.y = 0.0f;
42 | this.width = 0.0f;
43 | this.height = 0.0f;
44 | }
45 | }
46 | }
47 |
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1 | # DragonBones Unity Library
2 | [README in English](./README.md)
3 | ## [示例](./Demos/)
4 | * [Hello DragonBones](./Demos/Assets/DragonBones/Demos/Scripts/HelloDragonBones.cs)
5 | * 运行示例只需要使用 Unity 将 [示例文件夹](./Demos/) 当作项目打开。
6 |
7 | ## 使用方法
8 | 1. 创建一个 Unity 项目或使用上述示例项目。
9 | 2. 分别复制 [DragonBones 公共库源码](../DragonBones/src/)、[DragonBones Unity 库源码](./src/)、[第三方库源码](../3rdParty/) 中的所有文件夹和文件到项目的 Assets/Scripts 文件夹下。
10 | 3. 运行项目。
11 |
12 | ## 注意事项
13 | * 如果是升级覆盖源码文件,可能会有文件夹或文件名的变更,需要注意下面几种情况:
14 | * 检查是否有多余的旧源码文件夹和文件残留而导致重定义,建议升级之前先删除所有的旧源码文件夹和文件。
15 | * 检查其他可能由于文件夹或文件名变更而导致的编译错误。
16 | * 确保项目结构如下:
17 | ```
18 | Your project
19 | |-- Assets
20 | |-- DragonBones
21 | |-- Demos (如果不需要,可以删除。)
22 | |-- Scripts
23 | |-- 3rdParty
24 | |-- animation
25 | |-- armature
26 | |-- ...
27 | |-- unity
28 | |-- ...
29 | |-- Editor
30 | |-- Resources
31 | |-- Shaders files
32 | |-- ...
33 | |-- ...
34 | |-- Resources
35 | |-- DragonBonesData files
36 | |-- ...
37 | |-- Scripts
38 | |-- ...
39 | |-- ...
40 | ```-- ...
41 | ```
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/Unity/README.md:
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1 | # DragonBones Unity Library
2 | [中文 README](./README-zh_CN.md)
3 | ## [Demos](./Demos/)
4 | * [Hello DragonBones](./Demos/Assets/DragonBones/Demos/Scripts/HelloDragonBones.cs)
5 |
6 | ## How to use
7 | 1. Create a Unity project.
8 | 2. Copy [DragonBones common source code](../DragonBones/src/), [Dragonbones Unity source code](./src/), [3rdParty source code](../3rdParty/) all folders and files to the project's Assets/Scripts folder.
9 | 3. Run project and have fun.
10 |
11 | ## Notice
12 | * If you are upgrading the overwrite source file, there may be changes to the folder or file name, you need to pay attention to the following several situations:
13 | * Check for additional legacy source folders and file residues that cause redefinition and recommend that you delete all old source folders and files before upgrading.
14 | * Check other compilation errors that may result from folders or files name change.
15 | * Maker sure project structure like this:
16 | ```
17 | Your project
18 | |-- Assets
19 | |-- DragonBones
20 | |-- Demos (You can remove it if you don't need.)
21 | |-- Scripts
22 | |-- 3rdParty
23 | |-- animation
24 | |-- armature
25 | |-- ...
26 | |-- unity
27 | |-- ...
28 | |-- Editor
29 | |-- Resources
30 | |-- Shaders files
31 | |-- ...
32 | |-- ...
33 | |-- Resources
34 | |-- DragonBonesData files
35 | |-- ...
36 | |-- Scripts
37 | |-- ...
38 | |-- ...
39 | ```
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