├── Edit.version ├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── NetworkManager.asset ├── TimeManager.asset ├── AudioManager.asset ├── EditorSettings.asset ├── TagManager.asset ├── DynamicsManager.asset ├── UnityConnectSettings.asset ├── EditorBuildSettings.asset ├── Physics2DSettings.asset └── NavMeshAreas.asset ├── Assets ├── Scripts │ ├── spine-unity │ │ ├── Mesh Generation │ │ │ ├── Unused │ │ │ │ ├── ArraysMeshGenerator.cs │ │ │ │ ├── DoubleBufferedMesh.cs │ │ │ │ ├── ISimpleMeshGenerator.cs │ │ │ │ ├── ArraysSimpleMeshGenerator.cs │ │ │ │ ├── ISubmeshedMeshGenerator.cs │ │ │ │ ├── ArraysSubmeshSetMeshGenerator.cs │ │ │ │ ├── ArraysSubmeshedMeshGenerator.cs │ │ │ │ ├── DoubleBufferedMesh.cs.meta │ │ │ │ ├── ArraysMeshGenerator.cs.meta │ │ │ │ ├── ISimpleMeshGenerator.cs.meta │ │ │ │ ├── ISubmeshedMeshGenerator.cs.meta │ │ │ │ ├── ArraysSimpleMeshGenerator.cs.meta │ │ │ │ ├── ArraysSubmeshSetMeshGenerator.cs.meta │ │ │ │ └── ArraysSubmeshedMeshGenerator.cs.meta │ │ │ ├── Unused.meta │ │ │ ├── SpineMesh.cs.meta │ │ │ ├── DoubleBuffered.cs.meta │ │ │ └── DoubleBuffered.cs │ │ ├── Editor │ │ │ ├── Resources │ │ │ │ ├── SpineAssetDatabaseMarker.txt │ │ │ │ └── SpineAssetDatabaseMarker.txt.meta │ │ │ ├── GUI │ │ │ │ ├── icon-bone.png │ │ │ │ ├── icon-mesh.png │ │ │ │ ├── icon-null.png │ │ │ │ ├── icon-path.png │ │ │ │ ├── icon-skin.png │ │ │ │ ├── icon-slot.png │ │ │ │ ├── icon-event.png │ │ │ │ ├── icon-image.png │ │ │ │ ├── icon-spine.png │ │ │ │ ├── icon-animation.png │ │ │ │ ├── icon-boneNib.png │ │ │ │ ├── icon-clipping.png │ │ │ │ ├── icon-poseBones.png │ │ │ │ ├── icon-skeleton.png │ │ │ │ ├── icon-skinsRoot.png │ │ │ │ ├── icon-slotRoot.png │ │ │ │ ├── icon-warning.png │ │ │ │ ├── icon-weights.png │ │ │ │ ├── icon-attachment.png │ │ │ │ ├── icon-boundingBox.png │ │ │ │ ├── icon-constraints.png │ │ │ │ ├── icon-hingeChain.png │ │ │ │ ├── icon-animationRoot.png │ │ │ │ ├── icon-constraintIK.png │ │ │ │ ├── icon-constraintNib.png │ │ │ │ ├── icon-constraintPath.png │ │ │ │ ├── icon-skeletonUtility.png │ │ │ │ ├── icon-skinPlaceholder.png │ │ │ │ ├── icon-subMeshRenderer.png │ │ │ │ ├── icon-constraintTransform.png │ │ │ │ ├── icon-hingeChain.png.meta │ │ │ │ ├── icon-boundingBox.png.meta │ │ │ │ ├── icon-bone.png.meta │ │ │ │ ├── icon-mesh.png.meta │ │ │ │ ├── icon-null.png.meta │ │ │ │ ├── icon-slot.png.meta │ │ │ │ ├── icon-animation.png.meta │ │ │ │ ├── icon-boneNib.png.meta │ │ │ │ ├── icon-event.png.meta │ │ │ │ ├── icon-image.png.meta │ │ │ │ ├── icon-poseBones.png.meta │ │ │ │ ├── icon-skeleton.png.meta │ │ │ │ ├── icon-skinsRoot.png.meta │ │ │ │ ├── icon-slotRoot.png.meta │ │ │ │ ├── icon-spine.png.meta │ │ │ │ ├── icon-warning.png.meta │ │ │ │ ├── icon-weights.png.meta │ │ │ │ ├── icon-animationRoot.png.meta │ │ │ │ ├── icon-constraintNib.png.meta │ │ │ │ ├── icon-skeletonUtility.png.meta │ │ │ │ ├── icon-skinPlaceholder.png.meta │ │ │ │ ├── icon-subMeshRenderer.png.meta │ │ │ │ └── icon-path.png.meta │ │ │ ├── GUI.meta │ │ │ ├── SkeletonBaker.cs.meta │ │ │ ├── SpineEditorUtilities.cs.meta │ │ │ ├── Menus.cs.meta │ │ │ ├── BoneFollowerInspector.cs.meta │ │ │ ├── SpineAttributeDrawers.cs.meta │ │ │ ├── SkeletonAnimationInspector.cs.meta │ │ │ ├── SkeletonAnimatorInspector.cs.meta │ │ │ ├── SkeletonRendererInspector.cs.meta │ │ │ ├── SkeletonBakingWindow.cs.meta │ │ │ ├── SkeletonDebugWindow.cs.meta │ │ │ ├── SpineInspectorUtility.cs.meta │ │ │ └── AssetDatabaseAvailabilityDetector.cs.meta │ │ ├── version.txt │ │ ├── Shaders.meta │ │ ├── Editor.meta │ │ ├── Modules │ │ │ ├── Ghost.meta │ │ │ ├── Ragdoll.meta │ │ │ ├── Ghost │ │ │ │ ├── Shaders.meta │ │ │ │ ├── Shaders │ │ │ │ │ ├── Spine-Special-Skeleton-Ghost.shader.meta │ │ │ │ │ └── Spine-Special-Skeleton-Ghost.shader │ │ │ │ ├── SkeletonGhostRenderer.cs.meta │ │ │ │ └── SkeletonGhost.cs.meta │ │ │ ├── Ragdoll │ │ │ │ ├── Editor.meta │ │ │ │ ├── SkeletonRagdoll.cs.meta │ │ │ │ ├── SkeletonRagdoll2D.cs.meta │ │ │ │ └── Editor │ │ │ │ │ ├── SkeletonRagdollInspector.cs.meta │ │ │ │ │ ├── SkeletonRagdoll2DInspector.cs.meta │ │ │ │ │ └── SkeletonRagdoll2DInspector.cs │ │ │ ├── CustomMaterials.meta │ │ │ ├── CustomMaterials │ │ │ │ ├── Editor.meta │ │ │ │ ├── SkeletonRendererCustomMaterials.txt.meta │ │ │ │ ├── SkeletonRendererCustomMaterials.cs.meta │ │ │ │ ├── Editor │ │ │ │ │ └── SkeletonRendererCustomMaterialsInspector.cs.meta │ │ │ │ └── SkeletonRendererCustomMaterials.txt │ │ │ ├── Shaders │ │ │ │ ├── Spine-Skeleton-Tint.shader.meta │ │ │ │ ├── Sprite │ │ │ │ │ ├── README.md.meta │ │ │ │ │ ├── CGIncludes.meta │ │ │ │ │ ├── Editor.meta │ │ │ │ │ ├── ShaderShared.cginc.meta │ │ │ │ │ ├── SpriteLighting.cginc.meta │ │ │ │ │ ├── SpriteShadows.cginc.meta │ │ │ │ │ ├── SpriteUnlit.cginc.meta │ │ │ │ │ ├── SpritesUnlit.shader.meta │ │ │ │ │ ├── CameraDepthTexture.shader.meta │ │ │ │ │ ├── SpritePixelLighting.cginc.meta │ │ │ │ │ ├── SpriteVertexLighting.cginc.meta │ │ │ │ │ ├── SpritesPixelLit.shader.meta │ │ │ │ │ ├── SpritesVertexLit.shader.meta │ │ │ │ │ ├── CGIncludes │ │ │ │ │ │ ├── ShaderMaths.cginc.meta │ │ │ │ │ │ ├── ShaderShared.cginc.meta │ │ │ │ │ │ ├── SpriteLighting.cginc.meta │ │ │ │ │ │ ├── SpriteShadows.cginc.meta │ │ │ │ │ │ ├── SpriteSpecular.cginc.meta │ │ │ │ │ │ ├── SpriteUnlit.cginc.meta │ │ │ │ │ │ ├── SpritePixelLighting.cginc.meta │ │ │ │ │ │ ├── SpriteVertexLighting.cginc.meta │ │ │ │ │ │ ├── SpriteShadows.cginc │ │ │ │ │ │ ├── SpriteUnlit.cginc │ │ │ │ │ │ └── ShaderMaths.cginc │ │ │ │ │ ├── CameraNormalsTexture.shader.meta │ │ │ │ │ ├── CameraDepthNormalsTexture.shader.meta │ │ │ │ │ ├── SpriteDepthNormalsTexture.shader.meta │ │ │ │ │ ├── Editor │ │ │ │ │ │ └── SpineSpriteShaderGUI.cs.meta │ │ │ │ │ ├── SpriteShadows.cginc │ │ │ │ │ ├── SpriteUnlit.cginc │ │ │ │ │ └── README.md │ │ │ │ ├── Sprite.meta │ │ │ │ ├── Spine-Skeleton-Fill.shader.meta │ │ │ │ └── Spine-Skeleton-Fill.shader │ │ │ ├── TK2D.meta │ │ │ ├── Shaders.meta │ │ │ ├── AttachmentTools.meta │ │ │ ├── SkeletonGraphic.meta │ │ │ ├── SlotBlendModes.meta │ │ │ ├── BoundingBoxFollower.meta │ │ │ ├── TK2D │ │ │ │ └── SpriteCollectionAttachmentLoader.cs.meta │ │ │ ├── BoundingBoxFollower │ │ │ │ ├── BoundingBoxFollower.cs.meta │ │ │ │ ├── Editor.meta │ │ │ │ └── Editor │ │ │ │ │ └── BoundingBoxFollowerInspector.cs.meta │ │ │ ├── SkeletonGraphic │ │ │ │ ├── Editor.meta │ │ │ │ ├── Shaders.meta │ │ │ │ ├── Shaders │ │ │ │ │ ├── SkeletonGraphicDefault.mat.meta │ │ │ │ │ ├── SkeletonGraphicTintBlack.mat.meta │ │ │ │ │ ├── Spine-SkeletonGraphic.shader.meta │ │ │ │ │ ├── Spine-SkeletonGraphic-TintBlack.shader.meta │ │ │ │ │ └── SkeletonGraphicTintBlack.mat │ │ │ │ ├── BoneFollowerGraphic.cs.meta │ │ │ │ ├── Editor │ │ │ │ │ ├── BoneFollowerGraphicInspector.cs.meta │ │ │ │ │ └── SkeletonGraphicInspector.cs.meta │ │ │ │ └── SkeletonGraphic.cs.meta │ │ │ ├── SkeletonUtility Modules.meta │ │ │ ├── SlotBlendModes │ │ │ │ ├── Editor.meta │ │ │ │ ├── SkeletonPMAMultiply.mat.meta │ │ │ │ ├── SkeletonPMAScreen.mat.meta │ │ │ │ ├── Spine-Skeleton-PMA-Multiply.shader.meta │ │ │ │ ├── Spine-Skeleton-PMA-Screen.shader.meta │ │ │ │ ├── Editor │ │ │ │ │ └── SlotBlendModesEditor.cs.meta │ │ │ │ ├── SlotBlendModes.cs.meta │ │ │ │ ├── SkeletonPMAScreen.mat │ │ │ │ └── SkeletonPMAMultiply.mat │ │ │ ├── YieldInstructions.meta │ │ │ ├── SkeletonRenderSeparator.meta │ │ │ ├── SkeletonRenderSeparator │ │ │ │ ├── SkeletonRenderSeparator.txt.meta │ │ │ │ ├── Editor.meta │ │ │ │ ├── SkeletonRenderSeparator.txt │ │ │ │ ├── SkeletonPartsRenderer.cs.meta │ │ │ │ ├── SkeletonRenderSeparator.cs.meta │ │ │ │ └── Editor │ │ │ │ │ ├── SkeletonPartsRendererInspector.cs.meta │ │ │ │ │ └── SkeletonRenderSeparatorInspector.cs.meta │ │ │ ├── SkeletonUtility Modules │ │ │ │ ├── SkeletonUtilityEyeConstraint.cs.meta │ │ │ │ ├── SkeletonUtilityGroundConstraint.cs.meta │ │ │ │ └── SkeletonUtilityKinematicShadow.cs.meta │ │ │ ├── AttachmentTools │ │ │ │ └── AttachmentTools.cs.meta │ │ │ └── YieldInstructions │ │ │ │ ├── WaitForSpineTrackEntryEnd.cs.meta │ │ │ │ ├── WaitForSpineEvent.cs.meta │ │ │ │ └── WaitForSpineAnimationComplete.cs.meta │ │ ├── SkeletonUtility.meta │ │ ├── SkeletonUtility │ │ │ ├── Editor.meta │ │ │ ├── SkeletonUtility.cs.meta │ │ │ ├── SkeletonUtilityBone.cs.meta │ │ │ ├── SkeletonUtilityConstraint.cs.meta │ │ │ └── Editor │ │ │ │ ├── SkeletonUtilityBoneInspector.cs.meta │ │ │ │ └── SkeletonUtilityInspector.cs.meta │ │ ├── Shaders │ │ │ ├── Utility │ │ │ │ ├── HiddenPass.mat.meta │ │ │ │ ├── HiddenPass.shader.meta │ │ │ │ ├── Hidden-Spine-Bones.shader.meta │ │ │ │ ├── HiddenPass.shader │ │ │ │ ├── HiddenPass.mat │ │ │ │ └── Hidden-Spine-Bones.shader │ │ │ ├── Spine-Skeleton.shader.meta │ │ │ ├── Spine-SkeletonLit.shader.meta │ │ │ ├── Spine-Skeleton-TintBlack.shader.meta │ │ │ ├── Utility.meta │ │ │ └── Spine-Skeleton.shader │ │ ├── version.txt.meta │ │ ├── SkeletonExtensions.cs.meta │ │ ├── Modules.meta │ │ ├── Asset Types.meta │ │ ├── Asset Types │ │ │ ├── Editor.meta │ │ │ ├── Editor │ │ │ │ ├── SkeletonDataAssetInspector.cs.meta │ │ │ │ └── AtlasAssetInspector.cs.meta │ │ │ ├── AtlasAsset.cs.meta │ │ │ └── SkeletonDataAsset.cs.meta │ │ ├── Mesh Generation.meta │ │ ├── BoneFollower.cs.meta │ │ ├── SkeletonAnimator.cs.meta │ │ ├── SkeletonRenderer.cs.meta │ │ ├── SpineAttributes.cs.meta │ │ ├── ISkeletonAnimation.cs.meta │ │ └── SkeletonAnimation.cs.meta │ ├── Playables.meta │ ├── spine-src.meta │ ├── Playables │ │ ├── Spine.meta │ │ └── Spine │ │ │ ├── SpineAsset.cs.meta │ │ │ ├── SpineTrack.cs.meta │ │ │ ├── SpinePlayable.cs.meta │ │ │ ├── SpineTrack.cs │ │ │ └── SpineAsset.cs │ ├── spine-unity.meta │ ├── spine-src │ │ ├── Attachments.meta │ │ ├── Atlas.cs.meta │ │ ├── Bone.cs.meta │ │ ├── Event.cs.meta │ │ ├── Json.cs.meta │ │ ├── Skin.cs.meta │ │ ├── Slot.cs.meta │ │ ├── Animation.cs.meta │ │ ├── BlendMode.cs.meta │ │ ├── BoneData.cs.meta │ │ ├── EventData.cs.meta │ │ ├── ExposedList.cs.meta │ │ ├── IConstraint.cs.meta │ │ ├── IUpdatable.cs.meta │ │ ├── MathUtils.cs.meta │ │ ├── Skeleton.cs.meta │ │ ├── SlotData.cs.meta │ │ ├── AnimationState.cs.meta │ │ ├── IkConstraint.cs.meta │ │ ├── IkConstraintData.cs.meta │ │ ├── PathConstraint.cs.meta │ │ ├── SkeletonBinary.cs.meta │ │ ├── SkeletonBounds.cs.meta │ │ ├── SkeletonClipping.cs.meta │ │ ├── SkeletonData.cs.meta │ │ ├── SkeletonJson.cs.meta │ │ ├── Triangulator.cs.meta │ │ ├── AnimationStateData.cs.meta │ │ ├── PathConstraintData.cs.meta │ │ ├── TransformConstraint.cs.meta │ │ ├── Attachments │ │ │ ├── Attachment.cs.meta │ │ │ ├── AttachmentType.cs.meta │ │ │ ├── MeshAttachment.cs.meta │ │ │ ├── PathAttachment.cs.meta │ │ │ ├── AttachmentLoader.cs.meta │ │ │ ├── ClippingAttachment.cs.meta │ │ │ ├── PointAttachment.cs.meta │ │ │ ├── RegionAttachment.cs.meta │ │ │ ├── VertexAttachment.cs.meta │ │ │ ├── AtlasAttachmentLoader.cs.meta │ │ │ ├── BoundingBoxAttachment.cs.meta │ │ │ ├── AttachmentType.cs │ │ │ ├── BoundingBoxAttachment.cs │ │ │ ├── ClippingAttachment.cs │ │ │ └── Attachment.cs │ │ ├── TransformConstraintData.cs.meta │ │ ├── IUpdatable.cs │ │ ├── BlendMode.cs │ │ └── IConstraint.cs │ ├── spine-unity-experimental │ │ ├── Spine Timeline.meta │ │ └── Spine Timeline │ │ │ ├── SpineAnimation.meta │ │ │ ├── SpineSkeletonFlip.meta │ │ │ ├── SpineAnimation │ │ │ ├── Editor.meta │ │ │ ├── SpineAnimationClip.cs.meta │ │ │ ├── SpineAnimationTrack.cs.meta │ │ │ ├── SpineAnimationBehaviour.cs.meta │ │ │ ├── Editor │ │ │ │ ├── SpineAnimationDrawer.cs.meta │ │ │ │ └── SpineAnimationDrawer.cs │ │ │ ├── SpineAnimationMixerBehaviour.cs.meta │ │ │ ├── SpineAnimationClip.cs │ │ │ ├── SpineAnimationTrack.cs │ │ │ └── SpineAnimationBehaviour.cs │ │ │ └── SpineSkeletonFlip │ │ │ ├── Editor.meta │ │ │ ├── SpineSkeletonFlipBehaviour.cs │ │ │ ├── SpineSkeletonFlipClip.cs.meta │ │ │ ├── SpineSkeletonFlipTrack.cs.meta │ │ │ ├── SpineSkeletonFlipBehaviour.cs.meta │ │ │ ├── Editor │ │ │ ├── SpineSkeletonFlipDrawer.cs.meta │ │ │ └── SpineSkeletonFlipDrawer.cs │ │ │ ├── SpineSkeletonFlipMixerBehaviour.cs.meta │ │ │ ├── SpineSkeletonFlipClip.cs │ │ │ └── SpineSkeletonFlipTrack.cs │ └── spine-unity-experimental.meta ├── Resources │ ├── spineboy │ │ ├── spineboy.png │ │ ├── spineboy.json.meta │ │ ├── spineboy.atlas.txt.meta │ │ ├── spineboy_Atlas.asset.meta │ │ ├── spineboy_Material.mat.meta │ │ ├── spineboy_SkeletonData.asset.meta │ │ ├── spineboy_Atlas.asset │ │ ├── spineboy_SkeletonData.asset │ │ ├── spineboy_Material.mat │ │ └── spineboy.png.meta │ └── spineboy.meta ├── Scenes │ ├── test1.unity.meta │ ├── test2.unity.meta │ ├── test2.playable.meta │ ├── timeline1.playable.meta │ └── timeline2.playable.meta ├── Scenes.meta └── Scripts.meta ├── UnityPackageManager └── manifest.json ├── README.md └── .gitignore /Edit.version: -------------------------------------------------------------------------------- 1 | 我是编辑场景版本 2 | -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2017.2.0f3 2 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Mesh Generation/Unused/ArraysMeshGenerator.cs: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Mesh Generation/Unused/DoubleBufferedMesh.cs: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Mesh Generation/Unused/ISimpleMeshGenerator.cs: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Mesh Generation/Unused/ArraysSimpleMeshGenerator.cs: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Mesh Generation/Unused/ISubmeshedMeshGenerator.cs: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /UnityPackageManager/manifest.json: -------------------------------------------------------------------------------- 1 | { 2 | "dependencies": { 3 | } 4 | } 5 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Mesh Generation/Unused/ArraysSubmeshSetMeshGenerator.cs: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Mesh Generation/Unused/ArraysSubmeshedMeshGenerator.cs: -------------------------------------------------------------------------------- 1 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Editor/Resources/SpineAssetDatabaseMarker.txt: -------------------------------------------------------------------------------- 1 | DO NOT MOVE OR DELETE THIS FILE -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityTimelineSpinePlayable 2 | 3 | 1. Unity 2017 timeline spine support 4 | 2. add spine offcial code 5 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/version.txt: -------------------------------------------------------------------------------- 1 | This Spine-Unity runtime works with data exported from Spine Editor version: 3.6.xx -------------------------------------------------------------------------------- /Assets/Resources/spineboy/spineboy.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/unix2dos/UnityTimelineSpinePlayable/HEAD/Assets/Resources/spineboy/spineboy.png -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Shaders.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ef8189a68a74bec4eba582e65fb98dbd 3 | DefaultImporter: 4 | userData: 5 | 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/Assets/Scripts/spine-unity-experimental/Spine Timeline/SpineSkeletonFlip/SpineSkeletonFlipBehaviour.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.Playables; 4 | using UnityEngine.Timeline; 5 | 6 | [Serializable] 7 | public class SpineSkeletonFlipBehaviour : PlayableBehaviour { 8 | public bool flipX, flipY; 9 | } 10 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Asset Types/SkeletonDataAsset.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f1b3b4b945939a54ea0b23d3396115fb 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- 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assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-src/Slot.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 62dcda93810c34d509db7563d3077bfa 3 | timeCreated: 1504756578 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Modules/SkeletonRenderSeparator/SkeletonRenderSeparator.txt: -------------------------------------------------------------------------------- 1 | SkeletonRenderSeparator 2 | ======================= 3 | 4 | Dependencies: 5 | - SkeletonPartsRenderer uses the `ArraysMeshGenerator` class in `Spine.Unity.MeshGeneration` 6 | - It requires 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| # Unity3D generated meta files 18 | *.pidb.meta 19 | 20 | # Unity3D Generated File On Crash Reports 21 | sysinfo.txt 22 | *~$*.xlsx 23 | *.apk 24 | Assets/StreamingAssets/Resources 25 | Resources.meta 26 | TempWritePath/ 27 | vscode/ 28 | #*.meta 29 | Assets/doc.xml 30 | Assets/smcs.rsp 31 | Assets/luaIde/readMe.txt 32 | Assets/luaIde/xluaApi.lua 33 | IOS 34 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: 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Timeline/SpineSkeletonFlip/SpineSkeletonFlipClip.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.Playables; 4 | using UnityEngine.Timeline; 5 | 6 | [Serializable] 7 | public class SpineSkeletonFlipClip : PlayableAsset, ITimelineClipAsset { 8 | public SpineSkeletonFlipBehaviour template = new SpineSkeletonFlipBehaviour(); 9 | 10 | public ClipCaps clipCaps { 11 | get { return ClipCaps.None; } 12 | } 13 | 14 | public override Playable CreatePlayable (PlayableGraph graph, GameObject owner) { 15 | var playable = ScriptPlayable.Create(graph, template); 16 | return playable; 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /Assets/Resources/spineboy/spineboy_SkeletonData.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | 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UnityEngine.Timeline; 5 | 6 | namespace Spine.Unity.Playables { 7 | [Serializable] 8 | public class SpineAnimationClip : PlayableAsset, ITimelineClipAsset { 9 | public SpineAnimationBehaviour template = new SpineAnimationBehaviour(); 10 | 11 | public ClipCaps clipCaps { 12 | get { return ClipCaps.Looping | ClipCaps.ClipIn | ClipCaps.SpeedMultiplier | ClipCaps.Blending; } 13 | } 14 | 15 | public override Playable CreatePlayable (PlayableGraph graph, GameObject owner) { 16 | var playable = ScriptPlayable.Create(graph, template); 17 | SpineAnimationBehaviour clone = playable.GetBehaviour(); 18 | return playable; 19 | } 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_EnablePCM: 1 18 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 19 | m_AutoSimulation: 1 20 | m_AutoSyncTransforms: 1 21 | -------------------------------------------------------------------------------- /Assets/Resources/spineboy/spineboy_Material.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: spineboy_Material 10 | m_Shader: {fileID: 4800000, guid: 1e8a610c9e01c3648bac42585e5fc676, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_EnableInstancingVariants: 0 14 | m_DoubleSidedGI: 0 15 | m_CustomRenderQueue: -1 16 | stringTagMap: {} 17 | disabledShaderPasses: [] 18 | m_SavedProperties: 19 | serializedVersion: 3 20 | m_TexEnvs: 21 | - _MainTex: 22 | m_Texture: {fileID: 2800000, guid: a566efdcff0b44112952334b660b03f7, type: 3} 23 | m_Scale: {x: 1, y: 1} 24 | m_Offset: {x: 0, y: 0} 25 | m_Floats: 26 | - _Cutoff: 0.1 27 | m_Colors: [] 28 | -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!310 &1 4 | UnityConnectSettings: 5 | m_ObjectHideFlags: 0 6 | m_Enabled: 0 7 | m_TestMode: 0 8 | m_TestEventUrl: 9 | m_TestConfigUrl: 10 | m_TestInitMode: 0 11 | CrashReportingSettings: 12 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes 13 | m_Enabled: 0 14 | m_CaptureEditorExceptions: 1 15 | UnityPurchasingSettings: 16 | m_Enabled: 0 17 | m_TestMode: 0 18 | UnityAnalyticsSettings: 19 | m_Enabled: 1 20 | m_InitializeOnStartup: 1 21 | m_TestMode: 0 22 | m_TestEventUrl: 23 | m_TestConfigUrl: 24 | UnityAdsSettings: 25 | m_Enabled: 0 26 | m_InitializeOnStartup: 1 27 | m_TestMode: 0 28 | m_EnabledPlatforms: 4294967295 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Modules/CustomMaterials/SkeletonRendererCustomMaterials.txt: -------------------------------------------------------------------------------- 1 | SkeletonRendererCustomMaterials by LostPolygon 2 | =============================== 3 | This is a basic serialization and inspector implementation for custom material overrides for SkeletonRenderer and its derived classes (SkeletonAnimation, SkeletonAnimator). 4 | 5 | ## How to use 6 | Right-click on your SkeletonRenderer and select "Add Basic Serialized Custom Materials". This will add and initialize the SkeletonRendererCustomMaterials to the same object. 7 | 8 | You can use this to store material override settings for SkeletonRenderer instances/prefabs so they will be applied automatically when your scene starts or when the prefab is instantiated. 9 | 10 | This script is not intended for use with code. 11 | To dynamically set materials for your SkeletonRenderer through code, you can directly access `SkeletonRenderer.CustomMaterialOverride` for material array overrides and `SkeletonRenderer.CustomSlotMaterials` for slot material overrides. -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Shaders/Utility/HiddenPass.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: HiddenPass 10 | m_Shader: {fileID: 4800000, guid: 913475501bf19374c84390868a9d6d3d, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 5 13 | m_CustomRenderQueue: -1 14 | stringTagMap: {} 15 | m_SavedProperties: 16 | serializedVersion: 2 17 | m_TexEnvs: 18 | - first: 19 | name: _MainTex 20 | second: 21 | m_Texture: {fileID: 0} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | m_Floats: 25 | - first: 26 | name: _Cutoff 27 | second: 0.1 28 | - first: 29 | name: _InvFade 30 | second: 1 31 | m_Colors: 32 | - first: 33 | name: _Color 34 | second: {r: 1, g: 1, b: 1, a: 1} 35 | - first: 36 | name: _TintColor 37 | second: {r: 0.5, g: 0.5, b: 0.5, a: 0} 38 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity-experimental/Spine Timeline/SpineSkeletonFlip/Editor/SpineSkeletonFlipDrawer.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | using UnityEngine.Playables; 4 | 5 | [CustomPropertyDrawer(typeof(SpineSkeletonFlipBehaviour))] 6 | public class SpineSkeletonFlipDrawer : PropertyDrawer 7 | { 8 | public override float GetPropertyHeight (SerializedProperty property, GUIContent label) 9 | { 10 | int fieldCount = 1; 11 | return fieldCount * EditorGUIUtility.singleLineHeight; 12 | } 13 | 14 | public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) 15 | { 16 | SerializedProperty flipXProp = property.FindPropertyRelative("flipX"); 17 | SerializedProperty flipYProp = property.FindPropertyRelative("flipY"); 18 | 19 | Rect singleFieldRect = new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight); 20 | EditorGUI.PropertyField(singleFieldRect, flipXProp); 21 | 22 | singleFieldRect.y += EditorGUIUtility.singleLineHeight; 23 | EditorGUI.PropertyField(singleFieldRect, flipYProp); 24 | } 25 | } 26 | -------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: 8 | - enabled: 1 9 | path: Assets/Scenes/SceneLoding/SceneLoding.unity 10 | guid: d4638bcd1bd9d4f20a03201c0f7d8ef6 11 | - enabled: 0 12 | path: 13 | guid: 00000000000000000000000000000000 14 | - enabled: 1 15 | path: Assets/Resources/scenes/sceneMain/sceneMain.unity 16 | guid: 385607243956b4d90a6f9f5498f99fd7 17 | - enabled: 1 18 | path: Assets/Resources/scenes/sceneStory/sceneStory.unity 19 | guid: 8fee68d8220de4eca864a711fa357b5f 20 | - enabled: 1 21 | path: Assets/Scripts/Base/Test/test4.unity 22 | guid: 205620d87af1049c49ba77fc3fff1f58 23 | - enabled: 1 24 | path: Assets/Scenes/testGch/testSceneG.unity 25 | guid: b76bb478753804361b129420f663d103 26 | - enabled: 0 27 | path: Assets/Scenes/testHYP/testhyp.unity 28 | guid: e29119229e75748e080d9e2f926e0c22 29 | - enabled: 1 30 | path: Assets/Resources/scenes/sceneBigGame/sceneBigGame.unity 31 | guid: d42023cbda9614107861c0348a165177 32 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Modules/Shaders/Sprite/CGIncludes/SpriteShadows.cginc: -------------------------------------------------------------------------------- 1 | #ifndef SPRITE_SHADOWS_INCLUDED 2 | #define SPRITE_SHADOWS_INCLUDED 3 | 4 | #include "ShaderShared.cginc" 5 | 6 | //////////////////////////////////////// 7 | // Vertex structs 8 | // 9 | 10 | struct vertexInput 11 | { 12 | float4 vertex : POSITION; 13 | float4 texcoord : TEXCOORD0; 14 | }; 15 | 16 | struct vertexOutput 17 | { 18 | V2F_SHADOW_CASTER; 19 | float2 texcoord : TEXCOORD1; 20 | }; 21 | 22 | //////////////////////////////////////// 23 | // Vertex program 24 | // 25 | 26 | vertexOutput vert(vertexInput v) 27 | { 28 | vertexOutput o; 29 | TRANSFER_SHADOW_CASTER(o) 30 | o.texcoord = calculateTextureCoord(v.texcoord); 31 | return o; 32 | } 33 | 34 | //////////////////////////////////////// 35 | // Fragment program 36 | // 37 | 38 | 39 | uniform fixed _ShadowAlphaCutoff; 40 | 41 | fixed4 frag(vertexOutput IN) : COLOR 42 | { 43 | fixed4 texureColor = calculateTexturePixel(IN.texcoord); 44 | clip(texureColor.a - _ShadowAlphaCutoff); 45 | 46 | SHADOW_CASTER_FRAGMENT(IN) 47 | } 48 | 49 | #endif // SPRITE_SHADOWS_INCLUDED -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Modules/Shaders/Sprite/SpriteShadows.cginc: -------------------------------------------------------------------------------- 1 | #ifndef SPRITE_SHADOWS_INCLUDED 2 | #define SPRITE_SHADOWS_INCLUDED 3 | 4 | #include "UnityCG.cginc" 5 | 6 | //////////////////////////////////////// 7 | // Vertex structs 8 | // 9 | 10 | struct vertexInput 11 | { 12 | float4 vertex : POSITION; 13 | float4 texcoord : TEXCOORD0; 14 | }; 15 | 16 | struct vertexOutput 17 | { 18 | V2F_SHADOW_CASTER; 19 | float4 texcoord : TEXCOORD1; 20 | }; 21 | 22 | //////////////////////////////////////// 23 | // Vertex program 24 | // 25 | 26 | uniform sampler2D _MainTex; 27 | uniform fixed4 _MainTex_ST; 28 | 29 | vertexOutput vert(vertexInput v) 30 | { 31 | vertexOutput o; 32 | TRANSFER_SHADOW_CASTER(o) 33 | o.texcoord = float4(TRANSFORM_TEX(v.texcoord, _MainTex), 0, 0); 34 | return o; 35 | } 36 | 37 | //////////////////////////////////////// 38 | // Fragment program 39 | // 40 | 41 | 42 | uniform fixed _ShadowAlphaCutoff; 43 | 44 | fixed4 frag(vertexOutput IN) : COLOR 45 | { 46 | fixed4 texureColor = tex2D(_MainTex, IN.texcoord.xy); 47 | clip(texureColor.a - _ShadowAlphaCutoff); 48 | 49 | SHADOW_CASTER_FRAGMENT(IN) 50 | } 51 | 52 | #endif // SPRITE_SHADOWS_INCLUDED -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Modules/SlotBlendModes/SkeletonPMAScreen.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: SkeletonPMAScreen 10 | m_Shader: {fileID: 4800000, guid: 4e8caa36c07aacf4ab270da00784e4d9, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_CustomRenderQueue: -1 14 | stringTagMap: {} 15 | m_SavedProperties: 16 | serializedVersion: 2 17 | m_TexEnvs: 18 | - first: 19 | name: 20 | second: 21 | m_Texture: {fileID: 0} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | - first: 25 | name: _MainTex 26 | second: 27 | m_Texture: {fileID: 0} 28 | m_Scale: {x: 1, y: 1} 29 | m_Offset: {x: 0, y: 0} 30 | m_Floats: 31 | - first: 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{fileID: 0} 9 | m_Name: SkeletonPMAMultiply 10 | m_Shader: {fileID: 4800000, guid: 8bdcdc7ee298e594a9c20c61d25c33b6, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 4 13 | m_CustomRenderQueue: -1 14 | stringTagMap: {} 15 | m_SavedProperties: 16 | serializedVersion: 2 17 | m_TexEnvs: 18 | - first: 19 | name: 20 | second: 21 | m_Texture: {fileID: 0} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | - first: 25 | name: _MainTex 26 | second: 27 | m_Texture: {fileID: 0} 28 | m_Scale: {x: 1, y: 1} 29 | m_Offset: {x: 0, y: 0} 30 | m_Floats: 31 | - first: 32 | name: 33 | second: 0 34 | - first: 35 | name: _Cutoff 36 | second: 0.1 37 | m_Colors: 38 | - first: 39 | name: 40 | second: {r: 0, g: 2.018574, b: 1e-45, a: 0.000007110106} 41 | - first: 42 | name: _Color 43 | second: {r: 1, g: 1, b: 1, a: 1} 44 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Editor/GUI/icon-boundingBox.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 955aed20030d0504b8a9c6934a5cb47a 3 | TextureImporter: 4 | fileIDToRecycleName: {} 5 | serializedVersion: 2 6 | mipmaps: 7 | mipMapMode: 0 8 | enableMipMap: 0 9 | linearTexture: 1 10 | correctGamma: 0 11 | fadeOut: 0 12 | borderMipMap: 0 13 | mipMapFadeDistanceStart: 1 14 | mipMapFadeDistanceEnd: 3 15 | bumpmap: 16 | convertToNormalMap: 0 17 | externalNormalMap: 0 18 | heightScale: .25 19 | normalMapFilter: 0 20 | isReadable: 0 21 | grayScaleToAlpha: 0 22 | generateCubemap: 0 23 | seamlessCubemap: 0 24 | textureFormat: -3 25 | maxTextureSize: 1024 26 | textureSettings: 27 | filterMode: -1 28 | aniso: 1 29 | mipBias: -1 30 | wrapMode: 1 31 | nPOTScale: 0 32 | lightmap: 0 33 | compressionQuality: 50 34 | spriteMode: 0 35 | spriteExtrude: 1 36 | spriteMeshType: 1 37 | alignment: 0 38 | spritePivot: {x: .5, y: .5} 39 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 40 | spritePixelsToUnits: 100 41 | alphaIsTransparency: 1 42 | textureType: 2 43 | buildTargetSettings: [] 44 | spriteSheet: 45 | sprites: [] 46 | spritePackingTag: 47 | userData: 48 | -------------------------------------------------------------------------------- /Assets/Scripts/Playables/Spine/SpineTrack.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Playables; 3 | using UnityEngine.Timeline; 4 | using Spine.Unity; 5 | 6 | [TrackColor (1f, 0f, 0f)] 7 | [TrackClipType (typeof(SpineAsset))] 8 | //[TrackBindingType (typeof(SkeletonAnimation))] 9 | public class SpineTrack : TrackAsset 10 | { 11 | public override Playable CreateTrackMixer (PlayableGraph graph, GameObject go, int inputCount) 12 | { 13 | return ScriptPlayable.Create (graph, inputCount); 14 | } 15 | 16 | 17 | // public override void GatherProperties (PlayableDirector director, IPropertyCollector driver) 18 | // { 19 | // #if UNITY_EDITOR 20 | // SkeletonAnimation trackBinding = director.GetGenericBinding (this) as SkeletonAnimation; 21 | // if (trackBinding == null) 22 | // return; 23 | // 24 | // var serializedObject = new UnityEditor.SerializedObject (trackBinding); 25 | // var iterator = serializedObject.GetIterator (); 26 | // while (iterator.NextVisible (true)) { 27 | // if (iterator.hasVisibleChildren) 28 | // continue; 29 | // 30 | // driver.AddFromName (trackBinding.gameObject, iterator.propertyPath); 31 | // } 32 | // #endif 33 | // base.GatherProperties (director, driver); 34 | // } 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity-experimental/Spine Timeline/SpineAnimation/SpineAnimationTrack.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Playables; 3 | using UnityEngine.Timeline; 4 | using Spine.Unity; 5 | 6 | namespace Spine.Unity.Playables { 7 | [TrackColor(0.9960785f, 0.2509804f, 0.003921569f)] 8 | [TrackClipType(typeof(SpineAnimationClip))] 9 | [TrackBindingType(typeof(SkeletonAnimation))] 10 | public class SpineAnimationTrack : TrackAsset { 11 | public override Playable CreateTrackMixer (PlayableGraph graph, GameObject go, int inputCount) { 12 | return ScriptPlayable.Create(graph, inputCount); 13 | } 14 | 15 | public override void GatherProperties (PlayableDirector director, IPropertyCollector driver) { 16 | 17 | #if UNITY_EDITOR 18 | SkeletonAnimation trackBinding = director.GetGenericBinding(this) as SkeletonAnimation; 19 | if (trackBinding == null) 20 | return; 21 | 22 | var serializedObject = new UnityEditor.SerializedObject(trackBinding); 23 | var iterator = serializedObject.GetIterator(); 24 | while (iterator.NextVisible(true)) { 25 | if (iterator.hasVisibleChildren) 26 | continue; 27 | 28 | driver.AddFromName(trackBinding.gameObject, iterator.propertyPath); 29 | } 30 | #endif 31 | 32 | base.GatherProperties(director, driver); 33 | } 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity-experimental/Spine Timeline/SpineSkeletonFlip/SpineSkeletonFlipTrack.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.Playables; 3 | using UnityEngine.Timeline; 4 | using System.Collections.Generic; 5 | 6 | using Spine.Unity; 7 | 8 | namespace Spine.Unity.Playables { 9 | 10 | [TrackColor(0.855f, 0.8623f, 0.87f)] 11 | [TrackClipType(typeof(SpineSkeletonFlipClip))] 12 | [TrackBindingType(typeof(SkeletonRenderer))] 13 | public class SpineSkeletonFlipTrack : TrackAsset { 14 | public override Playable CreateTrackMixer (PlayableGraph graph, GameObject go, int inputCount) { 15 | return ScriptPlayable.Create(graph, inputCount); 16 | } 17 | 18 | public override void GatherProperties (PlayableDirector director, IPropertyCollector driver) { 19 | #if UNITY_EDITOR 20 | SkeletonRenderer trackBinding = director.GetGenericBinding(this) as SkeletonRenderer; 21 | if (trackBinding == null) 22 | return; 23 | 24 | var serializedObject = new UnityEditor.SerializedObject(trackBinding); 25 | var iterator = serializedObject.GetIterator(); 26 | while (iterator.NextVisible(true)) { 27 | if (iterator.hasVisibleChildren) 28 | continue; 29 | 30 | driver.AddFromName(trackBinding.gameObject, iterator.propertyPath); 31 | } 32 | #endif 33 | base.GatherProperties(director, driver); 34 | } 35 | } 36 | } -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity-experimental/Spine Timeline/SpineAnimation/Editor/SpineAnimationDrawer.cs: -------------------------------------------------------------------------------- 1 | using UnityEditor; 2 | using UnityEngine; 3 | using Spine; 4 | using Spine.Unity; 5 | using Spine.Unity.Playables; 6 | 7 | [CustomPropertyDrawer(typeof(SpineAnimationBehaviour))] 8 | public class SpineAnimationDrawer : PropertyDrawer { 9 | public override float GetPropertyHeight (SerializedProperty property, GUIContent label) { 10 | const int fieldCount = 3; 11 | return fieldCount * EditorGUIUtility.singleLineHeight; 12 | } 13 | 14 | public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) { 15 | SerializedProperty skeletonDataAssetProp = property.FindPropertyRelative("skeletonDataAsset"); 16 | SerializedProperty animationNameProp = property.FindPropertyRelative("animationName"); 17 | SerializedProperty loopProp = property.FindPropertyRelative("loop"); 18 | //SerializedProperty mixPoseProp = property.FindPropertyRelative("mixPose"); 19 | 20 | Rect singleFieldRect = new Rect(position.x, position.y, position.width, EditorGUIUtility.singleLineHeight); 21 | EditorGUI.PropertyField(singleFieldRect, skeletonDataAssetProp); 22 | 23 | singleFieldRect.y += EditorGUIUtility.singleLineHeight; 24 | EditorGUI.PropertyField(singleFieldRect, 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| m_DefaultMaterial: {fileID: 0} 9 | m_VelocityIterations: 8 10 | m_PositionIterations: 3 11 | m_VelocityThreshold: 1 12 | m_MaxLinearCorrection: 0.2 13 | m_MaxAngularCorrection: 8 14 | m_MaxTranslationSpeed: 100 15 | m_MaxRotationSpeed: 360 16 | m_BaumgarteScale: 0.2 17 | m_BaumgarteTimeOfImpactScale: 0.75 18 | m_TimeToSleep: 0.5 19 | m_LinearSleepTolerance: 0.01 20 | m_AngularSleepTolerance: 2 21 | m_DefaultContactOffset: 0.01 22 | m_AutoSimulation: 1 23 | m_QueriesHitTriggers: 1 24 | m_QueriesStartInColliders: 1 25 | m_ChangeStopsCallbacks: 0 26 | m_CallbacksOnDisable: 1 27 | m_AutoSyncTransforms: 1 28 | m_AlwaysShowColliders: 0 29 | m_ShowColliderSleep: 1 30 | m_ShowColliderContacts: 0 31 | m_ShowColliderAABB: 0 32 | m_ContactArrowScale: 0.2 33 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 34 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 35 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 36 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 37 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 38 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity-experimental/Spine Timeline/SpineAnimation/SpineAnimationBehaviour.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | using UnityEngine.Playables; 4 | using UnityEngine.Timeline; 5 | using Spine; 6 | using Spine.Unity; 7 | using System.Collections.Generic; 8 | 9 | namespace Spine.Unity.Playables { 10 | 11 | using Animation = Spine.Animation; 12 | 13 | [Serializable] 14 | public class SpineAnimationBehaviour : PlayableBehaviour { 15 | public SkeletonDataAsset skeletonDataAsset; 16 | 17 | [SpineAnimation(dataField:"skeletonDataAsset")] 18 | public string animationName; 19 | public bool loop; 20 | 21 | [Range(0f, 1f)] 22 | public float eventThreshold, attachmentThreshold, drawOrderThreshold; 23 | 24 | internal Animation animation; 25 | //internal SpineAnimationBehaviour previous; 26 | 27 | // internal readonly ExposedList timelineData = new ExposedList(); 28 | // internal readonly ExposedList timelineDipMix = new ExposedList(); 29 | // internal readonly ExposedList timelinesRotation = new ExposedList(); 30 | // 31 | // internal bool HasTimeline (int id) { 32 | // var timelines = animation.timelines.Items; 33 | // for (int i = 0, n = animation.timelines.Count; i < n; i++) 34 | // if (timelines[i].PropertyId == id) return true; 35 | // return false; 36 | // } 37 | 38 | public void EnsureInitialize (SkeletonData data) { 39 | if (animation == null) { 40 | animation = data.FindAnimation(animationName); 41 | //this.previous = previous; 42 | } 43 | } 44 | 45 | } 46 | 47 | } 48 | 49 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Modules/Shaders/Sprite/SpriteUnlit.cginc: -------------------------------------------------------------------------------- 1 | #ifndef SPRITE_UNLIT_INCLUDED 2 | #define SPRITE_UNLIT_INCLUDED 3 | 4 | #include "ShaderShared.cginc" 5 | 6 | //////////////////////////////////////// 7 | // Vertex structs 8 | // 9 | 10 | struct VertexInput 11 | { 12 | float4 vertex : POSITION; 13 | float4 texcoord : TEXCOORD0; 14 | fixed4 color : COLOR; 15 | }; 16 | 17 | struct VertexOutput 18 | { 19 | float4 pos : SV_POSITION; 20 | float2 texcoord : TEXCOORD0; 21 | fixed4 color : COLOR; 22 | #if defined(_FOG) 23 | UNITY_FOG_COORDS(1) 24 | #endif // _FOG 25 | }; 26 | 27 | //////////////////////////////////////// 28 | // Vertex program 29 | // 30 | 31 | VertexOutput vert(VertexInput input) 32 | { 33 | VertexOutput output; 34 | 35 | output.pos = calculateLocalPos(input.vertex); 36 | output.texcoord = calculateTextureCoord(input.texcoord); 37 | output.color = calculateVertexColor(input.color); 38 | 39 | #if defined(_FOG) 40 | UNITY_TRANSFER_FOG(output,output.pos); 41 | #endif // _FOG 42 | 43 | return output; 44 | } 45 | 46 | //////////////////////////////////////// 47 | // Fragment program 48 | // 49 | 50 | fixed4 frag(VertexOutput input) : SV_Target 51 | { 52 | fixed4 texureColor = calculateTexturePixel(input.texcoord.xy); 53 | ALPHA_CLIP(texureColor, input.color) 54 | 55 | fixed4 pixel = calculatePixel(texureColor, input.color); 56 | 57 | COLORISE(pixel) 58 | 59 | #if defined(_FOG) 60 | fixed4 fogColor = lerp(fixed4(0,0,0,0), unity_FogColor, pixel.a); 61 | UNITY_APPLY_FOG_COLOR(input.fogCoord, pixel, fogColor); 62 | #endif // _FOG 63 | 64 | return pixel; 65 | } 66 | 67 | #endif // SPRITE_UNLIT_INCLUDED -------------------------------------------------------------------------------- /ProjectSettings/NavMeshAreas.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!126 &1 4 | NavMeshProjectSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | areas: 8 | - name: Walkable 9 | cost: 1 10 | - name: Not Walkable 11 | cost: 1 12 | - name: Jump 13 | cost: 2 14 | - name: 15 | cost: 1 16 | - name: 17 | cost: 1 18 | - name: 19 | cost: 1 20 | - name: 21 | cost: 1 22 | - name: 23 | cost: 1 24 | - name: 25 | cost: 1 26 | - name: 27 | cost: 1 28 | - name: 29 | cost: 1 30 | - name: 31 | cost: 1 32 | - name: 33 | cost: 1 34 | - name: 35 | cost: 1 36 | - name: 37 | cost: 1 38 | - name: 39 | cost: 1 40 | - name: 41 | cost: 1 42 | - name: 43 | cost: 1 44 | - name: 45 | cost: 1 46 | - name: 47 | cost: 1 48 | - name: 49 | cost: 1 50 | - name: 51 | cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | m_LastAgentTypeID: -887442657 73 | m_Settings: 74 | - serializedVersion: 2 75 | agentTypeID: 0 76 | agentRadius: 0.5 77 | agentHeight: 2 78 | agentSlope: 45 79 | agentClimb: 0.75 80 | ledgeDropHeight: 0 81 | maxJumpAcrossDistance: 0 82 | minRegionArea: 2 83 | manualCellSize: 0 84 | cellSize: 0.16666667 85 | manualTileSize: 0 86 | tileSize: 256 87 | accuratePlacement: 0 88 | m_SettingNames: 89 | - Humanoid 90 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Modules/Ghost/Shaders/Spine-Special-Skeleton-Ghost.shader: -------------------------------------------------------------------------------- 1 | // - Unlit + no shadow 2 | // - Premultiplied Alpha Blending (One OneMinusSrcAlpha) 3 | // - Double-sided, no depth 4 | 5 | Shader "Spine/Special/SkeletonGhost" { 6 | Properties { 7 | _Color ("Main Color", Color) = (1,1,1,1) 8 | [NoScaleOffset] _MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {} 9 | _TextureFade ("Texture Fade Out", Range(0,1)) = 0 10 | } 11 | SubShader { 12 | Tags { 13 | "Queue"="Transparent" 14 | "IgnoreProjector"="False" 15 | "RenderType"="Transparent" 16 | } 17 | Fog { Mode Off } 18 | Blend One OneMinusSrcAlpha 19 | ZWrite Off 20 | Cull Off 21 | 22 | Pass { 23 | CGPROGRAM 24 | #pragma vertex vert 25 | #pragma fragment frag 26 | #include "UnityCG.cginc" 27 | sampler2D _MainTex; 28 | fixed4 _Color; 29 | fixed _TextureFade; 30 | 31 | struct VertexInput { 32 | float4 vertex : POSITION; 33 | float2 uv : TEXCOORD0; 34 | float4 color : COLOR; 35 | }; 36 | 37 | struct VertexOutput { 38 | float4 pos : SV_POSITION; 39 | float2 uv : TEXCOORD0; 40 | float4 color : COLOR; 41 | }; 42 | 43 | VertexOutput vert (VertexInput v) { 44 | VertexOutput o; 45 | o.pos = UnityObjectToClipPos(v.vertex); 46 | o.uv = v.uv; 47 | o.color = v.color; 48 | return o; 49 | } 50 | 51 | fixed4 frag (VertexOutput i) : COLOR { 52 | fixed4 tc = tex2D(_MainTex, i.uv); 53 | tc = fixed4(max(_TextureFade, tc.r), max(_TextureFade, tc.g), max(_TextureFade, tc.b), tc.a); 54 | return tc * ((i.color * _Color) * tc.a); 55 | } 56 | ENDCG 57 | } 58 | } 59 | } -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Modules/Shaders/Sprite/CGIncludes/SpriteUnlit.cginc: -------------------------------------------------------------------------------- 1 | #ifndef SPRITE_UNLIT_INCLUDED 2 | #define SPRITE_UNLIT_INCLUDED 3 | 4 | #include "ShaderShared.cginc" 5 | 6 | //////////////////////////////////////// 7 | // Vertex structs 8 | // 9 | 10 | struct VertexInput 11 | { 12 | float4 vertex : POSITION; 13 | float4 texcoord : TEXCOORD0; 14 | fixed4 color : COLOR; 15 | UNITY_VERTEX_INPUT_INSTANCE_ID 16 | }; 17 | 18 | struct VertexOutput 19 | { 20 | float4 pos : SV_POSITION; 21 | float2 texcoord : TEXCOORD0; 22 | fixed4 color : COLOR; 23 | #if defined(_FOG) 24 | UNITY_FOG_COORDS(1) 25 | #endif // _FOG 26 | 27 | UNITY_VERTEX_OUTPUT_STEREO 28 | }; 29 | 30 | //////////////////////////////////////// 31 | // Vertex program 32 | // 33 | 34 | VertexOutput vert(VertexInput input) 35 | { 36 | VertexOutput output; 37 | 38 | UNITY_SETUP_INSTANCE_ID(input); 39 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); 40 | 41 | output.pos = calculateLocalPos(input.vertex); 42 | output.texcoord = calculateTextureCoord(input.texcoord); 43 | output.color = calculateVertexColor(input.color); 44 | 45 | #if defined(_FOG) 46 | UNITY_TRANSFER_FOG(output,output.pos); 47 | #endif // _FOG 48 | 49 | return output; 50 | } 51 | 52 | //////////////////////////////////////// 53 | // Fragment program 54 | // 55 | 56 | 57 | 58 | 59 | fixed4 frag(VertexOutput input) : SV_Target 60 | { 61 | fixed4 texureColor = calculateTexturePixel(input.texcoord.xy); 62 | ALPHA_CLIP(texureColor, input.color) 63 | 64 | fixed4 pixel = calculatePixel(texureColor, input.color); 65 | 66 | COLORISE(pixel) 67 | APPLY_FOG(pixel, input) 68 | 69 | return pixel; 70 | } 71 | 72 | #endif // SPRITE_UNLIT_INCLUDED -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Shaders/Utility/Hidden-Spine-Bones.shader: -------------------------------------------------------------------------------- 1 | Shader "Hidden/Spine/Bones" { 2 | Properties { 3 | _Color ("Color", Color) = (0.5,0.5,0.5,0.5) 4 | _MainTex ("Particle Texture", 2D) = "white" {} 5 | } 6 | 7 | Category { 8 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 9 | Blend SrcAlpha OneMinusSrcAlpha 10 | AlphaTest Greater .01 11 | ColorMask RGB 12 | 13 | Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } 14 | 15 | SubShader { 16 | Pass { 17 | 18 | CGPROGRAM 19 | #pragma vertex vert 20 | #pragma fragment frag 21 | // #pragma multi_compile_particles 22 | 23 | #include "UnityCG.cginc" 24 | 25 | sampler2D _MainTex; 26 | fixed4 _Color; 27 | 28 | struct appdata_t { 29 | float4 vertex : POSITION; 30 | fixed4 color : COLOR; 31 | float2 texcoord : TEXCOORD0; 32 | }; 33 | 34 | struct v2f { 35 | float4 vertex : SV_POSITION; 36 | fixed4 color : COLOR; 37 | float2 texcoord : TEXCOORD0; 38 | // #ifdef SOFTPARTICLES_ON 39 | // float4 projPos : TEXCOORD1; 40 | // #endif 41 | }; 42 | 43 | float4 _MainTex_ST; 44 | 45 | v2f vert (appdata_t v) { 46 | v2f o; 47 | o.vertex = UnityObjectToClipPos(v.vertex); 48 | // #ifdef SOFTPARTICLES_ON 49 | // o.projPos = ComputeScreenPos (o.vertex); 50 | // COMPUTE_EYEDEPTH(o.projPos.z); 51 | // #endif 52 | o.color = v.color; 53 | o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); 54 | return o; 55 | } 56 | 57 | sampler2D_float _CameraDepthTexture; 58 | 59 | fixed4 frag (v2f i) : SV_Target { 60 | return i.color * _Color * tex2D(_MainTex, i.texcoord); 61 | } 62 | ENDCG 63 | } 64 | } 65 | } 66 | } 67 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Modules/Shaders/Spine-Skeleton-Fill.shader: -------------------------------------------------------------------------------- 1 | // - Unlit + no shadow 2 | // - Premultiplied Alpha Blending (One OneMinusSrcAlpha) 3 | // - Double-sided, no depth 4 | 5 | Shader "Spine/Skeleton Fill" { 6 | Properties { 7 | _FillColor ("FillColor", Color) = (1,1,1,1) 8 | _FillPhase ("FillPhase", Range(0, 1)) = 0 9 | [NoScaleOffset]_MainTex ("MainTex", 2D) = "white" {} 10 | } 11 | SubShader { 12 | Tags { "IgnoreProjector"="True" "Queue"="Transparent" "RenderType"="Transparent" "PreviewType"="Plane" } 13 | Blend One OneMinusSrcAlpha 14 | Cull Off 15 | ZWrite Off 16 | Lighting Off 17 | 18 | Pass { 19 | CGPROGRAM 20 | #pragma vertex vert 21 | #pragma fragment frag 22 | #include "UnityCG.cginc" 23 | sampler2D _MainTex; 24 | float4 _FillColor; 25 | float _FillPhase; 26 | 27 | struct VertexInput { 28 | float4 vertex : POSITION; 29 | float2 uv : TEXCOORD0; 30 | float4 vertexColor : COLOR; 31 | }; 32 | 33 | struct VertexOutput { 34 | float4 pos : SV_POSITION; 35 | float2 uv : TEXCOORD0; 36 | float4 vertexColor : COLOR; 37 | }; 38 | 39 | VertexOutput vert (VertexInput v) { 40 | VertexOutput o = (VertexOutput)0; 41 | o.uv = v.uv; 42 | o.vertexColor = v.vertexColor; 43 | o.pos = UnityObjectToClipPos(v.vertex); // Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' 44 | return o; 45 | } 46 | 47 | float4 frag (VertexOutput i) : COLOR { 48 | float4 rawColor = tex2D(_MainTex,i.uv); 49 | float finalAlpha = (rawColor.a * i.vertexColor.a); 50 | float3 finalColor = lerp((rawColor.rgb * i.vertexColor.rgb), (_FillColor.rgb * finalAlpha), _FillPhase); // make sure to PMA _FillColor. 51 | return fixed4(finalColor, finalAlpha); 52 | } 53 | ENDCG 54 | } 55 | } 56 | FallBack "Diffuse" 57 | } -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Shaders/Spine-Skeleton.shader: -------------------------------------------------------------------------------- 1 | Shader "Spine/Skeleton" { 2 | Properties { 3 | _Cutoff ("Shadow alpha cutoff", Range(0,1)) = 0.1 4 | [NoScaleOffset] _MainTex ("Main Texture", 2D) = "black" {} 5 | } 6 | 7 | SubShader { 8 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 9 | 10 | Fog { Mode Off } 11 | Cull Off 12 | ZWrite Off 13 | Blend One OneMinusSrcAlpha 14 | Lighting Off 15 | 16 | Pass { 17 | Fog { Mode Off } 18 | ColorMaterial AmbientAndDiffuse 19 | SetTexture [_MainTex] { 20 | Combine texture * primary 21 | } 22 | } 23 | 24 | Pass { 25 | Name "Caster" 26 | Tags { "LightMode"="ShadowCaster" } 27 | Offset 1, 1 28 | ZWrite On 29 | ZTest LEqual 30 | 31 | Fog { Mode Off } 32 | Cull Off 33 | Lighting Off 34 | 35 | CGPROGRAM 36 | #pragma vertex vert 37 | #pragma fragment frag 38 | #pragma multi_compile_shadowcaster 39 | #pragma fragmentoption ARB_precision_hint_fastest 40 | #include "UnityCG.cginc" 41 | sampler2D _MainTex; 42 | fixed _Cutoff; 43 | 44 | struct v2f { 45 | V2F_SHADOW_CASTER; 46 | float2 uv : TEXCOORD1; 47 | }; 48 | 49 | v2f vert (appdata_base v) { 50 | v2f o; 51 | TRANSFER_SHADOW_CASTER(o) 52 | o.uv = v.texcoord; 53 | return o; 54 | } 55 | 56 | float4 frag (v2f i) : COLOR { 57 | fixed4 texcol = tex2D(_MainTex, i.uv); 58 | clip(texcol.a - _Cutoff); 59 | SHADOW_CASTER_FRAGMENT(i) 60 | } 61 | ENDCG 62 | } 63 | } 64 | 65 | SubShader { 66 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 67 | 68 | Cull Off 69 | ZWrite Off 70 | Blend One OneMinusSrcAlpha 71 | Lighting Off 72 | 73 | Pass { 74 | ColorMaterial AmbientAndDiffuse 75 | SetTexture [_MainTex] { 76 | Combine texture * primary DOUBLE, texture * primary 77 | } 78 | } 79 | } 80 | } 81 | -------------------------------------------------------------------------------- /Assets/Resources/spineboy/spineboy.png.meta: 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| lightmap: 0 42 | compressionQuality: 50 43 | spriteMode: 0 44 | spriteExtrude: 1 45 | spriteMeshType: 1 46 | alignment: 0 47 | spritePivot: {x: 0.5, y: 0.5} 48 | spriteBorder: {x: 0, y: 0, z: 0, w: 0} 49 | spritePixelsToUnits: 100 50 | alphaUsage: 1 51 | alphaIsTransparency: 0 52 | spriteTessellationDetail: -1 53 | textureType: 8 54 | textureShape: 1 55 | maxTextureSizeSet: 0 56 | compressionQualitySet: 0 57 | textureFormatSet: 0 58 | platformSettings: 59 | - buildTarget: DefaultTexturePlatform 60 | maxTextureSize: 2048 61 | resizeAlgorithm: 0 62 | textureFormat: -1 63 | textureCompression: 0 64 | compressionQuality: 50 65 | crunchedCompression: 0 66 | allowsAlphaSplitting: 0 67 | overridden: 0 68 | spriteSheet: 69 | serializedVersion: 2 70 | sprites: [] 71 | outline: [] 72 | physicsShape: [] 73 | spritePackingTag: 74 | userData: 75 | assetBundleName: 76 | assetBundleVariant: 77 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Modules/Shaders/Sprite/CGIncludes/ShaderMaths.cginc: -------------------------------------------------------------------------------- 1 | #ifndef SHADER_MATHS_INCLUDED 2 | #define SHADER_MATHS_INCLUDED 3 | 4 | #include "UnityCG.cginc" 5 | 6 | //////////////////////////////////////// 7 | // Maths functions 8 | // 9 | 10 | inline half3 safeNormalize(half3 inVec) 11 | { 12 | half dp3 = max(0.001f, dot(inVec, inVec)); 13 | return inVec * rsqrt(dp3); 14 | } 15 | 16 | inline float dotClamped(float3 a, float3 b) 17 | { 18 | #if (SHADER_TARGET < 30 || defined(SHADER_API_PS3)) 19 | return saturate(dot(a, b)); 20 | #else 21 | return max(0.0h, dot(a, b)); 22 | #endif 23 | } 24 | 25 | inline float oneDividedBy(float value) 26 | { 27 | //Catches NANs 28 | float sign_value = sign(value); 29 | float sign_value_squared = sign_value*sign_value; 30 | return sign_value_squared / ( value + sign_value_squared - 1.0); 31 | } 32 | 33 | inline half pow5 (half x) 34 | { 35 | return x*x*x*x*x; 36 | } 37 | 38 | inline float4 quat_from_axis_angle(float3 axis, float angleRadians) 39 | { 40 | float4 qr; 41 | float half_angle = (angleRadians * 0.5); 42 | qr.x = axis.x * sin(half_angle); 43 | qr.y = axis.y * sin(half_angle); 44 | qr.z = axis.z * sin(half_angle); 45 | qr.w = cos(half_angle); 46 | return qr; 47 | } 48 | 49 | inline float3 rotate_vertex_position(float3 position, float3 axis, float angleRadians) 50 | { 51 | float4 q = quat_from_axis_angle(axis, angleRadians); 52 | float3 v = position.xyz; 53 | return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v); 54 | } 55 | 56 | float3 EncodeFloatRGB(float value) 57 | { 58 | const float max24int = 256*256*256-1; 59 | float3 decomp = floor( value * float3( max24int/(256*256), max24int/256, max24int ) ) / 255.0; 60 | decomp.z -= decomp.y * 256.0; 61 | decomp.y -= decomp.x * 256.0; 62 | return decomp; 63 | } 64 | 65 | float DecodeFloatRGB(float3 decomp) 66 | { 67 | return dot( decomp.xyz, float3( 255.0/256, 255.0/(256*256), 255.0/(256*256*256) ) ); 68 | } 69 | 70 | #endif // SHADER_MATHS_INCLUDED -------------------------------------------------------------------------------- /Assets/Scripts/spine-src/IUpdatable.cs: -------------------------------------------------------------------------------- 1 | /****************************************************************************** 2 | * Spine Runtimes Software License v2.5 3 | * 4 | * Copyright (c) 2013-2016, Esoteric Software 5 | * All rights reserved. 6 | * 7 | * You are granted a perpetual, non-exclusive, non-sublicensable, and 8 | * non-transferable license to use, install, execute, and perform the Spine 9 | * Runtimes software and derivative works solely for personal or internal 10 | * use. Without the written permission of Esoteric Software (see Section 2 of 11 | * the Spine Software License Agreement), you may not (a) modify, translate, 12 | * adapt, or develop new applications using the Spine Runtimes or otherwise 13 | * create derivative works or improvements of the Spine Runtimes or (b) remove, 14 | * delete, alter, or obscure any trademarks or any copyright, trademark, patent, 15 | * or other intellectual property or proprietary rights notices on or in the 16 | * Software, including any copy thereof. Redistributions in binary or source 17 | * form must include this license and terms. 18 | * 19 | * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR 20 | * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF 21 | * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO 22 | * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 23 | * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 24 | * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF 25 | * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER 26 | * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 27 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 28 | * POSSIBILITY OF SUCH DAMAGE. 29 | *****************************************************************************/ 30 | 31 | namespace Spine { 32 | public interface IUpdatable { 33 | void Update (); 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-src/BlendMode.cs: -------------------------------------------------------------------------------- 1 | /****************************************************************************** 2 | * Spine Runtimes Software License v2.5 3 | * 4 | * Copyright (c) 2013-2016, Esoteric Software 5 | * All rights reserved. 6 | * 7 | * You are granted a perpetual, non-exclusive, non-sublicensable, and 8 | * non-transferable license to use, install, execute, and perform the Spine 9 | * Runtimes software and derivative works solely for personal or internal 10 | * use. Without the written permission of Esoteric Software (see Section 2 of 11 | * the Spine Software License Agreement), you may not (a) modify, translate, 12 | * adapt, or develop new applications using the Spine Runtimes or otherwise 13 | * create derivative works or improvements of the Spine Runtimes or (b) remove, 14 | * delete, alter, or obscure any trademarks or any copyright, trademark, patent, 15 | * or other intellectual property or proprietary rights notices on or in the 16 | * Software, including any copy thereof. Redistributions in binary or source 17 | * form must include this license and terms. 18 | * 19 | * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR 20 | * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF 21 | * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO 22 | * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 23 | * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 24 | * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF 25 | * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER 26 | * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 27 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 28 | * POSSIBILITY OF SUCH DAMAGE. 29 | *****************************************************************************/ 30 | 31 | namespace Spine { 32 | public enum BlendMode { 33 | Normal, Additive, Multiply, Screen 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-src/Attachments/AttachmentType.cs: -------------------------------------------------------------------------------- 1 | /****************************************************************************** 2 | * Spine Runtimes Software License v2.5 3 | * 4 | * Copyright (c) 2013-2016, Esoteric Software 5 | * All rights reserved. 6 | * 7 | * You are granted a perpetual, non-exclusive, non-sublicensable, and 8 | * non-transferable license to use, install, execute, and perform the Spine 9 | * Runtimes software and derivative works solely for personal or internal 10 | * use. Without the written permission of Esoteric Software (see Section 2 of 11 | * the Spine Software License Agreement), you may not (a) modify, translate, 12 | * adapt, or develop new applications using the Spine Runtimes or otherwise 13 | * create derivative works or improvements of the Spine Runtimes or (b) remove, 14 | * delete, alter, or obscure any trademarks or any copyright, trademark, patent, 15 | * or other intellectual property or proprietary rights notices on or in the 16 | * Software, including any copy thereof. Redistributions in binary or source 17 | * form must include this license and terms. 18 | * 19 | * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR 20 | * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF 21 | * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO 22 | * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 23 | * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 24 | * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF 25 | * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER 26 | * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 27 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 28 | * POSSIBILITY OF SUCH DAMAGE. 29 | *****************************************************************************/ 30 | 31 | namespace Spine { 32 | public enum AttachmentType { 33 | Region, Boundingbox, Mesh, Linkedmesh, Path, Point, Clipping 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Modules/Ragdoll/Editor/SkeletonRagdoll2DInspector.cs: -------------------------------------------------------------------------------- 1 | /****************************************************************************** 2 | * Spine Runtimes Software License v2.5 3 | * 4 | * Copyright (c) 2013-2016, Esoteric Software 5 | * All rights reserved. 6 | * 7 | * You are granted a perpetual, non-exclusive, non-sublicensable, and 8 | * non-transferable license to use, install, execute, and perform the Spine 9 | * Runtimes software and derivative works solely for personal or internal 10 | * use. Without the written permission of Esoteric Software (see Section 2 of 11 | * the Spine Software License Agreement), you may not (a) modify, translate, 12 | * adapt, or develop new applications using the Spine Runtimes or otherwise 13 | * create derivative works or improvements of the Spine Runtimes or (b) remove, 14 | * delete, alter, or obscure any trademarks or any copyright, trademark, patent, 15 | * or other intellectual property or proprietary rights notices on or in the 16 | * Software, including any copy thereof. Redistributions in binary or source 17 | * form must include this license and terms. 18 | * 19 | * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR 20 | * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF 21 | * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO 22 | * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 23 | * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 24 | * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF 25 | * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER 26 | * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 27 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 28 | * POSSIBILITY OF SUCH DAMAGE. 29 | *****************************************************************************/ 30 | 31 | // Contributed by: Mitch Thompson 32 | 33 | using UnityEngine; 34 | using UnityEditor; 35 | 36 | namespace Spine.Unity.Modules { 37 | public class SkeletonRagdoll2DInspector {} 38 | } 39 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-src/IConstraint.cs: -------------------------------------------------------------------------------- 1 | /****************************************************************************** 2 | * Spine Runtimes Software License v2.5 3 | * 4 | * Copyright (c) 2013-2016, Esoteric Software 5 | * All rights reserved. 6 | * 7 | * You are granted a perpetual, non-exclusive, non-sublicensable, and 8 | * non-transferable license to use, install, execute, and perform the Spine 9 | * Runtimes software and derivative works solely for personal or internal 10 | * use. Without the written permission of Esoteric Software (see Section 2 of 11 | * the Spine Software License Agreement), you may not (a) modify, translate, 12 | * adapt, or develop new applications using the Spine Runtimes or otherwise 13 | * create derivative works or improvements of the Spine Runtimes or (b) remove, 14 | * delete, alter, or obscure any trademarks or any copyright, trademark, patent, 15 | * or other intellectual property or proprietary rights notices on or in the 16 | * Software, including any copy thereof. Redistributions in binary or source 17 | * form must include this license and terms. 18 | * 19 | * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR 20 | * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF 21 | * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO 22 | * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 23 | * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 24 | * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF 25 | * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER 26 | * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 27 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 28 | * POSSIBILITY OF SUCH DAMAGE. 29 | *****************************************************************************/ 30 | 31 | namespace Spine { 32 | 33 | /// The interface for all constraints. 34 | public interface IConstraint : IUpdatable { 35 | /// The ordinal for the order a skeleton's constraints will be applied. 36 | int Order { get; } 37 | 38 | } 39 | 40 | } -------------------------------------------------------------------------------- /Assets/Scripts/spine-src/Attachments/BoundingBoxAttachment.cs: -------------------------------------------------------------------------------- 1 | /****************************************************************************** 2 | * Spine Runtimes Software License v2.5 3 | * 4 | * Copyright (c) 2013-2016, Esoteric Software 5 | * All rights reserved. 6 | * 7 | * You are granted a perpetual, non-exclusive, non-sublicensable, and 8 | * non-transferable license to use, install, execute, and perform the Spine 9 | * Runtimes software and derivative works solely for personal or internal 10 | * use. Without the written permission of Esoteric Software (see Section 2 of 11 | * the Spine Software License Agreement), you may not (a) modify, translate, 12 | * adapt, or develop new applications using the Spine Runtimes or otherwise 13 | * create derivative works or improvements of the Spine Runtimes or (b) remove, 14 | * delete, alter, or obscure any trademarks or any copyright, trademark, patent, 15 | * or other intellectual property or proprietary rights notices on or in the 16 | * Software, including any copy thereof. Redistributions in binary or source 17 | * form must include this license and terms. 18 | * 19 | * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR 20 | * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF 21 | * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO 22 | * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 23 | * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 24 | * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF 25 | * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER 26 | * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 27 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 28 | * POSSIBILITY OF SUCH DAMAGE. 29 | *****************************************************************************/ 30 | 31 | using System; 32 | 33 | namespace Spine { 34 | /// Attachment that has a polygon for bounds checking. 35 | public class BoundingBoxAttachment : VertexAttachment { 36 | public BoundingBoxAttachment (string name) 37 | : base(name) { 38 | } 39 | } 40 | } 41 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-src/Attachments/ClippingAttachment.cs: -------------------------------------------------------------------------------- 1 | /****************************************************************************** 2 | * Spine Runtimes Software License v2.5 3 | * 4 | * Copyright (c) 2013-2016, Esoteric Software 5 | * All rights reserved. 6 | * 7 | * You are granted a perpetual, non-exclusive, non-sublicensable, and 8 | * non-transferable license to use, install, execute, and perform the Spine 9 | * Runtimes software and derivative works solely for personal or internal 10 | * use. Without the written permission of Esoteric Software (see Section 2 of 11 | * the Spine Software License Agreement), you may not (a) modify, translate, 12 | * adapt, or develop new applications using the Spine Runtimes or otherwise 13 | * create derivative works or improvements of the Spine Runtimes or (b) remove, 14 | * delete, alter, or obscure any trademarks or any copyright, trademark, patent, 15 | * or other intellectual property or proprietary rights notices on or in the 16 | * Software, including any copy thereof. Redistributions in binary or source 17 | * form must include this license and terms. 18 | * 19 | * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR 20 | * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF 21 | * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO 22 | * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 23 | * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 24 | * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF 25 | * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER 26 | * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 27 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 28 | * POSSIBILITY OF SUCH DAMAGE. 29 | *****************************************************************************/ 30 | 31 | using System; 32 | 33 | namespace Spine { 34 | public class ClippingAttachment : VertexAttachment { 35 | internal SlotData endSlot; 36 | 37 | public SlotData EndSlot { get { return endSlot; } set { endSlot = value; } } 38 | 39 | public ClippingAttachment(string name) : base(name) { 40 | } 41 | } 42 | } 43 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Mesh Generation/DoubleBuffered.cs: -------------------------------------------------------------------------------- 1 | /****************************************************************************** 2 | * Spine Runtimes Software License v2.5 3 | * 4 | * Copyright (c) 2013-2016, Esoteric Software 5 | * All rights reserved. 6 | * 7 | * You are granted a perpetual, non-exclusive, non-sublicensable, and 8 | * non-transferable license to use, install, execute, and perform the Spine 9 | * Runtimes software and derivative works solely for personal or internal 10 | * use. Without the written permission of Esoteric Software (see Section 2 of 11 | * the Spine Software License Agreement), you may not (a) modify, translate, 12 | * adapt, or develop new applications using the Spine Runtimes or otherwise 13 | * create derivative works or improvements of the Spine Runtimes or (b) remove, 14 | * delete, alter, or obscure any trademarks or any copyright, trademark, patent, 15 | * or other intellectual property or proprietary rights notices on or in the 16 | * Software, including any copy thereof. Redistributions in binary or source 17 | * form must include this license and terms. 18 | * 19 | * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR 20 | * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF 21 | * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO 22 | * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 23 | * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 24 | * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF 25 | * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER 26 | * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 27 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 28 | * POSSIBILITY OF SUCH DAMAGE. 29 | *****************************************************************************/ 30 | 31 | namespace Spine.Unity { 32 | public class DoubleBuffered where T : new() { 33 | readonly T a = new T(); 34 | readonly T b = new T(); 35 | bool usingA; 36 | 37 | public T GetCurrent () { 38 | return usingA ? a : b; 39 | } 40 | 41 | public T GetNext () { 42 | usingA = !usingA; 43 | return usingA ? a : b; 44 | } 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Modules/Shaders/Sprite/README.md: -------------------------------------------------------------------------------- 1 | Contributed by ToddRivers 2 | 3 | # Unity Sprite Shaders 4 | An Uber Shader specialised for rendering Sprites in Unity. 5 | Even though it's designed for Sprites it can be used for a whole range of uses. It supports a wide range of optional shader features that won't effect performance unless they are used. 6 | It also supports per-pixel effects such as normal maps and diffuse ramping whilst using Vertex Lit rendering. 7 | 8 | ### Lighting 9 | The shaders support lighting using both Forward Rendering and Vertex Lit Rendering. 10 | Forward rendering is more accurate but is slower and crucially means the sprite has to write to depth using alpha clipping to avoid overdraw. 11 | Vertex lit means all lighting can be done in one pass meaning full alpha can be used. 12 | 13 | ### Normal Mapping 14 | Normals maps are supported in both lighting modes (in Vertex Lit rendering data for normal mapping is packed into texture channels and then processed per pixel). 15 | 16 | ### Blend Modes 17 | Easily switch between blend modes including pre-multiplied alpha, additive, multiply etc. 18 | 19 | ### Rim Lighting 20 | Camera-space rim lighting is supported in both lighting modes. 21 | 22 | ### Diffuse Ramp 23 | A ramp texture is optionally supported for toon shading effects. 24 | 25 | ### Shadows 26 | Shadows are supported using alpha clipping. 27 | 28 | ### Gradient based Ambient lighting 29 | Both lighting modes support using a gradient for ambient light. In Vertex Lit mode the Spherical Harmonics is approximated from the ground, equator and sky colors. 30 | 31 | ### Emission Map 32 | An optional emission map is supported. 33 | 34 | ### Camera Space Normals 35 | As sprites are 2d their normals will always be constant. The shaders allow you to define a fixed normal in camera space rather than pass through mesh normals. 36 | This not only saves vertex throughput but means lighting looks less 'flat' for rendering sprites with a perspective camera. 37 | 38 | ### Color Adjustment 39 | The shaders allow optional adjustment of hue / saturation and brightness as well as applying a solid color overlay effect for flashing a sprite to a solid color (eg. for damage effects). 40 | 41 | ### Fog 42 | Fog is optionally supported 43 | 44 | 45 | ## To Use 46 | On your object's material click the drop down for shader and select Spine\Sprite\Pixel Lit, Vertex Lit or Unlit. 47 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-src/Attachments/Attachment.cs: -------------------------------------------------------------------------------- 1 | /****************************************************************************** 2 | * Spine Runtimes Software License v2.5 3 | * 4 | * Copyright (c) 2013-2016, Esoteric Software 5 | * All rights reserved. 6 | * 7 | * You are granted a perpetual, non-exclusive, non-sublicensable, and 8 | * non-transferable license to use, install, execute, and perform the Spine 9 | * Runtimes software and derivative works solely for personal or internal 10 | * use. Without the written permission of Esoteric Software (see Section 2 of 11 | * the Spine Software License Agreement), you may not (a) modify, translate, 12 | * adapt, or develop new applications using the Spine Runtimes or otherwise 13 | * create derivative works or improvements of the Spine Runtimes or (b) remove, 14 | * delete, alter, or obscure any trademarks or any copyright, trademark, patent, 15 | * or other intellectual property or proprietary rights notices on or in the 16 | * Software, including any copy thereof. Redistributions in binary or source 17 | * form must include this license and terms. 18 | * 19 | * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR 20 | * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF 21 | * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO 22 | * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 23 | * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, 24 | * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF 25 | * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER 26 | * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 27 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 28 | * POSSIBILITY OF SUCH DAMAGE. 29 | *****************************************************************************/ 30 | 31 | using System; 32 | 33 | namespace Spine { 34 | abstract public class Attachment { 35 | public string Name { get; private set; } 36 | 37 | public Attachment (String name) { 38 | if (name == null) throw new ArgumentNullException("name", "name cannot be null"); 39 | Name = name; 40 | } 41 | 42 | override public string ToString () { 43 | return Name; 44 | } 45 | } 46 | } 47 | -------------------------------------------------------------------------------- /Assets/Scripts/Playables/Spine/SpineAsset.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.Playables; 5 | using Spine.Unity; 6 | using Spine; 7 | using UnityEditor; 8 | using UnityEngine.Timeline; 9 | 10 | 11 | public class SpineAsset : PlayableAsset, ITimelineClipAsset 12 | { 13 | public ExposedReference spineObject; 14 | 15 | [SpineAnimation(dataField:"_skeletonDataAsset")] 16 | public string actionName; 17 | 18 | [ContextMenuItem ("ActionDuration", "getActionDuration")] 19 | public bool actionKeep = false;//播放完毕是否保持 20 | 21 | 22 | //spine对象 23 | private SkeletonAnimation _spine = null; 24 | [HideInInspector] 25 | public SkeletonDataAsset _skeletonDataAsset; 26 | 27 | 28 | // [ContextMenuItem ("ActionNames", "getActionNames")] 29 | // public string actionName; 30 | // private void getActionNames () 31 | // { 32 | // if (_spine != null && _spine.AnimationState != null) { 33 | // string strNames = ""; 34 | // ExposedList animations = _spine.AnimationState.Data.skeletonData.animations; 35 | // for (int i = 0, n = animations.Count; i < n; i++) { 36 | // strNames = strNames + animations.Items [i].name + " "; 37 | // } 38 | // Debug.Log ("Actions:---> " + strNames); 39 | // } 40 | // } 41 | 42 | private void getActionDuration () 43 | { 44 | if (_spine != null && _spine.AnimationState != null) { 45 | var duration = _spine.AnimationState.Data.skeletonData.FindAnimation (actionName).Duration; 46 | Debug.Log (actionName + " Duration: " + duration); 47 | } 48 | } 49 | 50 | 51 | public override Playable CreatePlayable (PlayableGraph graph, GameObject owner) 52 | { 53 | var playable = ScriptPlayable.Create (graph); 54 | var spine = spineObject.Resolve (graph.GetResolver ()); 55 | // var abc = owner.GetComponent (); 56 | if (spine != null) 57 | { 58 | _spine = spine.GetComponent (); 59 | _skeletonDataAsset = _spine.SkeletonDataAsset; 60 | } 61 | playable.GetBehaviour ().Initialize (spine, actionName, actionKeep); 62 | return playable; 63 | } 64 | 65 | 66 | public ClipCaps clipCaps 67 | { 68 | get { return ClipCaps.None; } 69 | } 70 | } 71 | 72 | -------------------------------------------------------------------------------- /Assets/Scripts/spine-unity/Modules/SkeletonGraphic/Shaders/SkeletonGraphicTintBlack.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!21 &2100000 4 | Material: 5 | serializedVersion: 6 6 | m_ObjectHideFlags: 0 7 | m_PrefabParentObject: {fileID: 0} 8 | m_PrefabInternal: {fileID: 0} 9 | m_Name: SkeletonGraphicTintBlack 10 | m_Shader: {fileID: 4800000, guid: f64c7bc238bb2c246b8ca1912b2b6b9c, type: 3} 11 | m_ShaderKeywords: 12 | m_LightmapFlags: 5 13 | m_EnableInstancingVariants: 0 14 | m_CustomRenderQueue: -1 15 | stringTagMap: {} 16 | disabledShaderPasses: [] 17 | m_SavedProperties: 18 | serializedVersion: 3 19 | m_TexEnvs: 20 | - _BumpMap: 21 | m_Texture: {fileID: 0} 22 | m_Scale: {x: 1, y: 1} 23 | m_Offset: {x: 0, y: 0} 24 | - _DetailAlbedoMap: 25 | m_Texture: {fileID: 0} 26 | m_Scale: {x: 1, y: 1} 27 | m_Offset: {x: 0, y: 0} 28 | - _DetailMask: 29 | m_Texture: {fileID: 0} 30 | m_Scale: {x: 1, y: 1} 31 | m_Offset: {x: 0, y: 0} 32 | - _DetailNormalMap: 33 | m_Texture: {fileID: 0} 34 | m_Scale: {x: 1, y: 1} 35 | m_Offset: {x: 0, y: 0} 36 | - _EmissionMap: 37 | m_Texture: {fileID: 0} 38 | m_Scale: {x: 1, y: 1} 39 | m_Offset: {x: 0, y: 0} 40 | - _MainTex: 41 | m_Texture: {fileID: 0} 42 | m_Scale: {x: 1, y: 1} 43 | m_Offset: {x: 0, y: 0} 44 | - _MetallicGlossMap: 45 | m_Texture: {fileID: 0} 46 | m_Scale: {x: 1, y: 1} 47 | m_Offset: {x: 0, y: 0} 48 | - _OcclusionMap: 49 | m_Texture: {fileID: 0} 50 | m_Scale: {x: 1, y: 1} 51 | m_Offset: {x: 0, y: 0} 52 | - _ParallaxMap: 53 | m_Texture: {fileID: 0} 54 | m_Scale: {x: 1, y: 1} 55 | m_Offset: {x: 0, y: 0} 56 | m_Floats: 57 | - _BumpScale: 1 58 | - _ColorMask: 15 59 | - _Cutoff: 0.5 60 | - _DetailNormalMapScale: 1 61 | - _DstBlend: 0 62 | - _Glossiness: 0.5 63 | - _Metallic: 0 64 | - _Mode: 0 65 | - _OcclusionStrength: 1 66 | - _Parallax: 0.02 67 | - _SrcBlend: 1 68 | - _Stencil: 0 69 | - _StencilComp: 8 70 | - _StencilOp: 0 71 | - _StencilReadMask: 255 72 | - _StencilWriteMask: 255 73 | - _UVSec: 0 74 | - _UseUIAlphaClip: 0 75 | - _ZWrite: 1 76 | m_Colors: 77 | - _Black: {r: 0, g: 0, b: 0, a: 0} 78 | - _Color: {r: 1, g: 1, b: 1, a: 1} 79 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} 80 | --------------------------------------------------------------------------------