提交Spine插件
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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// Contributed by: Mitch Thompson
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using UnityEngine;
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using System.Collections;
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namespace Spine.Unity.Modules {
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public class SkeletonGhostRenderer : MonoBehaviour {
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static readonly Color32 TransparentBlack = new Color32(0, 0, 0, 0);
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const string colorPropertyName = "_Color";
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float fadeSpeed = 10;
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Color32 startColor;
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MeshFilter meshFilter;
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MeshRenderer meshRenderer;
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MaterialPropertyBlock mpb;
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int colorId;
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void Awake () {
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meshRenderer = gameObject.AddComponent<MeshRenderer>();
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meshFilter = gameObject.AddComponent<MeshFilter>();
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colorId = Shader.PropertyToID(colorPropertyName);
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mpb = new MaterialPropertyBlock();
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}
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public void Initialize (Mesh mesh, Material[] materials, Color32 color, bool additive, float speed, int sortingLayerID, int sortingOrder) {
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StopAllCoroutines();
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gameObject.SetActive(true);
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meshRenderer.sharedMaterials = materials;
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meshRenderer.sortingLayerID = sortingLayerID;
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meshRenderer.sortingOrder = sortingOrder;
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meshFilter.sharedMesh = Instantiate(mesh);
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startColor = color;
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mpb.SetColor(colorId, color);
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meshRenderer.SetPropertyBlock(mpb);
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fadeSpeed = speed;
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if (additive)
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StartCoroutine(FadeAdditive());
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else
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StartCoroutine(Fade());
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}
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IEnumerator Fade () {
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Color32 c = startColor;
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Color32 black = SkeletonGhostRenderer.TransparentBlack;
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float t = 1f;
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for (float hardTimeLimit = 5f; hardTimeLimit > 0; hardTimeLimit -= Time.deltaTime) {
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c = Color32.Lerp(black, startColor, t);
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mpb.SetColor(colorId, c);
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meshRenderer.SetPropertyBlock(mpb);
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t = Mathf.Lerp(t, 0, Time.deltaTime * fadeSpeed);
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if (t <= 0)
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break;
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yield return null;
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}
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Destroy(meshFilter.sharedMesh);
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gameObject.SetActive(false);
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}
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IEnumerator FadeAdditive () {
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Color32 c = startColor;
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Color32 black = SkeletonGhostRenderer.TransparentBlack;
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float t = 1f;
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for (float hardTimeLimit = 5f; hardTimeLimit > 0; hardTimeLimit -= Time.deltaTime) {
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c = Color32.Lerp(black, startColor, t);
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mpb.SetColor(colorId, c);
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meshRenderer.SetPropertyBlock(mpb);
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t = Mathf.Lerp(t, 0, Time.deltaTime * fadeSpeed);
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if (t <= 0)
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break;
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yield return null;
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}
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Destroy(meshFilter.sharedMesh);
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gameObject.SetActive(false);
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}
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public void Cleanup () {
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if (meshFilter != null && meshFilter.sharedMesh != null)
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Destroy(meshFilter.sharedMesh);
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Destroy(gameObject);
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}
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}
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}
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