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/// <summary> | |
/// Moves a given slot in the drawOrder. drawOrderOffset is the number of places to move the slot in the draw order. Positive values means the slot is drawn later. | |
/// </summary> | |
public static void MoveDrawOrder (Skeleton skeleton, string slotName, int drawOrderOffset) { | |
Slot slot = skeleton.FindSlot(slotName); | |
if (slot == null) return; // Do nothing if slot is not found. | |
var drawOrder = skeleton.DrawOrder; | |
int oldIndex = drawOrder.IndexOf(slot); | |
int newIndex = oldIndex + drawOrderOffset; |
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/****************************************************************************** | |
* Spine Runtimes Software License v2.5 | |
* | |
* Copyright (c) 2013-2016, Esoteric Software | |
* All rights reserved. | |
* | |
* You are granted a perpetual, non-exclusive, non-sublicensable, and | |
* non-transferable license to use, install, execute, and perform the Spine | |
* Runtimes software and derivative works solely for personal or internal | |
* use. Without the written permission of Esoteric Software (see Section 2 of |
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// Spine/Skeleton PMA Multiply | |
// - single color multiply tint | |
// - unlit | |
// - Premultiplied alpha Multiply blending | |
// - No depth, no backface culling, no fog. | |
// - ShadowCaster pass | |
Shader "Spine/Skeleton PMA Multiply" { | |
Properties { | |
_Color ("Tint Color", Color) = (1,1,1,1) |
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/****************************************************************************** | |
* Spine Runtimes Software License v2.5 | |
* | |
* Copyright (c) 2013-2016, Esoteric Software | |
* All rights reserved. | |
* | |
* You are granted a perpetual, non-exclusive, non-sublicensable, and | |
* non-transferable license to use, install, execute, and perform the Spine | |
* Runtimes software and derivative works solely for personal or internal | |
* use. Without the written permission of Esoteric Software (see Section 2 of |
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using UnityEngine; | |
using System.Text; | |
public class DEBUG_AnimationStateSceneView : MonoBehaviour { | |
public bool follow = true; | |
} | |
#if UNITY_EDITOR | |
namespace Spine.Unity.Debugger { | |
[UnityEditor.CustomEditor(typeof(DEBUG_AnimationStateSceneView))] |
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using UnityEngine; | |
/// <summary> | |
/// This script will push an object back to a target Z position and maintain its size to a given editor camera distance. This is to achieve parallax that is compatible with VR.</summary> | |
public class DistanceApplier : MonoBehaviour { | |
public float targetZ = 20; | |
// The applied scale will try to maintain the scale of the object assuming the original scale was defined when viewed with the camera at this z position. | |
const float BaseCameraZ = -10; |
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using UnityEngine; | |
public class ParallaxFaker2D : MonoBehaviour { | |
// The Transform of the camera to fake the parallax for. | |
public Transform cameraTransform; | |
// The world position to mimick the parallax of. | |
public Vector3 fakePosition; | |
// The Transform's target (actual) distance from the camera. |
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#include "SimpleCommand.h" | |
USING_NS_CC; | |
using namespace std; | |
Scene* SimpleCommand::scene () { | |
Scene *scene = Scene::create(); | |
scene->addChild(SimpleCommand::create()); | |
return scene; | |
} |
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/***************************************************************************** | |
* LinkedMeshSample code created by John Dy | |
* Full irrevocable rights and permissions granted to Esoteric Software | |
*****************************************************************************/ | |
using UnityEngine; | |
using System.Collections; | |
using Spine; | |
using Spine.Unity; | |
public class LinkedMeshSample : MonoBehaviour { |
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/****************************************************************************** | |
* Spine Runtimes Software License | |
* Version 2.3 | |
* | |
* Copyright (c) 2013-2015, Esoteric Software | |
* All rights reserved. | |
* | |
* You are granted a perpetual, non-exclusive, non-sublicensable and | |
* non-transferable license to use, install, execute and perform the Spine | |
* Runtimes Software (the "Software") and derivative works solely for personal |