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@pharan
pharan / MoveDrawOrderMethod.cs
Created May 16, 2017 23:41
Spine 3.4 - 3.6 DrawOrder change method(s).
/// <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;
@pharan
pharan / AnimationState.cs
Last active April 4, 2017 12:56
Alternate Spine 3.5 AnimationState.cs that disables multiple mixing from in favor of eliminating the setup pose dip.
/******************************************************************************
* 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
@pharan
pharan / Skeleton PMAMultiply.shader
Created March 3, 2017 15:15
Multiply blend mode shader for Spine.
// 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)
@pharan
pharan / ThreadedSkeletonDataAssetLoader.cs
Created December 17, 2016 01:16
Test code for spine-unity threaded loading of Spine Skeleton json and binary data.
/******************************************************************************
* 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
@pharan
pharan / DEBUG_AnimationStateSceneView.cs
Last active December 15, 2016 23:20
Quick and dirty Spine.AnimationState SceneView debug. This logs the current state of the AnimationState tracks.
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))]
@pharan
pharan / DistanceApplier.cs
Created August 26, 2016 06:01
Formula for scaling an object according to how far it moves from an original point and viewpoint, in order to maintain its perceived size. In the form of a Unity MonoBehaviour. This is to achieve VR-friendly parallax for 2D games.
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;
@pharan
pharan / ParallaxFaker2D.cs
Created August 26, 2016 05:50
Simplified (derived) formula for faking the parallax of an object given a camera position, in the form of a Unity component. This may not work for VR??
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.
@pharan
pharan / SimpleCommand.cpp
Created April 1, 2016 09:28
Sample for subclassing cocos2d::Node with basic rendering through a (batchable) TriangleCommand
#include "SimpleCommand.h"
USING_NS_CC;
using namespace std;
Scene* SimpleCommand::scene () {
Scene *scene = Scene::create();
scene->addChild(SimpleCommand::create());
return scene;
}
@pharan
pharan / LinkedMeshSample.cs
Last active June 21, 2016 14:24
[spine-unity] Sample code for how to dynamically create and image-swap a linked MeshAttachment.
/*****************************************************************************
* 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 {
@pharan
pharan / AnimationState.cs
Created June 6, 2016 21:43
A hyper-simplified version of Spine's AnimationState.cs
/******************************************************************************
* 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