Removed Spine events and added new methods

This commit is contained in:
Richard Davey 2019-07-29 13:46:35 +01:00
parent 7126a52d45
commit bc915403b2

View file

@ -13,9 +13,7 @@ var ComponentsFlip = require('../../../../src/gameobjects/components/Flip');
var ComponentsScrollFactor = require('../../../../src/gameobjects/components/ScrollFactor');
var ComponentsTransform = require('../../../../src/gameobjects/components/Transform');
var ComponentsVisible = require('../../../../src/gameobjects/components/Visible');
var CounterClockwise = require('../../../../src/math/angle/CounterClockwise');
var GameObject = require('../../../../src/gameobjects/GameObject');
var RadToDeg = require('../../../../src/math/RadToDeg');
var SpineGameObjectRender = require('./SpineGameObjectRender');
/**
@ -86,6 +84,12 @@ var SpineGameObject = new Class({
setSkeleton: function (atlasDataKey, animationName, loop, skeletonJSON)
{
if (this.state)
{
this.state.clearListeners();
this.state.clearListenerNotifications();
}
var data = this.plugin.createSkeleton(atlasDataKey, skeletonJSON);
this.skeletonData = data.skeletonData;
@ -97,6 +101,8 @@ var SpineGameObject = new Class({
skeleton.setSkinByName('default');
skeleton.setToSetupPose();
this.skeleton = skeleton;
// AnimationState
data = this.plugin.createAnimationState(skeleton);
@ -110,39 +116,52 @@ var SpineGameObject = new Class({
this.stateData = data.stateData;
var _this = this;
this.state.addListener({
event: function (trackIndex, event)
{
// Event on a Track
_this.emit('spine.event', _this, trackIndex, event);
},
complete: function (trackIndex, loopCount)
{
// Animation on Track x completed, loop count
_this.emit('spine.complete', _this, trackIndex, loopCount);
},
start: function (trackIndex)
{
// Animation on Track x started
_this.emit('spine.start', _this, trackIndex);
},
end: function (trackIndex)
{
// Animation on Track x ended
_this.emit('spine.end', _this, trackIndex);
}
});
if (animationName)
{
this.setAnimation(0, animationName, loop);
}
this.root = this.getRootBone();
return this.updateSize();
},
setSize: function (width, height, offsetX, offsetY)
{
var skeleton = this.skeleton;
if (width === undefined) { width = skeleton.data.width; }
if (height === undefined) { height = skeleton.data.height; }
if (offsetX === undefined) { offsetX = 0; }
if (offsetY === undefined) { offsetY = 0; }
this.width = width;
this.height = height;
this.displayOriginX = skeleton.x - offsetX;
this.displayOriginY = skeleton.y - offsetY;
return this;
},
setOffset: function (offsetX, offsetY)
{
var skeleton = this.skeleton;
if (offsetX === undefined) { offsetX = 0; }
if (offsetY === undefined) { offsetY = 0; }
this.displayOriginX = skeleton.x - offsetX;
this.displayOriginY = skeleton.y - offsetY;
return this;
},
updateSize: function ()
{
var skeleton = this.skeleton;
var renderer = this.scene.sys.renderer;
/*
var height = renderer.height;
var oldScaleX = this.scaleX;
@ -155,57 +174,13 @@ var SpineGameObject = new Class({
skeleton.updateWorldTransform();
this.skeleton = skeleton;
var bounds = this.getBounds();
this.root = this.getRootBone();
this.width = bounds.size.x;
this.height = bounds.size.y;
skeleton.updateWorldTransform();
var b = this.getBounds();
// this.width = b.size.x;
// this.height = b.size.y;
this.width = skeleton.data.width;
this.height = skeleton.data.height;
this.displayOriginX = this.x - b.offset.x;
this.displayOriginY = this.y - (height - (this.height + b.offset.y));
// console.log(this.width, this.height);
// console.log(b.size.x, b.size.y);
// console.log(b.offset.x, b.offset.y);
// console.log(this.displayOriginX, this.displayOriginY);
skeleton.scaleX = oldScaleX;
skeleton.scaleY = oldScaleY;
skeleton.updateWorldTransform();
*/
var height = renderer.height;
var oldScaleX = this.scaleX;
var oldScaleY = this.scaleY;
skeleton.x = this.x;
skeleton.y = height - this.y;
skeleton.scaleX = 1;
skeleton.scaleY = 1;
this.skeleton = skeleton;
this.root = this.getRootBone();
skeleton.updateWorldTransform();
var b = this.getBounds();
this.width = b.size.x;
this.height = b.size.y;
this.displayOriginX = this.x - b.offset.x;
this.displayOriginY = this.y - (height - (this.height + b.offset.y));
this.displayOriginX = this.x - bounds.offset.x;
this.displayOriginY = this.y - (height - (this.height + bounds.offset.y));
skeleton.scaleX = oldScaleX;
skeleton.scaleY = oldScaleY;
@ -215,8 +190,6 @@ var SpineGameObject = new Class({
return this;
},
// http://esotericsoftware.com/spine-runtimes-guide
getAnimationList: function ()
{
var output = [];
@ -245,8 +218,11 @@ var SpineGameObject = new Class({
},
setAnimation: function (trackIndex, animationName, loop)
{
if (this.findAnimation(animationName))
{
this.state.setAnimation(trackIndex, animationName, loop);
}
return this;
},
@ -329,6 +305,41 @@ var SpineGameObject = new Class({
return this.skeleton.findSlotIndex(slotName);
},
findSkin: function (skinName)
{
return this.skeletonData.findSkin(skinName);
},
findEvent: function (eventDataName)
{
return this.skeletonData.findEvent(eventDataName);
},
findAnimation: function (animationName)
{
return this.skeletonData.findAnimation(animationName);
},
findIkConstraint: function (constraintName)
{
return this.skeletonData.findIkConstraint(constraintName);
},
findTransformConstraint: function (constraintName)
{
return this.skeletonData.findTransformConstraint(constraintName);
},
findPathConstraint: function (constraintName)
{
return this.skeletonData.findPathConstraint(constraintName);
},
findPathConstraintIndex: function (pathConstraintName)
{
return this.skeletonData.findPathConstraintIndex(pathConstraintName);
},
// getBounds ( 2-tuple offset, 2-tuple size, float[] temp): void
// Returns the axis aligned bounding box (AABB) of the region and mesh attachments for the current pose.
// offset An output value, the distance from the skeleton origin to the bottom left corner of the AABB.
@ -348,8 +359,6 @@ var SpineGameObject = new Class({
this.state.apply(skeleton);
this.emit('spine.update', skeleton);
// skeleton.updateWorldTransform();
},
/**