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C# Skeleton.UpdateWorldTransform方法代码示例

本文整理汇总了C#中Spine.Skeleton.UpdateWorldTransform方法的典型用法代码示例。如果您正苦于以下问题:C# Skeleton.UpdateWorldTransform方法的具体用法?C# Skeleton.UpdateWorldTransform怎么用?C# Skeleton.UpdateWorldTransform使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Spine.Skeleton的用法示例。


在下文中一共展示了Skeleton.UpdateWorldTransform方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Animation

        public Animation(string AnimationFile)
        {
            skeletonRenderer = new SkeletonRenderer();

            String name = AnimationFile;

            Atlas atlas = new Atlas("Data/" + name + ".atlas", new GLImpTextureLoader());
            SkeletonJson json = new SkeletonJson(atlas);
            skeleton = new Skeleton(json.ReadSkeletonData("Data/" + name + ".json"));
            skeleton.SetSlotsToSetupPose();

            // Define mixing between animations.
            stateData = new AnimationStateData(skeleton.Data);
            state = new AnimationState(stateData);
            //state.SetAnimation("idle", true);

            skeleton.X = 0;
            skeleton.Y = 0.1f;
            skeleton.UpdateWorldTransform();

            drawtime = new Stopwatch();
            drawtime.Start();

            Program.MiddleDrawQueue += Draw;
        }
开发者ID:CloneDeath,项目名称:PokemonSmash,代码行数:25,代码来源:Animation.cs

示例2: LoadContent

        protected override void LoadContent()
        {
            Effect spriteBatchEffect = Content.Load<Effect>("SpriteBatchEffect");
            spriteBatch = new SpriteBatchEx(GraphicsDevice, spriteBatchEffect);

            Bone.yDown = true;
            skeletonData = Content.Load<SkeletonData>("spineboy/spineboy");
            skeleton = new Skeleton(skeletonData);
            skeleton.SetSlotsToSetupPose();

            AnimationStateData stateData = new AnimationStateData(skeleton.Data);
            animationState = new AnimationState(stateData);
            animationState.SetAnimation(0, "walk", true);

            skeleton.UpdateWorldTransform();
        }
开发者ID:ThirdPartyNinjas,项目名称:NinjaSharp,代码行数:16,代码来源:TestGame.cs

示例3: Avatar

        public Avatar(string AnimationFile)
        {
            SkeletonRenderer = new SkeletonRenderer(Vector3.UnitY, Vector3.UnitZ);

            String name = AnimationFile;

            Atlas atlas = new Atlas(name + ".atlas", new OpenTKTextureLoader());
            SkeletonJson json = new SkeletonJson(atlas);
            Skeleton = new Skeleton(json.ReadSkeletonData(name + ".json"));
            Skeleton.SetSlotsToSetupPose();

            // Define mixing between animations.
            StateData = new AnimationStateData(Skeleton.Data);
            State = new AnimationState(StateData);

            Skeleton.X = 0;
            Skeleton.Y = 0;
            Skeleton.UpdateWorldTransform();
        }
开发者ID:CloneDeath,项目名称:spine-runtimes,代码行数:19,代码来源:Avatar.cs

示例4: LoadContent

        protected override void LoadContent()
        {
            skeletonRenderer = new SkeletonRenderer(GraphicsDevice);

            Texture2D texture = Util.LoadTexture(GraphicsDevice, "data/goblins.png");
            Atlas atlas = new Atlas("data/goblins.atlas", texture, texture.Width, texture.Height);
            SkeletonJson json = new SkeletonJson(atlas);
            skeleton = new Skeleton(json.ReadSkeletonData("data/goblins.json"));
            skeleton.SetSkin("goblingirl");
            skeleton.SetSlotsToBindPose(); // Without this the skin attachments won't be attached. See SetSkin.
            animation = skeleton.Data.FindAnimation("walk");

            skeleton.RootBone.X = 320;
            skeleton.RootBone.Y = 440;
            skeleton.UpdateWorldTransform();
        }
开发者ID:EOG,项目名称:spine-runtimes,代码行数:16,代码来源:ExampleGame.cs

示例5: LoadContent

		protected override void LoadContent () {
			skeletonRenderer = new SkeletonMeshRenderer(GraphicsDevice);
			skeletonRenderer.PremultipliedAlpha = true;

			// String name = "spineboy";
			// String name = "goblins-mesh";
			String name = "raptor";
			bool binaryData = true;

			Atlas atlas = new Atlas(assetsFolder + name + ".atlas", new XnaTextureLoader(GraphicsDevice));

			float scale = 1;
			if (name == "spineboy") scale = 0.6f;
			if (name == "raptor") scale = 0.5f;

			SkeletonData skeletonData;
			if (binaryData) {
				SkeletonBinary binary = new SkeletonBinary(atlas);
				binary.Scale = scale;
				skeletonData = binary.ReadSkeletonData(assetsFolder + name + ".skel");
			} else {
				SkeletonJson json = new SkeletonJson(atlas);
				json.Scale = scale;
				skeletonData = json.ReadSkeletonData(assetsFolder + name + ".json");
			}
			skeleton = new Skeleton(skeletonData);
			if (name == "goblins-mesh") skeleton.SetSkin("goblin");

			// Define mixing between animations.
			AnimationStateData stateData = new AnimationStateData(skeleton.Data);
			state = new AnimationState(stateData);

			if (name == "spineboy") {
				stateData.SetMix("run", "jump", 0.2f);
				stateData.SetMix("jump", "run", 0.4f);

				// Event handling for all animations.
				state.Start += Start;
				state.End += End;
				state.Complete += Complete;
				state.Event += Event;

				state.SetAnimation(0, "test", false);
				TrackEntry entry = state.AddAnimation(0, "jump", false, 0);
				entry.End += End; // Event handling for queued animations.
				state.AddAnimation(0, "run", true, 0);
			} else if (name == "raptor") {
				state.SetAnimation(0, "walk", true);
				state.SetAnimation(1, "empty", false);
				state.AddAnimation(1, "gungrab", false, 2);
			} else {
				state.SetAnimation(0, "walk", true);
			}

			skeleton.X = 400;
			skeleton.Y = 590;
			skeleton.UpdateWorldTransform();

			headSlot = skeleton.FindSlot("head");
		}
开发者ID:Lucius0,项目名称:spine-runtimes,代码行数:60,代码来源:ExampleGame.cs

示例6: ParseRotateTimeline

	static void ParseRotateTimeline (Skeleton skeleton, RotateTimeline timeline, AnimationClip clip) {
		var boneData = skeleton.Data.Bones[timeline.BoneIndex];
		var bone = skeleton.Bones[timeline.BoneIndex];

		AnimationCurve curve = new AnimationCurve();

		float endTime = timeline.Frames[(timeline.FrameCount * 2) - 2];

		float currentTime = timeline.Frames[0];

		List<Keyframe> keys = new List<Keyframe>();

		float rotation = timeline.Frames[1] + boneData.Rotation;

		keys.Add(new Keyframe(timeline.Frames[0], rotation, 0, 0));

		int listIndex = 1;
		int frameIndex = 1;
		int f = 2;
		float[] frames = timeline.Frames;
		skeleton.SetToSetupPose();
		float lastTime = 0;
		float angle = rotation;
		while (currentTime < endTime) {
			int pIndex = listIndex - 1;
			float curveType = timeline.GetCurveType(frameIndex - 1);

			if (curveType == 0) {
				//linear
				Keyframe pk = keys[pIndex];

				float time = frames[f];

				rotation = frames[f + 1] + boneData.Rotation;
				angle += Mathf.DeltaAngle(angle, rotation);
				float r = angle;

				float rOut = (r - pk.value) / (time - pk.time);

				pk.outTangent = rOut;

				keys.Add(new Keyframe(time, r, rOut, 0));

				keys[pIndex] = pk;

				currentTime = time;

				timeline.Apply(skeleton, lastTime, currentTime, null, 1);

				lastTime = time;
				listIndex++;
			} else if (curveType == 1) {
				//stepped

				Keyframe pk = keys[pIndex];

				float time = frames[f];

				rotation = frames[f + 1] + boneData.Rotation;
				angle += Mathf.DeltaAngle(angle, rotation);
				float r = angle;

				float rOut = float.PositiveInfinity;

				pk.outTangent = rOut;

				keys.Add(new Keyframe(time, r, rOut, 0));

				keys[pIndex] = pk;

				currentTime = time;

				timeline.Apply(skeleton, lastTime, currentTime, null, 1);

				lastTime = time;
				listIndex++;
			} else if (curveType == 2) {
				//bezier
				Keyframe pk = keys[pIndex];

				float time = frames[f];

				timeline.Apply(skeleton, lastTime, currentTime, null, 1);
				skeleton.UpdateWorldTransform();

				rotation = frames[f + 1] + boneData.Rotation;
				angle += Mathf.DeltaAngle(angle, rotation);
				float r = angle;

				int steps = Mathf.FloorToInt((time - pk.time) / bakeIncrement);

				for (int i = 1; i <= steps; i++) {
					currentTime += bakeIncrement;
					if (i == steps)
						currentTime = time;

					timeline.Apply(skeleton, lastTime, currentTime, null, 1);
					skeleton.UpdateWorldTransform();
					pk = keys[listIndex - 1];

//.........这里部分代码省略.........
开发者ID:wenhaoisbad,项目名称:kxsm,代码行数:101,代码来源:SkeletonBaker.cs

示例7: ExtractSkinnedMeshAttachment

	static Mesh ExtractSkinnedMeshAttachment (string name, SkinnedMeshAttachment attachment, int slotIndex, SkeletonData skeletonData, List<Transform> boneList, Mesh mesh = null) {

		Skeleton skeleton = new Skeleton(skeletonData);
		skeleton.UpdateWorldTransform();

		float[] floatVerts = new float[attachment.UVs.Length];
		attachment.ComputeWorldVertices(skeleton.Slots[slotIndex], floatVerts);

		Vector2[] uvs = ExtractUV(attachment.UVs);
		Vector3[] verts = ExtractVerts(floatVerts);

		int[] triangles = attachment.Triangles;
		Color color = new Color(attachment.R, attachment.G, attachment.B, attachment.A);

		if (mesh == null)
			mesh = new Mesh();

		mesh.triangles = new int[0];

		mesh.vertices = verts;
		mesh.uv = uvs;
		mesh.triangles = triangles;
		Color[] colors = new Color[verts.Length];
		for (int i = 0; i < verts.Length; i++)
			colors[i] = color;

		mesh.colors = colors;
		mesh.name = name;
		mesh.RecalculateNormals();
		mesh.RecalculateBounds();

		//Handle weights and binding
		Dictionary<int, BoneWeightContainer> weightTable = new Dictionary<int, BoneWeightContainer>();
		System.Text.StringBuilder warningBuilder = new System.Text.StringBuilder();

		int[] bones = attachment.Bones;
		float[] weights = attachment.Weights;
		for (int w = 0, v = 0, b = 0, n = bones.Length; v < n; w += 2) {

			int nn = bones[v++] + v;
			for (; v < nn; v++, b += 3) {
				Transform boneTransform = boneList[bones[v]];
				int vIndex = w / 2;

				float weight = weights[b + 2];

				BoneWeightContainer container;
				if (weightTable.ContainsKey(vIndex))
					container = weightTable[vIndex];
				else {
					container = new BoneWeightContainer();
					weightTable.Add(vIndex, container);
				}


				container.Add(boneTransform, weight);
			}
		}

		BoneWeight[] boneWeights = new BoneWeight[weightTable.Count];

		for (int i = 0; i < weightTable.Count; i++) {
			BoneWeight bw = new BoneWeight();
			var container = weightTable[i];

			var pairs = container.pairs.OrderByDescending(pair => pair.weight).ToList();

			for (int b = 0; b < pairs.Count; b++) {
				if (b > 3) {
					if (warningBuilder.Length == 0)
						warningBuilder.Insert(0, "[SkinnedMeshAttachment " + name + "]\r\nUnity only supports 4 weight influences per vertex!  The 4 strongest influences will be used.\r\n");

					warningBuilder.AppendFormat("{0} ignored on vertex {1}!\r\n", pairs[b].bone.name, i);
					continue;
				}

				int boneIndex = boneList.IndexOf(pairs[b].bone);
				float weight = pairs[b].weight;

				switch (b) {
					case 0:
						bw.boneIndex0 = boneIndex;
						bw.weight0 = weight;
						break;
					case 1:
						bw.boneIndex1 = boneIndex;
						bw.weight1 = weight;
						break;
					case 2:
						bw.boneIndex2 = boneIndex;
						bw.weight2 = weight;
						break;
					case 3:
						bw.boneIndex3 = boneIndex;
						bw.weight3 = weight;
						break;
				}
			}

			boneWeights[i] = bw;
//.........这里部分代码省略.........
开发者ID:wenhaoisbad,项目名称:kxsm,代码行数:101,代码来源:SkeletonBaker.cs

示例8: LoadContent

        public void LoadContent(ContentManager content, GraphicsDevice graphicsDevice)
        {
            blankTex = content.Load<Texture2D>("blank");

            skeletonRenderer = new SkeletonRenderer(graphicsDevice);
            Atlas atlas = new Atlas(graphicsDevice, Path.Combine(content.RootDirectory, "spinegirl.atlas"));
            SkeletonJson json = new SkeletonJson(atlas);
            skeleton = new Skeleton(json.readSkeletonData("spinegirl", File.ReadAllText(Path.Combine(content.RootDirectory, "spinegirl.json"))));
            skeleton.SetSkin("default");
            skeleton.SetSlotsToBindPose();
            Animations.Add("walk", skeleton.Data.FindAnimation("walk"));
            Animations.Add("jump", skeleton.Data.FindAnimation("jump"));
            Animations.Add("crawl", skeleton.Data.FindAnimation("crawl"));
            Animations.Add("fall", skeleton.Data.FindAnimation("fall"));
            Animations.Add("grab", skeleton.Data.FindAnimation("grab"));
            Animations.Add("climb", skeleton.Data.FindAnimation("climb"));
            Animations.Add("turnvalve", skeleton.Data.FindAnimation("turnvalve"));

            skeleton.RootBone.X = Position.X;
            skeleton.RootBone.Y = Position.Y;
            skeleton.RootBone.ScaleX = Scale;
            skeleton.RootBone.ScaleY = Scale;

            skeleton.UpdateWorldTransform();
        }
开发者ID:GarethIW,项目名称:LD26,代码行数:25,代码来源:Hero.cs

示例9: LoadContent

        protected override void LoadContent()
        {
            skeletonRenderer = new SkeletonRenderer(GraphicsDevice);
            Atlas atlas = new Atlas(GraphicsDevice, "data/spineboy.atlas");
            SkeletonJson json = new SkeletonJson(atlas);
            skeleton = new Skeleton(json.readSkeletonData("spineboy", File.ReadAllText("data/spineboy.json")));
            animation = skeleton.Data.FindAnimation("walk");

            skeleton.RootBone.X = 320;
            skeleton.RootBone.Y = 440;
            skeleton.UpdateWorldTransform();
        }
开发者ID:vinova,项目名称:spine-runtimes,代码行数:12,代码来源:ExampleGame.cs

示例10: LoadContent

        public void LoadContent(ContentManager content, GraphicsDevice graphicsDevice)
        {
            //blankTex = content.Load<Texture2D>("blank");

            skeletonRenderer = new SkeletonRenderer(graphicsDevice);
            Atlas atlas = new Atlas(graphicsDevice, "dude/dude.atlas", content);
            SkeletonJson json = new SkeletonJson(atlas);
            skeleton = new Skeleton(json.readSkeletonData("dude", File.ReadAllText(Path.Combine(content.RootDirectory, "dude/dude.json"))));
            skeleton.SetSkin("default");
            skeleton.SetSlotsToBindPose();

            Color topColor = Color.Navy;
            Color bottomColor = Color.Navy;
            Color shoesColor = Color.DarkGray;
            Vector3 skinColor = SkinTone().ToVector3();
            Vector3 hairColor = HairColor().ToVector3();

            foreach (Slot s in skeleton.Slots)
            {
                if (s.Data.Name == "torso" ||
                    s.Data.Name == "arm-back-upper" ||
                    s.Data.Name == "arm-back-lower" ||
                    s.Data.Name == "arm-upper" ||
                    s.Data.Name == "arm-lower")
                {
                    s.Data.R = topColor.R;
                    s.Data.G = topColor.G;
                    s.Data.B = topColor.B;
                }

                if (s.Data.Name == "leg-left" ||
                    s.Data.Name == "leg-right")
                {
                    s.Data.R = bottomColor.R;
                    s.Data.G = bottomColor.G;
                    s.Data.B = bottomColor.B;
                }

                if (s.Data.Name == "foot-left" ||
                    s.Data.Name == "foot-right")
                {
                    s.Data.R = shoesColor.R;
                    s.Data.G = shoesColor.G;
                    s.Data.B = shoesColor.B;
                }

                if (s.Data.Name == "head" ||
                    s.Data.Name == "hand" ||
                    s.Data.Name == "hand-copy")
                {
                    s.Data.R = skinColor.X;
                    s.Data.G = skinColor.Y;
                    s.Data.B = skinColor.Z;
                }

                if (s.Data.Name == "hair")
                {
                    s.Data.R = hairColor.X;
                    s.Data.G = hairColor.Y;
                    s.Data.B = hairColor.Z;
                }
            }

            skeleton.SetSkin("default");
            skeleton.SetSlotsToBindPose();
            Animations.Add("walk", skeleton.Data.FindAnimation("walk"));
            Animations.Add("punch-hold", skeleton.Data.FindAnimation("punch-hold"));
            Animations.Add("punch-release", skeleton.Data.FindAnimation("punch-release"));
            Animations.Add("knockback", skeleton.Data.FindAnimation("knockback"));
            Animations.Add("pickup", skeleton.Data.FindAnimation("pickup"));
            Animations.Add("knockout", skeleton.Data.FindAnimation("knockout"));
            Animations.Add("panic", skeleton.Data.FindAnimation("panic"));

            skeleton.RootBone.X = Position.X;
            skeleton.RootBone.Y = Position.Y;
            skeleton.RootBone.ScaleX = Scale;
            skeleton.RootBone.ScaleY = Scale;

            skeleton.UpdateWorldTransform();

            skeleton.SetAttachment("melee-item", null);
            skeleton.SetAttachment("hat", (IsCoPilot || IsPlayer) ? "Pilot-Hat" : null);
            skeleton.SetAttachment("hair", (Helper.Random.Next(2) == 0 ? "Hair-Male" : "Hair-Female"));
            skeleton.SetAttachment("chute", null);

            HasParachute = false;

            //skeleton.FindSlot("fist-item").A = 0f;
        }
开发者ID:GarethIW,项目名称:LD28,代码行数:89,代码来源:Dude.cs

示例11: LoadContent

        public void LoadContent(SkeletonRenderer sr, Texture2D bt, Atlas atlas, string json)
        {
            blankTex = bt;
            skeletonRenderer =sr;

            SkeletonJson skjson = new SkeletonJson(atlas);
            skeleton = new Skeleton(skjson.readSkeletonData("robo", json));

            tint = new Color(0.5f + ((float)rand.NextDouble() * 0.5f), 0.5f + ((float)rand.NextDouble() * 0.5f), 0.5f + ((float)rand.NextDouble() * 0.5f));
            skeleton.R = tint.ToVector3().X;
            skeleton.G = tint.ToVector3().Y;
            skeleton.B = tint.ToVector3().Z;

            foreach (Slot s in skeleton.Slots)
            {
                if (s.Data.Name != "melee-item" && s.Data.Name != "projectile-item" && s.Data.Name != "fist-item")
                {
                    s.Data.R = skeleton.R;
                    s.Data.G = skeleton.G;
                    s.Data.B = skeleton.B;
                }
            }

            skeleton.SetSkin("default");
            skeleton.SetSlotsToBindPose();
            Animations.Add("walk", skeleton.Data.FindAnimation("walk"));
            Animations.Add("punch-hold", skeleton.Data.FindAnimation("punch-hold"));
            Animations.Add("punch-release", skeleton.Data.FindAnimation("punch-release"));
            Animations.Add("knockback", skeleton.Data.FindAnimation("knockback"));
            Animations.Add("pickup", skeleton.Data.FindAnimation("pickup"));
            Animations.Add("knockout", skeleton.Data.FindAnimation("knockout"));

            skeleton.RootBone.X = Position.X;
            skeleton.RootBone.Y = Position.Y;
            skeleton.RootBone.ScaleX = Scale;
            skeleton.RootBone.ScaleY = Scale;

            skeleton.UpdateWorldTransform();

            skeleton.FindSlot("fist-item").A = 0f;

            fistSound = AudioController.effects["fist"].CreateInstance();
            fistSound.IsLooped = true;
            fistSound.Volume = 0f;
            fistSound.Pitch = -1f;
            fistSound.Play();
        }
开发者ID:nagyistoce,项目名称:RoboFight,代码行数:47,代码来源:Robot.cs

示例12: LoadContent

        protected override void LoadContent()
        {
            skeletonRenderer = new SkeletonRenderer(GraphicsDevice);
            Atlas atlas = new Atlas(GraphicsDevice, "data/goblins.atlas");
            SkeletonJson json = new SkeletonJson(atlas);
            skeleton = new Skeleton(json.readSkeletonData("goblins", File.ReadAllText("data/goblins.json")));
            skeleton.SetSkin("goblingirl");
            skeleton.SetSlotsToBindPose();
            animation = skeleton.Data.FindAnimation("walk");

            skeleton.RootBone.X = 320;
            skeleton.RootBone.Y = 440;
            skeleton.UpdateWorldTransform();
        }
开发者ID:GarethIW,项目名称:spine-runtimes,代码行数:14,代码来源:ExampleGame.cs

示例13: BuildSkeleton

    // build the sprite and slots with the skeleton data
    private void BuildSkeleton(SkeletonData skeletonData)
    {
        skeleton = new Skeleton(skeletonData);
        skeleton.UpdateWorldTransform();

        // check if there are multiple skins loaded
        if(skeleton.Data.Skins.Count > 0){
            // load the first skin as default
            SetSkin(skeleton.Data.Skins[0].Name);
        }

        // build all the child sprites in the container, add them based on the slot draw order and create using the default slot/attachment
        for(int i = 0; i < skeleton.DrawOrder.Count; i++){
            GSpineSlot slot = new GSpineSlot(skeleton.DrawOrder[i]);
            slots.Add(slot);
            AddChild(slot);
        }

        AnimationStateData animationStateData = new AnimationStateData(skeleton.Data);
        animation = new Spine.AnimationState(animationStateData);
    }
开发者ID:Grizzlage,项目名称:Futile-SpineSprite,代码行数:22,代码来源:GSpineSprite.cs

示例14: LoadContent

        protected override void LoadContent()
        {
            skeletonRenderer = new SkeletonRenderer(GraphicsDevice);

            Atlas atlas = new Atlas("data/goblins.atlas", new XnaTextureLoader(GraphicsDevice));
            SkeletonJson json = new SkeletonJson(atlas);
            skeleton = new Skeleton(json.ReadSkeletonData("data/goblins.json"));
            skeleton.SetSkin("goblingirl");
            skeleton.SetSlotsToBindPose(); // Without this the skin attachments won't be attached. See SetSkin.
            skeleton.SetAttachment("left hand item", "spear");
            animation = skeleton.Data.FindAnimation("walk");

            skeleton.RootBone.X = 320;
            skeleton.RootBone.Y = 440;
            skeleton.UpdateWorldTransform();
        }
开发者ID:rorlick,项目名称:spine-runtimes,代码行数:16,代码来源:ExampleGame.cs

示例15: Draw

        public void Draw(Skeleton skeleton, Color color)
        {
            beginSkeletonRenderer();

            Vector4 colorBefore = new Vector4(skeleton.R, skeleton.G, skeleton.B, skeleton.A);
            updateColor(ref color);
            tintSkeleton(skeleton, color);

            if (Camera != null)
            {
                float previousX = skeleton.RootBone.X;
                float previousY = skeleton.RootBone.Y;
                float previousScaleX = skeleton.RootBone.ScaleX;
                float previousScaleY = skeleton.RootBone.ScaleY;
                Vector2 position = Camera.TranslateVector(new Vector2(previousX, previousY));
                skeleton.RootBone.X = position.X;
                skeleton.RootBone.Y = position.Y;
                skeleton.RootBone.ScaleX *= Camera.Scale.X;
                skeleton.RootBone.ScaleY *= Camera.Scale.Y;
                skeleton.UpdateWorldTransform();
                skeletonRenderer.Draw(skeleton);
                skeleton.RootBone.X = previousX;
                skeleton.RootBone.Y = previousY;
                skeleton.RootBone.ScaleX = previousScaleX;
                skeleton.RootBone.ScaleY = previousScaleY;
                skeleton.UpdateWorldTransform();
            }
            else
                skeletonRenderer.Draw(skeleton);

            skeleton.R = colorBefore.X;
            skeleton.G = colorBefore.Y;
            skeleton.B = colorBefore.Z;
            skeleton.A = colorBefore.W;
        }
开发者ID:supermaximo93,项目名称:SuperFantasticSteampunk,代码行数:35,代码来源:Renderer.cs


注:本文中的Spine.Skeleton.UpdateWorldTransform方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。