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C# SkeletonData.FindTransformConstraint方法代碼示例

本文整理匯總了C#中Spine.SkeletonData.FindTransformConstraint方法的典型用法代碼示例。如果您正苦於以下問題:C# SkeletonData.FindTransformConstraint方法的具體用法?C# SkeletonData.FindTransformConstraint怎麽用?C# SkeletonData.FindTransformConstraint使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在Spine.SkeletonData的用法示例。


在下文中一共展示了SkeletonData.FindTransformConstraint方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的C#代碼示例。

示例1: ReadAnimation


//.........這裏部分代碼省略.........
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * TranslateTimeline.ENTRIES]);

						} else
							throw new Exception("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")");
					}
				}
			}

			// IK constraint timelines.
			if (map.ContainsKey("ik")) {
				foreach (KeyValuePair<String, Object> constraintMap in (Dictionary<String, Object>)map["ik"]) {
					IkConstraintData constraint = skeletonData.FindIkConstraint(constraintMap.Key);
					var values = (List<Object>)constraintMap.Value;
					var timeline = new IkConstraintTimeline(values.Count);
					timeline.ikConstraintIndex = skeletonData.ikConstraints.IndexOf(constraint);
					int frameIndex = 0;
					foreach (Dictionary<String, Object> valueMap in values) {
						float time = (float)valueMap["time"];
						float mix = GetFloat(valueMap, "mix", 1);
						bool bendPositive = GetBoolean(valueMap, "bendPositive", true);
						timeline.SetFrame(frameIndex, time, mix, bendPositive ? 1 : -1);
						ReadCurve(valueMap, timeline, frameIndex);
						frameIndex++;
					}
					timelines.Add(timeline);
					duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * IkConstraintTimeline.ENTRIES]);
				}
			}

			// Transform constraint timelines.
			if (map.ContainsKey("transform")) {
				foreach (KeyValuePair<String, Object> constraintMap in (Dictionary<String, Object>)map["transform"]) {
					TransformConstraintData constraint = skeletonData.FindTransformConstraint(constraintMap.Key);
					var values = (List<Object>)constraintMap.Value;
					var timeline = new TransformConstraintTimeline(values.Count);
					timeline.transformConstraintIndex = skeletonData.transformConstraints.IndexOf(constraint);
					int frameIndex = 0;
					foreach (Dictionary<String, Object> valueMap in values) {
						float time = (float)valueMap["time"];
						float rotateMix = GetFloat(valueMap, "rotateMix", 1);
						float translateMix = GetFloat(valueMap, "translateMix", 1);
						float scaleMix = GetFloat(valueMap, "scaleMix", 1);
						float shearMix = GetFloat(valueMap, "shearMix", 1);
						timeline.SetFrame(frameIndex, time, rotateMix, translateMix, scaleMix, shearMix);
						ReadCurve(valueMap, timeline, frameIndex);
						frameIndex++;
					}
					timelines.Add(timeline);
					duration = Math.Max(duration, timeline.frames[(timeline.FrameCount - 1) * TransformConstraintTimeline.ENTRIES]);
				}
			}

			// Path constraint timelines.
			if (map.ContainsKey("paths")) {
				foreach (KeyValuePair<String, Object> constraintMap in (Dictionary<String, Object>)map["paths"]) {
					int index = skeletonData.FindPathConstraintIndex(constraintMap.Key);
					if (index == -1) throw new Exception("Path constraint not found: " + constraintMap.Key);
					PathConstraintData data = skeletonData.pathConstraints.Items[index];
					var timelineMap = (Dictionary<String, Object>)constraintMap.Value;
					foreach (KeyValuePair<String, Object> timelineEntry in timelineMap) {
						var values = (List<Object>)timelineEntry.Value;
						var timelineName = (String)timelineEntry.Key;
						if (timelineName == "position" || timelineName == "spacing") {
							PathConstraintPositionTimeline timeline;
							float timelineScale = 1;
開發者ID:EsotericSoftware,項目名稱:spine-runtimes,代碼行數:67,代碼來源:SkeletonJson.cs

示例2: ReadAnimation


//.........這裏部分代碼省略.........
							timelines.Add(timeline);
							duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 3 - 3]);

						} else
							throw new Exception("Invalid timeline type for a bone: " + timelineName + " (" + boneName + ")");
					}
				}
			}

			// IK timelines.
			if (map.ContainsKey("ik")) {
				foreach (KeyValuePair<String, Object> constraintMap in (Dictionary<String, Object>)map["ik"]) {
					IkConstraintData constraint = skeletonData.FindIkConstraint(constraintMap.Key);
					var values = (List<Object>)constraintMap.Value;
					var timeline = new IkConstraintTimeline(values.Count);
					timeline.ikConstraintIndex = skeletonData.ikConstraints.IndexOf(constraint);
					int frameIndex = 0;
					foreach (Dictionary<String, Object> valueMap in values) {
						float time = (float)valueMap["time"];
						float mix = GetFloat(valueMap, "mix", 1);
						bool bendPositive = GetBoolean(valueMap, "bendPositive", true);
						timeline.SetFrame(frameIndex, time, mix, bendPositive ? 1 : -1);
						ReadCurve(timeline, frameIndex, valueMap);
						frameIndex++;
					}
					timelines.Add(timeline);
					duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 3 - 3]);
				}
			}

			// Transform constraint timelines.
			if (map.ContainsKey("transform")) {
				foreach (KeyValuePair<String, Object> constraintMap in (Dictionary<String, Object>)map["transform"]) {
					TransformConstraintData constraint = skeletonData.FindTransformConstraint(constraintMap.Key);
					var values = (List<Object>)constraintMap.Value;
					var timeline = new TransformConstraintTimeline(values.Count);
					timeline.transformConstraintIndex = skeletonData.transformConstraints.IndexOf(constraint);
					int frameIndex = 0;
					foreach (Dictionary<String, Object> valueMap in values) {
						float time = (float)valueMap["time"];
						float rotateMix = GetFloat(valueMap, "rotateMix", 1);
						float translateMix = GetFloat(valueMap, "translateMix", 1);
						float scaleMix = GetFloat(valueMap, "scaleMix", 1);
						float shearMix = GetFloat(valueMap, "shearMix", 1);
						timeline.SetFrame(frameIndex, time, rotateMix, translateMix, scaleMix, shearMix);
						ReadCurve(timeline, frameIndex, valueMap);
						frameIndex++;
					}
					timelines.Add(timeline);
					duration = Math.Max(duration, timeline.frames[timeline.FrameCount * 5 - 5]);
				}
			}

			// FFD timelines.
			if (map.ContainsKey("ffd")) {
				foreach (KeyValuePair<String, Object> ffdMap in (Dictionary<String, Object>)map["ffd"]) {
					Skin skin = skeletonData.FindSkin(ffdMap.Key);
					foreach (KeyValuePair<String, Object> slotMap in (Dictionary<String, Object>)ffdMap.Value) {
						int slotIndex = skeletonData.FindSlotIndex(slotMap.Key);
						foreach (KeyValuePair<String, Object> meshMap in (Dictionary<String, Object>)slotMap.Value) {
							var values = (List<Object>)meshMap.Value;
							var timeline = new FfdTimeline(values.Count);
							Attachment attachment = skin.GetAttachment(slotIndex, meshMap.Key);
							if (attachment == null) throw new Exception("FFD attachment not found: " + meshMap.Key);
							timeline.slotIndex = slotIndex;
							timeline.attachment = attachment;
開發者ID:pharan,項目名稱:spine-runtimes,代碼行數:67,代碼來源:SkeletonJson.cs


注:本文中的Spine.SkeletonData.FindTransformConstraint方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。