C# 클래스 Spine.Unity.SkeletonUtility

상속: UnityEngine.MonoBehaviour
파일 보기 프로젝트 열기: EsotericSoftware/spine-runtimes 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
boneRoot UnityEngine.Transform

보호된 프로퍼티들

프로퍼티 타입 설명
hasTransformBones bool
hasUtilityConstraints bool
needToReprocessBones bool

공개 메소드들

메소드 설명
AddBoundingBoxAsComponent ( BoundingBoxAttachment box, Slot slot, GameObject gameObject, bool isTrigger = true ) : PolygonCollider2D
AddBoundingBoxGameObject ( Skeleton skeleton, string skinName, string slotName, string attachmentName, Transform parent, bool isTrigger = true ) : PolygonCollider2D
AddBoundingBoxGameObject ( string name, BoundingBoxAttachment box, Slot slot, Transform parent, bool isTrigger = true ) : PolygonCollider2D
CollectBones ( ) : void
GetBoneRoot ( ) : Transform
GetBoundingBoxBounds ( BoundingBoxAttachment boundingBox, float depth ) : Bounds
RegisterBone ( SkeletonUtilityBone bone ) : void
RegisterConstraint ( SkeletonUtilityConstraint constraint ) : void
SetColliderPointsLocal ( PolygonCollider2D collider, Slot slot, BoundingBoxAttachment box ) : void
SpawnBone ( Bone bone, Transform parent, SkeletonUtilityBone mode, bool pos, bool rot, bool sca ) : GameObject
SpawnBoneRecursively ( Bone bone, Transform parent, SkeletonUtilityBone mode, bool pos, bool rot, bool sca ) : GameObject
SpawnHierarchy ( SkeletonUtilityBone mode, bool pos, bool rot, bool sca ) : GameObject
SpawnRoot ( SkeletonUtilityBone mode, bool pos, bool rot, bool sca ) : GameObject
UnregisterBone ( SkeletonUtilityBone bone ) : void
UnregisterConstraint ( SkeletonUtilityConstraint constraint ) : void

비공개 메소드들

메소드 설명
HandleRendererReset ( Spine.SkeletonRenderer r ) : void
OnDisable ( ) : void
OnEnable ( ) : void
Start ( ) : void
Update ( ) : void
UpdateAllBones ( ) : void
UpdateComplete ( ISkeletonAnimation anim ) : void
UpdateLocal ( ISkeletonAnimation anim ) : void
UpdateWorld ( ISkeletonAnimation anim ) : void

메소드 상세

AddBoundingBoxAsComponent() 공개 정적인 메소드

public static AddBoundingBoxAsComponent ( BoundingBoxAttachment box, Slot slot, GameObject gameObject, bool isTrigger = true ) : PolygonCollider2D
box Spine.BoundingBoxAttachment
slot Spine.Slot
gameObject UnityEngine.GameObject
isTrigger bool
리턴 UnityEngine.PolygonCollider2D

AddBoundingBoxGameObject() 공개 정적인 메소드

public static AddBoundingBoxGameObject ( Skeleton skeleton, string skinName, string slotName, string attachmentName, Transform parent, bool isTrigger = true ) : PolygonCollider2D
skeleton Spine.Skeleton
skinName string
slotName string
attachmentName string
parent UnityEngine.Transform
isTrigger bool
리턴 UnityEngine.PolygonCollider2D

AddBoundingBoxGameObject() 공개 정적인 메소드

public static AddBoundingBoxGameObject ( string name, BoundingBoxAttachment box, Slot slot, Transform parent, bool isTrigger = true ) : PolygonCollider2D
name string
box Spine.BoundingBoxAttachment
slot Spine.Slot
parent UnityEngine.Transform
isTrigger bool
리턴 UnityEngine.PolygonCollider2D

CollectBones() 공개 메소드

public CollectBones ( ) : void
리턴 void

GetBoneRoot() 공개 메소드

public GetBoneRoot ( ) : Transform
리턴 UnityEngine.Transform

GetBoundingBoxBounds() 공개 정적인 메소드

public static GetBoundingBoxBounds ( BoundingBoxAttachment boundingBox, float depth ) : Bounds
boundingBox Spine.BoundingBoxAttachment
depth float
리턴 UnityEngine.Bounds

RegisterBone() 공개 메소드

public RegisterBone ( SkeletonUtilityBone bone ) : void
bone SkeletonUtilityBone
리턴 void

RegisterConstraint() 공개 메소드

public RegisterConstraint ( SkeletonUtilityConstraint constraint ) : void
constraint SkeletonUtilityConstraint
리턴 void

SetColliderPointsLocal() 공개 정적인 메소드

public static SetColliderPointsLocal ( PolygonCollider2D collider, Slot slot, BoundingBoxAttachment box ) : void
collider UnityEngine.PolygonCollider2D
slot Spine.Slot
box Spine.BoundingBoxAttachment
리턴 void

SpawnBone() 공개 메소드

public SpawnBone ( Bone bone, Transform parent, SkeletonUtilityBone mode, bool pos, bool rot, bool sca ) : GameObject
bone Spine.Bone
parent UnityEngine.Transform
mode SkeletonUtilityBone
pos bool
rot bool
sca bool
리턴 UnityEngine.GameObject

SpawnBoneRecursively() 공개 메소드

public SpawnBoneRecursively ( Bone bone, Transform parent, SkeletonUtilityBone mode, bool pos, bool rot, bool sca ) : GameObject
bone Spine.Bone
parent UnityEngine.Transform
mode SkeletonUtilityBone
pos bool
rot bool
sca bool
리턴 UnityEngine.GameObject

SpawnHierarchy() 공개 메소드

public SpawnHierarchy ( SkeletonUtilityBone mode, bool pos, bool rot, bool sca ) : GameObject
mode SkeletonUtilityBone
pos bool
rot bool
sca bool
리턴 UnityEngine.GameObject

SpawnRoot() 공개 메소드

public SpawnRoot ( SkeletonUtilityBone mode, bool pos, bool rot, bool sca ) : GameObject
mode SkeletonUtilityBone
pos bool
rot bool
sca bool
리턴 UnityEngine.GameObject

UnregisterBone() 공개 메소드

public UnregisterBone ( SkeletonUtilityBone bone ) : void
bone SkeletonUtilityBone
리턴 void

UnregisterConstraint() 공개 메소드

public UnregisterConstraint ( SkeletonUtilityConstraint constraint ) : void
constraint SkeletonUtilityConstraint
리턴 void

프로퍼티 상세

boneRoot 공개적으로 프로퍼티

public Transform,UnityEngine boneRoot
리턴 UnityEngine.Transform

hasTransformBones 보호되어 있는 프로퍼티

protected bool hasTransformBones
리턴 bool

hasUtilityConstraints 보호되어 있는 프로퍼티

protected bool hasUtilityConstraints
리턴 bool

needToReprocessBones 보호되어 있는 프로퍼티

protected bool needToReprocessBones
리턴 bool