备份CatanBuilding瘦身独立工程

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JSD\13999
2026-05-26 16:15:54 +08:00
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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
[Serializable]
public class SpineSkeletonFlipBehaviour : PlayableBehaviour {
public bool flipX, flipY;
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
[Serializable]
public class SpineSkeletonFlipClip : PlayableAsset, ITimelineClipAsset {
public SpineSkeletonFlipBehaviour template = new SpineSkeletonFlipBehaviour();
public ClipCaps clipCaps {
get { return ClipCaps.None; }
}
public override Playable CreatePlayable (PlayableGraph graph, GameObject owner) {
var playable = ScriptPlayable<SpineSkeletonFlipBehaviour>.Create(graph, template);
return playable;
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if UNITY_2018_1_OR_NEWER
#define PLAYABLE_DIRECTOR_HAS_STOPPED_EVENT
#endif
using Spine.Unity;
using System;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Spine.Unity.Playables {
public class SpineSkeletonFlipMixerBehaviour : PlayableBehaviour {
float originalScaleX, originalScaleY;
float baseScaleX, baseScaleY;
SpinePlayableHandleBase playableHandle;
bool m_FirstFrameHappened;
#if PLAYABLE_DIRECTOR_HAS_STOPPED_EVENT
PlayableDirector director = null;
public override void OnPlayableCreate (Playable playable) {
director = playable.GetGraph().GetResolver() as PlayableDirector;
if (director)
director.stopped += OnDirectorStopped;
}
public override void OnPlayableDestroy (Playable playable) {
if (director)
director.stopped -= OnDirectorStopped;
base.OnPlayableDestroy(playable);
}
void OnDirectorStopped (PlayableDirector obj) {
OnStop();
}
#else
public override void OnGraphStop (Playable playable) {
OnStop();
}
#endif
public override void ProcessFrame (Playable playable, FrameData info, object playerData) {
playableHandle = playerData as SpinePlayableHandleBase;
if (playableHandle == null)
return;
Skeleton skeleton = playableHandle.Skeleton;
if (!m_FirstFrameHappened) {
originalScaleX = skeleton.ScaleX;
originalScaleY = skeleton.ScaleY;
baseScaleX = Mathf.Abs(originalScaleX);
baseScaleY = Mathf.Abs(originalScaleY);
m_FirstFrameHappened = true;
}
int inputCount = playable.GetInputCount();
float totalWeight = 0f;
float greatestWeight = 0f;
int currentInputs = 0;
for (int i = 0; i < inputCount; i++) {
float inputWeight = playable.GetInputWeight(i);
ScriptPlayable<SpineSkeletonFlipBehaviour> inputPlayable = (ScriptPlayable<SpineSkeletonFlipBehaviour>)playable.GetInput(i);
SpineSkeletonFlipBehaviour input = inputPlayable.GetBehaviour();
totalWeight += inputWeight;
if (inputWeight > greatestWeight) {
SetSkeletonScaleFromFlip(skeleton, input.flipX, input.flipY);
greatestWeight = inputWeight;
}
if (!Mathf.Approximately(inputWeight, 0f))
currentInputs++;
}
if (currentInputs != 1 && 1f - totalWeight > greatestWeight) {
skeleton.ScaleX = originalScaleX;
skeleton.ScaleY = originalScaleY;
}
}
public void SetSkeletonScaleFromFlip (Skeleton skeleton, bool flipX, bool flipY) {
skeleton.ScaleX = flipX ? -baseScaleX : baseScaleX;
skeleton.ScaleY = flipY ? -baseScaleY : baseScaleY;
}
public void OnStop () {
m_FirstFrameHappened = false;
if (playableHandle == null)
return;
Skeleton skeleton = playableHandle.Skeleton;
skeleton.ScaleX = originalScaleX;
skeleton.ScaleY = originalScaleY;
}
}
}

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/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#if UNITY_EDITOR
using System.ComponentModel;
#endif
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.Timeline;
namespace Spine.Unity.Playables {
[TrackColor(0.855f, 0.8623f, 0.87f)]
[TrackClipType(typeof(SpineSkeletonFlipClip))]
[TrackBindingType(typeof(SpinePlayableHandleBase))]
#if UNITY_EDITOR
[DisplayName("Spine/Skeleton Flip Track")]
#endif
public class SpineSkeletonFlipTrack : TrackAsset {
public override Playable CreateTrackMixer (PlayableGraph graph, GameObject go, int inputCount) {
return ScriptPlayable<SpineSkeletonFlipMixerBehaviour>.Create(graph, inputCount);
}
public override void GatherProperties (PlayableDirector director, IPropertyCollector driver) {
#if UNITY_EDITOR
SpinePlayableHandleBase trackBinding = director.GetGenericBinding(this) as SpinePlayableHandleBase;
if (trackBinding == null)
return;
UnityEditor.SerializedObject serializedObject = new UnityEditor.SerializedObject(trackBinding);
UnityEditor.SerializedProperty iterator = serializedObject.GetIterator();
while (iterator.NextVisible(true)) {
if (iterator.hasVisibleChildren)
continue;
driver.AddFromName<SpinePlayableHandleBase>(trackBinding.gameObject, iterator.propertyPath);
}
#endif
base.GatherProperties(director, driver);
}
}
}

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