主场景加摇奖,还有一个spine的插件

This commit is contained in:
GL 2024-12-12 17:18:16 +08:00
parent f92774319c
commit 2db6961239
30 changed files with 728 additions and 106 deletions

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@ -0,0 +1,71 @@
using Newtonsoft.Json;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
public class MotherFuck531 : MonoBehaviour
{
private async void Start()
{
Result(1);
}
public async Task<Lottery531> Result(int id) //
{
// 准备请求的头部信息,包含授权令牌
Dictionary<string, string> head118 = new Dictionary<string, string>
{
{ "Authorization", Global.global.serverResponse.data.token }
};
// 请求体
QueryLottery531Body Body = new QueryLottery531Body
{
lotteryId = id
};
// 异步发送请求
string response118 = await web.SendRequest(web.URL + "/snail/gameLottery/queryLotteryRewardList", "POST", JsonConvert.SerializeObject(Body), head118);
// 调试输出接收到的响应
Debug.Log("5.3.1查询摇奖机奖励列表 =====================" + response118);
// 将响应反序列化为 KnightRoomList 对象
Lottery531 directlist = JsonConvert.DeserializeObject<Lottery531>(response118);
// 检查反序列化是否成功
if (directlist != null && directlist.data != null)
{
//Debug.Log("获取成功");
}
else
{
Debug.LogError("directlist 数据为空");
}
//Debug.Log(directlist.data.UserResponseVoList.Count);
return directlist;
}
}
public class QueryLottery531Body {
public int lotteryId { get; set; }
}
public class Lottery531 : Response
{
public Lottery531Data data { get; set; }
}
public class Lottery531Data { }

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@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MotherFuck532 : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MotherFuck533 : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}

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@ -164,6 +164,8 @@
- `Universal Render Pipeline/Spine/Skeleton` shader now performs proper alpha-testing when `Depth Write` is enabled, using the existing `Shadow alpha cutoff` parameter.
- `SkeletonRootMotion` components now provide a public `Initialize()` method which is automatically called when calling `skeletonAnimation.Initialize(true)` to update the necessary skeleton references. If a different root bone shall be used, be sure to set `skeletonRootMotion.rootMotionBoneName` before calling `skeletonAnimation.Initialize(true)`.
- Skeleton Mecanim: Added new `Mix Mode` `Match`. When selected, Spine animation weights are calculated to best match the provided Mecanim clip weights. This mix mode is recommended on any layer using blend tree nodes.
- URP Shaders: Added `ZWrite` variant of outline shader `Universal Render Pipeline/Spine/Outline/Skeleton-OutlineOnly ZWrite`. Suitable for e.g. depth of field (DoF) effect where writing to the depth buffer is required. Note that for DoF effect, `Render Queue` needs to be set to `Alpha Test`.
- SkeletonGraphic: Exposed `SetScaledPivotOffset` as public method outside of the editor to support programatically moving mesh offsets at runtime based on mesh bounds.
- **Breaking changes**
@ -344,6 +346,7 @@
- `VertexEffect` has been removed.
### Cocos2d-x
- Renamed `SkeletonRenderer` to `SkeletonRendererCocos2dX` to avoid name clash with spine-cpp class.
### SFML

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timeCreated: 1727118056
timeCreated: 1733766775
licenseType: Free
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@ -2782,6 +2782,11 @@ namespace Spine {
Sequence sequence = ((IHasTextureRegion)slotAttachment).Sequence;
if (sequence == null) return;
if (direction == MixDirection.Out) {
if (blend == MixBlend.Setup) slot.SequenceIndex = -1;
return;
}
float[] frames = this.frames;
if (time < frames[0]) {
if (blend == MixBlend.Setup || blend == MixBlend.First) slot.SequenceIndex = -1;

View File

@ -204,16 +204,18 @@ namespace Spine {
from.animationLast = from.nextAnimationLast;
from.trackLast = from.nextTrackLast;
// Require mixTime > 0 to ensure the mixing from entry was applied at least once.
if (to.mixTime > 0 && to.mixTime >= to.mixDuration) {
// Require totalAlpha == 0 to ensure mixing is complete, unless mixDuration == 0 (the transition is a single frame).
if (from.totalAlpha == 0 || to.mixDuration == 0) {
to.mixingFrom = from.mixingFrom;
if (from.mixingFrom != null) from.mixingFrom.mixingTo = to;
to.interruptAlpha = from.interruptAlpha;
queue.End(from);
if (to.nextTrackLast != -1) { // The from entry was applied at least once.
bool discard = to.mixTime == 0 && from.mixTime == 0; // Discard the from entry when neither have advanced yet.
if (to.mixTime >= to.mixDuration || discard) {
// Require totalAlpha == 0 to ensure mixing is complete or the transition is a single frame or discarded.
if (from.totalAlpha == 0 || to.mixDuration == 0 || discard) {
to.mixingFrom = from.mixingFrom;
if (from.mixingFrom != null) from.mixingFrom.mixingTo = to;
to.interruptAlpha = from.interruptAlpha;
queue.End(from);
}
return finished;
}
return finished;
}
from.trackTime += delta * from.timeScale;

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@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.spine-csharp",
"displayName": "spine-csharp Runtime",
"description": "This plugin provides the spine-csharp core runtime.",
"version": "4.2.31",
"version": "4.2.33",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",

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@ -36,6 +36,11 @@ using UnityEngine;
namespace Spine.Unity {
public abstract class OnDemandTextureLoader : ScriptableObject {
public AtlasAssetBase atlasAsset;
/// <summary>
/// Additional <see cref="SkeletonDataAsset"/> reference, currently only used to cover blend mode materials
/// which are not stored at <c>atlasAsset</c>.
/// </summary>
public SkeletonDataAsset skeletonDataAsset;
/// <param name="originalTextureName">Original texture name without extension.</param>
/// <returns>The placeholder texture's name for a given original target texture name.</returns>

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@ -1416,11 +1416,11 @@ namespace Spine.Unity {
public Vector2 GetScaledPivotOffset () {
return pivotOffset * GetLayoutScale(layoutScaleMode);
}
#endif
public void SetScaledPivotOffset (Vector2 pivotOffsetScaled) {
pivotOffset = pivotOffsetScaled / GetLayoutScale(layoutScaleMode);
}
#endif
protected float GetLayoutScale (LayoutMode mode) {
Vector2 currentSize = GetCurrentRectSize();
mode = GetEffectiveLayoutMode(mode);

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@ -1230,9 +1230,11 @@ namespace Spine.Unity {
// Zero the extra.
{
int listCount = vertexBuffer.Count;
Vector3 vector3zero = Vector3.zero;
// unfortunately even non-indexed vertices are still used by Unity's bounds computation,
// (considered a Unity bug), thus avoid Vector3.zero and use last vertex instead.
Vector3 extraVertex = listCount == 0 ? Vector3.zero : vbi[listCount - 1];
for (int i = listCount; i < vbiLength; i++)
vbi[i] = vector3zero;
vbi[i] = extraVertex;
}
// Set the vertex buffer.

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@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.spine-unity",
"displayName": "spine-unity Runtime",
"description": "This plugin provides the spine-unity runtime core.",
"version": "4.2.87",
"version": "4.2.92",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",
@ -10,6 +10,10 @@
"url": "http://esotericsoftware.com/"
},
"dependencies": {
"com.unity.ugui" : "1.0.0",
"com.unity.modules.animation" : "1.0.0",
"com.unity.modules.physics" : "1.0.0",
"com.unity.modules.physics2d" : "1.0.0",
"com.esotericsoftware.spine.spine-csharp": "4.2.0"
},
"repository": {

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@ -1,2 +1,2 @@
Package version: spine-unity-4.2-2024-09-23.unitypackage
Package version: spine-unity-4.2-2024-12-09.unitypackage
This Spine-Unity runtime works with data exported from Spine Editor version: 4.2.xx

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