remove spine integration

This commit is contained in:
BlackMATov
2020-10-30 02:34:05 +07:00
parent 5dfea8b512
commit 7cfc8fdac6
44 changed files with 0 additions and 2901 deletions

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@@ -1,14 +0,0 @@
{
"passes" : [{
"shader" : "../shaders/spine_shader.json",
"state_block" : {
"blending_state" : {
"src_factor" : "one",
"dst_factor" : "one"
},
"capabilities_state" : {
"blending" : true
}
}
}]
}

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@@ -1,14 +0,0 @@
{
"passes" : [{
"shader" : "../shaders/spine_shader.json",
"state_block" : {
"blending_state" : {
"src_factor" : "dst_color",
"dst_factor" : "one_minus_src_alpha"
},
"capabilities_state" : {
"blending" : true
}
}
}]
}

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@@ -1,14 +0,0 @@
{
"passes" : [{
"shader" : "../shaders/spine_shader.json",
"state_block" : {
"blending_state" : {
"src_factor" : "one",
"dst_factor" : "one_minus_src_alpha"
},
"capabilities_state" : {
"blending" : true
}
}
}]
}

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@@ -1,14 +0,0 @@
{
"passes" : [{
"shader" : "../shaders/spine_shader.json",
"state_block" : {
"blending_state" : {
"src_factor" : "one",
"dst_factor" : "one_minus_src_color"
},
"capabilities_state" : {
"blending" : true
}
}
}]
}

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@@ -1,21 +0,0 @@
{
"prefab" : "spine_prefab.json",
"components" : {
"named" : {
"name" : "coin"
},
"spine_player" : {
"spine" : "../spines/coin_spine.json"
},
"spine_player.commands" : {
"commands" : [{
"type" : "set_anim_cmd",
"desc" : {
"track" : 0,
"name" : "animation",
"loop" : true
}
}]
}
}
}

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@@ -1,21 +0,0 @@
{
"prefab" : "spine_prefab.json",
"components" : {
"named" : {
"name" : "dragon"
},
"spine_player" : {
"spine" : "../spines/dragon_spine.json"
},
"spine_player.commands" : {
"commands" : [{
"type" : "set_anim_cmd",
"desc" : {
"track" : 0,
"name" : "flying",
"loop" : true
}
}]
}
}
}

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@@ -1,47 +0,0 @@
{
"prefab" : "spine_prefab.json",
"components" : {
"named" : {
"name" : "raptor"
},
"spine_player" : {
"spine" : "../spines/raptor_spine.json"
},
"spine_player.commands" : {
"commands" : [{
"type" : "add_anim_cmd",
"desc" : {
"track" : 0,
"name" : "walk"
}
}, {
"type" : "add_anim_cmd",
"desc" : {
"track" : 0,
"name" : "roar"
}
}, {
"type" : "add_anim_cmd",
"desc" : {
"track" : 0,
"name" : "walk",
"loop" : true
}
}, {
"type" : "add_anim_cmd",
"desc" : {
"track" : 1,
"name" : "gun-grab",
"delay" : 2
}
}, {
"type" : "add_anim_cmd",
"desc" : {
"track" : 1,
"name" : "gun-holster",
"delay" : 3
}
}]
}
}
}

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@@ -1,18 +0,0 @@
{
"components" : {
"named" : {
"name" : "spine"
},
"renderer" : {},
"spine_player" : {
"materials" : {
"additive" : "../materials/spine_material_additive.json",
"multiply" : "../materials/spine_material_multiply.json",
"normal" : "../materials/spine_material_normal.json",
"screen" : "../materials/spine_material_screen.json"
}
},
"spine_player.events" : {},
"spine_player.commands" : {}
}
}

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@@ -2,38 +2,5 @@
"prefab" : "../prefabs/scene_prefab.json",
"children" : [{
"prefab" : "../prefabs/camera_prefab.json"
},{
"prefab" : "../prefabs/coin_prefab.json",
"components" : {
"actor" : {
"translation" : [350,250],
"scale" : 0.25
},
"named" : {
"name" : "coin"
}
}
}, {
"prefab" : "../prefabs/raptor_prefab.json",
"components" : {
"actor" : {
"translation" : [300,-350],
"scale" : 0.25
},
"named" : {
"name" : "raptor"
}
}
}, {
"prefab" : "../prefabs/dragon_prefab.json",
"components" : {
"actor" : {
"translation" : [-100,0],
"scale" : 0.9
},
"named" : {
"name" : "dragon"
}
}
}]
}

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@@ -1,10 +0,0 @@
uniform sampler2D u_texture;
varying vec2 v_st0;
varying vec4 v_color0;
void main() {
vec4 c = texture2D(u_texture, v_st0) * v_color0;
c.rgb *= c.a;
gl_FragColor = c;
}

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@@ -1,4 +0,0 @@
{
"vertex" : "spine_shader.vert",
"fragment" : "spine_shader.frag"
}

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@@ -1,36 +0,0 @@
uniform vec2 u_screen_s;
uniform mat4 u_matrix_vp;
attribute vec3 a_vertex;
attribute vec2 a_st0;
attribute vec4 a_color0;
varying vec2 v_st0;
varying vec4 v_color0;
vec2 round(vec2 v) {
return vec2(
floor(v.x + 0.5),
floor(v.y + 0.5));
}
vec4 pixel_snap(vec4 pos) {
vec2 hpc = u_screen_s * 0.5;
vec2 pixel_pos = round((pos.xy / pos.w) * hpc);
pos.xy = pixel_pos / hpc * pos.w;
return pos;
}
vec4 vertex_to_homo(vec3 pos) {
return vec4(pos, 1.0) * u_matrix_vp;
}
void main() {
v_st0 = a_st0;
v_color0 = a_color0;
#ifndef VERTEX_SNAPPING_ON
gl_Position = vertex_to_homo(a_vertex);
#else
gl_Position = pixel_snap(vertex_to_homo(a_vertex));
#endif
}

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@@ -1,3 +0,0 @@
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@@ -1,5 +0,0 @@
{
"atlas" : "coin/coin.atlas",
"skeleton" : "coin/coin-pro.skel",
"skeleton_scale" : 1.0
}

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@@ -1,3 +0,0 @@
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@@ -1,5 +0,0 @@
{
"atlas" : "dragon/dragon.atlas",
"skeleton" : "dragon/dragon-ess.skel",
"skeleton_scale" : 1.0
}

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@@ -1,38 +0,0 @@
{
"atlas": "raptor/raptor.atlas",
"skeleton": "raptor/raptor-pro.json-large",
"skeleton_scale": 1.0,
"default_animation_mix" : 0.5,
"animation_mixes": [
{
"from": "walk",
"to": "roar",
"duration": 0.5
},
{
"from": "roar",
"to": "walk",
"duration": 0.5
},
{
"from": "walk",
"to": "jump",
"duration": 0.5
},
{
"from": "jump",
"to": "walk",
"duration": 0.5
},
{
"from": "roar",
"to": "jump",
"duration": 0.5
},
{
"from": "jump",
"to": "roar",
"duration": 0.5
}
]
}