[Unity] Comments for CustomSkin.cs

This commit is contained in:
John 2016-01-24 10:17:32 +08:00
parent cf01d47796
commit 53693c3faf

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@ -35,33 +35,47 @@ using Spine;
public class CustomSkin : MonoBehaviour {
[System.Serializable]
public class SkinPair {
/// <summary>SpineAttachment attachment path to help find the attachment.</summary>
/// <remarks>This use of SpineAttachment generates an attachment path string that can only be used by SpineAttachment.GetAttachment.</remarks>
[SpineAttachment(currentSkinOnly: false, returnAttachmentPath: true, dataField: "skinSource")]
public string sourceAttachment;
[UnityEngine.Serialization.FormerlySerializedAs("sourceAttachment")]
public string sourceAttachmentPath;
[SpineSlot]
public string targetSlot;
/// <summary>The name of the skin placeholder/skin dictionary entry this attachment should be associated with.</summary>
/// <remarks>This name is used by the skin dictionary, used in the method Skin.AddAttachment as well as setting a slot attachment</remarks>
[SpineAttachment(currentSkinOnly: true, placeholdersOnly: true)]
public string targetAttachment;
}
#region Inspector
public SkeletonDataAsset skinSource;
public SkinPair[] skinning;
[UnityEngine.Serialization.FormerlySerializedAs("skinning")]
public SkinPair[] skinItems;
public Skin customSkin;
#endregion
SkeletonRenderer skeletonRenderer;
void Start () {
skeletonRenderer = GetComponent<SkeletonRenderer>();
Skeleton skeleton = skeletonRenderer.skeleton;
customSkin = new Skin("CustomSkin");
foreach (var pair in skinning) {
var attachment = SpineAttachment.GetAttachment(pair.sourceAttachment, skinSource);
foreach (var pair in skinItems) {
var attachment = SpineAttachment.GetAttachment(pair.sourceAttachmentPath, skinSource);
customSkin.AddAttachment(skeleton.FindSlotIndex(pair.targetSlot), pair.targetAttachment, attachment);
}
// The custom skin does not need to be added to the skeleton data for it to work.
// But it's useful for your script to keep a reference to it.
skeleton.SetSkin(customSkin);
}
}