mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
[csharp] Minor cleanup: Removed empty file CustomSkin.cs, changed comments to not make formatter indent blocks in undesired way.
This commit is contained in:
parent
f13ad0d983
commit
577f280258
@ -44,12 +44,12 @@ namespace Spine.Unity.Examples {
|
||||
[Header("Visor")]
|
||||
public Sprite visorSprite;
|
||||
[SpineSlot] public string visorSlot;
|
||||
[SpineAttachment(slotField:"visorSlot", skinField:"baseSkinName")] public string visorKey = "goggles";
|
||||
[SpineAttachment(slotField: "visorSlot", skinField: "baseSkinName")] public string visorKey = "goggles";
|
||||
|
||||
[Header("Gun")]
|
||||
public Sprite gunSprite;
|
||||
[SpineSlot] public string gunSlot;
|
||||
[SpineAttachment(slotField:"gunSlot", skinField:"baseSkinName")] public string gunKey = "gun";
|
||||
[SpineAttachment(slotField: "gunSlot", skinField: "baseSkinName")] public string gunKey = "gun";
|
||||
|
||||
[Header("Runtime Repack")]
|
||||
public bool repack = true;
|
||||
@ -93,9 +93,10 @@ namespace Spine.Unity.Examples {
|
||||
// Let's do this for the visor.
|
||||
int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
|
||||
Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
|
||||
Attachment newAttachment = templateAttachment.GetRemappedClone(visorSprite, sourceMaterial, pivotShiftsMeshUVCoords : false); // STEP 1.2 - 1.3
|
||||
|
||||
// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
|
||||
// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as done in the method below.
|
||||
Attachment newAttachment = templateAttachment.GetRemappedClone(visorSprite, sourceMaterial, pivotShiftsMeshUVCoords: false); // STEP 1.2 - 1.3
|
||||
customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
|
||||
|
||||
// And now for the gun.
|
||||
@ -118,10 +119,11 @@ namespace Spine.Unity.Examples {
|
||||
// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
|
||||
// Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
|
||||
// call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
|
||||
if (repack) {
|
||||
if (repack) {
|
||||
var repackedSkin = new Skin("repacked skin");
|
||||
repackedSkin.AddSkin(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
|
||||
repackedSkin.AddSkin(customSkin); // Include your new custom skin.
|
||||
|
||||
// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
|
||||
if (runtimeMaterial)
|
||||
Destroy(runtimeMaterial);
|
||||
|
||||
@ -44,12 +44,12 @@ namespace Spine.Unity.Examples {
|
||||
[Header("Visor")]
|
||||
public Sprite visorSprite;
|
||||
[SpineSlot] public string visorSlot;
|
||||
[SpineAttachment(slotField:"visorSlot", skinField:"baseSkinName")] public string visorKey = "goggles";
|
||||
[SpineAttachment(slotField: "visorSlot", skinField: "baseSkinName")] public string visorKey = "goggles";
|
||||
|
||||
[Header("Gun")]
|
||||
public Sprite gunSprite;
|
||||
[SpineSlot] public string gunSlot;
|
||||
[SpineAttachment(slotField:"gunSlot", skinField:"baseSkinName")] public string gunKey = "gun";
|
||||
[SpineAttachment(slotField: "gunSlot", skinField: "baseSkinName")] public string gunKey = "gun";
|
||||
|
||||
[Header("Runtime Repack Required!!")]
|
||||
public bool repack = true;
|
||||
@ -82,6 +82,7 @@ namespace Spine.Unity.Examples {
|
||||
// STEP 0: PREPARE SKINS
|
||||
// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
|
||||
customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
|
||||
|
||||
// Next let's get the skin that contains our source attachments. These are the attachments that
|
||||
var baseSkin = skeleton.Data.FindSkin(baseSkinName);
|
||||
|
||||
@ -94,9 +95,10 @@ namespace Spine.Unity.Examples {
|
||||
// Let's do this for the visor.
|
||||
int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
|
||||
Attachment baseAttachment = baseSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
|
||||
Attachment newAttachment = baseAttachment.GetRemappedClone(visorSprite, sourceMaterial); // STEP 1.2 - 1.3
|
||||
|
||||
// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
|
||||
// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as done below.
|
||||
Attachment newAttachment = baseAttachment.GetRemappedClone(visorSprite, sourceMaterial); // STEP 1.2 - 1.3
|
||||
customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
|
||||
|
||||
// And now for the gun.
|
||||
@ -116,7 +118,7 @@ namespace Spine.Unity.Examples {
|
||||
// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
|
||||
// Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
|
||||
// call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
|
||||
if (repack) {
|
||||
if (repack) {
|
||||
var repackedSkin = new Skin("repacked skin");
|
||||
repackedSkin.AddSkin(skeleton.Data.DefaultSkin);
|
||||
repackedSkin.AddSkin(customSkin);
|
||||
|
||||
@ -1,30 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, 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.
|
||||
*****************************************************************************/
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user