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[csharp] Minor cleanup: Removed empty file CustomSkin.cs, changed comments to not make formatter indent blocks in undesired way.
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@ -44,12 +44,12 @@ namespace Spine.Unity.Examples {
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[Header("Visor")]
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[Header("Visor")]
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public Sprite visorSprite;
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public Sprite visorSprite;
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[SpineSlot] public string visorSlot;
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[SpineSlot] public string visorSlot;
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[SpineAttachment(slotField:"visorSlot", skinField:"baseSkinName")] public string visorKey = "goggles";
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[SpineAttachment(slotField: "visorSlot", skinField: "baseSkinName")] public string visorKey = "goggles";
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[Header("Gun")]
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[Header("Gun")]
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public Sprite gunSprite;
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public Sprite gunSprite;
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[SpineSlot] public string gunSlot;
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[SpineSlot] public string gunSlot;
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[SpineAttachment(slotField:"gunSlot", skinField:"baseSkinName")] public string gunKey = "gun";
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[SpineAttachment(slotField: "gunSlot", skinField: "baseSkinName")] public string gunKey = "gun";
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[Header("Runtime Repack")]
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[Header("Runtime Repack")]
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public bool repack = true;
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public bool repack = true;
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@ -93,9 +93,10 @@ namespace Spine.Unity.Examples {
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// Let's do this for the visor.
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// Let's do this for the visor.
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int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
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int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
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Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
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Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
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Attachment newAttachment = templateAttachment.GetRemappedClone(visorSprite, sourceMaterial, pivotShiftsMeshUVCoords : false); // STEP 1.2 - 1.3
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// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
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// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
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// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as done in the method below.
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// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as done in the method below.
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Attachment newAttachment = templateAttachment.GetRemappedClone(visorSprite, sourceMaterial, pivotShiftsMeshUVCoords: false); // STEP 1.2 - 1.3
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customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
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customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
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// And now for the gun.
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// And now for the gun.
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@ -118,10 +119,11 @@ namespace Spine.Unity.Examples {
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// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
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// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
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// Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
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// Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
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// call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
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// call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
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if (repack) {
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if (repack) {
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var repackedSkin = new Skin("repacked skin");
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var repackedSkin = new Skin("repacked skin");
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repackedSkin.AddSkin(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
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repackedSkin.AddSkin(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
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repackedSkin.AddSkin(customSkin); // Include your new custom skin.
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repackedSkin.AddSkin(customSkin); // Include your new custom skin.
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// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
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// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
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if (runtimeMaterial)
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if (runtimeMaterial)
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Destroy(runtimeMaterial);
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Destroy(runtimeMaterial);
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@ -44,12 +44,12 @@ namespace Spine.Unity.Examples {
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[Header("Visor")]
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[Header("Visor")]
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public Sprite visorSprite;
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public Sprite visorSprite;
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[SpineSlot] public string visorSlot;
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[SpineSlot] public string visorSlot;
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[SpineAttachment(slotField:"visorSlot", skinField:"baseSkinName")] public string visorKey = "goggles";
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[SpineAttachment(slotField: "visorSlot", skinField: "baseSkinName")] public string visorKey = "goggles";
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[Header("Gun")]
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[Header("Gun")]
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public Sprite gunSprite;
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public Sprite gunSprite;
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[SpineSlot] public string gunSlot;
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[SpineSlot] public string gunSlot;
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[SpineAttachment(slotField:"gunSlot", skinField:"baseSkinName")] public string gunKey = "gun";
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[SpineAttachment(slotField: "gunSlot", skinField: "baseSkinName")] public string gunKey = "gun";
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[Header("Runtime Repack Required!!")]
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[Header("Runtime Repack Required!!")]
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public bool repack = true;
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public bool repack = true;
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@ -82,6 +82,7 @@ namespace Spine.Unity.Examples {
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// STEP 0: PREPARE SKINS
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// STEP 0: PREPARE SKINS
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// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
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// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
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customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
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customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
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// Next let's get the skin that contains our source attachments. These are the attachments that
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// Next let's get the skin that contains our source attachments. These are the attachments that
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var baseSkin = skeleton.Data.FindSkin(baseSkinName);
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var baseSkin = skeleton.Data.FindSkin(baseSkinName);
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@ -94,9 +95,10 @@ namespace Spine.Unity.Examples {
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// Let's do this for the visor.
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// Let's do this for the visor.
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int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
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int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
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Attachment baseAttachment = baseSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
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Attachment baseAttachment = baseSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
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Attachment newAttachment = baseAttachment.GetRemappedClone(visorSprite, sourceMaterial); // STEP 1.2 - 1.3
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// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
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// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
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// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as done below.
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// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as done below.
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Attachment newAttachment = baseAttachment.GetRemappedClone(visorSprite, sourceMaterial); // STEP 1.2 - 1.3
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customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
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customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
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// And now for the gun.
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// And now for the gun.
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@ -116,7 +118,7 @@ namespace Spine.Unity.Examples {
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// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
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// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
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// Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
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// Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
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// call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
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// call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
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if (repack) {
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if (repack) {
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var repackedSkin = new Skin("repacked skin");
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var repackedSkin = new Skin("repacked skin");
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repackedSkin.AddSkin(skeleton.Data.DefaultSkin);
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repackedSkin.AddSkin(skeleton.Data.DefaultSkin);
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repackedSkin.AddSkin(customSkin);
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repackedSkin.AddSkin(customSkin);
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@ -1,30 +0,0 @@
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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