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[unity] Updated examples.
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@ -0,0 +1,44 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Spine.Unity.Examples {
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public class DataAssetsFromExportsExample : MonoBehaviour {
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public TextAsset skeletonJson;
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public TextAsset atlasText;
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public Texture2D[] textures;
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public Material materialPropertySource;
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AtlasAsset runtimeAtlasAsset;
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SkeletonDataAsset runtimeSkeletonDataAsset;
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SkeletonAnimation runtimeSkeletonAnimation;
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void CreateRuntimeAssetsAndGameObject () {
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// 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader);
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// 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset)
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// 3. Create SkeletonAnimation (needs a valid SkeletonDataAsset)
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runtimeAtlasAsset = AtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true);
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runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);
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}
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IEnumerator Start () {
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CreateRuntimeAssetsAndGameObject();
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runtimeSkeletonDataAsset.GetSkeletonData(false); // preload.
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yield return new WaitForSeconds(0.5f);
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runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);
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// Extra Stuff
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runtimeSkeletonAnimation.Initialize(false);
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runtimeSkeletonAnimation.Skeleton.SetSkin("base");
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runtimeSkeletonAnimation.Skeleton.SetSlotsToSetupPose();
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runtimeSkeletonAnimation.AnimationState.SetAnimation(0, "run", true);
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runtimeSkeletonAnimation.GetComponent<MeshRenderer>().sortingOrder = 10;
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runtimeSkeletonAnimation.transform.Translate(Vector3.down * 2);
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}
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}
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}
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@ -39,7 +39,7 @@ namespace Spine.Unity.Examples {
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#region Inspector
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[SpineSkin]
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public string baseSkinName = "base";
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public string templateAttachmentsSkin = "base";
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public Material sourceMaterial; // This will be used as the basis for shader and material property settings.
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[Header("Visor")]
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@ -83,26 +83,25 @@ namespace Spine.Unity.Examples {
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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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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 ?? skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState); // use this if you are not customizing on the default skin and don't plan to remove
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// Next let's
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var baseSkin = skeleton.Data.FindSkin(baseSkinName);
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//customSkin = customSkin ?? skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState); // use this if you are not customizing on the default skin.
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var templateSkin = skeleton.Data.FindSkin(templateAttachmentsSkin);
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// STEP 1: "EQUIP" ITEMS USING SPRITES
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// STEP 1.1 Find the original attachment.
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// Step 1.2 Get a clone of the original attachment.
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// STEP 1.1 Find the original/template attachment.
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// Step 1.2 Get a clone of the original/template attachment.
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// Step 1.3 Apply the Sprite image to the clone.
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// Step 1.4 Add the remapped clone to the new custom skin.
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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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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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Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
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Attachment newAttachment = templateAttachment.GetRemappedClone(visorSprite, sourceMaterial); // STEP 1.2 - 1.3
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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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int gunSlotIndex = skeleton.FindSlotIndex(gunSlot);
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Attachment baseGun = baseSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
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Attachment newGun = baseGun.GetRemappedClone(gunSprite, sourceMaterial); // STEP 1.2 - 1.3
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Attachment templateGun = templateSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
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Attachment newGun = templateGun.GetRemappedClone(gunSprite, sourceMaterial); // STEP 1.2 - 1.3
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if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4
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// customSkin.RemoveAttachment(gunSlotIndex, gunKey); // To remove an item.
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@ -119,17 +118,17 @@ namespace Spine.Unity.Examples {
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// Under the hood, this relies on
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if (repack) {
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var repackedSkin = new Skin("repacked skin");
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repackedSkin.Append(skeleton.Data.DefaultSkin);
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repackedSkin.Append(customSkin);
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repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas);
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skeleton.SetSkin(repackedSkin);
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repackedSkin.Append(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
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repackedSkin.Append(customSkin); // Include your new custom skin.
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repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas); // Pack all the items in the skin.
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skeleton.SetSkin(repackedSkin); // Assign the repacked skin to your Skeleton.
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if (bbFollower != null) bbFollower.Initialize(true);
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} else {
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skeleton.SetSkin(customSkin);
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skeleton.SetSkin(customSkin); // Just use the custom skin directly.
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}
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skeleton.SetSlotsToSetupPose();
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skeletonAnimation.Update(0);
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|
||||
skeleton.SetSlotsToSetupPose(); // Use the pose from setup pose.
|
||||
skeletonAnimation.Update(0); // Use the pose in the currently active animation.
|
||||
|
||||
Resources.UnloadUnusedAssets();
|
||||
}
|
||||
|
||||
@ -0,0 +1,42 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpawnFromSkeletonDataExample : MonoBehaviour {
|
||||
|
||||
public SkeletonDataAsset skeletonDataAsset;
|
||||
[Range(0, 100)]
|
||||
public int count = 20;
|
||||
|
||||
[SpineAnimation(dataField:"skeletonDataAsset")]
|
||||
public string startingAnimation;
|
||||
|
||||
IEnumerator Start () {
|
||||
if (skeletonDataAsset == null) yield break;
|
||||
skeletonDataAsset.GetSkeletonData(false); // Preload SkeletonDataAsset.
|
||||
yield return new WaitForSeconds(1f); // Pretend stuff is happening.
|
||||
|
||||
var spineAnimation = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
|
||||
for (int i = 0; i < count; i++) {
|
||||
var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(skeletonDataAsset); // Spawn a new SkeletonAnimation GameObject.
|
||||
DoExtraStuff(sa, spineAnimation); // optional stuff for fun.
|
||||
sa.gameObject.name = i.ToString();
|
||||
yield return new WaitForSeconds(1f/8f);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void DoExtraStuff (SkeletonAnimation sa, Spine.Animation spineAnimation) {
|
||||
sa.transform.localPosition = Random.insideUnitCircle * 6f;
|
||||
sa.transform.SetParent(this.transform, false);
|
||||
|
||||
if (spineAnimation != null) {
|
||||
sa.Initialize(false);
|
||||
sa.AnimationState.SetAnimation(0, spineAnimation, true);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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@ -0,0 +1,76 @@
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Loading…
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Reference in New Issue
Block a user