[unity] Updated examples.

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pharan 2017-07-20 14:31:15 +08:00
parent 46c6bc3211
commit 998a1b1d94
10 changed files with 509 additions and 19 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class DataAssetsFromExportsExample : MonoBehaviour {
public TextAsset skeletonJson;
public TextAsset atlasText;
public Texture2D[] textures;
public Material materialPropertySource;
AtlasAsset runtimeAtlasAsset;
SkeletonDataAsset runtimeSkeletonDataAsset;
SkeletonAnimation runtimeSkeletonAnimation;
void CreateRuntimeAssetsAndGameObject () {
// 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader);
// 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset)
// 3. Create SkeletonAnimation (needs a valid SkeletonDataAsset)
runtimeAtlasAsset = AtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true);
runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);
}
IEnumerator Start () {
CreateRuntimeAssetsAndGameObject();
runtimeSkeletonDataAsset.GetSkeletonData(false); // preload.
yield return new WaitForSeconds(0.5f);
runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);
// Extra Stuff
runtimeSkeletonAnimation.Initialize(false);
runtimeSkeletonAnimation.Skeleton.SetSkin("base");
runtimeSkeletonAnimation.Skeleton.SetSlotsToSetupPose();
runtimeSkeletonAnimation.AnimationState.SetAnimation(0, "run", true);
runtimeSkeletonAnimation.GetComponent<MeshRenderer>().sortingOrder = 10;
runtimeSkeletonAnimation.transform.Translate(Vector3.down * 2);
}
}
}

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@ -39,7 +39,7 @@ namespace Spine.Unity.Examples {
#region Inspector
[SpineSkin]
public string baseSkinName = "base";
public string templateAttachmentsSkin = "base";
public Material sourceMaterial; // This will be used as the basis for shader and material property settings.
[Header("Visor")]
@ -83,26 +83,25 @@ 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.
//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
// Next let's
var baseSkin = skeleton.Data.FindSkin(baseSkinName);
//customSkin = customSkin ?? skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState); // use this if you are not customizing on the default skin.
var templateSkin = skeleton.Data.FindSkin(templateAttachmentsSkin);
// STEP 1: "EQUIP" ITEMS USING SPRITES
// STEP 1.1 Find the original attachment.
// Step 1.2 Get a clone of the original attachment.
// STEP 1.1 Find the original/template attachment.
// Step 1.2 Get a clone of the original/template attachment.
// Step 1.3 Apply the Sprite image to the clone.
// Step 1.4 Add the remapped clone to the new custom skin.
// 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
Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
Attachment newAttachment = templateAttachment.GetRemappedClone(visorSprite, sourceMaterial); // STEP 1.2 - 1.3
customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
// And now for the gun.
int gunSlotIndex = skeleton.FindSlotIndex(gunSlot);
Attachment baseGun = baseSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
Attachment newGun = baseGun.GetRemappedClone(gunSprite, sourceMaterial); // STEP 1.2 - 1.3
Attachment templateGun = templateSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
Attachment newGun = templateGun.GetRemappedClone(gunSprite, sourceMaterial); // STEP 1.2 - 1.3
if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4
// customSkin.RemoveAttachment(gunSlotIndex, gunKey); // To remove an item.
@ -119,17 +118,17 @@ namespace Spine.Unity.Examples {
// Under the hood, this relies on
if (repack) {
var repackedSkin = new Skin("repacked skin");
repackedSkin.Append(skeleton.Data.DefaultSkin);
repackedSkin.Append(customSkin);
repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas);
skeleton.SetSkin(repackedSkin);
repackedSkin.Append(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
repackedSkin.Append(customSkin); // Include your new custom skin.
repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas); // Pack all the items in the skin.
skeleton.SetSkin(repackedSkin); // Assign the repacked skin to your Skeleton.
if (bbFollower != null) bbFollower.Initialize(true);
} else {
skeleton.SetSkin(customSkin);
skeleton.SetSkin(customSkin); // Just use the custom skin directly.
}
skeleton.SetSlotsToSetupPose();
skeletonAnimation.Update(0);
skeleton.SetSlotsToSetupPose(); // Use the pose from setup pose.
skeletonAnimation.Update(0); // Use the pose in the currently active animation.
Resources.UnloadUnusedAssets();
}

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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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