[unity] SkeletonDataModifierAsset

This commit is contained in:
pharan 2018-09-08 21:30:38 +08:00
parent 1d0221e44d
commit c741ed18c9
4 changed files with 64 additions and 5 deletions

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@ -38,14 +38,14 @@ using Spine.Unity;
namespace Spine.Unity {
[CreateAssetMenu(menuName = "Spine/Blend Mode Materials Asset", order = 200)]
public class BlendModeMaterialsAsset : ScriptableObject {
public class BlendModeMaterialsAsset : SkeletonDataModifierAsset {
public Material multiplyMaterialTemplate;
public Material screenMaterialTemplate;
public Material additiveMaterialTemplate;
public bool applyAdditiveMaterial;
public void Apply (SkeletonData skeletonData) {
public override void Apply (SkeletonData skeletonData) {
ApplyMaterials(skeletonData, multiplyMaterialTemplate, screenMaterialTemplate, additiveMaterialTemplate, applyAdditiveMaterial);
}

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@ -29,6 +29,7 @@
*****************************************************************************/
using System;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
@ -40,7 +41,6 @@ namespace Spine.Unity {
public class SkeletonDataAsset : ScriptableObject {
#region Inspector
public AtlasAssetBase[] atlasAssets = new AtlasAssetBase[0];
public BlendModeMaterialsAsset blendModeMaterials;
#if SPINE_TK2D
public tk2dSpriteCollectionData spriteCollection;
@ -49,6 +49,10 @@ namespace Spine.Unity {
public float scale = 0.01f;
#endif
public TextAsset skeletonJSON;
[Tooltip("Use SkeletonDataModifierAssets to apply changes to the SkeletonData after being loaded, such as apply blend mode Materials to Attachments under slots with special blend modes.")]
public List<SkeletonDataModifierAsset> skeletonDataModifiers = new List<SkeletonDataModifierAsset>();
[SpineAnimation(includeNone: false)]
public string[] fromAnimation = new string[0];
[SpineAnimation(includeNone: false)]
@ -165,8 +169,11 @@ namespace Spine.Unity {
}
if (blendModeMaterials != null)
blendModeMaterials.Apply(loadedSkeletonData);
if (skeletonDataModifiers != null) {
foreach (var m in skeletonDataModifiers) {
if (m != null) m.Apply(loadedSkeletonData);
}
}
this.InitializeWithData(loadedSkeletonData);

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@ -0,0 +1,40 @@
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity {
/// <summary>Can be stored by SkeletonDataAsset to automatically apply modifications to loaded SkeletonData.</summary>
public abstract class SkeletonDataModifierAsset : ScriptableObject {
public abstract void Apply (SkeletonData skeletonData);
}
}

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@ -0,0 +1,12 @@
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timeCreated: 1536412736
licenseType: Pro
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icon: {instanceID: 0}
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