using System; using System.IO; using System.Collections.Generic; using UnityEngine; using Spine; [ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] public class SkeletonComponent : MonoBehaviour { public SkeletonDataAsset skeletonDataAsset; public Skeleton skeleton; public String animationName; public bool loop; public float timeScale = 1; public Spine.AnimationState state; private Mesh mesh; private Vector3[] vertices; private Vector2[] uvs; private int[] triangles; private int quadCount; public void Clear () { GetComponent().mesh = null; DestroyImmediate(mesh); mesh = null; renderer.sharedMaterial = null; skeleton = null; } public void Initialize () { mesh = new Mesh(); GetComponent().mesh = mesh; mesh.name = "Skeleton Mesh"; mesh.hideFlags = HideFlags.HideAndDontSave; state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData()); skeleton = new Skeleton(skeletonDataAsset.GetSkeletonData(false)); } public void Update () { // Clear fields if missing information to render. if (skeletonDataAsset == null || skeletonDataAsset.GetSkeletonData(false) == null) { Clear(); return; } // Initialize fields. if (skeleton == null || skeleton.Data != skeletonDataAsset.GetSkeletonData(false)) Initialize(); // Keep AnimationState in sync with animationName and loop fields. if (animationName == null && state.Animation != null) state.Clear(); else if (state.Animation == null || animationName != state.Animation.Name) { Spine.Animation animation = skeleton.Data.FindAnimation(animationName); if (animation != null) state.SetAnimation(animation, loop); } state.Loop = loop; // Apply animation. state.Update(Time.deltaTime * timeScale); state.Apply(skeleton); skeleton.UpdateWorldTransform(); // Count quads. int quadCount = 0; List drawOrder = skeleton.DrawOrder; for (int i = 0, n = drawOrder.Count; i < n; i++) { Slot slot = drawOrder[i]; Attachment attachment = slot.Attachment; if (attachment is RegionAttachment) quadCount++; } // Ensure mesh data is the right size. if (quadCount != this.quadCount) { this.quadCount = quadCount; vertices = new Vector3[quadCount * 4]; uvs = new Vector2[quadCount * 4]; triangles = new int[quadCount * 6]; } // Setup mesh. int quadIndex = 0; for (int i = 0, n = drawOrder.Count; i < n; i++) { Slot slot = drawOrder[i]; Attachment attachment = slot.Attachment; if (attachment is RegionAttachment) { RegionAttachment regionAttachment = (RegionAttachment)attachment; regionAttachment.UpdateVertices(slot.Bone); float[] regionVertices = regionAttachment.Vertices; int vertexIndex = quadIndex * 4; vertices[vertexIndex] = new Vector3(regionVertices[RegionAttachment.X1], regionVertices[RegionAttachment.Y1], 0); vertices[vertexIndex + 1] = new Vector3(regionVertices[RegionAttachment.X4], regionVertices[RegionAttachment.Y4], 0); vertices[vertexIndex + 2] = new Vector3(regionVertices[RegionAttachment.X2], regionVertices[RegionAttachment.Y2], 0); vertices[vertexIndex + 3] = new Vector3(regionVertices[RegionAttachment.X3], regionVertices[RegionAttachment.Y3], 0); float[] regionUVs = regionAttachment.UVs; uvs[vertexIndex] = new Vector2(regionUVs[RegionAttachment.X1], 1 - regionUVs[RegionAttachment.Y1]); uvs[vertexIndex + 1] = new Vector2(regionUVs[RegionAttachment.X4], 1 - regionUVs[RegionAttachment.Y4]); uvs[vertexIndex + 2] = new Vector2(regionUVs[RegionAttachment.X2], 1 - regionUVs[RegionAttachment.Y2]); uvs[vertexIndex + 3] = new Vector2(regionUVs[RegionAttachment.X3], 1 - regionUVs[RegionAttachment.Y3]); int index = quadIndex * 6; triangles[index] = vertexIndex; triangles[index + 1] = vertexIndex + 2; triangles[index + 2] = vertexIndex + 1; triangles[index + 3] = vertexIndex + 2; triangles[index + 4] = vertexIndex + 3; triangles[index + 5] = vertexIndex + 1; quadIndex++; } } mesh.vertices = vertices; mesh.uv = uvs; mesh.triangles = triangles; renderer.sharedMaterial = skeletonDataAsset.atlasAsset.material; } void OnEnable () { Update(); } void OnDisable () { if (Application.isEditor) Clear(); } void Reset () { Update(); } }