/****************************************************************************** * 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 UnityEngine; using Spine.Unity.Modules.AttachmentTools; namespace Spine.Unity.Examples { public class MixAndMatch : MonoBehaviour { #region Inspector [Header("Visor")] public Sprite visorSprite; [SpineSlot] public string visorSlot; [SpineAttachment(slotField:"visorSlot")] public string visorKey = "goggles"; [Header("Gun")] public Sprite gunSprite; [SpineSlot] public string gunSlot; [SpineAttachment(slotField:"gunSlot")] public string gunKey = "gun"; [Header("Runtime Repack")] public bool repack = true; public Material sourceMaterial; [Header("Do not assign")] public Texture2D runtimeAtlas; public Material runtimeMaterial; #endregion void OnValidate () { if (sourceMaterial == null) { var skeletonAnimation = GetComponent(); if (skeletonAnimation != null) sourceMaterial = skeletonAnimation.SkeletonDataAsset.atlasAssets[0].materials[0]; } } void Start () { var skeletonAnimation = GetComponent(); var skeleton = skeletonAnimation.Skeleton; // All attachment changes will be applied to the skin. We use a clone so other instances will not be affected. var newSkin = skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState); // NOTE: sprite textures need to be full rect. var originalSkin = skeleton.Data.DefaultSkin; int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); RegionAttachment originalVisor = originalSkin.GetAttachment(visorSlotIndex, visorKey) as RegionAttachment; RegionAttachment newVisor = visorSprite.ToRegionAttachmentPMAClone(sourceMaterial); newVisor.X = originalVisor.X; newVisor.Y = originalVisor.Y; newVisor.Rotation = originalVisor.Rotation; newSkin.AddAttachment(visorSlotIndex, visorKey, newVisor); int gunSlotIndex = skeleton.FindSlotIndex(gunSlot); RegionAttachment originalGun = originalSkin.GetAttachment(gunSlotIndex, gunKey) as RegionAttachment; RegionAttachment newGun = gunSprite.ToRegionAttachmentPMAClone(sourceMaterial); newGun.x = originalGun.x; newGun.y = originalGun.y; newGun.Rotation = originalGun.Rotation; newSkin.AddAttachment(gunSlotIndex, gunKey, newGun); // Case 3: Change an existing attachment's backing region. // if (applyHeadRegion) { // AtlasRegion spineBoyHead = headSource.GetAtlas().FindRegion(headRegion); // int headSlotIndex = skeleton.FindSlotIndex(headSlot); // var newHead = newSkin.GetAttachment(headSlotIndex, headAttachmentName).GetClone(true); // newHead.SetRegion(spineBoyHead); // newSkin.AddAttachment(headSlotIndex, headAttachmentName, newHead); // } // Case 4: Repacking a mixed-and-matched skin to minimize draw calls. // Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector. if (repack) { newSkin = newSkin.GetRepackedSkin("repacked", sourceMaterial, out runtimeMaterial, out runtimeAtlas); } skeleton.SetSkin(newSkin); skeleton.SetSlotsToSetupPose(); skeletonAnimation.Update(0); Resources.UnloadUnusedAssets(); } } }