/****************************************************************************** * 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("From AtlasAsset")] public AtlasAsset handSource; [SpineAtlasRegion("handSource")] public string handRegion = "hand"; [SpineAttachment] public string handAttachmentName; [SpineSlot] public string handSlot; public Vector2 newHandOffset; public float newHandRotation; public Texture2D handTexture; [Header("From Sprite")] public Sprite dagger; public string daggerName = "dagger"; [SpineSlot] public string weaponSlot; [Header("MeshAttachment.SetRegion")] public bool applyHeadRegion = false; public AtlasAsset headSource; [SpineAtlasRegion("headSource")] public string headRegion; [SpineSlot] public string headSlot; [SpineAttachment] public string headAttachmentName; [Header("Runtime Repack")] public bool repack = true; public Shader repackedShader; [Header("Do not assign")] public Texture2D runtimeAtlas; public Material runtimeMaterial; #endregion 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); // Case 1: Create an attachment from an atlas. RegionAttachment newHand = handSource.GetAtlas().FindRegion(handRegion).ToRegionAttachment("new hand"); newHand.SetPositionOffset(newHandOffset); newHand.Rotation = newHandRotation; newHand.UpdateOffset(); int handSlotIndex = skeleton.FindSlotIndex(handSlot); handTexture = newHand.GetRegion().ToTexture(); newSkin.AddAttachment(handSlotIndex, handAttachmentName, newHand); // Case 2: Create an attachment from a Unity Sprite (Sprite texture needs to be Read/Write Enabled in the inspector. RegionAttachment newWeapon = dagger.ToRegionAttachmentPMAClone(Shader.Find("Spine/Skeleton")); newWeapon.SetScale(1.5f, 1.5f); newWeapon.UpdateOffset(); int weaponSlotIndex = skeleton.FindSlotIndex(weaponSlot); newSkin.AddAttachment(weaponSlotIndex, daggerName, newWeapon); // 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", repackedShader, out runtimeMaterial, out runtimeAtlas); skeleton.SetSkin(newSkin); skeleton.SetToSetupPose(); skeleton.SetAttachment(weaponSlot, daggerName); Resources.UnloadUnusedAssets(); } } }