mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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82 lines
3.6 KiB
C#
82 lines
3.6 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.3
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*
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* Copyright (c) 2013-2015, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to use, install, execute and perform the Spine
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* Runtimes Software (the "Software") and derivative works solely for personal
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* or internal use. Without the written permission of Esoteric Software (see
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* Section 2 of the Spine Software License Agreement), you may not (a) modify,
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* translate, adapt or otherwise create derivative works, improvements of the
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* Software or develop new applications using the Software or (b) remove,
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* delete, alter or obscure any trademarks or any copyright, trademark, patent
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using System.Collections;
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using Spine;
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public class CustomSkin : MonoBehaviour {
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[System.Serializable]
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public class SkinPair {
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/// <summary>SpineAttachment attachment path to help find the attachment.</summary>
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/// <remarks>This use of SpineAttachment generates an attachment path string that can only be used by SpineAttachment.GetAttachment.</remarks>
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[SpineAttachment(currentSkinOnly: false, returnAttachmentPath: true, dataField: "skinSource")]
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[UnityEngine.Serialization.FormerlySerializedAs("sourceAttachment")]
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public string sourceAttachmentPath;
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[SpineSlot]
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public string targetSlot;
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/// <summary>The name of the skin placeholder/skin dictionary entry this attachment should be associated with.</summary>
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/// <remarks>This name is used by the skin dictionary, used in the method Skin.AddAttachment as well as setting a slot attachment</remarks>
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[SpineAttachment(currentSkinOnly: true, placeholdersOnly: true)]
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public string targetAttachment;
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}
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#region Inspector
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public SkeletonDataAsset skinSource;
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[UnityEngine.Serialization.FormerlySerializedAs("skinning")]
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public SkinPair[] skinItems;
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public Skin customSkin;
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#endregion
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SkeletonRenderer skeletonRenderer;
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void Start () {
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skeletonRenderer = GetComponent<SkeletonRenderer>();
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Skeleton skeleton = skeletonRenderer.skeleton;
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customSkin = new Skin("CustomSkin");
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foreach (var pair in skinItems) {
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var attachment = SpineAttachment.GetAttachment(pair.sourceAttachmentPath, skinSource);
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customSkin.AddAttachment(skeleton.FindSlotIndex(pair.targetSlot), pair.targetAttachment, attachment);
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}
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// The custom skin does not need to be added to the skeleton data for it to work.
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// But it's useful for your script to keep a reference to it.
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skeleton.SetSkin(customSkin);
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}
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}
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