mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-24 18:51:25 +08:00
182 lines
5.5 KiB
C#
182 lines
5.5 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 System;
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using System.IO;
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using UnityEngine;
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using Spine;
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/// <summary>Loads and stores a Spine atlas and list of materials.</summary>
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public class AtlasAsset : ScriptableObject {
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public TextAsset atlasFile;
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public Material[] materials;
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private Atlas atlas;
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public void Reset () {
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atlas = null;
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}
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/// <returns>The atlas or null if it could not be loaded.</returns>
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public Atlas GetAtlas () {
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if (atlasFile == null) {
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Debug.LogError("Atlas file not set for atlas asset: " + name, this);
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Reset();
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return null;
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}
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if (materials == null || materials.Length == 0) {
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Debug.LogError("Materials not set for atlas asset: " + name, this);
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Reset();
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return null;
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}
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if (atlas != null)
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return atlas;
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try {
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atlas = new Atlas(new StringReader(atlasFile.text), "", new MaterialsTextureLoader(this));
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atlas.FlipV();
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return atlas;
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} catch (Exception ex) {
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Debug.LogError("Error reading atlas file for atlas asset: " + name + "\n" + ex.Message + "\n" + ex.StackTrace, this);
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return null;
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}
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}
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public Sprite GenerateSprite (string name, out Material material) {
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AtlasRegion region = atlas.FindRegion(name);
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Sprite sprite = null;
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material = null;
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if (region != null) {
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//sprite.rect
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}
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return sprite;
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}
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public Mesh GenerateMesh (string name, Mesh mesh, out Material material, float scale = 0.01f) {
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AtlasRegion region = atlas.FindRegion(name);
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material = null;
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if (region != null) {
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if (mesh == null) {
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mesh = new Mesh();
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mesh.name = name;
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}
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Vector3[] verts = new Vector3[4];
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Vector2[] uvs = new Vector2[4];
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Color[] colors = new Color[4] { Color.white, Color.white, Color.white, Color.white };
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int[] triangles = new int[6] { 0, 1, 2, 2, 3, 0 };
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float left, right, top, bottom;
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left = region.width / -2f;
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right = left * -1f;
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top = region.height / 2f;
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bottom = top * -1;
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verts[0] = new Vector3(left, bottom, 0) * scale;
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verts[1] = new Vector3(left, top, 0) * scale;
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verts[2] = new Vector3(right, top, 0) * scale;
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verts[3] = new Vector3(right, bottom, 0) * scale;
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float u, v, u2, v2;
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u = region.u;
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v = region.v;
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u2 = region.u2;
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v2 = region.v2;
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if (!region.rotate) {
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uvs[0] = new Vector2(u, v2);
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uvs[1] = new Vector2(u, v);
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uvs[2] = new Vector2(u2, v);
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uvs[3] = new Vector2(u2, v2);
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} else {
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uvs[0] = new Vector2(u2, v2);
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uvs[1] = new Vector2(u, v2);
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uvs[2] = new Vector2(u, v);
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uvs[3] = new Vector2(u2, v);
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}
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mesh.triangles = new int[0];
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mesh.vertices = verts;
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mesh.uv = uvs;
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mesh.colors = colors;
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mesh.triangles = triangles;
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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material = (Material)region.page.rendererObject;
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} else {
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mesh = null;
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}
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return mesh;
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}
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}
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public class MaterialsTextureLoader : TextureLoader {
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AtlasAsset atlasAsset;
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public MaterialsTextureLoader (AtlasAsset atlasAsset) {
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this.atlasAsset = atlasAsset;
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}
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public void Load (AtlasPage page, String path) {
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String name = Path.GetFileNameWithoutExtension(path);
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Material material = null;
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foreach (Material other in atlasAsset.materials) {
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if (other.mainTexture == null) {
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Debug.LogError("Material is missing texture: " + other.name, other);
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return;
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}
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if (other.mainTexture.name == name) {
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material = other;
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break;
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}
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}
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if (material == null) {
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Debug.LogError("Material with texture name \"" + name + "\" not found for atlas asset: " + atlasAsset.name, atlasAsset);
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return;
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}
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page.rendererObject = material;
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// Very old atlas files expected the texture's actual size to be used at runtime.
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if (page.width == 0 || page.height == 0) {
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page.width = material.mainTexture.width;
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page.height = material.mainTexture.height;
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}
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}
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public void Unload (object texture) {
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}
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}
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