mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
90 lines
3.4 KiB
C#
90 lines
3.4 KiB
C#
/******************************************************************************
|
|
* 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;
|
|
|
|
namespace Spine.Unity.Examples {
|
|
|
|
/// <summary>
|
|
/// Add this component to a Spine GameObject to apply a specific slot's Colors as MaterialProperties.
|
|
/// This allows you to apply the two color tint to the whole skeleton and not require the overhead of an extra vertex stream on the mesh.
|
|
/// </summary>
|
|
public class SlotTintBlackFollower : MonoBehaviour {
|
|
#region Inspector
|
|
/// <summary>
|
|
/// Serialized name of the slot loaded at runtime. Change the slot field instead of this if you want to change the followed slot at runtime.</summary>
|
|
[SpineSlot]
|
|
[SerializeField]
|
|
protected string slotName;
|
|
|
|
[SerializeField]
|
|
protected string colorPropertyName = "_Color";
|
|
[SerializeField]
|
|
protected string blackPropertyName = "_Black";
|
|
#endregion
|
|
|
|
public Slot slot;
|
|
MeshRenderer mr;
|
|
MaterialPropertyBlock mb;
|
|
int colorPropertyId, blackPropertyId;
|
|
|
|
void Start () {
|
|
Initialize(false);
|
|
}
|
|
|
|
public void Initialize (bool overwrite) {
|
|
if (overwrite || mb == null) {
|
|
mb = new MaterialPropertyBlock();
|
|
mr = GetComponent<MeshRenderer>();
|
|
slot = GetComponent<ISkeletonComponent>().Skeleton.FindSlot(slotName);
|
|
|
|
colorPropertyId = Shader.PropertyToID(colorPropertyName);
|
|
blackPropertyId = Shader.PropertyToID(blackPropertyName);
|
|
}
|
|
}
|
|
|
|
public void Update () {
|
|
Slot s = slot;
|
|
if (s == null) return;
|
|
|
|
mb.SetColor(colorPropertyId, s.GetColor());
|
|
mb.SetColor(blackPropertyId, s.GetColorTintBlack());
|
|
|
|
mr.SetPropertyBlock(mb);
|
|
}
|
|
|
|
void OnDisable () {
|
|
mb.Clear();
|
|
mr.SetPropertyBlock(mb);
|
|
}
|
|
}
|
|
}
|