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);
}
}
}