157 lines
6.9 KiB
C#

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated May 1, 2019. Replaces all prior versions.
*
* Copyright (c) 2013-2019, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 System.Collections.Generic;
using System.Collections;
namespace Spine.Unity.AttachmentTools {
public static class SkinUtilities {
#region Skeleton Skin Extensions
/// <summary>
/// Convenience method for duplicating a skeleton's current active skin so changes to it will not affect other skeleton instances. .</summary>
public static Skin UnshareSkin (this Skeleton skeleton, bool includeDefaultSkin, bool unshareAttachments, AnimationState state = null) {
// 1. Copy the current skin and set the skeleton's skin to the new one.
var newSkin = skeleton.GetClonedSkin("cloned skin", includeDefaultSkin, unshareAttachments, true);
skeleton.SetSkin(newSkin);
// 2. Apply correct attachments: skeleton.SetToSetupPose + animationState.Apply
if (state != null) {
skeleton.SetToSetupPose();
state.Apply(skeleton);
}
// 3. Return unshared skin.
return newSkin;
}
public static Skin GetClonedSkin (this Skeleton skeleton, string newSkinName, bool includeDefaultSkin = false, bool cloneAttachments = false, bool cloneMeshesAsLinked = true) {
var newSkin = new Skin(newSkinName); // may have null name. Harmless.
var defaultSkin = skeleton.data.DefaultSkin;
var activeSkin = skeleton.skin;
if (includeDefaultSkin)
defaultSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
if (activeSkin != null)
activeSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
return newSkin;
}
#endregion
/// <summary>
/// Gets a shallow copy of the skin. The cloned skin's attachments are shared with the original skin.</summary>
public static Skin GetClone (this Skin original) {
var newSkin = new Skin(original.name + " clone");
var newSkinAttachments = newSkin.Attachments;
foreach (var a in original.Attachments)
newSkinAttachments[a.Key] = a.Value;
return newSkin;
}
/// <summary>Adds an attachment to the skin for the specified slot index and name. If the name already exists for the slot, the previous value is replaced.</summary>
public static void SetAttachment (this Skin skin, string slotName, string keyName, Attachment attachment, Skeleton skeleton) {
int slotIndex = skeleton.FindSlotIndex(slotName);
if (skeleton == null) throw new System.ArgumentNullException("skeleton", "skeleton cannot be null.");
if (slotIndex == -1) throw new System.ArgumentException(string.Format("Slot '{0}' does not exist in skeleton.", slotName), "slotName");
skin.SetAttachment(slotIndex, keyName, attachment);
}
/// <summary>Adds skin items from another skin. For items that already exist, the previous values are replaced.</summary>
public static void AddAttachments (this Skin skin, Skin otherSkin) {
if (otherSkin == null) return;
otherSkin.CopyTo(skin, true, false);
}
/// <summary>Gets an attachment from the skin for the specified slot index and name.</summary>
public static Attachment GetAttachment (this Skin skin, string slotName, string keyName, Skeleton skeleton) {
int slotIndex = skeleton.FindSlotIndex(slotName);
if (skeleton == null) throw new System.ArgumentNullException("skeleton", "skeleton cannot be null.");
if (slotIndex == -1) throw new System.ArgumentException(string.Format("Slot '{0}' does not exist in skeleton.", slotName), "slotName");
return skin.GetAttachment(slotIndex, keyName);
}
/// <summary>Adds an attachment to the skin for the specified slot index and name. If the name already exists for the slot, the previous value is replaced.</summary>
public static void SetAttachment (this Skin skin, int slotIndex, string keyName, Attachment attachment) {
skin.SetAttachment(slotIndex, keyName, attachment);
}
public static void RemoveAttachment (this Skin skin, string slotName, string keyName, SkeletonData skeletonData) {
int slotIndex = skeletonData.FindSlotIndex(slotName);
if (skeletonData == null) throw new System.ArgumentNullException("skeletonData", "skeletonData cannot be null.");
if (slotIndex == -1) throw new System.ArgumentException(string.Format("Slot '{0}' does not exist in skeleton.", slotName), "slotName");
skin.RemoveAttachment(slotIndex, keyName);
}
public static void Clear (this Skin skin) {
skin.Attachments.Clear();
}
//[System.Obsolete]
public static void Append (this Skin destination, Skin source) {
source.CopyTo(destination, true, false);
}
public static void CopyTo (this Skin source, Skin destination, bool overwrite, bool cloneAttachments, bool cloneMeshesAsLinked = true) {
var sourceAttachments = source.Attachments;
var destinationAttachments = destination.Attachments;
if (cloneAttachments) {
if (overwrite) {
foreach (var e in sourceAttachments)
destinationAttachments[e.Key] = e.Value.GetCopy(cloneMeshesAsLinked);
} else {
foreach (var e in sourceAttachments) {
if (destinationAttachments.ContainsKey(e.Key)) continue;
destinationAttachments.Add(e.Key, e.Value.GetCopy(cloneMeshesAsLinked));
}
}
} else {
if (overwrite) {
foreach (var e in sourceAttachments)
destinationAttachments[e.Key] = e.Value;
} else {
foreach (var e in sourceAttachments) {
if (destinationAttachments.ContainsKey(e.Key)) continue;
destinationAttachments.Add(e.Key, e.Value);
}
}
}
}
}
}