2017-05-15 12:48:05 +08:00

116 lines
4.8 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.Modules.AttachmentTools;
namespace Spine.Unity.Examples {
public class MixAndMatch : MonoBehaviour {
#region Inspector
[Header("Visor")]
public Sprite visorSprite;
[SpineSlot] public string visorSlot;
[SpineAttachment(slotField:"visorSlot")] public string visorKey = "goggles";
[Header("Gun")]
public Sprite gunSprite;
[SpineSlot] public string gunSlot;
[SpineAttachment(slotField:"gunSlot")] public string gunKey = "gun";
[Header("Runtime Repack")]
public bool repack = true;
public Material sourceMaterial;
[Header("Do not assign")]
public Texture2D runtimeAtlas;
public Material runtimeMaterial;
#endregion
void OnValidate () {
if (sourceMaterial == null) {
var skeletonAnimation = GetComponent<SkeletonAnimation>();
if (skeletonAnimation != null)
sourceMaterial = skeletonAnimation.SkeletonDataAsset.atlasAssets[0].materials[0];
}
}
void Start () {
var skeletonAnimation = GetComponent<SkeletonAnimation>();
var skeleton = skeletonAnimation.Skeleton;
// All attachment changes will be applied to the skin. We use a clone so other instances will not be affected.
var newSkin = skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState);
// NOTE: sprite textures need to be full rect.
var originalSkin = skeleton.Data.DefaultSkin;
int visorSlotIndex = skeleton.FindSlotIndex(visorSlot);
RegionAttachment originalVisor = originalSkin.GetAttachment(visorSlotIndex, visorKey) as RegionAttachment;
RegionAttachment newVisor = visorSprite.ToRegionAttachmentPMAClone(sourceMaterial);
newVisor.X = originalVisor.X;
newVisor.Y = originalVisor.Y;
newVisor.Rotation = originalVisor.Rotation;
newSkin.AddAttachment(visorSlotIndex, visorKey, newVisor);
int gunSlotIndex = skeleton.FindSlotIndex(gunSlot);
RegionAttachment originalGun = originalSkin.GetAttachment(gunSlotIndex, gunKey) as RegionAttachment;
RegionAttachment newGun = gunSprite.ToRegionAttachmentPMAClone(sourceMaterial);
newGun.x = originalGun.x;
newGun.y = originalGun.y;
newGun.Rotation = originalGun.Rotation;
newSkin.AddAttachment(gunSlotIndex, gunKey, newGun);
// Case 3: Change an existing attachment's backing region.
// if (applyHeadRegion) {
// AtlasRegion spineBoyHead = headSource.GetAtlas().FindRegion(headRegion);
// int headSlotIndex = skeleton.FindSlotIndex(headSlot);
// var newHead = newSkin.GetAttachment(headSlotIndex, headAttachmentName).GetClone(true);
// newHead.SetRegion(spineBoyHead);
// newSkin.AddAttachment(headSlotIndex, headAttachmentName, newHead);
// }
// Case 4: Repacking a mixed-and-matched skin to minimize draw calls.
// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
if (repack) {
newSkin = newSkin.GetRepackedSkin("repacked", sourceMaterial, out runtimeMaterial, out runtimeAtlas);
}
skeleton.SetSkin(newSkin);
skeleton.SetSlotsToSetupPose();
skeletonAnimation.Update(0);
Resources.UnloadUnusedAssets();
}
}
}