mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-20 17:26:01 +08:00
116 lines
4.8 KiB
C#
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();
|
|
}
|
|
|
|
}
|
|
}
|