139 lines
5.9 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.
*****************************************************************************/
// Contributed by: Mitch Thompson
using UnityEngine;
using System.Collections.Generic;
using Spine.Unity.Modules.AttachmentTools;
namespace Spine.Unity.Modules {
public class SpriteAttacher : MonoBehaviour {
public const string DefaultPMAShader = "Spine/Skeleton";
public const string DefaultStraightAlphaShader = "Sprites/Default";
#region Inspector
public bool attachOnStart = true;
public Sprite sprite;
[SpineSlot] public string slot;
#endregion
#if UNITY_EDITOR
void OnValidate () {
var skeletonComponent = GetComponent<ISkeletonComponent>();
var skeletonRenderer = skeletonComponent as SkeletonRenderer;
bool apma;
if (skeletonRenderer != null) {
apma = skeletonRenderer.pmaVertexColors;
} else {
var skeletonGraphic = skeletonComponent as SkeletonGraphic;
apma = skeletonGraphic != null && skeletonGraphic.SpineMeshGenerator.PremultiplyVertexColors;
}
if (apma) {
try {
sprite.texture.GetPixel(0, 0);
} catch (UnityException e) {
Debug.LogFormat("Texture of {0} ({1}) is not read/write enabled. SpriteAttacher requires this in order to work with a SkeletonRenderer that renders premultiplied alpha. Please check the texture settings.", sprite.name, sprite.texture.name);
UnityEditor.EditorGUIUtility.PingObject(sprite.texture);
throw e;
}
}
}
#endif
RegionAttachment attachment;
bool applyPMA;
static Dictionary<Texture, AtlasPage> atlasPageCache;
static AtlasPage GetPageFor (Texture texture, Shader shader) {
if (atlasPageCache == null) atlasPageCache = new Dictionary<Texture, AtlasPage>();
AtlasPage atlasPage;
atlasPageCache.TryGetValue(texture, out atlasPage);
if (atlasPage == null) {
var newMaterial = new Material(shader);
atlasPage = newMaterial.ToSpineAtlasPage();
atlasPageCache[texture] = atlasPage;
}
return atlasPage;
}
void Start () {
if (attachOnStart) Attach();
}
public void Attach () {
var skeletonComponent = GetComponent<ISkeletonComponent>();
var skeletonRenderer = skeletonComponent as SkeletonRenderer;
if (skeletonRenderer != null)
this.applyPMA = skeletonRenderer.pmaVertexColors;
else {
var skeletonGraphic = skeletonComponent as SkeletonGraphic;
if (skeletonGraphic != null)
this.applyPMA = skeletonGraphic.SpineMeshGenerator.PremultiplyVertexColors;
}
Shader attachmentShader = applyPMA ? Shader.Find(DefaultPMAShader) : Shader.Find(DefaultStraightAlphaShader);
attachment = applyPMA ? sprite.ToRegionAttachmentPMAClone(attachmentShader) : sprite.ToRegionAttachment(SpriteAttacher.GetPageFor(sprite.texture, attachmentShader));
skeletonComponent.Skeleton.FindSlot(slot).Attachment = attachment;
}
}
public static class SpriteAttachmentExtensions {
public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true) {
return skeleton.AttachUnitySprite(slotName, sprite, Shader.Find(shaderName), applyPMA);
}
public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true) {
return skeletonData.AddUnitySprite(slotName, sprite, skinName, Shader.Find(shaderName), applyPMA);
}
public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, Shader shader, bool applyPMA) {
RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader) : sprite.ToRegionAttachment(new Material(shader));
skeleton.FindSlot(slotName).Attachment = att;
return att;
}
public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA) {
RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader) : sprite.ToRegionAttachment(new Material(shader));
var slotIndex = skeletonData.FindSlotIndex(slotName);
Skin skin = skeletonData.defaultSkin;
if (skinName != "")
skin = skeletonData.FindSkin(skinName);
skin.AddAttachment(slotIndex, att.Name, att);
return att;
}
}
}