113 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("From AtlasAsset")]
public AtlasAsset handSource;
[SpineAtlasRegion("handSource")] public string handRegion = "hand";
[SpineAttachment] public string handAttachmentName;
[SpineSlot] public string handSlot;
public Vector2 newHandOffset;
public float newHandRotation;
public Texture2D handTexture;
[Header("From Sprite")]
public Sprite dagger;
public string daggerName = "dagger";
[SpineSlot] public string weaponSlot;
[Header("MeshAttachment.SetRegion")]
public bool applyHeadRegion = false;
public AtlasAsset headSource;
[SpineAtlasRegion("headSource")] public string headRegion;
[SpineSlot] public string headSlot;
[SpineAttachment] public string headAttachmentName;
[Header("Runtime Repack")]
public bool repack = true;
public Shader repackedShader;
[Header("Do not assign")]
public Texture2D runtimeAtlas;
public Material runtimeMaterial;
#endregion
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);
// Case 1: Create an attachment from an atlas.
RegionAttachment newHand = handSource.GetAtlas().FindRegion(handRegion).ToRegionAttachment("new hand");
newHand.SetPositionOffset(newHandOffset);
newHand.rotation = newHandRotation;
newHand.UpdateOffset();
int handSlotIndex = skeleton.FindSlotIndex(handSlot);
handTexture = newHand.GetRegion().ToTexture();
newSkin.AddAttachment(handSlotIndex, handAttachmentName, newHand);
// Case 2: Create an attachment from a Unity Sprite (Sprite texture needs to be Read/Write Enabled in the inspector.
RegionAttachment newWeapon = dagger.ToRegionAttachmentPMAClone(Shader.Find("Spine/Skeleton"));
newWeapon.SetScale(1.5f, 1.5f);
newWeapon.UpdateOffset();
int weaponSlotIndex = skeleton.FindSlotIndex(weaponSlot);
newSkin.AddAttachment(weaponSlotIndex, daggerName, newWeapon);
// 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", repackedShader, out runtimeMaterial, out runtimeAtlas);
skeleton.SetSkin(newSkin);
skeleton.SetToSetupPose();
skeleton.SetAttachment(weaponSlot, daggerName);
}
}
}