2019-05-17 13:54:56 +02:00

92 lines
3.5 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 System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine.Unity.Modules.AttachmentTools;
namespace Spine.Unity.Examples {
public class EquipsVisualsComponentExample : MonoBehaviour {
public SkeletonAnimation skeletonAnimation;
[SpineSkin]
public string templateSkinName;
Spine.Skin equipsSkin;
Spine.Skin collectedSkin;
public Material runtimeMaterial;
public Texture2D runtimeAtlas;
void Start () {
equipsSkin = new Skin("Equips");
// OPTIONAL: Add all the attachments from the template skin.
var templateSkin = skeletonAnimation.Skeleton.Data.FindSkin(templateSkinName);
if (templateSkin != null)
equipsSkin.AddAttachments(templateSkin);
skeletonAnimation.Skeleton.Skin = equipsSkin;
RefreshSkeletonAttachments();
}
public void Equip (int slotIndex, string attachmentName, Attachment attachment) {
equipsSkin.SetAttachment(slotIndex, attachmentName, attachment);
skeletonAnimation.Skeleton.SetSkin(equipsSkin);
RefreshSkeletonAttachments();
}
public void OptimizeSkin () {
// 1. Collect all the attachments of all active skins.
collectedSkin = collectedSkin ?? new Skin("Collected skin");
collectedSkin.Clear();
collectedSkin.AddAttachments(skeletonAnimation.Skeleton.Data.DefaultSkin);
collectedSkin.AddAttachments(equipsSkin);
// 2. Create a repacked skin.
var repackedSkin = collectedSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas);
collectedSkin.Clear();
// 3. Use the repacked skin.
skeletonAnimation.Skeleton.Skin = repackedSkin;
RefreshSkeletonAttachments();
}
void RefreshSkeletonAttachments () {
skeletonAnimation.Skeleton.SetSlotsToSetupPose();
skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton); //skeletonAnimation.Update(0);
}
}
}