2018-06-08 01:50:00 +08:00

63 lines
1.8 KiB
C#

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.Append(templateSkin);
skeletonAnimation.Skeleton.Skin = equipsSkin;
RefreshSkeletonAttachments();
}
public void Equip (int slotIndex, string attachmentName, Attachment attachment) {
equipsSkin.AddAttachment(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.Append(skeletonAnimation.Skeleton.Data.DefaultSkin);
collectedSkin.Append(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);
}
}
}