2019-05-02 11:38:19 +02:00

89 lines
3.2 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 UnityEngine;
using Spine.Unity;
namespace Spine.Unity.Examples {
/// <summary>
/// Add this component to a Spine GameObject to apply a specific slot's Colors as MaterialProperties.
/// This allows you to apply the two color tint to the whole skeleton and not require the overhead of an extra vertex stream on the mesh.
/// </summary>
public class SlotTintBlackFollower : MonoBehaviour {
#region Inspector
/// <summary>
/// Serialized name of the slot loaded at runtime. Change the slot field instead of this if you want to change the followed slot at runtime.</summary>
[SpineSlot]
[SerializeField]
protected string slotName;
[SerializeField]
protected string colorPropertyName = "_Color";
[SerializeField]
protected string blackPropertyName = "_Black";
#endregion
public Slot slot;
MeshRenderer mr;
MaterialPropertyBlock mb;
int colorPropertyId, blackPropertyId;
void Start () {
Initialize(false);
}
public void Initialize (bool overwrite) {
if (overwrite || mb == null) {
mb = new MaterialPropertyBlock();
mr = GetComponent<MeshRenderer>();
slot = GetComponent<ISkeletonComponent>().Skeleton.FindSlot(slotName);
colorPropertyId = Shader.PropertyToID(colorPropertyName);
blackPropertyId = Shader.PropertyToID(blackPropertyName);
}
}
public void Update () {
Slot s = slot;
if (s == null) return;
mb.SetColor(colorPropertyId, s.GetColor());
mb.SetColor(blackPropertyId, s.GetColorTintBlack());
mr.SetPropertyBlock(mb);
}
void OnDisable () {
mb.Clear();
mr.SetPropertyBlock(mb);
}
}
}