mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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137 lines
6.6 KiB
C#
137 lines
6.6 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using Spine.Unity.Modules.AttachmentTools;
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using System.Collections;
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namespace Spine.Unity.Examples {
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// This is an example script that shows you how to change images on your skeleton using UnityEngine.Sprites.
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public class MixAndMatch : MonoBehaviour {
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#region Inspector
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[SpineSkin]
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public string templateAttachmentsSkin = "base";
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public Material sourceMaterial; // This will be used as the basis for shader and material property settings.
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[Header("Visor")]
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public Sprite visorSprite;
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[SpineSlot] public string visorSlot;
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[SpineAttachment(slotField:"visorSlot", skinField:"baseSkinName")] public string visorKey = "goggles";
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[Header("Gun")]
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public Sprite gunSprite;
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[SpineSlot] public string gunSlot;
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[SpineAttachment(slotField:"gunSlot", skinField:"baseSkinName")] public string gunKey = "gun";
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[Header("Runtime Repack")]
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public bool repack = true;
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public BoundingBoxFollower bbFollower;
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[Header("Do not assign")]
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public Texture2D runtimeAtlas;
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public Material runtimeMaterial;
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#endregion
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Skin customSkin;
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void OnValidate () {
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if (sourceMaterial == null) {
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var skeletonAnimation = GetComponent<SkeletonAnimation>();
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if (skeletonAnimation != null)
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sourceMaterial = skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
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}
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}
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IEnumerator Start () {
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yield return new WaitForSeconds(1f); // Delay for one second before applying. For testing.
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Apply();
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}
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void Apply () {
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var skeletonAnimation = GetComponent<SkeletonAnimation>();
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var skeleton = skeletonAnimation.Skeleton;
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// STEP 0: PREPARE SKINS
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// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
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customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
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//customSkin = customSkin ?? skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState); // use this if you are not customizing on the default skin.
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var templateSkin = skeleton.Data.FindSkin(templateAttachmentsSkin);
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// STEP 1: "EQUIP" ITEMS USING SPRITES
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// STEP 1.1 Find the original/template attachment.
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// Step 1.2 Get a clone of the original/template attachment.
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// Step 1.3 Apply the Sprite image to the clone.
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// Step 1.4 Add the remapped clone to the new custom skin.
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// Let's do this for the visor.
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int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
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Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
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Attachment newAttachment = templateAttachment.GetRemappedClone(visorSprite, sourceMaterial); // STEP 1.2 - 1.3
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customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
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// And now for the gun.
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int gunSlotIndex = skeleton.FindSlotIndex(gunSlot);
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Attachment templateGun = templateSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
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Attachment newGun = templateGun.GetRemappedClone(gunSprite, sourceMaterial); // STEP 1.2 - 1.3
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if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4
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// customSkin.RemoveAttachment(gunSlotIndex, gunKey); // To remove an item.
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// customSkin.Clear()
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// Use skin.Clear() To remove all customizations.
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// Customizations will fall back to the value in the default skin if it was defined there.
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// To prevent fallback from happening, make sure the key is not defined in the default skin.
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// STEP 3: APPLY AND CLEAN UP.
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// Recommended: REPACK THE CUSTOM SKIN TO MINIMIZE DRAW CALLS
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// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
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// Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
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// call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
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// Under the hood, this relies on
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if (repack) {
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var repackedSkin = new Skin("repacked skin");
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repackedSkin.AddAttachments(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
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repackedSkin.AddAttachments(customSkin); // Include your new custom skin.
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repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas); // Pack all the items in the skin.
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skeleton.SetSkin(repackedSkin); // Assign the repacked skin to your Skeleton.
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if (bbFollower != null) bbFollower.Initialize(true);
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} else {
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skeleton.SetSkin(customSkin); // Just use the custom skin directly.
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}
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skeleton.SetSlotsToSetupPose(); // Use the pose from setup pose.
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skeletonAnimation.Update(0); // Use the pose in the currently active animation.
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Resources.UnloadUnusedAssets();
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}
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}
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}
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