2018-12-10 02:32:51 +08:00

137 lines
6.6 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;
using System.Collections;
namespace Spine.Unity.Examples {
// This is an example script that shows you how to change images on your skeleton using UnityEngine.Sprites.
public class MixAndMatch : MonoBehaviour {
#region Inspector
[SpineSkin]
public string templateAttachmentsSkin = "base";
public Material sourceMaterial; // This will be used as the basis for shader and material property settings.
[Header("Visor")]
public Sprite visorSprite;
[SpineSlot] public string visorSlot;
[SpineAttachment(slotField:"visorSlot", skinField:"baseSkinName")] public string visorKey = "goggles";
[Header("Gun")]
public Sprite gunSprite;
[SpineSlot] public string gunSlot;
[SpineAttachment(slotField:"gunSlot", skinField:"baseSkinName")] public string gunKey = "gun";
[Header("Runtime Repack")]
public bool repack = true;
public BoundingBoxFollower bbFollower;
[Header("Do not assign")]
public Texture2D runtimeAtlas;
public Material runtimeMaterial;
#endregion
Skin customSkin;
void OnValidate () {
if (sourceMaterial == null) {
var skeletonAnimation = GetComponent<SkeletonAnimation>();
if (skeletonAnimation != null)
sourceMaterial = skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
}
}
IEnumerator Start () {
yield return new WaitForSeconds(1f); // Delay for one second before applying. For testing.
Apply();
}
void Apply () {
var skeletonAnimation = GetComponent<SkeletonAnimation>();
var skeleton = skeletonAnimation.Skeleton;
// STEP 0: PREPARE SKINS
// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
//customSkin = customSkin ?? skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState); // use this if you are not customizing on the default skin.
var templateSkin = skeleton.Data.FindSkin(templateAttachmentsSkin);
// STEP 1: "EQUIP" ITEMS USING SPRITES
// STEP 1.1 Find the original/template attachment.
// Step 1.2 Get a clone of the original/template attachment.
// Step 1.3 Apply the Sprite image to the clone.
// Step 1.4 Add the remapped clone to the new custom skin.
// Let's do this for the visor.
int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
Attachment newAttachment = templateAttachment.GetRemappedClone(visorSprite, sourceMaterial); // STEP 1.2 - 1.3
customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
// And now for the gun.
int gunSlotIndex = skeleton.FindSlotIndex(gunSlot);
Attachment templateGun = templateSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
Attachment newGun = templateGun.GetRemappedClone(gunSprite, sourceMaterial); // STEP 1.2 - 1.3
if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4
// customSkin.RemoveAttachment(gunSlotIndex, gunKey); // To remove an item.
// customSkin.Clear()
// Use skin.Clear() To remove all customizations.
// Customizations will fall back to the value in the default skin if it was defined there.
// To prevent fallback from happening, make sure the key is not defined in the default skin.
// STEP 3: APPLY AND CLEAN UP.
// Recommended: REPACK THE CUSTOM SKIN TO MINIMIZE DRAW CALLS
// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
// Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
// call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
// Under the hood, this relies on
if (repack) {
var repackedSkin = new Skin("repacked skin");
repackedSkin.AddAttachments(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
repackedSkin.AddAttachments(customSkin); // Include your new custom skin.
repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas); // Pack all the items in the skin.
skeleton.SetSkin(repackedSkin); // Assign the repacked skin to your Skeleton.
if (bbFollower != null) bbFollower.Initialize(true);
} else {
skeleton.SetSkin(customSkin); // Just use the custom skin directly.
}
skeleton.SetSlotsToSetupPose(); // Use the pose from setup pose.
skeletonAnimation.Update(0); // Use the pose in the currently active animation.
Resources.UnloadUnusedAssets();
}
}
}