2018-04-04 17:17:06 +08:00

71 lines
2.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine.Unity.Modules.AttachmentTools;
namespace Spine.Unity.Examples {
public class EquipSystemExample : MonoBehaviour, IHasSkeletonDataAsset {
// Implementing IHasSkeletonDataAsset allows Spine attribute drawers to automatically detect this component as a skeleton data source.
public SkeletonDataAsset skeletonDataAsset;
SkeletonDataAsset IHasSkeletonDataAsset.SkeletonDataAsset { get { return this.skeletonDataAsset; } }
public Material sourceMaterial;
public bool applyPMA = true;
public List<EquipHook> equippables = new List<EquipHook>();
public EquipsVisualsComponentExample target;
public Dictionary<EquipAssetExample, Attachment> cachedAttachments = new Dictionary<EquipAssetExample, Attachment>();
[System.Serializable]
public class EquipHook {
public EquipType type;
[SpineSlot]
public string slot;
[SpineSkin]
public string templateSkin;
[SpineAttachment(skinField:"templateSkin")]
public string templateAttachment;
}
public enum EquipType {
Gun,
Goggles
}
public void Equip (EquipAssetExample asset) {
var equipType = asset.equipType;
EquipHook howToEquip = equippables.Find(x => x.type == equipType);
var skeletonData = skeletonDataAsset.GetSkeletonData(true);
int slotIndex = skeletonData.FindSlotIndex(howToEquip.slot);
var attachment = GenerateAttachmentFromEquipAsset(asset, slotIndex, howToEquip.templateSkin, howToEquip.templateAttachment);
target.Equip(slotIndex, howToEquip.templateAttachment, attachment);
}
Attachment GenerateAttachmentFromEquipAsset (EquipAssetExample asset, int slotIndex, string templateSkinName, string templateAttachmentName) {
Attachment attachment;
cachedAttachments.TryGetValue(asset, out attachment);
if (attachment == null) {
var skeletonData = skeletonDataAsset.GetSkeletonData(true);
var templateSkin = skeletonData.FindSkin(templateSkinName);
Attachment templateAttachment = templateSkin.GetAttachment(slotIndex, templateAttachmentName);
attachment = templateAttachment.GetRemappedClone(asset.sprite, sourceMaterial, premultiplyAlpha: this.applyPMA);
cachedAttachments.Add(asset, attachment); // Cache this value for next time this asset is used.
}
return attachment;
}
public void Done () {
target.OptimizeSkin();
}
}
}