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103 lines
4.0 KiB
103 lines
4.0 KiB
/****************************************************************************** |
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* Spine Runtimes License Agreement |
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* Last updated January 1, 2020. Replaces all prior versions. |
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* |
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* Copyright (c) 2013-2020, Esoteric Software LLC |
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* |
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* Integration of the Spine Runtimes into software or otherwise creating |
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* derivative works of the Spine Runtimes is permitted under the terms and |
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* conditions of Section 2 of the Spine Editor License Agreement: |
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* http://esotericsoftware.com/spine-editor-license |
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* |
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* Otherwise, it is permitted to integrate the Spine Runtimes into software |
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* or otherwise create derivative works of the Spine Runtimes (collectively, |
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* "Products"), provided that each user of the Products must obtain their own |
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* Spine Editor license and redistribution of the Products in any form must |
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* include this license and copyright notice. |
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* |
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY |
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY |
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, |
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND |
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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*****************************************************************************/ |
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using System.Collections; |
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using System.Collections.Generic; |
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using UnityEngine; |
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using Spine.Unity.AttachmentTools; |
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using Spine.Unity; |
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using Spine; |
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public class EquipsVisualsComponentExample : MonoBehaviour |
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{ |
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public SkeletonAnimation skeletonAnimation; |
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[SpineSkin] |
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public string templateSkinName; |
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Spine.Skin equipsSkin; |
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Spine.Skin collectedSkin; |
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public Material runtimeMaterial; |
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public Texture2D runtimeAtlas; |
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void Start() |
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{ |
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equipsSkin = new Skin("Equips"); |
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// OPTIONAL: Add all the attachments from the template skin. |
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var templateSkin = skeletonAnimation.Skeleton.Data.FindSkin(templateSkinName); |
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if (templateSkin != null) |
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equipsSkin.AddAttachments(templateSkin); |
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skeletonAnimation.Skeleton.Skin = equipsSkin; |
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RefreshSkeletonAttachments(); |
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} |
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public void Skin(string name) |
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{ |
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templateSkinName = name; |
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Start(); |
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} |
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public void Equip(int slotIndex, string attachmentName, Attachment attachment) |
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{ |
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equipsSkin.SetAttachment(slotIndex, attachmentName, attachment); |
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skeletonAnimation.Skeleton.SetSkin(equipsSkin); |
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RefreshSkeletonAttachments(); |
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} |
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public void OptimizeSkin() |
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{ |
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// 1. Collect all the attachments of all active skins. |
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collectedSkin = collectedSkin ?? new Skin("Collected skin"); |
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collectedSkin.Clear(); |
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collectedSkin.AddAttachments(skeletonAnimation.Skeleton.Data.DefaultSkin); |
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collectedSkin.AddAttachments(equipsSkin); |
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// 2. Create a repacked skin. |
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// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed |
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if (runtimeMaterial) |
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Destroy(runtimeMaterial); |
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if (runtimeAtlas) |
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Destroy(runtimeAtlas); |
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var repackedSkin = collectedSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas); |
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collectedSkin.Clear(); |
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// 3. Use the repacked skin. |
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skeletonAnimation.Skeleton.Skin = repackedSkin; |
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RefreshSkeletonAttachments(); |
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} |
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void RefreshSkeletonAttachments() |
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{ |
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skeletonAnimation.Skeleton.SetSlotsToSetupPose(); |
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skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton); //skeletonAnimation.Update(0); |
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} |
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}
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