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207 lines
9.8 KiB
207 lines
9.8 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 UnityEngine; |
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using System.Collections.Generic; |
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using System.Collections; |
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namespace Spine.Unity.AttachmentTools { |
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public static class AttachmentRegionExtensions { |
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#region GetRegion |
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/// <summary> |
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/// Tries to get the region (image) of a renderable attachment. If the attachment is not renderable, it returns null.</summary> |
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public static AtlasRegion GetRegion (this Attachment attachment) { |
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var renderableAttachment = attachment as IHasRendererObject; |
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if (renderableAttachment != null) |
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return renderableAttachment.RendererObject as AtlasRegion; |
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return null; |
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} |
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/// <summary>Gets the region (image) of a RegionAttachment</summary> |
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public static AtlasRegion GetRegion (this RegionAttachment regionAttachment) { |
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return regionAttachment.RendererObject as AtlasRegion; |
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} |
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/// <summary>Gets the region (image) of a MeshAttachment</summary> |
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public static AtlasRegion GetRegion (this MeshAttachment meshAttachment) { |
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return meshAttachment.RendererObject as AtlasRegion; |
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} |
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#endregion |
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#region SetRegion |
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/// <summary> |
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/// Tries to set the region (image) of a renderable attachment. If the attachment is not renderable, nothing is applied.</summary> |
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public static void SetRegion (this Attachment attachment, AtlasRegion region, bool updateOffset = true) { |
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var regionAttachment = attachment as RegionAttachment; |
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if (regionAttachment != null) |
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regionAttachment.SetRegion(region, updateOffset); |
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var meshAttachment = attachment as MeshAttachment; |
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if (meshAttachment != null) |
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meshAttachment.SetRegion(region, updateOffset); |
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} |
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/// <summary>Sets the region (image) of a RegionAttachment</summary> |
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public static void SetRegion (this RegionAttachment attachment, AtlasRegion region, bool updateOffset = true) { |
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if (region == null) throw new System.ArgumentNullException("region"); |
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// (AtlasAttachmentLoader.cs) |
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attachment.RendererObject = region; |
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attachment.SetUVs(region.u, region.v, region.u2, region.v2, region.rotate); |
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attachment.regionOffsetX = region.offsetX; |
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attachment.regionOffsetY = region.offsetY; |
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attachment.regionWidth = region.width; |
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attachment.regionHeight = region.height; |
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attachment.regionOriginalWidth = region.originalWidth; |
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attachment.regionOriginalHeight = region.originalHeight; |
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if (updateOffset) attachment.UpdateOffset(); |
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} |
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/// <summary>Sets the region (image) of a MeshAttachment</summary> |
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public static void SetRegion (this MeshAttachment attachment, AtlasRegion region, bool updateUVs = true) { |
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if (region == null) throw new System.ArgumentNullException("region"); |
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// (AtlasAttachmentLoader.cs) |
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attachment.RendererObject = region; |
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attachment.RegionU = region.u; |
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attachment.RegionV = region.v; |
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attachment.RegionU2 = region.u2; |
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attachment.RegionV2 = region.v2; |
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attachment.RegionRotate = region.rotate; |
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attachment.regionOffsetX = region.offsetX; |
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attachment.regionOffsetY = region.offsetY; |
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attachment.regionWidth = region.width; |
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attachment.regionHeight = region.height; |
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attachment.regionOriginalWidth = region.originalWidth; |
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attachment.regionOriginalHeight = region.originalHeight; |
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if (updateUVs) attachment.UpdateUVs(); |
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} |
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#endregion |
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#region Runtime RegionAttachments |
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/// <summary> |
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/// Creates a RegionAttachment based on a sprite. This method creates a real, usable AtlasRegion. That AtlasRegion uses a new AtlasPage with the Material provided./// </summary> |
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public static RegionAttachment ToRegionAttachment (this Sprite sprite, Material material, float rotation = 0f) { |
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return sprite.ToRegionAttachment(material.ToSpineAtlasPage(), rotation); |
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} |
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/// <summary> |
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/// Creates a RegionAttachment based on a sprite. This method creates a real, usable AtlasRegion. That AtlasRegion uses the AtlasPage provided./// </summary> |
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public static RegionAttachment ToRegionAttachment (this Sprite sprite, AtlasPage page, float rotation = 0f) { |
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if (sprite == null) throw new System.ArgumentNullException("sprite"); |
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if (page == null) throw new System.ArgumentNullException("page"); |
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var region = sprite.ToAtlasRegion(page); |
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var unitsPerPixel = 1f / sprite.pixelsPerUnit; |
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return region.ToRegionAttachment(sprite.name, unitsPerPixel, rotation); |
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} |
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/// <summary> |
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/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate texture of the Sprite's texture data. Returns a RegionAttachment that uses it. Use this if you plan to use a premultiply alpha shader such as "Spine/Skeleton"</summary> |
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public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader, TextureFormat textureFormat = AtlasUtilities.SpineTextureFormat, bool mipmaps = AtlasUtilities.UseMipMaps, Material materialPropertySource = null, float rotation = 0f) { |
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if (sprite == null) throw new System.ArgumentNullException("sprite"); |
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if (shader == null) throw new System.ArgumentNullException("shader"); |
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var region = sprite.ToAtlasRegionPMAClone(shader, textureFormat, mipmaps, materialPropertySource); |
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var unitsPerPixel = 1f / sprite.pixelsPerUnit; |
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return region.ToRegionAttachment(sprite.name, unitsPerPixel, rotation); |
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} |
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public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Material materialPropertySource, TextureFormat textureFormat = AtlasUtilities.SpineTextureFormat, bool mipmaps = AtlasUtilities.UseMipMaps, float rotation = 0f) { |
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return sprite.ToRegionAttachmentPMAClone(materialPropertySource.shader, textureFormat, mipmaps, materialPropertySource, rotation); |
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} |
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/// <summary> |
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/// Creates a new RegionAttachment from a given AtlasRegion.</summary> |
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public static RegionAttachment ToRegionAttachment (this AtlasRegion region, string attachmentName, float scale = 0.01f, float rotation = 0f) { |
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if (string.IsNullOrEmpty(attachmentName)) throw new System.ArgumentException("attachmentName can't be null or empty.", "attachmentName"); |
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if (region == null) throw new System.ArgumentNullException("region"); |
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// (AtlasAttachmentLoader.cs) |
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var attachment = new RegionAttachment(attachmentName); |
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attachment.RendererObject = region; |
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attachment.SetUVs(region.u, region.v, region.u2, region.v2, region.rotate); |
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attachment.regionOffsetX = region.offsetX; |
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attachment.regionOffsetY = region.offsetY; |
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attachment.regionWidth = region.width; |
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attachment.regionHeight = region.height; |
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attachment.regionOriginalWidth = region.originalWidth; |
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attachment.regionOriginalHeight = region.originalHeight; |
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attachment.Path = region.name; |
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attachment.scaleX = 1; |
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attachment.scaleY = 1; |
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attachment.rotation = rotation; |
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attachment.r = 1; |
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attachment.g = 1; |
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attachment.b = 1; |
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attachment.a = 1; |
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// pass OriginalWidth and OriginalHeight because UpdateOffset uses it in its calculation. |
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attachment.width = attachment.regionOriginalWidth * scale; |
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attachment.height = attachment.regionOriginalHeight * scale; |
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attachment.SetColor(Color.white); |
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attachment.UpdateOffset(); |
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return attachment; |
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} |
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/// <summary> Sets the scale. Call regionAttachment.UpdateOffset to apply the change.</summary> |
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public static void SetScale (this RegionAttachment regionAttachment, Vector2 scale) { |
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regionAttachment.scaleX = scale.x; |
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regionAttachment.scaleY = scale.y; |
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} |
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/// <summary> Sets the scale. Call regionAttachment.UpdateOffset to apply the change.</summary> |
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public static void SetScale (this RegionAttachment regionAttachment, float x, float y) { |
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regionAttachment.scaleX = x; |
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regionAttachment.scaleY = y; |
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} |
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/// <summary> Sets the position offset. Call regionAttachment.UpdateOffset to apply the change.</summary> |
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public static void SetPositionOffset (this RegionAttachment regionAttachment, Vector2 offset) { |
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regionAttachment.x = offset.x; |
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regionAttachment.y = offset.y; |
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} |
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/// <summary> Sets the position offset. Call regionAttachment.UpdateOffset to apply the change.</summary> |
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public static void SetPositionOffset (this RegionAttachment regionAttachment, float x, float y) { |
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regionAttachment.x = x; |
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regionAttachment.y = y; |
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} |
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/// <summary> Sets the rotation. Call regionAttachment.UpdateOffset to apply the change.</summary> |
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public static void SetRotation (this RegionAttachment regionAttachment, float rotation) { |
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regionAttachment.rotation = rotation; |
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} |
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#endregion |
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} |
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}
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