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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using Spine.Unity.AttachmentTools;
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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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namespace Spine.Unity.Examples {
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public class EquipsVisualsComponentExample : MonoBehaviour {
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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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equipsSkin = new Skin("Equips");
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// OPTIONAL: Add all the attachments from the template skin.
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Skin templateSkin = skeletonAnimation.Skeleton.Data.FindSkin(templateSkinName);
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if (templateSkin != null)
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equipsSkin.AddSkin(templateSkin);
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skeletonAnimation.Skeleton.Skin = equipsSkin;
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RefreshSkeletonAttachments();
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}
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public void Equip (int slotIndex, string attachmentName, Attachment attachment) {
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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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// 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.AddSkin(skeletonAnimation.Skeleton.Data.DefaultSkin);
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collectedSkin.AddSkin(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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Skin repackedSkin = collectedSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial,
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out runtimeMaterial, out runtimeAtlas, maxAtlasSize: 1024, clearCache: false);
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collectedSkin.Clear();
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// You can optionally clear the textures cache after each ore multiple repack operations are done.
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//AtlasUtilities.ClearCache();
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//Resources.UnloadUnusedAssets();
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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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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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}
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