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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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// Original Contribution by: Mitch Thompson
using Spine.Unity.AttachmentTools ;
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using System.Collections.Generic ;
using UnityEngine ;
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namespace Spine.Unity.Examples {
public class SpriteAttacher : MonoBehaviour {
public const string DefaultPMAShader = "Spine/Skeleton" ;
public const string DefaultStraightAlphaShader = "Sprites/Default" ;
#region Inspector
public bool attachOnStart = true ;
public bool overrideAnimation = true ;
public Sprite sprite ;
[SpineSlot] public string slot ;
#endregion
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#if UNITY_EDITOR
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void OnValidate ( ) {
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ISkeletonComponent skeletonComponent = GetComponent < ISkeletonComponent > ( ) ;
SkeletonRenderer skeletonRenderer = skeletonComponent as SkeletonRenderer ;
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bool applyPMA ;
if ( skeletonRenderer ! = null ) {
applyPMA = skeletonRenderer . pmaVertexColors ;
} else {
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SkeletonGraphic skeletonGraphic = skeletonComponent as SkeletonGraphic ;
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applyPMA = skeletonGraphic ! = null & & skeletonGraphic . MeshGenerator . settings . pmaVertexColors ;
}
if ( applyPMA ) {
try {
if ( sprite = = null )
return ;
sprite . texture . GetPixel ( 0 , 0 ) ;
} catch ( UnityException e ) {
Debug . LogFormat ( "Texture of {0} ({1}) is not read/write enabled. SpriteAttacher requires this in order to work with a SkeletonRenderer that renders premultiplied alpha. Please check the texture settings." , sprite . name , sprite . texture . name ) ;
UnityEditor . EditorGUIUtility . PingObject ( sprite . texture ) ;
throw e ;
}
}
}
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#endif
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RegionAttachment attachment ;
Slot spineSlot ;
bool applyPMA ;
static Dictionary < Texture , AtlasPage > atlasPageCache ;
static AtlasPage GetPageFor ( Texture texture , Shader shader ) {
if ( atlasPageCache = = null ) atlasPageCache = new Dictionary < Texture , AtlasPage > ( ) ;
AtlasPage atlasPage ;
atlasPageCache . TryGetValue ( texture , out atlasPage ) ;
if ( atlasPage = = null ) {
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Material newMaterial = new Material ( shader ) ;
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atlasPage = newMaterial . ToSpineAtlasPage ( ) ;
atlasPageCache [ texture ] = atlasPage ;
}
return atlasPage ;
}
void Start ( ) {
// Initialize slot and attachment references.
Initialize ( false ) ;
if ( attachOnStart )
Attach ( ) ;
}
void AnimationOverrideSpriteAttach ( ISkeletonAnimation animated ) {
if ( overrideAnimation & & isActiveAndEnabled )
Attach ( ) ;
}
public void Initialize ( bool overwrite = true ) {
if ( overwrite | | attachment = = null ) {
// Get the applyPMA value.
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ISkeletonComponent skeletonComponent = GetComponent < ISkeletonComponent > ( ) ;
SkeletonRenderer skeletonRenderer = skeletonComponent as SkeletonRenderer ;
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if ( skeletonRenderer ! = null )
this . applyPMA = skeletonRenderer . pmaVertexColors ;
else {
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SkeletonGraphic skeletonGraphic = skeletonComponent as SkeletonGraphic ;
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if ( skeletonGraphic ! = null )
this . applyPMA = skeletonGraphic . MeshGenerator . settings . pmaVertexColors ;
}
// Subscribe to UpdateComplete to override animation keys.
if ( overrideAnimation ) {
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ISkeletonAnimation animatedSkeleton = skeletonComponent as ISkeletonAnimation ;
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if ( animatedSkeleton ! = null ) {
animatedSkeleton . UpdateComplete - = AnimationOverrideSpriteAttach ;
animatedSkeleton . UpdateComplete + = AnimationOverrideSpriteAttach ;
}
}
spineSlot = spineSlot ? ? skeletonComponent . Skeleton . FindSlot ( slot ) ;
Shader attachmentShader = applyPMA ? Shader . Find ( DefaultPMAShader ) : Shader . Find ( DefaultStraightAlphaShader ) ;
if ( sprite = = null )
attachment = null ;
else
attachment = applyPMA ? sprite . ToRegionAttachmentPMAClone ( attachmentShader ) : sprite . ToRegionAttachment ( SpriteAttacher . GetPageFor ( sprite . texture , attachmentShader ) ) ;
}
}
void OnDestroy ( ) {
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ISkeletonAnimation animatedSkeleton = GetComponent < ISkeletonAnimation > ( ) ;
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if ( animatedSkeleton ! = null )
animatedSkeleton . UpdateComplete - = AnimationOverrideSpriteAttach ;
}
/// <summary>Update the slot's attachment to the Attachment generated from the sprite.</summary>
public void Attach ( ) {
if ( spineSlot ! = null )
spineSlot . Attachment = attachment ;
}
}
public static class SpriteAttachmentExtensions {
[System.Obsolete]
public static RegionAttachment AttachUnitySprite ( this Skeleton skeleton , string slotName , Sprite sprite , string shaderName = SpriteAttacher . DefaultPMAShader , bool applyPMA = true , float rotation = 0f ) {
return skeleton . AttachUnitySprite ( slotName , sprite , Shader . Find ( shaderName ) , applyPMA , rotation : rotation ) ;
}
[System.Obsolete]
public static RegionAttachment AddUnitySprite ( this SkeletonData skeletonData , string slotName , Sprite sprite , string skinName = "" , string shaderName = SpriteAttacher . DefaultPMAShader , bool applyPMA = true , float rotation = 0f ) {
return skeletonData . AddUnitySprite ( slotName , sprite , skinName , Shader . Find ( shaderName ) , applyPMA , rotation : rotation ) ;
}
[System.Obsolete]
public static RegionAttachment AttachUnitySprite ( this Skeleton skeleton , string slotName , Sprite sprite , Shader shader , bool applyPMA , float rotation = 0f ) {
RegionAttachment att = applyPMA ? sprite . ToRegionAttachmentPMAClone ( shader , rotation : rotation ) : sprite . ToRegionAttachment ( new Material ( shader ) , rotation : rotation ) ;
skeleton . FindSlot ( slotName ) . Attachment = att ;
return att ;
}
[System.Obsolete]
public static RegionAttachment AddUnitySprite ( this SkeletonData skeletonData , string slotName , Sprite sprite , string skinName , Shader shader , bool applyPMA , float rotation = 0f ) {
RegionAttachment att = applyPMA ? sprite . ToRegionAttachmentPMAClone ( shader , rotation : rotation ) : sprite . ToRegionAttachment ( new Material ( shader ) , rotation ) ;
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int slotIndex = skeletonData . FindSlot ( slotName ) . Index ;
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Skin skin = skeletonData . DefaultSkin ;
if ( skinName ! = "" )
skin = skeletonData . FindSkin ( skinName ) ;
if ( skin ! = null )
skin . SetAttachment ( slotIndex , att . Name , att ) ;
return att ;
}
}
}