97 lines
3.7 KiB
C#
Raw Normal View History

2024-10-29 15:22:32 +08:00
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine.Unity.AttachmentTools;
namespace Spine.Unity.Examples {
public class EquipsVisualsComponentExample : MonoBehaviour {
public SkeletonAnimation skeletonAnimation;
[SpineSkin]
public string templateSkinName;
Spine.Skin equipsSkin;
Spine.Skin collectedSkin;
public Material runtimeMaterial;
public Texture2D runtimeAtlas;
void Start () {
equipsSkin = new Skin("Equips");
// OPTIONAL: Add all the attachments from the template skin.
var templateSkin = skeletonAnimation.Skeleton.Data.FindSkin(templateSkinName);
if (templateSkin != null)
equipsSkin.AddAttachments(templateSkin);
skeletonAnimation.Skeleton.Skin = equipsSkin;
RefreshSkeletonAttachments();
}
public void Equip (int slotIndex, string attachmentName, Attachment attachment) {
equipsSkin.SetAttachment(slotIndex, attachmentName, attachment);
skeletonAnimation.Skeleton.SetSkin(equipsSkin);
RefreshSkeletonAttachments();
}
public void OptimizeSkin () {
// 1. Collect all the attachments of all active skins.
collectedSkin = collectedSkin ?? new Skin("Collected skin");
collectedSkin.Clear();
collectedSkin.AddAttachments(skeletonAnimation.Skeleton.Data.DefaultSkin);
collectedSkin.AddAttachments(equipsSkin);
// 2. Create a repacked skin.
// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
if (runtimeMaterial)
Destroy(runtimeMaterial);
if (runtimeAtlas)
Destroy(runtimeAtlas);
var repackedSkin = collectedSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas);
collectedSkin.Clear();
// 3. Use the repacked skin.
skeletonAnimation.Skeleton.Skin = repackedSkin;
RefreshSkeletonAttachments();
}
void RefreshSkeletonAttachments () {
skeletonAnimation.Skeleton.SetSlotsToSetupPose();
skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton); //skeletonAnimation.Update(0);
}
}
}