105 lines
3.7 KiB
C#
105 lines
3.7 KiB
C#
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/******************************************************************************
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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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namespace Spine.Unity.Examples {
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public class SkeletonGraphicMirror : MonoBehaviour {
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public SkeletonRenderer source;
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public bool mirrorOnStart = true;
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public bool restoreOnDisable = true;
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SkeletonGraphic skeletonGraphic;
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Skeleton originalSkeleton;
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bool originalFreeze;
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Texture2D overrideTexture;
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private void Awake () {
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skeletonGraphic = GetComponent<SkeletonGraphic>();
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}
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void Start () {
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if (mirrorOnStart)
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StartMirroring();
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}
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void LateUpdate () {
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skeletonGraphic.UpdateMesh();
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}
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void OnDisable () {
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if (restoreOnDisable)
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RestoreIndependentSkeleton();
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}
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/// <summary>Freeze the SkeletonGraphic on this GameObject, and use the source as the Skeleton to be rendered by the SkeletonGraphic.</summary>
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public void StartMirroring () {
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if (source == null)
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return;
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if (skeletonGraphic == null)
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return;
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skeletonGraphic.startingAnimation = string.Empty;
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if (originalSkeleton == null) {
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originalSkeleton = skeletonGraphic.Skeleton;
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originalFreeze = skeletonGraphic.freeze;
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}
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skeletonGraphic.Skeleton = source.skeleton;
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skeletonGraphic.freeze = true;
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if (overrideTexture != null)
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skeletonGraphic.OverrideTexture = overrideTexture;
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}
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/// <summary>Use a new texture for the SkeletonGraphic. Use this if your source skeleton uses a repacked atlas. </summary>
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public void UpdateTexture (Texture2D newOverrideTexture) {
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overrideTexture = newOverrideTexture;
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if (newOverrideTexture != null)
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skeletonGraphic.OverrideTexture = overrideTexture;
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}
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/// <summary>Stops mirroring the source SkeletonRenderer and allows the SkeletonGraphic to become an independent Skeleton component again.</summary>
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public void RestoreIndependentSkeleton () {
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if (originalSkeleton == null)
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return;
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skeletonGraphic.Skeleton = originalSkeleton;
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skeletonGraphic.freeze = originalFreeze;
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skeletonGraphic.OverrideTexture = null;
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originalSkeleton = null;
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}
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}
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}
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