124 lines
6.8 KiB
C#
124 lines
6.8 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 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 AttachmentCloneExtensions {
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/// <summary>
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/// Clones the attachment.</summary>
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public static Attachment GetCopy (this Attachment o, bool cloneMeshesAsLinked) {
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var meshAttachment = o as MeshAttachment;
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if (meshAttachment != null && cloneMeshesAsLinked)
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return meshAttachment.NewLinkedMesh();
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return o.Copy();
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}
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#region Runtime Linked MeshAttachments
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/// <summary>
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/// Returns a new linked mesh linked to this MeshAttachment. It will be mapped to the AtlasRegion provided.</summary>
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public static MeshAttachment GetLinkedMesh (this MeshAttachment o, string newLinkedMeshName, AtlasRegion region) {
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if (region == null) throw new System.ArgumentNullException("region");
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MeshAttachment mesh = o.NewLinkedMesh();
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mesh.SetRegion(region, false);
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return mesh;
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}
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/// <summary>
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/// Returns a new linked mesh linked to this MeshAttachment. It will be mapped to an AtlasRegion generated from a Sprite. The AtlasRegion will be mapped to a new Material based on the shader.
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/// For better caching and batching, use GetLinkedMesh(string, AtlasRegion, bool)</summary>
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public static MeshAttachment GetLinkedMesh (this MeshAttachment o, Sprite sprite, Shader shader, Material materialPropertySource = null) {
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var m = new Material(shader);
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if (materialPropertySource != null) {
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m.CopyPropertiesFromMaterial(materialPropertySource);
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m.shaderKeywords = materialPropertySource.shaderKeywords;
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}
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return o.GetLinkedMesh(sprite.name, sprite.ToAtlasRegion());
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}
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/// <summary>
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/// Returns a new linked mesh linked to this MeshAttachment. It will be mapped to an AtlasRegion generated from a Sprite. The AtlasRegion will be mapped to a new Material based on the shader.
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/// For better caching and batching, use GetLinkedMesh(string, AtlasRegion, bool)</summary>
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public static MeshAttachment GetLinkedMesh (this MeshAttachment o, Sprite sprite, Material materialPropertySource) {
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return o.GetLinkedMesh(sprite, materialPropertySource.shader, materialPropertySource);
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}
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#endregion
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#region RemappedClone Convenience Methods
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/// <summary>
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/// Gets a clone of the attachment remapped with a sprite image.</summary>
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/// <returns>The remapped clone.</returns>
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/// <param name="o">The original attachment.</param>
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/// <param name="sprite">The sprite whose texture to use.</param>
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/// <param name="sourceMaterial">The source material used to copy the shader and material properties from.</param>
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/// <param name="premultiplyAlpha">If <c>true</c>, a premultiply alpha clone of the original texture will be created.</param>
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/// <param name="cloneMeshAsLinked">If <c>true</c> MeshAttachments will be cloned as linked meshes and will inherit animation from the original attachment.</param>
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/// <param name="useOriginalRegionSize">If <c>true</c> the size of the original attachment will be followed, instead of using the Sprite size.</param>
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public static Attachment GetRemappedClone (this Attachment o, Sprite sprite, Material sourceMaterial, bool premultiplyAlpha = true, bool cloneMeshAsLinked = true, bool useOriginalRegionSize = false) {
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var atlasRegion = premultiplyAlpha ? sprite.ToAtlasRegionPMAClone(sourceMaterial) : sprite.ToAtlasRegion(new Material(sourceMaterial) { mainTexture = sprite.texture } );
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return o.GetRemappedClone(atlasRegion, cloneMeshAsLinked, useOriginalRegionSize, 1f/sprite.pixelsPerUnit);
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}
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/// <summary>
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/// Gets a clone of the attachment remapped with an atlasRegion image.</summary>
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/// <returns>The remapped clone.</returns>
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/// <param name="o">The original attachment.</param>
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/// <param name="atlasRegion">Atlas region.</param>
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/// <param name="cloneMeshAsLinked">If <c>true</c> MeshAttachments will be cloned as linked meshes and will inherit animation from the original attachment.</param>
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/// <param name="useOriginalRegionSize">If <c>true</c> the size of the original attachment will be followed, instead of using the Sprite size.</param>
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/// <param name="scale">Unity units per pixel scale used to scale the atlas region size when not using the original region size.</param>
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public static Attachment GetRemappedClone (this Attachment o, AtlasRegion atlasRegion, bool cloneMeshAsLinked = true, bool useOriginalRegionSize = false, float scale = 0.01f) {
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var regionAttachment = o as RegionAttachment;
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if (regionAttachment != null) {
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RegionAttachment newAttachment = (RegionAttachment)regionAttachment.Copy();
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newAttachment.SetRegion(atlasRegion, false);
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if (!useOriginalRegionSize) {
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newAttachment.width = atlasRegion.width * scale;
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newAttachment.height = atlasRegion.height * scale;
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}
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newAttachment.UpdateOffset();
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return newAttachment;
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} else {
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var meshAttachment = o as MeshAttachment;
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if (meshAttachment != null) {
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MeshAttachment newAttachment = cloneMeshAsLinked ? meshAttachment.NewLinkedMesh() : (MeshAttachment)meshAttachment.Copy();
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newAttachment.SetRegion(atlasRegion);
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return newAttachment;
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}
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}
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return o.GetCopy(true); // Non-renderable Attachments will return as normal cloned attachments.
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}
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#endregion
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}
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}
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