WXGame/box1/Assets/Spine/Runtime/spine-unity/Utility/AttachmentCloneExtensions.cs

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