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/******************************************************************************
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* Spine Runtimes License Agreement
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2024-11-21 09:35:48 +08:00
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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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2024-11-21 09:35:48 +08:00
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using Spine.Unity;
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using UnityEngine;
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namespace Spine.Unity.Examples {
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/// <summary>
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/// Add this component to a Spine GameObject to apply a specific slot's Colors as MaterialProperties.
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/// This allows you to apply the two color tint to the whole skeleton and not require the overhead of an extra vertex stream on the mesh.
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/// </summary>
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public class SlotTintBlackFollower : MonoBehaviour {
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#region Inspector
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/// <summary>
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/// Serialized name of the slot loaded at runtime. Change the slot field instead of this if you want to change the followed slot at runtime.</summary>
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[SpineSlot]
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[SerializeField]
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protected string slotName;
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[SerializeField]
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protected string colorPropertyName = "_Color";
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[SerializeField]
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protected string blackPropertyName = "_Black";
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#endregion
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public Slot slot;
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MeshRenderer mr;
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MaterialPropertyBlock mb;
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int colorPropertyId, blackPropertyId;
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void Start () {
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Initialize(false);
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}
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public void Initialize (bool overwrite) {
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if (overwrite || mb == null) {
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mb = new MaterialPropertyBlock();
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mr = GetComponent<MeshRenderer>();
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slot = GetComponent<ISkeletonComponent>().Skeleton.FindSlot(slotName);
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colorPropertyId = Shader.PropertyToID(colorPropertyName);
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blackPropertyId = Shader.PropertyToID(blackPropertyName);
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}
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}
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public void Update () {
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Slot s = slot;
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if (s == null) return;
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mb.SetColor(colorPropertyId, s.GetColor());
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mb.SetColor(blackPropertyId, s.GetColorTintBlack());
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mr.SetPropertyBlock(mb);
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}
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void OnDisable () {
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mb.Clear();
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mr.SetPropertyBlock(mb);
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}
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}
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}
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