/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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 Spine.Unity.AttachmentTools; using System.Collections; using System.Collections.Generic; using UnityEngine; 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. Skin templateSkin = skeletonAnimation.Skeleton.Data.FindSkin(templateSkinName); if (templateSkin != null) equipsSkin.AddSkin(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.AddSkin(skeletonAnimation.Skeleton.Data.DefaultSkin); collectedSkin.AddSkin(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); Skin repackedSkin = collectedSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas, maxAtlasSize: 1024, clearCache: false); collectedSkin.Clear(); // You can optionally clear the textures cache after each ore multiple repack operations are done. //AtlasUtilities.ClearCache(); //Resources.UnloadUnusedAssets(); // 3. Use the repacked skin. skeletonAnimation.Skeleton.Skin = repackedSkin; RefreshSkeletonAttachments(); } void RefreshSkeletonAttachments () { skeletonAnimation.Skeleton.SetSlotsToSetupPose(); skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton); //skeletonAnimation.Update(0); } } }