/****************************************************************************** * 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 EquipSystemExample : MonoBehaviour, IHasSkeletonDataAsset { // Implementing IHasSkeletonDataAsset allows Spine attribute drawers to automatically detect this component as a skeleton data source. public SkeletonDataAsset skeletonDataAsset; SkeletonDataAsset IHasSkeletonDataAsset.SkeletonDataAsset { get { return this.skeletonDataAsset; } } public Material sourceMaterial; public bool applyPMA = true; public List equippables = new List(); public EquipsVisualsComponentExample target; public Dictionary cachedAttachments = new Dictionary(); [System.Serializable] public class EquipHook { public EquipType type; [SpineSlot] public string slot; [SpineSkin] public string templateSkin; [SpineAttachment(skinField: "templateSkin")] public string templateAttachment; } public enum EquipType { Gun, Goggles } public void Equip (EquipAssetExample asset) { EquipType equipType = asset.equipType; EquipHook howToEquip = equippables.Find(x => x.type == equipType); SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(true); int slotIndex = skeletonData.FindSlot(howToEquip.slot).Index; Attachment attachment = GenerateAttachmentFromEquipAsset(asset, slotIndex, howToEquip.templateSkin, howToEquip.templateAttachment); target.Equip(slotIndex, howToEquip.templateAttachment, attachment); } Attachment GenerateAttachmentFromEquipAsset (EquipAssetExample asset, int slotIndex, string templateSkinName, string templateAttachmentName) { Attachment attachment; cachedAttachments.TryGetValue(asset, out attachment); if (attachment == null) { SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(true); Skin templateSkin = skeletonData.FindSkin(templateSkinName); Attachment templateAttachment = templateSkin.GetAttachment(slotIndex, templateAttachmentName); attachment = templateAttachment.GetRemappedClone(asset.sprite, sourceMaterial, premultiplyAlpha: this.applyPMA); // Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates // a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as shown in the method below. cachedAttachments.Add(asset, attachment); // Cache this value for next time this asset is used. } return attachment; } public void Done () { target.OptimizeSkin(); // `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` // creates cached Texture copies which can be cleared by calling AtlasUtilities.ClearCache(). // You can optionally clear the textures cache after multiple repack operations. // Just be aware that while this cleanup frees up memory, it is also a costly operation // and will likely cause a spike in the framerate. //AtlasUtilities.ClearCache(); //Resources.UnloadUnusedAssets(); } } }