121 lines
5.2 KiB
C#
121 lines
5.2 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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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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* (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 System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Spine.Unity.Examples {
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public class RuntimeLoadFromExportsExample : MonoBehaviour {
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public TextAsset skeletonJson;
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public TextAsset atlasText;
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public Texture2D[] textures;
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public Material materialPropertySource;
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public float delay = 0;
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public string skinName;
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public string animationName;
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SpineAtlasAsset runtimeAtlasAsset;
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SkeletonDataAsset runtimeSkeletonDataAsset;
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SkeletonAnimation runtimeSkeletonAnimation;
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SkeletonGraphic runtimeSkeletonGraphic;
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public bool blendModeMaterials = false;
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public bool applyAdditiveMaterial = false;
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public BlendModeMaterials.TemplateMaterials blendModeTemplateMaterials;
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public BlendModeMaterials.TemplateMaterials graphicBlendModeMaterials;
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public Material skeletonGraphicMaterial;
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void CreateRuntimeAssetsAndGameObject () {
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// 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader);
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// 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset)
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// 2.1 Optional: Setup blend mode materials at SkeletonDataAsset. Only required if the skeleton
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// uses blend modes which require blend mode materials.
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// 3.a Create SkeletonAnimation (needs a valid SkeletonDataAsset)
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// 3.b Create SkeletonGraphic (needs a valid SkeletonDataAsset)
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runtimeAtlasAsset = SpineAtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true, null, true);
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runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);
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if (blendModeMaterials)
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runtimeSkeletonDataAsset.SetupRuntimeBlendModeMaterials(
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applyAdditiveMaterial, blendModeTemplateMaterials);
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}
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IEnumerator Start () {
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CreateRuntimeAssetsAndGameObject();
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if (delay > 0) {
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runtimeSkeletonDataAsset.GetSkeletonData(false); // preload
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yield return new WaitForSeconds(delay);
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}
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InstantiateSkeletonAnimation();
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InstantiateSkeletonGraphic();
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}
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void InstantiateSkeletonAnimation () {
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runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);
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runtimeSkeletonAnimation.transform.parent = transform;
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runtimeSkeletonAnimation.name = "SkeletonAnimation Instance";
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// additional initialization
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runtimeSkeletonAnimation.Initialize(false);
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if (skinName != "")
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runtimeSkeletonAnimation.Skeleton.SetSkin(skinName);
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runtimeSkeletonAnimation.Skeleton.SetSlotsToSetupPose();
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if (animationName != "")
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runtimeSkeletonAnimation.AnimationState.SetAnimation(0, animationName, true);
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}
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void InstantiateSkeletonGraphic () {
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Canvas canvas = this.GetComponentInChildren<Canvas>();
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Transform parent = canvas.transform;
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runtimeSkeletonGraphic = SkeletonGraphic.NewSkeletonGraphicGameObject(runtimeSkeletonDataAsset, parent, skeletonGraphicMaterial);
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runtimeSkeletonGraphic.name = "SkeletonGraphic Instance";
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if (blendModeMaterials) {
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runtimeSkeletonGraphic.allowMultipleCanvasRenderers = true;
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runtimeSkeletonGraphic.additiveMaterial = graphicBlendModeMaterials.additiveTemplate;
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runtimeSkeletonGraphic.multiplyMaterial = graphicBlendModeMaterials.multiplyTemplate;
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runtimeSkeletonGraphic.screenMaterial = graphicBlendModeMaterials.screenTemplate;
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}
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// additional initialization
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runtimeSkeletonGraphic.Initialize(false);
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if (skinName != "")
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runtimeSkeletonGraphic.Skeleton.SetSkin(skinName);
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runtimeSkeletonGraphic.Skeleton.SetSlotsToSetupPose();
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if (animationName != "")
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runtimeSkeletonGraphic.AnimationState.SetAnimation(0, animationName, true);
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}
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}
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}
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