WXGame/box1/Assets/Spine Examples/Scripts/RuntimeLoadFromExportsExample.cs
2024-11-21 09:35:48 +08:00

121 lines
5.2 KiB
C#

/******************************************************************************
* 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
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*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class RuntimeLoadFromExportsExample : MonoBehaviour {
public TextAsset skeletonJson;
public TextAsset atlasText;
public Texture2D[] textures;
public Material materialPropertySource;
public float delay = 0;
public string skinName;
public string animationName;
SpineAtlasAsset runtimeAtlasAsset;
SkeletonDataAsset runtimeSkeletonDataAsset;
SkeletonAnimation runtimeSkeletonAnimation;
SkeletonGraphic runtimeSkeletonGraphic;
public bool blendModeMaterials = false;
public bool applyAdditiveMaterial = false;
public BlendModeMaterials.TemplateMaterials blendModeTemplateMaterials;
public BlendModeMaterials.TemplateMaterials graphicBlendModeMaterials;
public Material skeletonGraphicMaterial;
void CreateRuntimeAssetsAndGameObject () {
// 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader);
// 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset)
// 2.1 Optional: Setup blend mode materials at SkeletonDataAsset. Only required if the skeleton
// uses blend modes which require blend mode materials.
// 3.a Create SkeletonAnimation (needs a valid SkeletonDataAsset)
// 3.b Create SkeletonGraphic (needs a valid SkeletonDataAsset)
runtimeAtlasAsset = SpineAtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true, null, true);
runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);
if (blendModeMaterials)
runtimeSkeletonDataAsset.SetupRuntimeBlendModeMaterials(
applyAdditiveMaterial, blendModeTemplateMaterials);
}
IEnumerator Start () {
CreateRuntimeAssetsAndGameObject();
if (delay > 0) {
runtimeSkeletonDataAsset.GetSkeletonData(false); // preload
yield return new WaitForSeconds(delay);
}
InstantiateSkeletonAnimation();
InstantiateSkeletonGraphic();
}
void InstantiateSkeletonAnimation () {
runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);
runtimeSkeletonAnimation.transform.parent = transform;
runtimeSkeletonAnimation.name = "SkeletonAnimation Instance";
// additional initialization
runtimeSkeletonAnimation.Initialize(false);
if (skinName != "")
runtimeSkeletonAnimation.Skeleton.SetSkin(skinName);
runtimeSkeletonAnimation.Skeleton.SetSlotsToSetupPose();
if (animationName != "")
runtimeSkeletonAnimation.AnimationState.SetAnimation(0, animationName, true);
}
void InstantiateSkeletonGraphic () {
Canvas canvas = this.GetComponentInChildren<Canvas>();
Transform parent = canvas.transform;
runtimeSkeletonGraphic = SkeletonGraphic.NewSkeletonGraphicGameObject(runtimeSkeletonDataAsset, parent, skeletonGraphicMaterial);
runtimeSkeletonGraphic.name = "SkeletonGraphic Instance";
if (blendModeMaterials) {
runtimeSkeletonGraphic.allowMultipleCanvasRenderers = true;
runtimeSkeletonGraphic.additiveMaterial = graphicBlendModeMaterials.additiveTemplate;
runtimeSkeletonGraphic.multiplyMaterial = graphicBlendModeMaterials.multiplyTemplate;
runtimeSkeletonGraphic.screenMaterial = graphicBlendModeMaterials.screenTemplate;
}
// additional initialization
runtimeSkeletonGraphic.Initialize(false);
if (skinName != "")
runtimeSkeletonGraphic.Skeleton.SetSkin(skinName);
runtimeSkeletonGraphic.Skeleton.SetSlotsToSetupPose();
if (animationName != "")
runtimeSkeletonGraphic.AnimationState.SetAnimation(0, animationName, true);
}
}
}