152 lines
7.5 KiB
C#
152 lines
7.5 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 Spine.Unity.AttachmentTools;
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using System.Collections;
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using UnityEngine;
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namespace Spine.Unity.Examples {
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// This is an example script that shows you how to change images on your skeleton using UnityEngine.Sprites.
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public class MixAndMatch : MonoBehaviour {
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#region Inspector
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[SpineSkin]
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public string templateAttachmentsSkin = "base";
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public Material sourceMaterial; // This will be used as the basis for shader and material property settings.
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[Header("Visor")]
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public Sprite visorSprite;
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[SpineSlot] public string visorSlot;
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[SpineAttachment(slotField: "visorSlot", skinField: "baseSkinName")] public string visorKey = "goggles";
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[Header("Gun")]
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public Sprite gunSprite;
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[SpineSlot] public string gunSlot;
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[SpineAttachment(slotField: "gunSlot", skinField: "baseSkinName")] public string gunKey = "gun";
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[Header("Runtime Repack")]
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public bool repack = true;
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public BoundingBoxFollower bbFollower;
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[Header("Do not assign")]
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public Texture2D runtimeAtlas;
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public Material runtimeMaterial;
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#endregion
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Skin customSkin;
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void OnValidate () {
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if (sourceMaterial == null) {
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SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
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if (skeletonAnimation != null)
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sourceMaterial = skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
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}
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}
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IEnumerator Start () {
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yield return new WaitForSeconds(1f); // Delay for one second before applying. For testing.
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Apply();
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}
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void Apply () {
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SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
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Skeleton skeleton = skeletonAnimation.Skeleton;
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// STEP 0: PREPARE SKINS
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// Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
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customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
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Skin templateSkin = skeleton.Data.FindSkin(templateAttachmentsSkin);
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// STEP 1: "EQUIP" ITEMS USING SPRITES
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// STEP 1.1 Find the original/template attachment.
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// Step 1.2 Get a clone of the original/template attachment.
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// Step 1.3 Apply the Sprite image to the clone.
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// Step 1.4 Add the remapped clone to the new custom skin.
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// Let's do this for the visor.
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int visorSlotIndex = skeleton.Data.FindSlot(visorSlot).Index; // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
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Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
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// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
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// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as done in the method below.
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Attachment newAttachment = templateAttachment.GetRemappedClone(visorSprite, sourceMaterial, pivotShiftsMeshUVCoords: false); // STEP 1.2 - 1.3
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customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
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// And now for the gun.
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int gunSlotIndex = skeleton.Data.FindSlot(gunSlot).Index;
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Attachment templateGun = templateSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
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Attachment newGun = templateGun.GetRemappedClone(gunSprite, sourceMaterial, pivotShiftsMeshUVCoords: false); // STEP 1.2 - 1.3
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if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4
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// customSkin.RemoveAttachment(gunSlotIndex, gunKey); // To remove an item.
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// customSkin.Clear()
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// Use skin.Clear() To remove all customizations.
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// Customizations will fall back to the value in the default skin if it was defined there.
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// To prevent fallback from happening, make sure the key is not defined in the default skin.
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// STEP 3: APPLY AND CLEAN UP.
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// Recommended, preferably at level-load-time: REPACK THE CUSTOM SKIN TO MINIMIZE DRAW CALLS
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// IMPORTANT NOTE: the GetRepackedSkin() operation is expensive - if multiple characters
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// need to call it every few seconds the overhead will outweigh the draw call benefits.
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//
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// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
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// Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
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// call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
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if (repack) {
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Skin repackedSkin = new Skin("repacked skin");
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repackedSkin.AddSkin(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
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repackedSkin.AddSkin(customSkin); // Include your new custom skin.
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// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
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if (runtimeMaterial)
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Destroy(runtimeMaterial);
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if (runtimeAtlas)
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Destroy(runtimeAtlas);
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repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas); // Pack all the items in the skin.
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skeleton.SetSkin(repackedSkin); // Assign the repacked skin to your Skeleton.
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if (bbFollower != null) bbFollower.Initialize(true);
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} else {
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skeleton.SetSkin(customSkin); // Just use the custom skin directly.
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}
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skeleton.SetSlotsToSetupPose(); // Use the pose from setup pose.
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skeletonAnimation.Update(0); // Use the pose in the currently active animation.
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// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
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// cache necessarily created Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
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// You can optionally clear the textures cache after multiple repack operations.
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// Just be aware that while this cleanup frees up memory, it is also a costly operation
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// and will likely cause a spike in the framerate.
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AtlasUtilities.ClearCache();
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Resources.UnloadUnusedAssets();
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}
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}
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}
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