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[unity] Added an example scene "Mix and Match Skins" demmonstrating a character customization wardrobe system using the new Skins API, using the mix-and-match ("Spine dudes") asset. See #1628.

Harald Csaszar 5 years ago
parent
commit
899a109a13
18 changed files with 6389 additions and 0 deletions
  1. 3817 0
      spine-unity/Assets/Spine Examples/Other Examples/Mix and Match Skins.unity
  2. 8 0
      spine-unity/Assets/Spine Examples/Other Examples/Mix and Match Skins.unity.meta
  3. 50 0
      spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/MixAndMatchSkinsButtonExample.cs
  4. 12 0
      spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/MixAndMatchSkinsButtonExample.cs.meta
  5. 190 0
      spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/MixAndMatchSkinsExample.cs
  6. 12 0
      spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/MixAndMatchSkinsExample.cs.meta
  7. 1042 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/mix-and-match/mix-and-match-pma.atlas.txt
  8. 8 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/mix-and-match/mix-and-match-pma.atlas.txt.meta
  9. BIN
      spine-unity/Assets/Spine Examples/Spine Skeletons/mix-and-match/mix-and-match-pma.png
  10. 82 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/mix-and-match/mix-and-match-pma.png.meta
  11. 16 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/mix-and-match/mix-and-match-pma_Atlas.asset
  12. 9 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/mix-and-match/mix-and-match-pma_Atlas.asset.meta
  13. 37 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/mix-and-match/mix-and-match-pma_Material.mat
  14. 9 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/mix-and-match/mix-and-match-pma_Material.mat.meta
  15. 1057 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/mix-and-match/mix-and-match-pro.json
  16. 8 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/mix-and-match/mix-and-match-pro.json.meta
  17. 23 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/mix-and-match/mix-and-match-pro_SkeletonData.asset
  18. 9 0
      spine-unity/Assets/Spine Examples/Spine Skeletons/mix-and-match/mix-and-match-pro_SkeletonData.asset.meta

+ 3817 - 0
spine-unity/Assets/Spine Examples/Other Examples/Mix and Match Skins.unity

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spine-unity/Assets/Spine Examples/Other Examples/Mix and Match Skins.unity.meta

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+ 50 - 0
spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/MixAndMatchSkinsButtonExample.cs

@@ -0,0 +1,50 @@
+/******************************************************************************
+ * Spine Runtimes License Agreement
+ * Last updated January 1, 2020. Replaces all prior versions.
+ *
+ * Copyright (c) 2013-2020, 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 UnityEngine;
+using Spine.Unity;
+using UnityEngine.UI;
+
+namespace Spine.Unity.Examples {
+	public class MixAndMatchSkinsButtonExample : MonoBehaviour {
+
+		public SkeletonDataAsset skeletonDataAsset;
+		public MixAndMatchSkinsExample skinsSystem;
+
+		[SpineSkin(dataField:"skeletonDataAsset")] public string itemSkin;
+		public MixAndMatchSkinsExample.ItemType itemType;
+
+		void Start () {
+			var button = GetComponent<Button>();
+			button.onClick.AddListener(
+				delegate { skinsSystem.Equip(itemSkin, itemType); }
+			);
+		}
+	}
+}

+ 12 - 0
spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/MixAndMatchSkinsButtonExample.cs.meta

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+guid: c32a308f5ae4c534991805c82c575058
+timeCreated: 1522744049
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+ 190 - 0
spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/MixAndMatchSkinsExample.cs

@@ -0,0 +1,190 @@
+/******************************************************************************
+ * Spine Runtimes License Agreement
+ * Last updated January 1, 2020. Replaces all prior versions.
+ *
+ * Copyright (c) 2013-2020, 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 System.Collections.Generic;
+using UnityEngine;
+using Spine.Unity.AttachmentTools;
+
+namespace Spine.Unity.Examples {
+
+	public class MixAndMatchSkinsExample : MonoBehaviour {
+
+		// character skins
+		[SpineSkin] public string baseSkin = "skin-base";
+		[SpineSkin] public string eyelidsSkin = "eyelids/girly";
+
+		// here we use arrays of strings to be able to cycle between them easily.
+		[SpineSkin] public string[] hairSkins = { "hair/brown", "hair/blue", "hair/pink", "hair/short-red", "hair/long-blue-with-scarf" };
+		public int activeHairIndex = 0;
+		[SpineSkin] public string[] eyesSkins = { "eyes/violet", "eyes/green", "eyes/yellow" };
+		public int activeEyesIndex = 0;
+		[SpineSkin] public string[] noseSkins = { "nose/short", "nose/long" };
+		public int activeNoseIndex = 0;
+
+		// equipment skins
+		public enum ItemType {
+			Cloth,
+			Pants,
+			Bag,
+			Hat
+		}
+		[SpineSkin] public string clothesSkin = "clothes/hoodie-orange";
+		[SpineSkin] public string pantsSkin = "legs/pants-jeans";
+		[SpineSkin] public string bagSkin = "";
+		[SpineSkin] public string hatSkin = "accessories/hat-red-yellow";
+
+		SkeletonAnimation skeletonAnimation;
+		// This "naked body" skin will likely change only once upon character creation,
+		// so we store this combined set of non-equipment Skins for later re-use.
+		Skin characterSkin;
+
+		// for repacking the skin to a new atlas texture
+		public Material runtimeMaterial;
+		public Texture2D runtimeAtlas;
+
+		void Awake () {
+			skeletonAnimation = this.GetComponent<SkeletonAnimation>();
+		}
+
+		void Start () {
+			UpdateCharacterSkin();
+			UpdateCombinedSkin();
+		}
+
+		public void NextHairSkin() {
+			activeHairIndex = (activeHairIndex + 1) % hairSkins.Length;
+			UpdateCharacterSkin();
+			UpdateCombinedSkin();
+		}
+
+		public void PrevHairSkin () {
+			activeHairIndex = (activeHairIndex + hairSkins.Length - 1) % hairSkins.Length;
+			UpdateCharacterSkin();
+			UpdateCombinedSkin();
+		}
+
+		public void NextEyesSkin () {
+			activeEyesIndex = (activeEyesIndex + 1) % eyesSkins.Length;
+			UpdateCharacterSkin();
+			UpdateCombinedSkin();
+		}
+
+		public void PrevEyesSkin () {
+			activeEyesIndex = (activeEyesIndex + eyesSkins.Length - 1) % eyesSkins.Length;
+			UpdateCharacterSkin();
+			UpdateCombinedSkin();
+		}
+
+		public void NextNoseSkin () {
+			activeNoseIndex = (activeNoseIndex + 1) % noseSkins.Length;
+			UpdateCharacterSkin();
+			UpdateCombinedSkin();
+		}
+
+		public void PrevNoseSkin () {
+			activeNoseIndex = (activeNoseIndex + noseSkins.Length - 1) % noseSkins.Length;
+			UpdateCharacterSkin();
+			UpdateCombinedSkin();
+		}
+
+		public void Equip(string itemSkin, ItemType itemType) {
+			switch (itemType) {
+				case ItemType.Cloth:
+					clothesSkin = itemSkin;
+					break;
+				case ItemType.Pants:
+					pantsSkin = itemSkin;
+					break;
+				case ItemType.Bag:
+					bagSkin = itemSkin;
+					break;
+				case ItemType.Hat:
+					hatSkin = itemSkin;
+					break;
+				default:
+					break;
+			}
+			UpdateCombinedSkin();
+		}
+
+		public void OptimizeSkin () {
+			// Create a repacked skin.
+			var previousSkin = skeletonAnimation.Skeleton.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 = previousSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas);
+			previousSkin.Clear();
+
+			// Use the repacked skin.
+			skeletonAnimation.Skeleton.Skin = repackedSkin;
+			skeletonAnimation.Skeleton.SetSlotsToSetupPose();
+			skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton);
+
+			// You can optionally clear the cache after multiple repack operations.
+			AtlasUtilities.ClearCache();
+		}
+
+		void UpdateCharacterSkin () {
+			var skeleton = skeletonAnimation.Skeleton;
+			var skeletonData = skeleton.data;
+			characterSkin = new Skin("character-base");
+			// Note that the result Skin returned by calls to skeletonData.FindSkin()
+			// could be cached once in Start() instead of searching for the same skin
+			// every time. For demonstration purposes we keep it simple here.
+			characterSkin.AddSkin(skeletonData.FindSkin(baseSkin));
+			characterSkin.AddSkin(skeletonData.FindSkin(noseSkins[activeNoseIndex]));
+			characterSkin.AddSkin(skeletonData.FindSkin(eyelidsSkin));
+			characterSkin.AddSkin(skeletonData.FindSkin(eyesSkins[activeEyesIndex]));
+			characterSkin.AddSkin(skeletonData.FindSkin(hairSkins[activeHairIndex]));
+		}
+
+		void AddEquipmentSkinsTo (Skin combinedSkin) {
+			var skeleton = skeletonAnimation.Skeleton;
+			var skeletonData = skeleton.data;
+			combinedSkin.AddSkin(skeletonData.FindSkin(clothesSkin));
+			combinedSkin.AddSkin(skeletonData.FindSkin(pantsSkin));
+			if (!string.IsNullOrEmpty(bagSkin)) combinedSkin.AddSkin(skeletonData.FindSkin(bagSkin));
+			if (!string.IsNullOrEmpty(hatSkin)) combinedSkin.AddSkin(skeletonData.FindSkin(hatSkin));
+		}
+
+		void UpdateCombinedSkin () {
+			var skeleton = skeletonAnimation.Skeleton;
+			var resultCombinedSkin = new Skin("character-combined");
+
+			resultCombinedSkin.AddSkin(characterSkin);
+			AddEquipmentSkinsTo(resultCombinedSkin);
+
+			skeleton.SetSkin(resultCombinedSkin);
+			skeleton.SetSlotsToSetupPose();
+		}
+	}
+}

+ 12 - 0
spine-unity/Assets/Spine Examples/Scripts/Mix and Match Character Customize/MixAndMatchSkinsExample.cs.meta

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spine-unity/Assets/Spine Examples/Spine Skeletons/mix-and-match/mix-and-match-pma.atlas.txt

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+
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+format: RGBA8888
+filter: Linear,Linear
+repeat: none
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