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@@ -306,10 +306,11 @@ namespace Spine.Unity.Modules.AttachmentTools {
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var newSkin = new Skin(newName);
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var existingRegions = new Dictionary<AtlasRegion, int>();
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- var textureIndexes = new List<int>();
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+ var regionIndexes = new List<int>();
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var repackedAttachments = new List<Attachment>();
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var texturesToPack = new List<Texture2D>();
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+ var originalRegions = new List<AtlasRegion>();
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int newRegionIndex = 0;
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foreach (var kvp in skinAttachments) {
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var newAttachment = kvp.Value.GetClone(true);
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@@ -318,11 +319,12 @@ namespace Spine.Unity.Modules.AttachmentTools {
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var region = newAttachment.GetAtlasRegion();
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int existingIndex;
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if (existingRegions.TryGetValue(region, out existingIndex)) {
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- textureIndexes.Add(existingIndex); // Store the region index for the eventual new attachment.
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+ regionIndexes.Add(existingIndex); // Store the region index for the eventual new attachment.
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} else {
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+ originalRegions.Add(region);
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texturesToPack.Add(region.ToTexture()); // Add the texture to the PackTextures argument
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existingRegions.Add(region, newRegionIndex); // Add the region to the dictionary of known regions
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- textureIndexes.Add(newRegionIndex); // Store the region index for the eventual new attachment.
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+ regionIndexes.Add(newRegionIndex); // Store the region index for the eventual new attachment.
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newRegionIndex++;
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}
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@@ -343,12 +345,16 @@ namespace Spine.Unity.Modules.AttachmentTools {
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var page = newMaterial.ToSpineAtlasPage();
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page.name = newName;
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+ var repackedRegions = new List<AtlasRegion>();
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+ for (int i = 0, n = originalRegions.Count; i < n; i++) {
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+ var oldRegion = originalRegions[i];
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+ var newRegion = UVRectToAtlasRegion(rects[i], oldRegion.name, page, oldRegion.offsetX, oldRegion.offsetY, oldRegion.rotate);
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+ repackedRegions.Add(newRegion);
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+ }
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+
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for (int i = 0, n = repackedAttachments.Count; i < n; i++) {
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var a = repackedAttachments[i];
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- var r = rects[textureIndexes[i]];
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- var oldRegion = a.GetAtlasRegion();
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- var newRegion = UVRectToAtlasRegion(r, oldRegion.name, page, oldRegion.offsetX, oldRegion.offsetY, oldRegion.rotate);
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- a.SetRegion(newRegion);
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+ a.SetRegion(repackedRegions[regionIndexes[i]]);
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}
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t = newTexture;
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