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- /******************************************************************************
- * Spine Runtimes Software License v2.5
- *
- * Copyright (c) 2013-2016, Esoteric Software
- * All rights reserved.
- *
- * You are granted a perpetual, non-exclusive, non-sublicensable, and
- * non-transferable license to use, install, execute, and perform the Spine
- * Runtimes software and derivative works solely for personal or internal
- * use. Without the written permission of Esoteric Software (see Section 2 of
- * the Spine Software License Agreement), you may not (a) modify, translate,
- * adapt, or develop new applications using the Spine Runtimes or otherwise
- * create derivative works or improvements of the Spine Runtimes or (b) remove,
- * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
- * or other intellectual property or proprietary rights notices on or in the
- * Software, including any copy thereof. Redistributions in binary or source
- * form must include this license and terms.
- *
- * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
- * POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- // Original Contribution by: Mitch Thompson
- using UnityEngine;
- using System.Collections.Generic;
- using Spine.Unity.Modules.AttachmentTools;
- namespace Spine.Unity.Modules {
- public class SpriteAttacher : MonoBehaviour {
- public const string DefaultPMAShader = "Spine/Skeleton";
- public const string DefaultStraightAlphaShader = "Sprites/Default";
- #region Inspector
- public bool attachOnStart = true;
- public bool overrideAnimation = true;
- public Sprite sprite;
- [SpineSlot] public string slot;
- #endregion
- #if UNITY_EDITOR
- void OnValidate () {
- var skeletonComponent = GetComponent<ISkeletonComponent>();
- var skeletonRenderer = skeletonComponent as SkeletonRenderer;
- bool apma;
- if (skeletonRenderer != null) {
- apma = skeletonRenderer.pmaVertexColors;
- } else {
- var skeletonGraphic = skeletonComponent as SkeletonGraphic;
- apma = skeletonGraphic != null && skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
- }
- if (apma) {
- try {
- sprite.texture.GetPixel(0, 0);
- } catch (UnityException e) {
- Debug.LogFormat("Texture of {0} ({1}) is not read/write enabled. SpriteAttacher requires this in order to work with a SkeletonRenderer that renders premultiplied alpha. Please check the texture settings.", sprite.name, sprite.texture.name);
- UnityEditor.EditorGUIUtility.PingObject(sprite.texture);
- throw e;
- }
- }
- }
- #endif
- RegionAttachment attachment;
- Slot spineSlot;
- bool applyPMA;
- static Dictionary<Texture, AtlasPage> atlasPageCache;
- static AtlasPage GetPageFor (Texture texture, Shader shader) {
- if (atlasPageCache == null) atlasPageCache = new Dictionary<Texture, AtlasPage>();
- AtlasPage atlasPage;
- atlasPageCache.TryGetValue(texture, out atlasPage);
- if (atlasPage == null) {
- var newMaterial = new Material(shader);
- atlasPage = newMaterial.ToSpineAtlasPage();
- atlasPageCache[texture] = atlasPage;
- }
- return atlasPage;
- }
- void Start () {
- // Initialize slot and attachment references.
- Initialize(false);
- if (attachOnStart)
- Attach();
- }
- void AnimationOverrideSpriteAttach (ISkeletonAnimation animated) {
- if (overrideAnimation && isActiveAndEnabled)
- Attach();
- }
- public void Initialize (bool overwrite = true) {
- if (overwrite || attachment == null) {
- // Get the applyPMA value.
- var skeletonComponent = GetComponent<ISkeletonComponent>();
- var skeletonRenderer = skeletonComponent as SkeletonRenderer;
- if (skeletonRenderer != null)
- this.applyPMA = skeletonRenderer.pmaVertexColors;
- else {
- var skeletonGraphic = skeletonComponent as SkeletonGraphic;
- if (skeletonGraphic != null)
- this.applyPMA = skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
- }
- // Subscribe to UpdateComplete to override animation keys.
- if (overrideAnimation) {
- var animatedSkeleton = skeletonComponent as ISkeletonAnimation;
- if (animatedSkeleton != null) {
- animatedSkeleton.UpdateComplete -= AnimationOverrideSpriteAttach;
- animatedSkeleton.UpdateComplete += AnimationOverrideSpriteAttach;
- }
- }
- spineSlot = spineSlot ?? skeletonComponent.Skeleton.FindSlot(slot);
- Shader attachmentShader = applyPMA ? Shader.Find(DefaultPMAShader) : Shader.Find(DefaultStraightAlphaShader);
- attachment = applyPMA ? sprite.ToRegionAttachmentPMAClone(attachmentShader) : sprite.ToRegionAttachment(SpriteAttacher.GetPageFor(sprite.texture, attachmentShader));
- }
- }
- void OnDestroy () {
- var animatedSkeleton = GetComponent<ISkeletonAnimation>();
- if (animatedSkeleton != null)
- animatedSkeleton.UpdateComplete -= AnimationOverrideSpriteAttach;
- }
- /// <summary>Update the slot's attachment to the Attachment generated from the sprite.</summary>
- public void Attach () {
- if (spineSlot != null)
- spineSlot.Attachment = attachment;
- }
- }
-
- public static class SpriteAttachmentExtensions {
- [System.Obsolete]
- public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) {
- return skeleton.AttachUnitySprite(slotName, sprite, Shader.Find(shaderName), applyPMA, rotation: rotation);
- }
- [System.Obsolete]
- public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) {
- return skeletonData.AddUnitySprite(slotName, sprite, skinName, Shader.Find(shaderName), applyPMA, rotation: rotation);
- }
- [System.Obsolete]
- public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, Shader shader, bool applyPMA, float rotation = 0f) {
- RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation: rotation);
- skeleton.FindSlot(slotName).Attachment = att;
- return att;
- }
- [System.Obsolete]
- public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA, float rotation = 0f) {
- RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation);
- var slotIndex = skeletonData.FindSlotIndex(slotName);
- Skin skin = skeletonData.DefaultSkin;
- if (skinName != "")
- skin = skeletonData.FindSkin(skinName);
- skin.AddAttachment(slotIndex, att.Name, att);
- return att;
- }
- }
- }
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