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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.
- *****************************************************************************/
- using UnityEngine;
- using Spine.Unity.Modules.AttachmentTools;
- namespace Spine.Unity.Examples {
- public class MixAndMatch : MonoBehaviour {
- #region Inspector
- [Header("From AtlasAsset")]
- public AtlasAsset handSource;
- [SpineAtlasRegion("handSource")] public string handRegion = "hand";
- [SpineAttachment] public string handAttachmentName;
- [SpineSlot] public string handSlot;
- public Vector2 newHandOffset;
- public float newHandRotation;
- public Texture2D handTexture;
- [Header("From Sprite")]
- public Sprite dagger;
- public string daggerName = "dagger";
- [SpineSlot] public string weaponSlot;
- [Header("MeshAttachment.SetRegion")]
- public bool applyHeadRegion = false;
- public AtlasAsset headSource;
- [SpineAtlasRegion("headSource")] public string headRegion;
- [SpineSlot] public string headSlot;
- [SpineAttachment] public string headAttachmentName;
- [Header("Runtime Repack")]
- public bool repack = true;
- public Shader repackedShader;
- [Header("Do not assign")]
- public Texture2D runtimeAtlas;
- public Material runtimeMaterial;
- #endregion
- void Start () {
- var skeletonAnimation = GetComponent<SkeletonAnimation>();
- var skeleton = skeletonAnimation.Skeleton;
- // All attachment changes will be applied to the skin. We use a clone so other instances will not be affected.
- var newSkin = skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState);
- // Case 1: Create an attachment from an atlas.
- RegionAttachment newHand = handSource.GetAtlas().FindRegion(handRegion).ToRegionAttachment("new hand");
- newHand.SetPositionOffset(newHandOffset);
- newHand.Rotation = newHandRotation;
- newHand.UpdateOffset();
- int handSlotIndex = skeleton.FindSlotIndex(handSlot);
- handTexture = newHand.GetRegion().ToTexture();
- newSkin.AddAttachment(handSlotIndex, handAttachmentName, newHand);
- // Case 2: Create an attachment from a Unity Sprite (Sprite texture needs to be Read/Write Enabled in the inspector.
- RegionAttachment newWeapon = dagger.ToRegionAttachmentPMAClone(Shader.Find("Spine/Skeleton"));
- newWeapon.SetScale(1.5f, 1.5f);
- newWeapon.UpdateOffset();
- int weaponSlotIndex = skeleton.FindSlotIndex(weaponSlot);
- newSkin.AddAttachment(weaponSlotIndex, daggerName, newWeapon);
- // Case 3: Change an existing attachment's backing region.
- if (applyHeadRegion) {
- AtlasRegion spineBoyHead = headSource.GetAtlas().FindRegion(headRegion);
- int headSlotIndex = skeleton.FindSlotIndex(headSlot);
- var newHead = newSkin.GetAttachment(headSlotIndex, headAttachmentName).GetClone(true);
- newHead.SetRegion(spineBoyHead);
- newSkin.AddAttachment(headSlotIndex, headAttachmentName, newHead);
- }
- // Case 4: Repacking a mixed-and-matched skin to minimize draw calls.
- // Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
- if (repack)
- newSkin = newSkin.GetRepackedSkin("repacked", repackedShader, out runtimeMaterial, out runtimeAtlas);
-
- skeleton.SetSkin(newSkin);
- skeleton.SetToSetupPose();
- skeleton.SetAttachment(weaponSlot, daggerName);
- }
- }
- }
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