MixAndMatch.cs 4.8 KB

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  1. /******************************************************************************
  2. * Spine Runtimes Software License v2.5
  3. *
  4. * Copyright (c) 2013-2016, Esoteric Software
  5. * All rights reserved.
  6. *
  7. * You are granted a perpetual, non-exclusive, non-sublicensable, and
  8. * non-transferable license to use, install, execute, and perform the Spine
  9. * Runtimes software and derivative works solely for personal or internal
  10. * use. Without the written permission of Esoteric Software (see Section 2 of
  11. * the Spine Software License Agreement), you may not (a) modify, translate,
  12. * adapt, or develop new applications using the Spine Runtimes or otherwise
  13. * create derivative works or improvements of the Spine Runtimes or (b) remove,
  14. * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
  15. * or other intellectual property or proprietary rights notices on or in the
  16. * Software, including any copy thereof. Redistributions in binary or source
  17. * form must include this license and terms.
  18. *
  19. * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
  20. * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
  21. * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
  22. * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  23. * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  24. * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
  25. * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
  26. * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
  27. * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
  28. * POSSIBILITY OF SUCH DAMAGE.
  29. *****************************************************************************/
  30. using UnityEngine;
  31. using Spine.Unity.Modules.AttachmentTools;
  32. namespace Spine.Unity.Examples {
  33. public class MixAndMatch : MonoBehaviour {
  34. #region Inspector
  35. [Header("From AtlasAsset")]
  36. public AtlasAsset handSource;
  37. [SpineAtlasRegion("handSource")] public string handRegion = "hand";
  38. [SpineAttachment] public string handAttachmentName;
  39. [SpineSlot] public string handSlot;
  40. public Vector2 newHandOffset;
  41. public float newHandRotation;
  42. public Texture2D handTexture;
  43. [Header("From Sprite")]
  44. public Sprite dagger;
  45. public string daggerName = "dagger";
  46. [SpineSlot] public string weaponSlot;
  47. [Header("MeshAttachment.SetRegion")]
  48. public bool applyHeadRegion = false;
  49. public AtlasAsset headSource;
  50. [SpineAtlasRegion("headSource")] public string headRegion;
  51. [SpineSlot] public string headSlot;
  52. [SpineAttachment] public string headAttachmentName;
  53. [Header("Runtime Repack")]
  54. public bool repack = true;
  55. public Shader repackedShader;
  56. [Header("Do not assign")]
  57. public Texture2D runtimeAtlas;
  58. public Material runtimeMaterial;
  59. #endregion
  60. void Start () {
  61. var skeletonAnimation = GetComponent<SkeletonAnimation>();
  62. var skeleton = skeletonAnimation.Skeleton;
  63. // All attachment changes will be applied to the skin. We use a clone so other instances will not be affected.
  64. var newSkin = skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState);
  65. // Case 1: Create an attachment from an atlas.
  66. RegionAttachment newHand = handSource.GetAtlas().FindRegion(handRegion).ToRegionAttachment("new hand");
  67. newHand.SetPositionOffset(newHandOffset);
  68. newHand.Rotation = newHandRotation;
  69. newHand.UpdateOffset();
  70. int handSlotIndex = skeleton.FindSlotIndex(handSlot);
  71. handTexture = newHand.GetRegion().ToTexture();
  72. newSkin.AddAttachment(handSlotIndex, handAttachmentName, newHand);
  73. // Case 2: Create an attachment from a Unity Sprite (Sprite texture needs to be Read/Write Enabled in the inspector.
  74. RegionAttachment newWeapon = dagger.ToRegionAttachmentPMAClone(Shader.Find("Spine/Skeleton"));
  75. newWeapon.SetScale(1.5f, 1.5f);
  76. newWeapon.UpdateOffset();
  77. int weaponSlotIndex = skeleton.FindSlotIndex(weaponSlot);
  78. newSkin.AddAttachment(weaponSlotIndex, daggerName, newWeapon);
  79. // Case 3: Change an existing attachment's backing region.
  80. if (applyHeadRegion) {
  81. AtlasRegion spineBoyHead = headSource.GetAtlas().FindRegion(headRegion);
  82. int headSlotIndex = skeleton.FindSlotIndex(headSlot);
  83. var newHead = newSkin.GetAttachment(headSlotIndex, headAttachmentName).GetClone(true);
  84. newHead.SetRegion(spineBoyHead);
  85. newSkin.AddAttachment(headSlotIndex, headAttachmentName, newHead);
  86. }
  87. // Case 4: Repacking a mixed-and-matched skin to minimize draw calls.
  88. // Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
  89. if (repack)
  90. newSkin = newSkin.GetRepackedSkin("repacked", repackedShader, out runtimeMaterial, out runtimeAtlas);
  91. skeleton.SetSkin(newSkin);
  92. skeleton.SetToSetupPose();
  93. skeleton.SetAttachment(weaponSlot, daggerName);
  94. }
  95. }
  96. }