123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136 |
- /******************************************************************************
- * 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;
- using System.Collections;
- namespace Spine.Unity.Examples {
- // This is an example script that shows you how to change images on your skeleton using UnityEngine.Sprites.
- public class MixAndMatch : MonoBehaviour {
- #region Inspector
- [SpineSkin]
- public string templateAttachmentsSkin = "base";
- public Material sourceMaterial; // This will be used as the basis for shader and material property settings.
- [Header("Visor")]
- public Sprite visorSprite;
- [SpineSlot] public string visorSlot;
- [SpineAttachment(slotField:"visorSlot", skinField:"baseSkinName")] public string visorKey = "goggles";
- [Header("Gun")]
- public Sprite gunSprite;
- [SpineSlot] public string gunSlot;
- [SpineAttachment(slotField:"gunSlot", skinField:"baseSkinName")] public string gunKey = "gun";
- [Header("Runtime Repack")]
- public bool repack = true;
- public BoundingBoxFollower bbFollower;
- [Header("Do not assign")]
- public Texture2D runtimeAtlas;
- public Material runtimeMaterial;
- #endregion
- Skin customSkin;
- void OnValidate () {
- if (sourceMaterial == null) {
- var skeletonAnimation = GetComponent<SkeletonAnimation>();
- if (skeletonAnimation != null)
- sourceMaterial = skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
- }
- }
- IEnumerator Start () {
- yield return new WaitForSeconds(1f); // Delay for one second before applying. For testing.
- Apply();
- }
- void Apply () {
- var skeletonAnimation = GetComponent<SkeletonAnimation>();
- var skeleton = skeletonAnimation.Skeleton;
- // STEP 0: PREPARE SKINS
- // Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
- customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
- //customSkin = customSkin ?? skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState); // use this if you are not customizing on the default skin.
- var templateSkin = skeleton.Data.FindSkin(templateAttachmentsSkin);
- // STEP 1: "EQUIP" ITEMS USING SPRITES
- // STEP 1.1 Find the original/template attachment.
- // Step 1.2 Get a clone of the original/template attachment.
- // Step 1.3 Apply the Sprite image to the clone.
- // Step 1.4 Add the remapped clone to the new custom skin.
- // Let's do this for the visor.
- int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
- Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
- Attachment newAttachment = templateAttachment.GetRemappedClone(visorSprite, sourceMaterial); // STEP 1.2 - 1.3
- customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
- // And now for the gun.
- int gunSlotIndex = skeleton.FindSlotIndex(gunSlot);
- Attachment templateGun = templateSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
- Attachment newGun = templateGun.GetRemappedClone(gunSprite, sourceMaterial); // STEP 1.2 - 1.3
- if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4
- // customSkin.RemoveAttachment(gunSlotIndex, gunKey); // To remove an item.
- // customSkin.Clear()
- // Use skin.Clear() To remove all customizations.
- // Customizations will fall back to the value in the default skin if it was defined there.
- // To prevent fallback from happening, make sure the key is not defined in the default skin.
- // STEP 3: APPLY AND CLEAN UP.
- // Recommended: REPACK THE CUSTOM SKIN TO MINIMIZE DRAW CALLS
- // Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
- // Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
- // call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
- // Under the hood, this relies on
- if (repack) {
- var repackedSkin = new Skin("repacked skin");
- repackedSkin.Append(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
- repackedSkin.Append(customSkin); // Include your new custom skin.
- repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas); // Pack all the items in the skin.
- skeleton.SetSkin(repackedSkin); // Assign the repacked skin to your Skeleton.
- if (bbFollower != null) bbFollower.Initialize(true);
- } else {
- skeleton.SetSkin(customSkin); // Just use the custom skin directly.
- }
-
- skeleton.SetSlotsToSetupPose(); // Use the pose from setup pose.
- skeletonAnimation.Update(0); // Use the pose in the currently active animation.
- Resources.UnloadUnusedAssets();
- }
- }
- }
|