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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated July 28, 2023. Replaces all prior versions.
- *
- * Copyright (c) 2013-2023, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * Otherwise, it is permitted to integrate the Spine Runtimes into software or
- * otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
- * Spine Editor license and redistribution of the Products in any form must
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 THE
- * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- public class RuntimeLoadFromExportsExample : MonoBehaviour {
- public TextAsset skeletonJson;
- public TextAsset atlasText;
- public Texture2D[] textures;
- public Material materialPropertySource;
- public float delay = 0;
- public string skinName;
- public string animationName;
- SpineAtlasAsset runtimeAtlasAsset;
- SkeletonDataAsset runtimeSkeletonDataAsset;
- SkeletonAnimation runtimeSkeletonAnimation;
- SkeletonGraphic runtimeSkeletonGraphic;
- public bool blendModeMaterials = false;
- public bool applyAdditiveMaterial = false;
- public BlendModeMaterials.TemplateMaterials blendModeTemplateMaterials;
- public BlendModeMaterials.TemplateMaterials graphicBlendModeMaterials;
- public Material skeletonGraphicMaterial;
- void CreateRuntimeAssetsAndGameObject () {
- // 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader);
- // 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset)
- // 2.1 Optional: Setup blend mode materials at SkeletonDataAsset. Only required if the skeleton
- // uses blend modes which require blend mode materials.
- // 3.a Create SkeletonAnimation (needs a valid SkeletonDataAsset)
- // 3.b Create SkeletonGraphic (needs a valid SkeletonDataAsset)
- runtimeAtlasAsset = SpineAtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true, null, true);
- runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);
- if (blendModeMaterials)
- runtimeSkeletonDataAsset.SetupRuntimeBlendModeMaterials(
- applyAdditiveMaterial, blendModeTemplateMaterials);
- }
- IEnumerator Start () {
- CreateRuntimeAssetsAndGameObject();
- if (delay > 0) {
- runtimeSkeletonDataAsset.GetSkeletonData(false); // preload
- yield return new WaitForSeconds(delay);
- }
- InstantiateSkeletonAnimation();
- InstantiateSkeletonGraphic();
- }
- void InstantiateSkeletonAnimation () {
- runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);
- runtimeSkeletonAnimation.transform.parent = transform;
- runtimeSkeletonAnimation.name = "SkeletonAnimation Instance";
- // additional initialization
- runtimeSkeletonAnimation.Initialize(false);
- if (skinName != "")
- runtimeSkeletonAnimation.Skeleton.SetSkin(skinName);
- runtimeSkeletonAnimation.Skeleton.SetSlotsToSetupPose();
- if (animationName != "")
- runtimeSkeletonAnimation.AnimationState.SetAnimation(0, animationName, true);
- }
- void InstantiateSkeletonGraphic () {
- Canvas canvas = this.GetComponentInChildren<Canvas>();
- Transform parent = canvas.transform;
- runtimeSkeletonGraphic = SkeletonGraphic.NewSkeletonGraphicGameObject(runtimeSkeletonDataAsset, parent, skeletonGraphicMaterial);
- runtimeSkeletonGraphic.name = "SkeletonGraphic Instance";
- if (blendModeMaterials) {
- runtimeSkeletonGraphic.allowMultipleCanvasRenderers = true;
- runtimeSkeletonGraphic.additiveMaterial = graphicBlendModeMaterials.additiveTemplate;
- runtimeSkeletonGraphic.multiplyMaterial = graphicBlendModeMaterials.multiplyTemplate;
- runtimeSkeletonGraphic.screenMaterial = graphicBlendModeMaterials.screenTemplate;
- }
- // additional initialization
- runtimeSkeletonGraphic.Initialize(false);
- if (skinName != "")
- runtimeSkeletonGraphic.Skeleton.SetSkin(skinName);
- runtimeSkeletonGraphic.Skeleton.SetSlotsToSetupPose();
- if (animationName != "")
- runtimeSkeletonGraphic.AnimationState.SetAnimation(0, animationName, true);
- }
- }
- }
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