三国卡牌客户端基础资源仓库
hch
2025-09-15 ea3ad185fcbccce1bd49d467de7186ac08edab24
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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 Spine.Unity.AttachmentTools;
using System.Collections.Generic;
using UnityEngine;
 
namespace Spine.Unity.Examples {
 
    public class MixAndMatchSkinsExample : MonoBehaviour {
 
        // character skins
        [SpineSkin] public string baseSkin = "skin-base";
        [SpineSkin] public string eyelidsSkin = "eyelids/girly";
 
        // here we use arrays of strings to be able to cycle between them easily.
        [SpineSkin] public string[] hairSkins = { "hair/brown", "hair/blue", "hair/pink", "hair/short-red", "hair/long-blue-with-scarf" };
        public int activeHairIndex = 0;
        [SpineSkin] public string[] eyesSkins = { "eyes/violet", "eyes/green", "eyes/yellow" };
        public int activeEyesIndex = 0;
        [SpineSkin] public string[] noseSkins = { "nose/short", "nose/long" };
        public int activeNoseIndex = 0;
 
        // equipment skins
        public enum ItemType {
            Cloth,
            Pants,
            Bag,
            Hat
        }
        [SpineSkin] public string clothesSkin = "clothes/hoodie-orange";
        [SpineSkin] public string pantsSkin = "legs/pants-jeans";
        [SpineSkin] public string bagSkin = "";
        [SpineSkin] public string hatSkin = "accessories/hat-red-yellow";
 
        SkeletonAnimation skeletonAnimation;
        // This "naked body" skin will likely change only once upon character creation,
        // so we store this combined set of non-equipment Skins for later re-use.
        Skin characterSkin;
 
        // for repacking the skin to a new atlas texture
        public Material runtimeMaterial;
        public Texture2D runtimeAtlas;
 
        void Awake () {
            skeletonAnimation = this.GetComponent<SkeletonAnimation>();
        }
 
        void Start () {
            UpdateCharacterSkin();
            UpdateCombinedSkin();
        }
 
        public void NextHairSkin () {
            activeHairIndex = (activeHairIndex + 1) % hairSkins.Length;
            UpdateCharacterSkin();
            UpdateCombinedSkin();
        }
 
        public void PrevHairSkin () {
            activeHairIndex = (activeHairIndex + hairSkins.Length - 1) % hairSkins.Length;
            UpdateCharacterSkin();
            UpdateCombinedSkin();
        }
 
        public void NextEyesSkin () {
            activeEyesIndex = (activeEyesIndex + 1) % eyesSkins.Length;
            UpdateCharacterSkin();
            UpdateCombinedSkin();
        }
 
        public void PrevEyesSkin () {
            activeEyesIndex = (activeEyesIndex + eyesSkins.Length - 1) % eyesSkins.Length;
            UpdateCharacterSkin();
            UpdateCombinedSkin();
        }
 
        public void NextNoseSkin () {
            activeNoseIndex = (activeNoseIndex + 1) % noseSkins.Length;
            UpdateCharacterSkin();
            UpdateCombinedSkin();
        }
 
        public void PrevNoseSkin () {
            activeNoseIndex = (activeNoseIndex + noseSkins.Length - 1) % noseSkins.Length;
            UpdateCharacterSkin();
            UpdateCombinedSkin();
        }
 
        public void Equip (string itemSkin, ItemType itemType) {
            switch (itemType) {
            case ItemType.Cloth:
                clothesSkin = itemSkin;
                break;
            case ItemType.Pants:
                pantsSkin = itemSkin;
                break;
            case ItemType.Bag:
                bagSkin = itemSkin;
                break;
            case ItemType.Hat:
                hatSkin = itemSkin;
                break;
            default:
                break;
            }
            UpdateCombinedSkin();
        }
 
        public void OptimizeSkin () {
            // Create a repacked skin.
            Skin previousSkin = skeletonAnimation.Skeleton.Skin;
            // Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
            if (runtimeMaterial)
                Destroy(runtimeMaterial);
            if (runtimeAtlas)
                Destroy(runtimeAtlas);
            Skin repackedSkin = previousSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas);
            previousSkin.Clear();
 
            // Use the repacked skin.
            skeletonAnimation.Skeleton.Skin = repackedSkin;
            skeletonAnimation.Skeleton.SetSlotsToSetupPose();
            skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton);
 
            // `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
            // cache necessarily created Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
            // You can optionally clear the textures cache after multiple repack operations.
            // Just be aware that while this cleanup frees up memory, it is also a costly operation
            // and will likely cause a spike in the framerate.
            AtlasUtilities.ClearCache();
            Resources.UnloadUnusedAssets();
        }
 
        void UpdateCharacterSkin () {
            Skeleton skeleton = skeletonAnimation.Skeleton;
            SkeletonData skeletonData = skeleton.Data;
            characterSkin = new Skin("character-base");
            // Note that the result Skin returned by calls to skeletonData.FindSkin()
            // could be cached once in Start() instead of searching for the same skin
            // every time. For demonstration purposes we keep it simple here.
            characterSkin.AddSkin(skeletonData.FindSkin(baseSkin));
            characterSkin.AddSkin(skeletonData.FindSkin(noseSkins[activeNoseIndex]));
            characterSkin.AddSkin(skeletonData.FindSkin(eyelidsSkin));
            characterSkin.AddSkin(skeletonData.FindSkin(eyesSkins[activeEyesIndex]));
            characterSkin.AddSkin(skeletonData.FindSkin(hairSkins[activeHairIndex]));
        }
 
        void AddEquipmentSkinsTo (Skin combinedSkin) {
            Skeleton skeleton = skeletonAnimation.Skeleton;
            SkeletonData skeletonData = skeleton.Data;
            combinedSkin.AddSkin(skeletonData.FindSkin(clothesSkin));
            combinedSkin.AddSkin(skeletonData.FindSkin(pantsSkin));
            if (!string.IsNullOrEmpty(bagSkin)) combinedSkin.AddSkin(skeletonData.FindSkin(bagSkin));
            if (!string.IsNullOrEmpty(hatSkin)) combinedSkin.AddSkin(skeletonData.FindSkin(hatSkin));
        }
 
        void UpdateCombinedSkin () {
            Skeleton skeleton = skeletonAnimation.Skeleton;
            Skin resultCombinedSkin = new Skin("character-combined");
 
            resultCombinedSkin.AddSkin(characterSkin);
            AddEquipmentSkinsTo(resultCombinedSkin);
 
            skeleton.SetSkin(resultCombinedSkin);
            skeleton.SetSlotsToSetupPose();
        }
    }
}