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 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);
        }
    }
}