/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
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* otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THE
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* SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using UnityEngine;
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namespace Spine.Unity {
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public class RegionlessAttachmentLoader : AttachmentLoader {
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static AtlasRegion emptyRegion;
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static AtlasRegion EmptyRegion {
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get {
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if (emptyRegion == null) {
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Shader hiddenShader = Shader.Find("Spine/Special/HiddenPass");
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if (hiddenShader == null) {
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Debug.LogError("Shader \"Spine/Special/HiddenPass\" not found while loading SkeletonDataAsset" +
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" with 0 Atlas Assets. Please add this shader to Project Settings - Graphics - Always" +
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" Included Shaders, or make sure your SkeletonDataAssets all have an AtlasAsset assigned.");
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}
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emptyRegion = new AtlasRegion {
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name = "Empty AtlasRegion",
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page = new AtlasPage {
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name = "Empty AtlasPage",
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rendererObject = new Material(hiddenShader) { name = "NoRender Material" }
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}
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};
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}
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return emptyRegion;
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}
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}
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public RegionAttachment NewRegionAttachment (Skin skin, string name, string path, Sequence sequence) {
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RegionAttachment attachment = new RegionAttachment(name) {
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Region = EmptyRegion
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};
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return attachment;
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}
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public MeshAttachment NewMeshAttachment (Skin skin, string name, string path, Sequence sequence) {
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MeshAttachment attachment = new MeshAttachment(name) {
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Region = EmptyRegion
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};
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return attachment;
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}
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public BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, string name) {
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return new BoundingBoxAttachment(name);
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}
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public PathAttachment NewPathAttachment (Skin skin, string name) {
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return new PathAttachment(name);
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}
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public PointAttachment NewPointAttachment (Skin skin, string name) {
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return new PointAttachment(name);
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}
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public ClippingAttachment NewClippingAttachment (Skin skin, string name) {
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return new ClippingAttachment(name);
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}
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}
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}
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