/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using Spine.Unity.Modules.AttachmentTools;
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namespace Spine.Unity.Examples {
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public class MixAndMatch : MonoBehaviour {
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#region Inspector
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[Header("From AtlasAsset")]
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public AtlasAsset handSource;
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[SpineAtlasRegion("handSource")] public string handRegion = "hand";
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[SpineAttachment] public string handAttachmentName;
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[SpineSlot] public string handSlot;
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public Vector2 newHandOffset;
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public float newHandRotation;
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public Texture2D handTexture;
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[Header("From Sprite")]
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public Sprite dagger;
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public string daggerName = "dagger";
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[SpineSlot] public string weaponSlot;
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[Header("MeshAttachment.SetRegion")]
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public bool applyHeadRegion = false;
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public AtlasAsset headSource;
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[SpineAtlasRegion("headSource")] public string headRegion;
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[SpineSlot] public string headSlot;
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[SpineAttachment] public string headAttachmentName;
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[Header("Runtime Repack")]
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public bool repack = true;
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public Shader repackedShader;
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[Header("Do not assign")]
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public Texture2D runtimeAtlas;
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public Material runtimeMaterial;
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#endregion
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void Start () {
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var skeletonAnimation = GetComponent<SkeletonAnimation>();
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var skeleton = skeletonAnimation.Skeleton;
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// All attachment changes will be applied to the skin. We use a clone so other instances will not be affected.
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var newSkin = skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState);
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// Case 1: Create an attachment from an atlas.
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RegionAttachment newHand = handSource.GetAtlas().FindRegion(handRegion).ToRegionAttachment("new hand");
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newHand.SetPositionOffset(newHandOffset);
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newHand.rotation = newHandRotation;
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newHand.UpdateOffset();
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int handSlotIndex = skeleton.FindSlotIndex(handSlot);
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handTexture = newHand.GetRegion().ToTexture();
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newSkin.AddAttachment(handSlotIndex, handAttachmentName, newHand);
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// Case 2: Create an attachment from a Unity Sprite (Sprite texture needs to be Read/Write Enabled in the inspector.
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RegionAttachment newWeapon = dagger.ToRegionAttachmentPMAClone(Shader.Find("Spine/Skeleton"));
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newWeapon.SetScale(1.5f, 1.5f);
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newWeapon.UpdateOffset();
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int weaponSlotIndex = skeleton.FindSlotIndex(weaponSlot);
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newSkin.AddAttachment(weaponSlotIndex, daggerName, newWeapon);
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// Case 3: Change an existing attachment's backing region.
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if (applyHeadRegion) {
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AtlasRegion spineBoyHead = headSource.GetAtlas().FindRegion(headRegion);
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int headSlotIndex = skeleton.FindSlotIndex(headSlot);
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var newHead = newSkin.GetAttachment(headSlotIndex, headAttachmentName).GetClone(true);
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newHead.SetRegion(spineBoyHead);
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newSkin.AddAttachment(headSlotIndex, headAttachmentName, newHead);
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}
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// Case 4: Repacking a mixed-and-matched skin to minimize draw calls.
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// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
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if (repack)
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newSkin = newSkin.GetRepackedSkin("repacked", repackedShader, out runtimeMaterial, out runtimeAtlas);
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skeleton.SetSkin(newSkin);
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skeleton.SetToSetupPose();
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skeleton.SetAttachment(weaponSlot, daggerName);
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}
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}
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}
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