少年修仙传客户端代码仓库
client_Wu Xijin
2019-06-13 033958214c0b16d7e7b93cc821b018c295251867
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/******************************************************************************
 * Spine Runtimes Software License v2.5
 *
 * Copyright (c) 2013-2016, Esoteric Software
 * All rights reserved.
 *
 * You are granted a perpetual, non-exclusive, non-sublicensable, and
 * non-transferable license to use, install, execute, and perform the Spine
 * Runtimes software and derivative works solely for personal or internal
 * use. Without the written permission of Esoteric Software (see Section 2 of
 * the Spine Software License Agreement), you may not (a) modify, translate,
 * adapt, or develop new applications using the Spine Runtimes or otherwise
 * create derivative works or improvements of the Spine Runtimes or (b) remove,
 * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
 * or other intellectual property or proprietary rights notices on or in the
 * Software, including any copy thereof. Redistributions in binary or source
 * form must include this license and terms.
 *
 * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 *****************************************************************************/
 
using UnityEngine;
using Spine.Unity.Modules.AttachmentTools;
 
namespace Spine.Unity.Examples {
    public class MixAndMatch : MonoBehaviour {
 
        #region Inspector
        [Header("From AtlasAsset")]
        public AtlasAsset handSource;
        [SpineAtlasRegion("handSource")] public string handRegion = "hand";
        [SpineAttachment] public string handAttachmentName;
        [SpineSlot] public string handSlot;
        public Vector2 newHandOffset;
        public float newHandRotation;
        public Texture2D handTexture;
 
        [Header("From Sprite")]
        public Sprite dagger;
        public string daggerName = "dagger";
        [SpineSlot] public string weaponSlot;
 
        [Header("MeshAttachment.SetRegion")]
        public bool applyHeadRegion = false;
        public AtlasAsset headSource;
        [SpineAtlasRegion("headSource")] public string headRegion;
        [SpineSlot] public string headSlot;
        [SpineAttachment] public string headAttachmentName;
 
        [Header("Runtime Repack")]
        public bool repack = true;
        public Shader repackedShader;
 
        [Header("Do not assign")]
        public Texture2D runtimeAtlas;
        public Material runtimeMaterial;
 
        #endregion
 
        void Start () {
            var skeletonAnimation = GetComponent<SkeletonAnimation>();
            var skeleton = skeletonAnimation.Skeleton;
 
            // All attachment changes will be applied to the skin. We use a clone so other instances will not be affected.
            var newSkin = skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState);
 
            // Case 1: Create an attachment from an atlas.
            RegionAttachment newHand = handSource.GetAtlas().FindRegion(handRegion).ToRegionAttachment("new hand");
            newHand.SetPositionOffset(newHandOffset);
            newHand.rotation = newHandRotation;
            newHand.UpdateOffset();
            int handSlotIndex = skeleton.FindSlotIndex(handSlot);
            handTexture = newHand.GetRegion().ToTexture();
            newSkin.AddAttachment(handSlotIndex, handAttachmentName, newHand);
 
            // Case 2: Create an attachment from a Unity Sprite (Sprite texture needs to be Read/Write Enabled in the inspector.
            RegionAttachment newWeapon = dagger.ToRegionAttachmentPMAClone(Shader.Find("Spine/Skeleton"));
            newWeapon.SetScale(1.5f, 1.5f);
            newWeapon.UpdateOffset();
            int weaponSlotIndex = skeleton.FindSlotIndex(weaponSlot);
            newSkin.AddAttachment(weaponSlotIndex, daggerName, newWeapon);
 
            // Case 3: Change an existing attachment's backing region.
            if (applyHeadRegion) {
                AtlasRegion spineBoyHead = headSource.GetAtlas().FindRegion(headRegion);
                int headSlotIndex = skeleton.FindSlotIndex(headSlot);
                var newHead = newSkin.GetAttachment(headSlotIndex, headAttachmentName).GetClone(true);
                newHead.SetRegion(spineBoyHead);
                newSkin.AddAttachment(headSlotIndex, headAttachmentName, newHead);
            }
 
            // Case 4: Repacking a mixed-and-matched skin to minimize draw calls.
            // Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
            if (repack)
                newSkin = newSkin.GetRepackedSkin("repacked", repackedShader, out runtimeMaterial, out runtimeAtlas);
            
            skeleton.SetSkin(newSkin);
            skeleton.SetToSetupPose();
            skeleton.SetAttachment(weaponSlot, daggerName);
        }
 
    }
}