/******************************************************************************
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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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// Contributed by: Mitch Thompson
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using UnityEngine;
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using System.Collections.Generic;
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using Spine.Unity.Modules.AttachmentTools;
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namespace Spine.Unity.Modules {
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public class SpriteAttacher : MonoBehaviour {
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public const string DefaultPMAShader = "Spine/Skeleton";
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public const string DefaultStraightAlphaShader = "Sprites/Default";
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#region Inspector
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public bool attachOnStart = true;
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public Sprite sprite;
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[SpineSlot] public string slot;
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#endregion
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#if UNITY_EDITOR
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void OnValidate () {
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var skeletonComponent = GetComponent<ISkeletonComponent>();
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var skeletonRenderer = skeletonComponent as SkeletonRenderer;
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bool apma;
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if (skeletonRenderer != null) {
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apma = skeletonRenderer.pmaVertexColors;
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} else {
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var skeletonGraphic = skeletonComponent as SkeletonGraphic;
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apma = skeletonGraphic != null && skeletonGraphic.SpineMeshGenerator.PremultiplyVertexColors;
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}
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if (apma) {
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try {
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sprite.texture.GetPixel(0, 0);
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} catch (UnityException e) {
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Debug.LogFormat("Texture of {0} ({1}) is not read/write enabled. SpriteAttacher requires this in order to work with a SkeletonRenderer that renders premultiplied alpha. Please check the texture settings.", sprite.name, sprite.texture.name);
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UnityEditor.EditorGUIUtility.PingObject(sprite.texture);
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throw e;
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}
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}
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}
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#endif
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RegionAttachment attachment;
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bool applyPMA;
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static Dictionary<Texture, AtlasPage> atlasPageCache;
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static AtlasPage GetPageFor (Texture texture, Shader shader) {
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if (atlasPageCache == null) atlasPageCache = new Dictionary<Texture, AtlasPage>();
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AtlasPage atlasPage;
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atlasPageCache.TryGetValue(texture, out atlasPage);
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if (atlasPage == null) {
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var newMaterial = new Material(shader);
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atlasPage = newMaterial.ToSpineAtlasPage();
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atlasPageCache[texture] = atlasPage;
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}
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return atlasPage;
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}
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void Start () {
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if (attachOnStart) Attach();
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}
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public void Attach () {
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var skeletonComponent = GetComponent<ISkeletonComponent>();
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var skeletonRenderer = skeletonComponent as SkeletonRenderer;
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if (skeletonRenderer != null)
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this.applyPMA = skeletonRenderer.pmaVertexColors;
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else {
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var skeletonGraphic = skeletonComponent as SkeletonGraphic;
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if (skeletonGraphic != null)
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this.applyPMA = skeletonGraphic.SpineMeshGenerator.PremultiplyVertexColors;
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}
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Shader attachmentShader = applyPMA ? Shader.Find(DefaultPMAShader) : Shader.Find(DefaultStraightAlphaShader);
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attachment = applyPMA ? sprite.ToRegionAttachmentPMAClone(attachmentShader) : sprite.ToRegionAttachment(SpriteAttacher.GetPageFor(sprite.texture, attachmentShader));
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skeletonComponent.Skeleton.FindSlot(slot).Attachment = attachment;
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}
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}
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public static class SpriteAttachmentExtensions {
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public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true) {
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return skeleton.AttachUnitySprite(slotName, sprite, Shader.Find(shaderName), applyPMA);
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}
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public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true) {
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return skeletonData.AddUnitySprite(slotName, sprite, skinName, Shader.Find(shaderName), applyPMA);
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}
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public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, Shader shader, bool applyPMA) {
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RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader) : sprite.ToRegionAttachment(new Material(shader));
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skeleton.FindSlot(slotName).Attachment = att;
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return att;
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}
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public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA) {
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RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader) : sprite.ToRegionAttachment(new Material(shader));
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var slotIndex = skeletonData.FindSlotIndex(slotName);
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Skin skin = skeletonData.defaultSkin;
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if (skinName != "")
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skin = skeletonData.FindSkin(skinName);
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skin.AddAttachment(slotIndex, att.Name, att);
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return att;
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}
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}
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}
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