/******************************************************************************
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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;
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using Spine.Unity;
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namespace Spine.Unity.Modules {
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public class CustomSkin : MonoBehaviour {
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[System.Serializable]
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public class SkinPair {
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/// <summary>SpineAttachment attachment path to help find the attachment.</summary>
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/// <remarks>This use of SpineAttachment generates an attachment path string that can only be used by SpineAttachment.GetAttachment.</remarks>
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[SpineAttachment(currentSkinOnly: false, returnAttachmentPath: true, dataField: "skinSource")]
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[UnityEngine.Serialization.FormerlySerializedAs("sourceAttachment")]
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public string sourceAttachmentPath;
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[SpineSlot]
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public string targetSlot;
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/// <summary>The name of the skin placeholder/skin dictionary entry this attachment should be associated with.</summary>
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/// <remarks>This name is used by the skin dictionary, used in the method Skin.AddAttachment as well as setting a slot attachment</remarks>
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[SpineAttachment(currentSkinOnly: true, placeholdersOnly: true)]
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public string targetAttachment;
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}
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#region Inspector
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public SkeletonDataAsset skinSource;
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[UnityEngine.Serialization.FormerlySerializedAs("skinning")]
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public SkinPair[] skinItems;
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public Skin customSkin;
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#endregion
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SkeletonRenderer skeletonRenderer;
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void Start () {
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skeletonRenderer = GetComponent<SkeletonRenderer>();
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Skeleton skeleton = skeletonRenderer.skeleton;
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customSkin = new Skin("CustomSkin");
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foreach (var pair in skinItems) {
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var attachment = SpineAttachment.GetAttachment(pair.sourceAttachmentPath, skinSource);
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customSkin.AddAttachment(skeleton.FindSlotIndex(pair.targetSlot), pair.targetAttachment, attachment);
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}
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// The custom skin does not need to be added to the skeleton data for it to work.
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// But it's useful for your script to keep a reference to it.
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skeleton.SetSkin(customSkin);
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}
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}
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}
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