/******************************************************************************
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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.MeshGeneration;
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namespace Spine.Unity.Modules {
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[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
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public class SkeletonPartsRenderer : MonoBehaviour {
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#region Properties
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ISubmeshSetMeshGenerator meshGenerator;
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public ISubmeshSetMeshGenerator MeshGenerator {
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get {
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LazyIntialize();
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return meshGenerator;
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}
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}
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MeshRenderer meshRenderer;
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public MeshRenderer MeshRenderer {
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get {
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LazyIntialize();
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return meshRenderer;
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}
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}
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MeshFilter meshFilter;
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public MeshFilter MeshFilter {
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get {
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LazyIntialize();
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return meshFilter;
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}
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}
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#endregion
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void LazyIntialize () {
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if (meshGenerator != null) return;
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meshGenerator = new ArraysSubmeshSetMeshGenerator();
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meshFilter = GetComponent<MeshFilter>();
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meshRenderer = GetComponent<MeshRenderer>();
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}
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public void ClearMesh () {
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LazyIntialize();
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meshFilter.sharedMesh = null;
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}
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public void RenderParts (ExposedList<SubmeshInstruction> instructions, int startSubmesh, int endSubmesh) {
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LazyIntialize();
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MeshAndMaterials m = meshGenerator.GenerateMesh(instructions, startSubmesh, endSubmesh);
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meshFilter.sharedMesh = m.mesh;
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meshRenderer.sharedMaterials = m.materials;
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}
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public void SetPropertyBlock (MaterialPropertyBlock block) {
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LazyIntialize();
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meshRenderer.SetPropertyBlock(block);
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}
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public static SkeletonPartsRenderer NewPartsRendererGameObject (Transform parent, string name) {
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var go = new GameObject(name, typeof(MeshFilter), typeof(MeshRenderer));
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go.transform.SetParent(parent, false);
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var returnComponent = go.AddComponent<SkeletonPartsRenderer>();
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return returnComponent;
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}
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}
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}
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