/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software or * otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 THE * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System; using UnityEngine; namespace Spine.Unity { public class RegionlessAttachmentLoader : AttachmentLoader { static AtlasRegion emptyRegion; static AtlasRegion EmptyRegion { get { if (emptyRegion == null) { Shader hiddenShader = Shader.Find("Spine/Special/HiddenPass"); if (hiddenShader == null) { Debug.LogError("Shader \"Spine/Special/HiddenPass\" not found while loading SkeletonDataAsset" + " with 0 Atlas Assets. Please add this shader to Project Settings - Graphics - Always" + " Included Shaders, or make sure your SkeletonDataAssets all have an AtlasAsset assigned."); } emptyRegion = new AtlasRegion { name = "Empty AtlasRegion", page = new AtlasPage { name = "Empty AtlasPage", rendererObject = new Material(hiddenShader) { name = "NoRender Material" } } }; } return emptyRegion; } } public RegionAttachment NewRegionAttachment (Skin skin, string name, string path, Sequence sequence) { RegionAttachment attachment = new RegionAttachment(name) { Region = EmptyRegion }; return attachment; } public MeshAttachment NewMeshAttachment (Skin skin, string name, string path, Sequence sequence) { MeshAttachment attachment = new MeshAttachment(name) { Region = EmptyRegion }; return attachment; } public BoundingBoxAttachment NewBoundingBoxAttachment (Skin skin, string name) { return new BoundingBoxAttachment(name); } public PathAttachment NewPathAttachment (Skin skin, string name) { return new PathAttachment(name); } public PointAttachment NewPointAttachment (Skin skin, string name) { return new PointAttachment(name); } public ClippingAttachment NewClippingAttachment (Skin skin, string name) { return new ClippingAttachment(name); } } }