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