/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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.Collections; using System.Collections.Generic; using UnityEngine; namespace Spine.Unity.AttachmentTools { public static class AttachmentRegionExtensions { #region SetRegion /// /// Tries to set the region (image) of a renderable attachment. If the attachment is not renderable, nothing is applied. public static void SetRegion (this Attachment attachment, AtlasRegion region, bool updateOffset = true) { var regionAttachment = attachment as RegionAttachment; if (regionAttachment != null) regionAttachment.SetRegion(region, updateOffset); var meshAttachment = attachment as MeshAttachment; if (meshAttachment != null) meshAttachment.SetRegion(region, updateOffset); } /// Sets the region (image) of a RegionAttachment public static void SetRegion (this RegionAttachment attachment, AtlasRegion region, bool updateOffset = true) { if (region == null) throw new System.ArgumentNullException("region"); // (AtlasAttachmentLoader.cs) attachment.RendererObject = region; attachment.SetUVs(region.u, region.v, region.u2, region.v2, region.degrees); attachment.RegionOffsetX = region.offsetX; attachment.RegionOffsetY = region.offsetY; attachment.RegionWidth = region.width; attachment.RegionHeight = region.height; attachment.RegionOriginalWidth = region.originalWidth; attachment.RegionOriginalHeight = region.originalHeight; if (updateOffset) attachment.UpdateOffset(); } /// Sets the region (image) of a MeshAttachment public static void SetRegion (this MeshAttachment attachment, AtlasRegion region, bool updateUVs = true) { if (region == null) throw new System.ArgumentNullException("region"); // (AtlasAttachmentLoader.cs) attachment.RendererObject = region; attachment.RegionU = region.u; attachment.RegionV = region.v; attachment.RegionU2 = region.u2; attachment.RegionV2 = region.v2; attachment.RegionDegrees = region.degrees; attachment.RegionOffsetX = region.offsetX; attachment.RegionOffsetY = region.offsetY; attachment.RegionWidth = region.width; attachment.RegionHeight = region.height; attachment.RegionOriginalWidth = region.originalWidth; attachment.RegionOriginalHeight = region.originalHeight; if (updateUVs) attachment.UpdateUVs(); } #endregion #region Runtime RegionAttachments /// /// Creates a RegionAttachment based on a sprite. This method creates a real, usable AtlasRegion. That AtlasRegion uses a new AtlasPage with the Material provided./// public static RegionAttachment ToRegionAttachment (this Sprite sprite, Material material, float rotation = 0f) { return sprite.ToRegionAttachment(material.ToSpineAtlasPage(), rotation); } /// /// Creates a RegionAttachment based on a sprite. This method creates a real, usable AtlasRegion. That AtlasRegion uses the AtlasPage provided./// public static RegionAttachment ToRegionAttachment (this Sprite sprite, AtlasPage page, float rotation = 0f) { if (sprite == null) throw new System.ArgumentNullException("sprite"); if (page == null) throw new System.ArgumentNullException("page"); var region = sprite.ToAtlasRegion(page); var unitsPerPixel = 1f / sprite.pixelsPerUnit; return region.ToRegionAttachment(sprite.name, unitsPerPixel, rotation); } /// /// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate texture of the Sprite's texture data. /// Returns a RegionAttachment that uses it. Use this if you plan to use a premultiply alpha shader such as "Spine/Skeleton". /// The duplicate texture is cached for later re-use. See documentation of /// for additional details. public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader, TextureFormat textureFormat = AtlasUtilities.SpineTextureFormat, bool mipmaps = AtlasUtilities.UseMipMaps, Material materialPropertySource = null, float rotation = 0f) { if (sprite == null) throw new System.ArgumentNullException("sprite"); if (shader == null) throw new System.ArgumentNullException("shader"); var region = sprite.ToAtlasRegionPMAClone(shader, textureFormat, mipmaps, materialPropertySource); var unitsPerPixel = 1f / sprite.pixelsPerUnit; return region.ToRegionAttachment(sprite.name, unitsPerPixel, rotation); } public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Material materialPropertySource, TextureFormat textureFormat = AtlasUtilities.SpineTextureFormat, bool mipmaps = AtlasUtilities.UseMipMaps, float rotation = 0f) { return sprite.ToRegionAttachmentPMAClone(materialPropertySource.shader, textureFormat, mipmaps, materialPropertySource, rotation); } /// /// Creates a new RegionAttachment from a given AtlasRegion. public static RegionAttachment ToRegionAttachment (this AtlasRegion region, string attachmentName, float scale = 0.01f, float rotation = 0f) { if (string.IsNullOrEmpty(attachmentName)) throw new System.ArgumentException("attachmentName can't be null or empty.", "attachmentName"); if (region == null) throw new System.ArgumentNullException("region"); // (AtlasAttachmentLoader.cs) var attachment = new RegionAttachment(attachmentName); attachment.RendererObject = region; attachment.SetUVs(region.u, region.v, region.u2, region.v2, region.degrees); attachment.RegionOffsetX = region.offsetX; attachment.RegionOffsetY = region.offsetY; attachment.RegionWidth = region.width; attachment.RegionHeight = region.height; attachment.RegionOriginalWidth = region.originalWidth; attachment.RegionOriginalHeight = region.originalHeight; attachment.Path = region.name; attachment.ScaleX = 1; attachment.ScaleY = 1; attachment.Rotation = rotation; attachment.R = 1; attachment.G = 1; attachment.B = 1; attachment.A = 1; // pass OriginalWidth and OriginalHeight because UpdateOffset uses it in its calculation. attachment.Width = attachment.RegionOriginalWidth * scale; attachment.Height = attachment.RegionOriginalHeight * scale; attachment.SetColor(Color.white); attachment.UpdateOffset(); return attachment; } /// Sets the scale. Call regionAttachment.UpdateOffset to apply the change. public static void SetScale (this RegionAttachment regionAttachment, Vector2 scale) { regionAttachment.ScaleX = scale.x; regionAttachment.ScaleY = scale.y; } /// Sets the scale. Call regionAttachment.UpdateOffset to apply the change. public static void SetScale (this RegionAttachment regionAttachment, float x, float y) { regionAttachment.ScaleX = x; regionAttachment.ScaleY = y; } /// Sets the position offset. Call regionAttachment.UpdateOffset to apply the change. public static void SetPositionOffset (this RegionAttachment regionAttachment, Vector2 offset) { regionAttachment.X = offset.x; regionAttachment.Y = offset.y; } /// Sets the position offset. Call regionAttachment.UpdateOffset to apply the change. public static void SetPositionOffset (this RegionAttachment regionAttachment, float x, float y) { regionAttachment.X = x; regionAttachment.Y = y; } /// Sets the rotation. Call regionAttachment.UpdateOffset to apply the change. public static void SetRotation (this RegionAttachment regionAttachment, float rotation) { regionAttachment.Rotation = rotation; } #endregion } }