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- /******************************************************************************
- * 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 Spine.Unity.AttachmentTools;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- public class EquipSystemExample : MonoBehaviour, IHasSkeletonDataAsset {
- // Implementing IHasSkeletonDataAsset allows Spine attribute drawers to automatically detect this component as a skeleton data source.
- public SkeletonDataAsset skeletonDataAsset;
- SkeletonDataAsset IHasSkeletonDataAsset.SkeletonDataAsset { get { return this.skeletonDataAsset; } }
- public Material sourceMaterial;
- public bool applyPMA = true;
- public List<EquipHook> equippables = new List<EquipHook>();
- public EquipsVisualsComponentExample target;
- public Dictionary<EquipAssetExample, Attachment> cachedAttachments = new Dictionary<EquipAssetExample, Attachment>();
- [System.Serializable]
- public class EquipHook {
- public EquipType type;
- [SpineSlot]
- public string slot;
- [SpineSkin]
- public string templateSkin;
- [SpineAttachment(skinField: "templateSkin")]
- public string templateAttachment;
- }
- public enum EquipType {
- Gun,
- Goggles
- }
- public void Equip (EquipAssetExample asset) {
- var equipType = asset.equipType;
- EquipHook howToEquip = equippables.Find(x => x.type == equipType);
- var skeletonData = skeletonDataAsset.GetSkeletonData(true);
- int slotIndex = skeletonData.FindSlot(howToEquip.slot).Index;
- var attachment = GenerateAttachmentFromEquipAsset(asset, slotIndex, howToEquip.templateSkin, howToEquip.templateAttachment);
- target.Equip(slotIndex, howToEquip.templateAttachment, attachment);
- }
- Attachment GenerateAttachmentFromEquipAsset (EquipAssetExample asset, int slotIndex, string templateSkinName, string templateAttachmentName) {
- Attachment attachment;
- cachedAttachments.TryGetValue(asset, out attachment);
- if (attachment == null) {
- var skeletonData = skeletonDataAsset.GetSkeletonData(true);
- var templateSkin = skeletonData.FindSkin(templateSkinName);
- Attachment templateAttachment = templateSkin.GetAttachment(slotIndex, templateAttachmentName);
- attachment = templateAttachment.GetRemappedClone(asset.sprite, sourceMaterial, premultiplyAlpha: this.applyPMA);
- // Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
- // a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as shown in the method below.
- cachedAttachments.Add(asset, attachment); // Cache this value for next time this asset is used.
- }
- return attachment;
- }
- public void Done () {
- target.OptimizeSkin();
- // `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
- // creates cached Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
- // You can optionally clear the textures cache after multiple repack operations.
- // Just be aware that while this cleanup frees up memory, it is also a costly operation
- // and will likely cause a spike in the framerate.
- //AtlasUtilities.ClearCache();
- //Resources.UnloadUnusedAssets();
- }
- }
- }
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