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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 EquipsVisualsComponentExample : MonoBehaviour {
- public SkeletonAnimation skeletonAnimation;
- [SpineSkin]
- public string templateSkinName;
- Spine.Skin equipsSkin;
- Spine.Skin collectedSkin;
- public Material runtimeMaterial;
- public Texture2D runtimeAtlas;
- void Start () {
- equipsSkin = new Skin("Equips");
- // OPTIONAL: Add all the attachments from the template skin.
- var templateSkin = skeletonAnimation.Skeleton.Data.FindSkin(templateSkinName);
- if (templateSkin != null)
- equipsSkin.AddSkin(templateSkin);
- skeletonAnimation.Skeleton.Skin = equipsSkin;
- RefreshSkeletonAttachments();
- }
- public void Equip (int slotIndex, string attachmentName, Attachment attachment) {
- equipsSkin.SetAttachment(slotIndex, attachmentName, attachment);
- skeletonAnimation.Skeleton.SetSkin(equipsSkin);
- RefreshSkeletonAttachments();
- }
- public void OptimizeSkin () {
- // 1. Collect all the attachments of all active skins.
- collectedSkin = collectedSkin ?? new Skin("Collected skin");
- collectedSkin.Clear();
- collectedSkin.AddSkin(skeletonAnimation.Skeleton.Data.DefaultSkin);
- collectedSkin.AddSkin(equipsSkin);
- // 2. Create a repacked skin.
- // Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
- if (runtimeMaterial)
- Destroy(runtimeMaterial);
- if (runtimeAtlas)
- Destroy(runtimeAtlas);
- var repackedSkin = collectedSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial,
- out runtimeMaterial, out runtimeAtlas, maxAtlasSize: 1024, clearCache: false);
- collectedSkin.Clear();
- // You can optionally clear the textures cache after each ore multiple repack operations are done.
- //AtlasUtilities.ClearCache();
- //Resources.UnloadUnusedAssets();
- // 3. Use the repacked skin.
- skeletonAnimation.Skeleton.Skin = repackedSkin;
- RefreshSkeletonAttachments();
- }
- void RefreshSkeletonAttachments () {
- skeletonAnimation.Skeleton.SetSlotsToSetupPose();
- skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton); //skeletonAnimation.Update(0);
- }
- }
- }
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