123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151 |
- /******************************************************************************
- * 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 UnityEngine;
- namespace Spine.Unity.Examples {
- // This is an example script that shows you how to change images on your skeleton using UnityEngine.Sprites.
- public class MixAndMatch : MonoBehaviour {
- #region Inspector
- [SpineSkin]
- public string templateAttachmentsSkin = "base";
- public Material sourceMaterial; // This will be used as the basis for shader and material property settings.
- [Header("Visor")]
- public Sprite visorSprite;
- [SpineSlot] public string visorSlot;
- [SpineAttachment(slotField: "visorSlot", skinField: "baseSkinName")] public string visorKey = "goggles";
- [Header("Gun")]
- public Sprite gunSprite;
- [SpineSlot] public string gunSlot;
- [SpineAttachment(slotField: "gunSlot", skinField: "baseSkinName")] public string gunKey = "gun";
- [Header("Runtime Repack")]
- public bool repack = true;
- public BoundingBoxFollower bbFollower;
- [Header("Do not assign")]
- public Texture2D runtimeAtlas;
- public Material runtimeMaterial;
- #endregion
- Skin customSkin;
- void OnValidate () {
- if (sourceMaterial == null) {
- var skeletonAnimation = GetComponent<SkeletonAnimation>();
- if (skeletonAnimation != null)
- sourceMaterial = skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
- }
- }
- IEnumerator Start () {
- yield return new WaitForSeconds(1f); // Delay for one second before applying. For testing.
- Apply();
- }
- void Apply () {
- var skeletonAnimation = GetComponent<SkeletonAnimation>();
- var skeleton = skeletonAnimation.Skeleton;
- // STEP 0: PREPARE SKINS
- // Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected.
- customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine.
- var templateSkin = skeleton.Data.FindSkin(templateAttachmentsSkin);
- // STEP 1: "EQUIP" ITEMS USING SPRITES
- // STEP 1.1 Find the original/template attachment.
- // Step 1.2 Get a clone of the original/template attachment.
- // Step 1.3 Apply the Sprite image to the clone.
- // Step 1.4 Add the remapped clone to the new custom skin.
- // Let's do this for the visor.
- int visorSlotIndex = skeleton.Data.FindSlot(visorSlot).Index; // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster.
- Attachment templateAttachment = templateSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1
- // 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 done in the method below.
- Attachment newAttachment = templateAttachment.GetRemappedClone(visorSprite, sourceMaterial, pivotShiftsMeshUVCoords: false); // STEP 1.2 - 1.3
- customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4
- // And now for the gun.
- int gunSlotIndex = skeleton.Data.FindSlot(gunSlot).Index;
- Attachment templateGun = templateSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1
- Attachment newGun = templateGun.GetRemappedClone(gunSprite, sourceMaterial, pivotShiftsMeshUVCoords: false); // STEP 1.2 - 1.3
- if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4
- // customSkin.RemoveAttachment(gunSlotIndex, gunKey); // To remove an item.
- // customSkin.Clear()
- // Use skin.Clear() To remove all customizations.
- // Customizations will fall back to the value in the default skin if it was defined there.
- // To prevent fallback from happening, make sure the key is not defined in the default skin.
- // STEP 3: APPLY AND CLEAN UP.
- // Recommended, preferably at level-load-time: REPACK THE CUSTOM SKIN TO MINIMIZE DRAW CALLS
- // IMPORTANT NOTE: the GetRepackedSkin() operation is expensive - if multiple characters
- // need to call it every few seconds the overhead will outweigh the draw call benefits.
- //
- // Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
- // Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin.
- // call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture.
- if (repack) {
- var repackedSkin = new Skin("repacked skin");
- repackedSkin.AddSkin(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
- repackedSkin.AddSkin(customSkin); // Include your new custom 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);
- repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas); // Pack all the items in the skin.
- skeleton.SetSkin(repackedSkin); // Assign the repacked skin to your Skeleton.
- if (bbFollower != null) bbFollower.Initialize(true);
- } else {
- skeleton.SetSkin(customSkin); // Just use the custom skin directly.
- }
- skeleton.SetSlotsToSetupPose(); // Use the pose from setup pose.
- skeletonAnimation.Update(0); // Use the pose in the currently active animation.
- // `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
- // cache necessarily created 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();
- }
- }
- }
|