SlotTintBlackFollower.cs 3.3 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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  28. *****************************************************************************/
  29. using Spine.Unity;
  30. using UnityEngine;
  31. namespace Spine.Unity.Examples {
  32. /// <summary>
  33. /// Add this component to a Spine GameObject to apply a specific slot's Colors as MaterialProperties.
  34. /// This allows you to apply the two color tint to the whole skeleton and not require the overhead of an extra vertex stream on the mesh.
  35. /// </summary>
  36. public class SlotTintBlackFollower : MonoBehaviour {
  37. #region Inspector
  38. /// <summary>
  39. /// Serialized name of the slot loaded at runtime. Change the slot field instead of this if you want to change the followed slot at runtime.</summary>
  40. [SpineSlot]
  41. [SerializeField]
  42. protected string slotName;
  43. [SerializeField]
  44. protected string colorPropertyName = "_Color";
  45. [SerializeField]
  46. protected string blackPropertyName = "_Black";
  47. #endregion
  48. public Slot slot;
  49. MeshRenderer mr;
  50. MaterialPropertyBlock mb;
  51. int colorPropertyId, blackPropertyId;
  52. void Start () {
  53. Initialize(false);
  54. }
  55. public void Initialize (bool overwrite) {
  56. if (overwrite || mb == null) {
  57. mb = new MaterialPropertyBlock();
  58. mr = GetComponent<MeshRenderer>();
  59. slot = GetComponent<ISkeletonComponent>().Skeleton.FindSlot(slotName);
  60. colorPropertyId = Shader.PropertyToID(colorPropertyName);
  61. blackPropertyId = Shader.PropertyToID(blackPropertyName);
  62. }
  63. }
  64. public void Update () {
  65. Slot s = slot;
  66. if (s == null) return;
  67. mb.SetColor(colorPropertyId, s.GetColor());
  68. mb.SetColor(blackPropertyId, s.GetColorTintBlack());
  69. mr.SetPropertyBlock(mb);
  70. }
  71. void OnDisable () {
  72. mb.Clear();
  73. mr.SetPropertyBlock(mb);
  74. }
  75. }
  76. }