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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;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- /// <summary>
- /// Add this component to a Spine GameObject to apply a specific slot's Colors as MaterialProperties.
- /// 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.
- /// </summary>
- public class SlotTintBlackFollower : MonoBehaviour {
- #region Inspector
- /// <summary>
- /// 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>
- [SpineSlot]
- [SerializeField]
- protected string slotName;
- [SerializeField]
- protected string colorPropertyName = "_Color";
- [SerializeField]
- protected string blackPropertyName = "_Black";
- #endregion
- public Slot slot;
- MeshRenderer mr;
- MaterialPropertyBlock mb;
- int colorPropertyId, blackPropertyId;
- void Start () {
- Initialize(false);
- }
- public void Initialize (bool overwrite) {
- if (overwrite || mb == null) {
- mb = new MaterialPropertyBlock();
- mr = GetComponent<MeshRenderer>();
- slot = GetComponent<ISkeletonComponent>().Skeleton.FindSlot(slotName);
- colorPropertyId = Shader.PropertyToID(colorPropertyName);
- blackPropertyId = Shader.PropertyToID(blackPropertyName);
- }
- }
- public void Update () {
- Slot s = slot;
- if (s == null) return;
- mb.SetColor(colorPropertyId, s.GetColor());
- mb.SetColor(blackPropertyId, s.GetColorTintBlack());
- mr.SetPropertyBlock(mb);
- }
- void OnDisable () {
- mb.Clear();
- mr.SetPropertyBlock(mb);
- }
- }
- }
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