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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.Generic;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- public class MixAndMatchSkinsExample : MonoBehaviour {
- // character skins
- [SpineSkin] public string baseSkin = "skin-base";
- [SpineSkin] public string eyelidsSkin = "eyelids/girly";
- // here we use arrays of strings to be able to cycle between them easily.
- [SpineSkin] public string[] hairSkins = { "hair/brown", "hair/blue", "hair/pink", "hair/short-red", "hair/long-blue-with-scarf" };
- public int activeHairIndex = 0;
- [SpineSkin] public string[] eyesSkins = { "eyes/violet", "eyes/green", "eyes/yellow" };
- public int activeEyesIndex = 0;
- [SpineSkin] public string[] noseSkins = { "nose/short", "nose/long" };
- public int activeNoseIndex = 0;
- // equipment skins
- public enum ItemType {
- Cloth,
- Pants,
- Bag,
- Hat
- }
- [SpineSkin] public string clothesSkin = "clothes/hoodie-orange";
- [SpineSkin] public string pantsSkin = "legs/pants-jeans";
- [SpineSkin] public string bagSkin = "";
- [SpineSkin] public string hatSkin = "accessories/hat-red-yellow";
- SkeletonAnimation skeletonAnimation;
- // This "naked body" skin will likely change only once upon character creation,
- // so we store this combined set of non-equipment Skins for later re-use.
- Skin characterSkin;
- // for repacking the skin to a new atlas texture
- public Material runtimeMaterial;
- public Texture2D runtimeAtlas;
- void Awake () {
- skeletonAnimation = this.GetComponent<SkeletonAnimation>();
- }
- void Start () {
- UpdateCharacterSkin();
- UpdateCombinedSkin();
- }
- public void NextHairSkin () {
- activeHairIndex = (activeHairIndex + 1) % hairSkins.Length;
- UpdateCharacterSkin();
- UpdateCombinedSkin();
- }
- public void PrevHairSkin () {
- activeHairIndex = (activeHairIndex + hairSkins.Length - 1) % hairSkins.Length;
- UpdateCharacterSkin();
- UpdateCombinedSkin();
- }
- public void NextEyesSkin () {
- activeEyesIndex = (activeEyesIndex + 1) % eyesSkins.Length;
- UpdateCharacterSkin();
- UpdateCombinedSkin();
- }
- public void PrevEyesSkin () {
- activeEyesIndex = (activeEyesIndex + eyesSkins.Length - 1) % eyesSkins.Length;
- UpdateCharacterSkin();
- UpdateCombinedSkin();
- }
- public void NextNoseSkin () {
- activeNoseIndex = (activeNoseIndex + 1) % noseSkins.Length;
- UpdateCharacterSkin();
- UpdateCombinedSkin();
- }
- public void PrevNoseSkin () {
- activeNoseIndex = (activeNoseIndex + noseSkins.Length - 1) % noseSkins.Length;
- UpdateCharacterSkin();
- UpdateCombinedSkin();
- }
- public void Equip (string itemSkin, ItemType itemType) {
- switch (itemType) {
- case ItemType.Cloth:
- clothesSkin = itemSkin;
- break;
- case ItemType.Pants:
- pantsSkin = itemSkin;
- break;
- case ItemType.Bag:
- bagSkin = itemSkin;
- break;
- case ItemType.Hat:
- hatSkin = itemSkin;
- break;
- default:
- break;
- }
- UpdateCombinedSkin();
- }
- public void OptimizeSkin () {
- // Create a repacked skin.
- var previousSkin = skeletonAnimation.Skeleton.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);
- Skin repackedSkin = previousSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas);
- previousSkin.Clear();
- // Use the repacked skin.
- skeletonAnimation.Skeleton.Skin = repackedSkin;
- skeletonAnimation.Skeleton.SetSlotsToSetupPose();
- skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton);
- // `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();
- }
- void UpdateCharacterSkin () {
- var skeleton = skeletonAnimation.Skeleton;
- var skeletonData = skeleton.Data;
- characterSkin = new Skin("character-base");
- // Note that the result Skin returned by calls to skeletonData.FindSkin()
- // could be cached once in Start() instead of searching for the same skin
- // every time. For demonstration purposes we keep it simple here.
- characterSkin.AddSkin(skeletonData.FindSkin(baseSkin));
- characterSkin.AddSkin(skeletonData.FindSkin(noseSkins[activeNoseIndex]));
- characterSkin.AddSkin(skeletonData.FindSkin(eyelidsSkin));
- characterSkin.AddSkin(skeletonData.FindSkin(eyesSkins[activeEyesIndex]));
- characterSkin.AddSkin(skeletonData.FindSkin(hairSkins[activeHairIndex]));
- }
- void AddEquipmentSkinsTo (Skin combinedSkin) {
- var skeleton = skeletonAnimation.Skeleton;
- var skeletonData = skeleton.Data;
- combinedSkin.AddSkin(skeletonData.FindSkin(clothesSkin));
- combinedSkin.AddSkin(skeletonData.FindSkin(pantsSkin));
- if (!string.IsNullOrEmpty(bagSkin)) combinedSkin.AddSkin(skeletonData.FindSkin(bagSkin));
- if (!string.IsNullOrEmpty(hatSkin)) combinedSkin.AddSkin(skeletonData.FindSkin(hatSkin));
- }
- void UpdateCombinedSkin () {
- var skeleton = skeletonAnimation.Skeleton;
- var resultCombinedSkin = new Skin("character-combined");
- resultCombinedSkin.AddSkin(characterSkin);
- AddEquipmentSkinsTo(resultCombinedSkin);
- skeleton.SetSkin(resultCombinedSkin);
- skeleton.SetSlotsToSetupPose();
- }
- }
- }
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