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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 System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- public class MaterialReplacementExample : MonoBehaviour {
- public Material originalMaterial;
- public Material replacementMaterial;
- public bool replacementEnabled = true;
- public SkeletonAnimation skeletonAnimation;
- [Space]
- public string phasePropertyName = "_FillPhase";
- [Range(0f, 1f)] public float phase = 1f;
- bool previousEnabled;
- MaterialPropertyBlock mpb;
- void Start () {
- // Use the code below to programmatically query the original material.
- // Note: using MeshRenderer.material will fail since it creates an instance copy of the Material,
- // MeshRenderer.sharedMaterial might also fail when called too early or when no Attachments
- // are visible in the initial first frame.
- if (originalMaterial == null)
- originalMaterial = skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial;
- previousEnabled = replacementEnabled;
- SetReplacementEnabled(replacementEnabled);
- mpb = new MaterialPropertyBlock();
- }
- void Update () {
- mpb.SetFloat(phasePropertyName, phase);
- GetComponent<MeshRenderer>().SetPropertyBlock(mpb);
- if (previousEnabled != replacementEnabled)
- SetReplacementEnabled(replacementEnabled);
- previousEnabled = replacementEnabled;
- }
- void SetReplacementEnabled (bool active) {
- if (replacementEnabled) {
- skeletonAnimation.CustomMaterialOverride[originalMaterial] = replacementMaterial;
- } else {
- skeletonAnimation.CustomMaterialOverride.Remove(originalMaterial);
- }
- }
- }
- }
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