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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.
- *****************************************************************************/
- // Contributed by: Mitch Thompson
- using System.Collections;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- public class SkeletonGhostRenderer : MonoBehaviour {
- static readonly Color32 TransparentBlack = new Color32(0, 0, 0, 0);
- const string colorPropertyName = "_Color";
- float fadeSpeed = 10;
- Color32 startColor;
- MeshFilter meshFilter;
- MeshRenderer meshRenderer;
- MaterialPropertyBlock mpb;
- int colorId;
- void Awake () {
- meshRenderer = gameObject.AddComponent<MeshRenderer>();
- meshFilter = gameObject.AddComponent<MeshFilter>();
- colorId = Shader.PropertyToID(colorPropertyName);
- mpb = new MaterialPropertyBlock();
- }
- public void Initialize (Mesh mesh, Material[] materials, Color32 color, bool additive, float speed, int sortingLayerID, int sortingOrder) {
- StopAllCoroutines();
- gameObject.SetActive(true);
- meshRenderer.sharedMaterials = materials;
- meshRenderer.sortingLayerID = sortingLayerID;
- meshRenderer.sortingOrder = sortingOrder;
- meshFilter.sharedMesh = Instantiate(mesh);
- startColor = color;
- mpb.SetColor(colorId, color);
- meshRenderer.SetPropertyBlock(mpb);
- fadeSpeed = speed;
- if (additive)
- StartCoroutine(FadeAdditive());
- else
- StartCoroutine(Fade());
- }
- IEnumerator Fade () {
- Color32 c = startColor;
- Color32 black = SkeletonGhostRenderer.TransparentBlack;
- float t = 1f;
- for (float hardTimeLimit = 5f; hardTimeLimit > 0; hardTimeLimit -= Time.deltaTime) {
- c = Color32.Lerp(black, startColor, t);
- mpb.SetColor(colorId, c);
- meshRenderer.SetPropertyBlock(mpb);
- t = Mathf.Lerp(t, 0, Time.deltaTime * fadeSpeed);
- if (t <= 0)
- break;
- yield return null;
- }
- Destroy(meshFilter.sharedMesh);
- gameObject.SetActive(false);
- }
- IEnumerator FadeAdditive () {
- Color32 c = startColor;
- Color32 black = SkeletonGhostRenderer.TransparentBlack;
- float t = 1f;
- for (float hardTimeLimit = 5f; hardTimeLimit > 0; hardTimeLimit -= Time.deltaTime) {
- c = Color32.Lerp(black, startColor, t);
- mpb.SetColor(colorId, c);
- meshRenderer.SetPropertyBlock(mpb);
- t = Mathf.Lerp(t, 0, Time.deltaTime * fadeSpeed);
- if (t <= 0)
- break;
- yield return null;
- }
- Destroy(meshFilter.sharedMesh);
- gameObject.SetActive(false);
- }
- public void Cleanup () {
- if (meshFilter != null && meshFilter.sharedMesh != null)
- Destroy(meshFilter.sharedMesh);
- Destroy(gameObject);
- }
- }
- }
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