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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.
- *****************************************************************************/
- // Original Contribution by: Mitch Thompson
- using Spine.Unity.AttachmentTools;
- using System.Collections.Generic;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- public class SpriteAttacher : MonoBehaviour {
- public const string DefaultPMAShader = "Spine/Skeleton";
- public const string DefaultStraightAlphaShader = "Sprites/Default";
- #region Inspector
- public bool attachOnStart = true;
- public bool overrideAnimation = true;
- public Sprite sprite;
- [SpineSlot] public string slot;
- #endregion
- #if UNITY_EDITOR
- void OnValidate () {
- var skeletonComponent = GetComponent<ISkeletonComponent>();
- var skeletonRenderer = skeletonComponent as SkeletonRenderer;
- bool applyPMA;
- if (skeletonRenderer != null) {
- applyPMA = skeletonRenderer.pmaVertexColors;
- } else {
- var skeletonGraphic = skeletonComponent as SkeletonGraphic;
- applyPMA = skeletonGraphic != null && skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
- }
- if (applyPMA) {
- try {
- if (sprite == null)
- return;
- sprite.texture.GetPixel(0, 0);
- } catch (UnityException e) {
- Debug.LogFormat("Texture of {0} ({1}) is not read/write enabled. SpriteAttacher requires this in order to work with a SkeletonRenderer that renders premultiplied alpha. Please check the texture settings.", sprite.name, sprite.texture.name);
- UnityEditor.EditorGUIUtility.PingObject(sprite.texture);
- throw e;
- }
- }
- }
- #endif
- RegionAttachment attachment;
- Slot spineSlot;
- bool applyPMA;
- static Dictionary<Texture, AtlasPage> atlasPageCache;
- static AtlasPage GetPageFor (Texture texture, Shader shader) {
- if (atlasPageCache == null) atlasPageCache = new Dictionary<Texture, AtlasPage>();
- AtlasPage atlasPage;
- atlasPageCache.TryGetValue(texture, out atlasPage);
- if (atlasPage == null) {
- var newMaterial = new Material(shader);
- atlasPage = newMaterial.ToSpineAtlasPage();
- atlasPageCache[texture] = atlasPage;
- }
- return atlasPage;
- }
- void Start () {
- // Initialize slot and attachment references.
- Initialize(false);
- if (attachOnStart)
- Attach();
- }
- void AnimationOverrideSpriteAttach (ISkeletonAnimation animated) {
- if (overrideAnimation && isActiveAndEnabled)
- Attach();
- }
- public void Initialize (bool overwrite = true) {
- if (overwrite || attachment == null) {
- // Get the applyPMA value.
- var skeletonComponent = GetComponent<ISkeletonComponent>();
- var skeletonRenderer = skeletonComponent as SkeletonRenderer;
- if (skeletonRenderer != null)
- this.applyPMA = skeletonRenderer.pmaVertexColors;
- else {
- var skeletonGraphic = skeletonComponent as SkeletonGraphic;
- if (skeletonGraphic != null)
- this.applyPMA = skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
- }
- // Subscribe to UpdateComplete to override animation keys.
- if (overrideAnimation) {
- var animatedSkeleton = skeletonComponent as ISkeletonAnimation;
- if (animatedSkeleton != null) {
- animatedSkeleton.UpdateComplete -= AnimationOverrideSpriteAttach;
- animatedSkeleton.UpdateComplete += AnimationOverrideSpriteAttach;
- }
- }
- spineSlot = spineSlot ?? skeletonComponent.Skeleton.FindSlot(slot);
- Shader attachmentShader = applyPMA ? Shader.Find(DefaultPMAShader) : Shader.Find(DefaultStraightAlphaShader);
- if (sprite == null)
- attachment = null;
- else
- attachment = applyPMA ? sprite.ToRegionAttachmentPMAClone(attachmentShader) : sprite.ToRegionAttachment(SpriteAttacher.GetPageFor(sprite.texture, attachmentShader));
- }
- }
- void OnDestroy () {
- var animatedSkeleton = GetComponent<ISkeletonAnimation>();
- if (animatedSkeleton != null)
- animatedSkeleton.UpdateComplete -= AnimationOverrideSpriteAttach;
- }
- /// <summary>Update the slot's attachment to the Attachment generated from the sprite.</summary>
- public void Attach () {
- if (spineSlot != null)
- spineSlot.Attachment = attachment;
- }
- }
- public static class SpriteAttachmentExtensions {
- [System.Obsolete]
- public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) {
- return skeleton.AttachUnitySprite(slotName, sprite, Shader.Find(shaderName), applyPMA, rotation: rotation);
- }
- [System.Obsolete]
- public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) {
- return skeletonData.AddUnitySprite(slotName, sprite, skinName, Shader.Find(shaderName), applyPMA, rotation: rotation);
- }
- [System.Obsolete]
- public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, Shader shader, bool applyPMA, float rotation = 0f) {
- RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation: rotation);
- skeleton.FindSlot(slotName).Attachment = att;
- return att;
- }
- [System.Obsolete]
- public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA, float rotation = 0f) {
- RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation);
- var slotIndex = skeletonData.FindSlot(slotName).Index;
- Skin skin = skeletonData.DefaultSkin;
- if (skinName != "")
- skin = skeletonData.FindSkin(skinName);
- if (skin != null)
- skin.SetAttachment(slotIndex, att.Name, att);
- return att;
- }
- }
- }
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