/****************************************************************************** * 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 UnityEngine; using Spine.Unity.AttachmentTools; using System.Collections; namespace Spine.Unity.Examples { // This is an example script that shows you how to change images on your skeleton using UnityEngine.Sprites. public class MixAndMatchGraphic : MonoBehaviour { #region Inspector [SpineSkin] public string baseSkinName = "base"; public Material sourceMaterial; // This will be used as the basis for shader and material property settings. [Header("Visor")] public Sprite visorSprite; [SpineSlot] public string visorSlot; [SpineAttachment(slotField:"visorSlot", skinField:"baseSkinName")] public string visorKey = "goggles"; [Header("Gun")] public Sprite gunSprite; [SpineSlot] public string gunSlot; [SpineAttachment(slotField:"gunSlot", skinField:"baseSkinName")] public string gunKey = "gun"; [Header("Runtime Repack Required!!")] public bool repack = true; [Header("Do not assign")] public Texture2D runtimeAtlas; public Material runtimeMaterial; #endregion Skin customSkin; void OnValidate () { if (sourceMaterial == null) { var skeletonGraphic = GetComponent(); if (skeletonGraphic != null) sourceMaterial = skeletonGraphic.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial; } } IEnumerator Start () { yield return new WaitForSeconds(1f); // Delay for 1 second. For testing. Apply(); } [ContextMenu("Apply")] void Apply () { var skeletonGraphic = GetComponent(); var skeleton = skeletonGraphic.Skeleton; // STEP 0: PREPARE SKINS // Let's prepare a new skin to be our custom skin with equips/customizations. We get a clone so our original skins are unaffected. customSkin = customSkin ?? new Skin("custom skin"); // This requires that all customizations are done with skin placeholders defined in Spine. //customSkin = customSkin ?? skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState); // use this if you are not customizing on the default skin and don't plan to remove // Next let's get the skin that contains our source attachments. These are the attachments that var baseSkin = skeleton.Data.FindSkin(baseSkinName); // STEP 1: "EQUIP" ITEMS USING SPRITES // STEP 1.1 Find the original attachment. // Step 1.2 Get a clone of the original attachment. // Step 1.3 Apply the Sprite image to it. // Step 1.4 Add the remapped clone to the new custom skin. // Let's do this for the visor. int visorSlotIndex = skeleton.FindSlotIndex(visorSlot); // You can access GetAttachment and SetAttachment via string, but caching the slotIndex is faster. Attachment baseAttachment = baseSkin.GetAttachment(visorSlotIndex, visorKey); // STEP 1.1 Attachment newAttachment = baseAttachment.GetRemappedClone(visorSprite, sourceMaterial); // STEP 1.2 - 1.3 // Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates // a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as done below. customSkin.SetAttachment(visorSlotIndex, visorKey, newAttachment); // STEP 1.4 // And now for the gun. int gunSlotIndex = skeleton.FindSlotIndex(gunSlot); Attachment baseGun = baseSkin.GetAttachment(gunSlotIndex, gunKey); // STEP 1.1 Attachment newGun = baseGun.GetRemappedClone(gunSprite, sourceMaterial); // STEP 1.2 - 1.3 if (newGun != null) customSkin.SetAttachment(gunSlotIndex, gunKey, newGun); // STEP 1.4 // customSkin.RemoveAttachment(gunSlotIndex, gunKey); // To remove an item. // customSkin.Clear() // Use skin.Clear() To remove all customizations. // Customizations will fall back to the value in the default skin if it was defined there. // To prevent fallback from happening, make sure the key is not defined in the default skin. // STEP 3: APPLY AND CLEAN UP. // Recommended: REPACK THE CUSTOM SKIN TO MINIMIZE DRAW CALLS // Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector. // Combine all the attachment sources into one skin. Usually this means the default skin and the custom skin. // call Skin.GetRepackedSkin to get a cloned skin with cloned attachments that all use one texture. if (repack) { var repackedSkin = new Skin("repacked skin"); repackedSkin.AddAttachments(skeleton.Data.DefaultSkin); repackedSkin.AddAttachments(customSkin); // Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed if (runtimeMaterial) Destroy(runtimeMaterial); if (runtimeAtlas) Destroy(runtimeAtlas); repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas); skeleton.SetSkin(repackedSkin); } else { skeleton.SetSkin(customSkin); } //skeleton.SetSlotsToSetupPose(); skeleton.SetToSetupPose(); skeletonGraphic.Update(0); skeletonGraphic.OverrideTexture = runtimeAtlas; // `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(); } } }