185 lines
7.3 KiB
Plaintext
185 lines
7.3 KiB
Plaintext
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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// Original Contribution by: Mitch Thompson
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using UnityEngine;
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using System.Collections.Generic;
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using Spine.Unity.AttachmentTools;
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namespace Spine.Unity.Examples {
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public class SpriteAttacher : MonoBehaviour {
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public const string DefaultPMAShader = "Spine/Skeleton";
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public const string DefaultStraightAlphaShader = "Sprites/Default";
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#region Inspector
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public bool attachOnStart = true;
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public bool overrideAnimation = true;
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public Sprite sprite;
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[SpineSlot] public string slot;
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#endregion
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#if UNITY_EDITOR
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void OnValidate () {
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var skeletonComponent = GetComponent<ISkeletonComponent>();
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var skeletonRenderer = skeletonComponent as SkeletonRenderer;
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bool applyPMA;
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if (skeletonRenderer != null) {
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applyPMA = skeletonRenderer.pmaVertexColors;
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} else {
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var skeletonGraphic = skeletonComponent as SkeletonGraphic;
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applyPMA = skeletonGraphic != null && skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
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}
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if (applyPMA) {
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try {
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if (sprite == null)
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return;
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sprite.texture.GetPixel(0, 0);
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} catch (UnityException e) {
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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);
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UnityEditor.EditorGUIUtility.PingObject(sprite.texture);
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throw e;
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}
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}
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}
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#endif
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RegionAttachment attachment;
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Slot spineSlot;
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bool applyPMA;
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static Dictionary<Texture, AtlasPage> atlasPageCache;
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static AtlasPage GetPageFor (Texture texture, Shader shader) {
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if (atlasPageCache == null) atlasPageCache = new Dictionary<Texture, AtlasPage>();
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AtlasPage atlasPage;
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atlasPageCache.TryGetValue(texture, out atlasPage);
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if (atlasPage == null) {
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var newMaterial = new Material(shader);
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atlasPage = newMaterial.ToSpineAtlasPage();
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atlasPageCache[texture] = atlasPage;
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}
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return atlasPage;
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}
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void Start () {
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// Initialize slot and attachment references.
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Initialize(false);
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if (attachOnStart)
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Attach();
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}
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void AnimationOverrideSpriteAttach (ISkeletonAnimation animated) {
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if (overrideAnimation && isActiveAndEnabled)
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Attach();
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}
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public void Initialize (bool overwrite = true) {
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if (overwrite || attachment == null) {
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// Get the applyPMA value.
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var skeletonComponent = GetComponent<ISkeletonComponent>();
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var skeletonRenderer = skeletonComponent as SkeletonRenderer;
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if (skeletonRenderer != null)
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this.applyPMA = skeletonRenderer.pmaVertexColors;
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else {
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var skeletonGraphic = skeletonComponent as SkeletonGraphic;
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if (skeletonGraphic != null)
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this.applyPMA = skeletonGraphic.MeshGenerator.settings.pmaVertexColors;
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}
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// Subscribe to UpdateComplete to override animation keys.
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if (overrideAnimation) {
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var animatedSkeleton = skeletonComponent as ISkeletonAnimation;
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if (animatedSkeleton != null) {
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animatedSkeleton.UpdateComplete -= AnimationOverrideSpriteAttach;
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animatedSkeleton.UpdateComplete += AnimationOverrideSpriteAttach;
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}
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}
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spineSlot = spineSlot ?? skeletonComponent.Skeleton.FindSlot(slot);
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Shader attachmentShader = applyPMA ? Shader.Find(DefaultPMAShader) : Shader.Find(DefaultStraightAlphaShader);
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if (sprite == null)
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attachment = null;
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else
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attachment = applyPMA ? sprite.ToRegionAttachmentPMAClone(attachmentShader) : sprite.ToRegionAttachment(SpriteAttacher.GetPageFor(sprite.texture, attachmentShader));
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}
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}
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void OnDestroy () {
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var animatedSkeleton = GetComponent<ISkeletonAnimation>();
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if (animatedSkeleton != null)
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animatedSkeleton.UpdateComplete -= AnimationOverrideSpriteAttach;
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}
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/// <summary>Update the slot's attachment to the Attachment generated from the sprite.</summary>
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public void Attach () {
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if (spineSlot != null)
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spineSlot.Attachment = attachment;
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}
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}
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public static class SpriteAttachmentExtensions {
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[System.Obsolete]
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public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) {
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return skeleton.AttachUnitySprite(slotName, sprite, Shader.Find(shaderName), applyPMA, rotation: rotation);
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}
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[System.Obsolete]
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public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = SpriteAttacher.DefaultPMAShader, bool applyPMA = true, float rotation = 0f) {
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return skeletonData.AddUnitySprite(slotName, sprite, skinName, Shader.Find(shaderName), applyPMA, rotation: rotation);
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}
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[System.Obsolete]
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public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, Shader shader, bool applyPMA, float rotation = 0f) {
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RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation: rotation);
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skeleton.FindSlot(slotName).Attachment = att;
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return att;
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}
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[System.Obsolete]
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public static RegionAttachment AddUnitySprite (this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA, float rotation = 0f) {
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RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader, rotation: rotation) : sprite.ToRegionAttachment(new Material(shader), rotation);
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var slotIndex = skeletonData.FindSlotIndex(slotName);
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Skin skin = skeletonData.DefaultSkin;
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if (skinName != "")
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skin = skeletonData.FindSkin(skinName);
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if (skin != null)
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skin.SetAttachment(slotIndex, att.Name, att);
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return att;
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}
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}
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}
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