76 lines
2.8 KiB
Plaintext
76 lines
2.8 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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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Spine.Unity.Examples {
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public class MaterialReplacementExample : MonoBehaviour {
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public Material originalMaterial;
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public Material replacementMaterial;
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public bool replacementEnabled = true;
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public SkeletonAnimation skeletonAnimation;
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[Space]
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public string phasePropertyName = "_FillPhase";
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[Range(0f, 1f)] public float phase = 1f;
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bool previousEnabled;
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MaterialPropertyBlock mpb;
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void Start () {
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previousEnabled = replacementEnabled;
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SetReplacementEnabled(replacementEnabled);
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mpb = new MaterialPropertyBlock();
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}
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void Update () {
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mpb.SetFloat(phasePropertyName, phase);
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GetComponent<MeshRenderer>().SetPropertyBlock(mpb);
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if (previousEnabled != replacementEnabled)
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SetReplacementEnabled(replacementEnabled);
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previousEnabled = replacementEnabled;
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}
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void SetReplacementEnabled (bool active) {
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if (replacementEnabled) {
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skeletonAnimation.CustomMaterialOverride[originalMaterial] = replacementMaterial;
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} else {
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skeletonAnimation.CustomMaterialOverride.Remove(originalMaterial);
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}
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}
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}
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}
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