109 lines
4.7 KiB
Plaintext
109 lines
4.7 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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using Spine.Unity.AttachmentTools;
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namespace Spine.Unity.Examples {
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public class EquipSystemExample : MonoBehaviour, IHasSkeletonDataAsset {
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// Implementing IHasSkeletonDataAsset allows Spine attribute drawers to automatically detect this component as a skeleton data source.
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public SkeletonDataAsset skeletonDataAsset;
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SkeletonDataAsset IHasSkeletonDataAsset.SkeletonDataAsset { get { return this.skeletonDataAsset; } }
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public Material sourceMaterial;
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public bool applyPMA = true;
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public List<EquipHook> equippables = new List<EquipHook>();
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public EquipsVisualsComponentExample target;
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public Dictionary<EquipAssetExample, Attachment> cachedAttachments = new Dictionary<EquipAssetExample, Attachment>();
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[System.Serializable]
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public class EquipHook {
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public EquipType type;
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[SpineSlot]
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public string slot;
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[SpineSkin]
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public string templateSkin;
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[SpineAttachment(skinField:"templateSkin")]
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public string templateAttachment;
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}
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public enum EquipType {
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Gun,
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Goggles
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}
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public void Equip (EquipAssetExample asset) {
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var equipType = asset.equipType;
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EquipHook howToEquip = equippables.Find(x => x.type == equipType);
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var skeletonData = skeletonDataAsset.GetSkeletonData(true);
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int slotIndex = skeletonData.FindSlotIndex(howToEquip.slot);
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var attachment = GenerateAttachmentFromEquipAsset(asset, slotIndex, howToEquip.templateSkin, howToEquip.templateAttachment);
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target.Equip(slotIndex, howToEquip.templateAttachment, attachment);
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}
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Attachment GenerateAttachmentFromEquipAsset (EquipAssetExample asset, int slotIndex, string templateSkinName, string templateAttachmentName) {
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Attachment attachment;
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cachedAttachments.TryGetValue(asset, out attachment);
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if (attachment == null) {
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var skeletonData = skeletonDataAsset.GetSkeletonData(true);
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var templateSkin = skeletonData.FindSkin(templateSkinName);
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Attachment templateAttachment = templateSkin.GetAttachment(slotIndex, templateAttachmentName);
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attachment = templateAttachment.GetRemappedClone(asset.sprite, sourceMaterial, premultiplyAlpha: this.applyPMA);
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// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
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// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as shown in the method below.
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cachedAttachments.Add(asset, attachment); // Cache this value for next time this asset is used.
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}
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return attachment;
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}
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public void Done () {
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target.OptimizeSkin();
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// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
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// creates cached Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
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// You can optionally clear the textures cache after multiple repack operations.
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// Just be aware that while this cleanup frees up memory, it is also a costly operation
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// and will likely cause a spike in the framerate.
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//AtlasUtilities.ClearCache();
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//Resources.UnloadUnusedAssets();
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}
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}
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}
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