134 lines
6.9 KiB
C#
134 lines
6.9 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, 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 or
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* 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 THE
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* 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.AttachmentTools {
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public static class AttachmentRegionExtensions {
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#region Runtime RegionAttachments
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/// <summary>
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/// Creates a RegionAttachment based on a sprite. This method creates a real, usable AtlasRegion. That AtlasRegion uses a new AtlasPage with the Material provided./// </summary>
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public static RegionAttachment ToRegionAttachment (this Sprite sprite, Material material, float rotation = 0f) {
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return sprite.ToRegionAttachment(material.ToSpineAtlasPage(), rotation);
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}
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/// <summary>
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/// Creates a RegionAttachment based on a sprite. This method creates a real, usable AtlasRegion. That AtlasRegion uses the AtlasPage provided./// </summary>
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public static RegionAttachment ToRegionAttachment (this Sprite sprite, AtlasPage page, float rotation = 0f) {
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if (sprite == null) throw new System.ArgumentNullException("sprite");
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if (page == null) throw new System.ArgumentNullException("page");
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AtlasRegion region = sprite.ToAtlasRegion(page);
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float unitsPerPixel = 1f / sprite.pixelsPerUnit;
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return region.ToRegionAttachment(sprite.name, unitsPerPixel, rotation);
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}
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/// <summary>
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/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate texture of the Sprite's texture data.
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/// Returns a RegionAttachment that uses it. Use this if you plan to use a premultiply alpha shader such as "Spine/Skeleton".</summary>
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/// <remarks>The duplicate texture is cached for later re-use. See documentation of
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/// <see cref="AttachmentCloneExtensions.GetRemappedClone"/> for additional details.</remarks>
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public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Shader shader, TextureFormat textureFormat = AtlasUtilities.SpineTextureFormat, bool mipmaps = AtlasUtilities.UseMipMaps, Material materialPropertySource = null, float rotation = 0f) {
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if (sprite == null) throw new System.ArgumentNullException("sprite");
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if (shader == null) throw new System.ArgumentNullException("shader");
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AtlasRegion region = sprite.ToAtlasRegionPMAClone(shader, textureFormat, mipmaps, materialPropertySource);
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float unitsPerPixel = 1f / sprite.pixelsPerUnit;
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return region.ToRegionAttachment(sprite.name, unitsPerPixel, rotation);
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}
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public static RegionAttachment ToRegionAttachmentPMAClone (this Sprite sprite, Material materialPropertySource, TextureFormat textureFormat = AtlasUtilities.SpineTextureFormat, bool mipmaps = AtlasUtilities.UseMipMaps, float rotation = 0f) {
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return sprite.ToRegionAttachmentPMAClone(materialPropertySource.shader, textureFormat, mipmaps, materialPropertySource, rotation);
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}
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/// <summary>
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/// Creates a new RegionAttachment from a given AtlasRegion.</summary>
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public static RegionAttachment ToRegionAttachment (this AtlasRegion region, string attachmentName, float scale = 0.01f, float rotation = 0f) {
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if (string.IsNullOrEmpty(attachmentName)) throw new System.ArgumentException("attachmentName can't be null or empty.", "attachmentName");
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if (region == null) throw new System.ArgumentNullException("region");
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// (AtlasAttachmentLoader.cs)
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RegionAttachment attachment = new RegionAttachment(attachmentName);
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attachment.Region = region;
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attachment.Path = region.name;
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attachment.ScaleX = 1;
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attachment.ScaleY = 1;
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attachment.Rotation = rotation;
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attachment.R = 1;
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attachment.G = 1;
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attachment.B = 1;
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attachment.A = 1;
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// pass OriginalWidth and OriginalHeight because UpdateOffset uses it in its calculation.
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TextureRegion textreRegion = attachment.Region;
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AtlasRegion atlasRegion = textreRegion as AtlasRegion;
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float originalWidth = atlasRegion != null ? atlasRegion.originalWidth : textreRegion.width;
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float originalHeight = atlasRegion != null ? atlasRegion.originalHeight : textreRegion.height;
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attachment.Width = originalWidth * scale;
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attachment.Height = originalHeight * scale;
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attachment.SetColor(Color.white);
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attachment.UpdateRegion();
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return attachment;
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}
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/// <summary> Sets the scale. Call regionAttachment.UpdateOffset to apply the change.</summary>
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public static void SetScale (this RegionAttachment regionAttachment, Vector2 scale) {
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regionAttachment.ScaleX = scale.x;
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regionAttachment.ScaleY = scale.y;
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}
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/// <summary> Sets the scale. Call regionAttachment.UpdateOffset to apply the change.</summary>
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public static void SetScale (this RegionAttachment regionAttachment, float x, float y) {
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regionAttachment.ScaleX = x;
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regionAttachment.ScaleY = y;
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}
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/// <summary> Sets the position offset. Call regionAttachment.UpdateOffset to apply the change.</summary>
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public static void SetPositionOffset (this RegionAttachment regionAttachment, Vector2 offset) {
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regionAttachment.X = offset.x;
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regionAttachment.Y = offset.y;
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}
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/// <summary> Sets the position offset. Call regionAttachment.UpdateOffset to apply the change.</summary>
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public static void SetPositionOffset (this RegionAttachment regionAttachment, float x, float y) {
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regionAttachment.X = x;
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regionAttachment.Y = y;
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}
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/// <summary> Sets the rotation. Call regionAttachment.UpdateOffset to apply the change.</summary>
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public static void SetRotation (this RegionAttachment regionAttachment, float rotation) {
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regionAttachment.Rotation = rotation;
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}
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#endregion
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}
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}
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