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/******************************************************************************
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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.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 MixAndMatchSkinsExample : MonoBehaviour {
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// character skins
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[SpineSkin] public string baseSkin = "skin-base";
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[SpineSkin] public string eyelidsSkin = "eyelids/girly";
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// here we use arrays of strings to be able to cycle between them easily.
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[SpineSkin] public string[] hairSkins = { "hair/brown", "hair/blue", "hair/pink", "hair/short-red", "hair/long-blue-with-scarf" };
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public int activeHairIndex = 0;
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[SpineSkin] public string[] eyesSkins = { "eyes/violet", "eyes/green", "eyes/yellow" };
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public int activeEyesIndex = 0;
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[SpineSkin] public string[] noseSkins = { "nose/short", "nose/long" };
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public int activeNoseIndex = 0;
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// equipment skins
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public enum ItemType {
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Cloth,
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Pants,
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Bag,
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Hat
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}
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[SpineSkin] public string clothesSkin = "clothes/hoodie-orange";
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[SpineSkin] public string pantsSkin = "legs/pants-jeans";
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[SpineSkin] public string bagSkin = "";
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[SpineSkin] public string hatSkin = "accessories/hat-red-yellow";
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SkeletonAnimation skeletonAnimation;
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// This "naked body" skin will likely change only once upon character creation,
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// so we store this combined set of non-equipment Skins for later re-use.
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Skin characterSkin;
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// for repacking the skin to a new atlas texture
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public Material runtimeMaterial;
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public Texture2D runtimeAtlas;
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void Awake () {
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skeletonAnimation = this.GetComponent<SkeletonAnimation>();
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}
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void Start () {
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UpdateCharacterSkin();
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UpdateCombinedSkin();
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}
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public void NextHairSkin() {
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activeHairIndex = (activeHairIndex + 1) % hairSkins.Length;
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UpdateCharacterSkin();
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UpdateCombinedSkin();
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}
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public void PrevHairSkin () {
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activeHairIndex = (activeHairIndex + hairSkins.Length - 1) % hairSkins.Length;
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UpdateCharacterSkin();
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UpdateCombinedSkin();
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}
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public void NextEyesSkin () {
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activeEyesIndex = (activeEyesIndex + 1) % eyesSkins.Length;
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UpdateCharacterSkin();
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UpdateCombinedSkin();
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}
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public void PrevEyesSkin () {
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activeEyesIndex = (activeEyesIndex + eyesSkins.Length - 1) % eyesSkins.Length;
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UpdateCharacterSkin();
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UpdateCombinedSkin();
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}
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public void NextNoseSkin () {
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activeNoseIndex = (activeNoseIndex + 1) % noseSkins.Length;
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UpdateCharacterSkin();
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UpdateCombinedSkin();
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}
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public void PrevNoseSkin () {
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activeNoseIndex = (activeNoseIndex + noseSkins.Length - 1) % noseSkins.Length;
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UpdateCharacterSkin();
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UpdateCombinedSkin();
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}
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public void Equip(string itemSkin, ItemType itemType) {
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switch (itemType) {
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case ItemType.Cloth:
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clothesSkin = itemSkin;
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break;
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case ItemType.Pants:
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pantsSkin = itemSkin;
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break;
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case ItemType.Bag:
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bagSkin = itemSkin;
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break;
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case ItemType.Hat:
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hatSkin = itemSkin;
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break;
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default:
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break;
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}
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UpdateCombinedSkin();
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}
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public void OptimizeSkin () {
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// Create a repacked skin.
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var previousSkin = skeletonAnimation.Skeleton.Skin;
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// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
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if (runtimeMaterial)
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Destroy(runtimeMaterial);
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if (runtimeAtlas)
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Destroy(runtimeAtlas);
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Skin repackedSkin = previousSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas);
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previousSkin.Clear();
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// Use the repacked skin.
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skeletonAnimation.Skeleton.Skin = repackedSkin;
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skeletonAnimation.Skeleton.SetSlotsToSetupPose();
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skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton);
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// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
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// cache necessarily created 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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void UpdateCharacterSkin () {
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var skeleton = skeletonAnimation.Skeleton;
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var skeletonData = skeleton.Data;
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characterSkin = new Skin("character-base");
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// Note that the result Skin returned by calls to skeletonData.FindSkin()
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// could be cached once in Start() instead of searching for the same skin
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// every time. For demonstration purposes we keep it simple here.
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characterSkin.AddSkin(skeletonData.FindSkin(baseSkin));
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characterSkin.AddSkin(skeletonData.FindSkin(noseSkins[activeNoseIndex]));
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characterSkin.AddSkin(skeletonData.FindSkin(eyelidsSkin));
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characterSkin.AddSkin(skeletonData.FindSkin(eyesSkins[activeEyesIndex]));
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characterSkin.AddSkin(skeletonData.FindSkin(hairSkins[activeHairIndex]));
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}
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void AddEquipmentSkinsTo (Skin combinedSkin) {
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var skeleton = skeletonAnimation.Skeleton;
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var skeletonData = skeleton.Data;
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combinedSkin.AddSkin(skeletonData.FindSkin(clothesSkin));
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combinedSkin.AddSkin(skeletonData.FindSkin(pantsSkin));
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if (!string.IsNullOrEmpty(bagSkin)) combinedSkin.AddSkin(skeletonData.FindSkin(bagSkin));
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if (!string.IsNullOrEmpty(hatSkin)) combinedSkin.AddSkin(skeletonData.FindSkin(hatSkin));
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}
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void UpdateCombinedSkin () {
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var skeleton = skeletonAnimation.Skeleton;
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var resultCombinedSkin = new Skin("character-combined");
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resultCombinedSkin.AddSkin(characterSkin);
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AddEquipmentSkinsTo(resultCombinedSkin);
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skeleton.SetSkin(resultCombinedSkin);
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skeleton.SetSlotsToSetupPose();
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}
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}
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}
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