提交Spine插件
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, 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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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
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#define NEW_PREFAB_SYSTEM
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#endif
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#define SPINE_OPTIONAL_MATERIALOVERRIDE
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// Contributed by: Lost Polygon
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Spine.Unity.Modules {
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#if NEW_PREFAB_SYSTEM
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[ExecuteAlways]
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#else
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[ExecuteInEditMode]
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#endif
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public class SkeletonRendererCustomMaterials : MonoBehaviour {
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#region Inspector
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public SkeletonRenderer skeletonRenderer;
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[SerializeField] protected List<SlotMaterialOverride> customSlotMaterials = new List<SlotMaterialOverride>();
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[SerializeField] protected List<AtlasMaterialOverride> customMaterialOverrides = new List<AtlasMaterialOverride>();
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#if UNITY_EDITOR
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void Reset () {
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skeletonRenderer = GetComponent<SkeletonRenderer>();
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// Populate atlas list
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if (skeletonRenderer != null && skeletonRenderer.skeletonDataAsset != null) {
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var atlasAssets = skeletonRenderer.skeletonDataAsset.atlasAssets;
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var initialAtlasMaterialOverrides = new List<AtlasMaterialOverride>();
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foreach (AtlasAssetBase atlasAsset in atlasAssets) {
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foreach (Material atlasMaterial in atlasAsset.Materials) {
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var atlasMaterialOverride = new AtlasMaterialOverride {
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overrideDisabled = true,
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originalMaterial = atlasMaterial
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};
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initialAtlasMaterialOverrides.Add(atlasMaterialOverride);
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}
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}
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customMaterialOverrides = initialAtlasMaterialOverrides;
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}
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}
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#endif
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#endregion
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void SetCustomSlotMaterials () {
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if (skeletonRenderer == null) {
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Debug.LogError("skeletonRenderer == null");
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return;
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}
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for (int i = 0; i < customSlotMaterials.Count; i++) {
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SlotMaterialOverride slotMaterialOverride = customSlotMaterials[i];
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if (slotMaterialOverride.overrideDisabled || string.IsNullOrEmpty(slotMaterialOverride.slotName))
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continue;
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Slot slotObject = skeletonRenderer.skeleton.FindSlot(slotMaterialOverride.slotName);
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skeletonRenderer.CustomSlotMaterials[slotObject] = slotMaterialOverride.material;
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}
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}
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void RemoveCustomSlotMaterials () {
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if (skeletonRenderer == null) {
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Debug.LogError("skeletonRenderer == null");
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return;
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}
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for (int i = 0; i < customSlotMaterials.Count; i++) {
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SlotMaterialOverride slotMaterialOverride = customSlotMaterials[i];
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if (string.IsNullOrEmpty(slotMaterialOverride.slotName))
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continue;
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Slot slotObject = skeletonRenderer.skeleton.FindSlot(slotMaterialOverride.slotName);
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Material currentMaterial;
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if (!skeletonRenderer.CustomSlotMaterials.TryGetValue(slotObject, out currentMaterial))
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continue;
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// Do not revert the material if it was changed by something else
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if (currentMaterial != slotMaterialOverride.material)
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continue;
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skeletonRenderer.CustomSlotMaterials.Remove(slotObject);
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}
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}
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void SetCustomMaterialOverrides () {
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if (skeletonRenderer == null) {
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Debug.LogError("skeletonRenderer == null");
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return;
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}
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#if SPINE_OPTIONAL_MATERIALOVERRIDE
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for (int i = 0; i < customMaterialOverrides.Count; i++) {
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AtlasMaterialOverride atlasMaterialOverride = customMaterialOverrides[i];
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if (atlasMaterialOverride.overrideDisabled)
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continue;
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skeletonRenderer.CustomMaterialOverride[atlasMaterialOverride.originalMaterial] = atlasMaterialOverride.replacementMaterial;
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}
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#endif
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}
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void RemoveCustomMaterialOverrides () {
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if (skeletonRenderer == null) {
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Debug.LogError("skeletonRenderer == null");
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return;
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}
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#if SPINE_OPTIONAL_MATERIALOVERRIDE
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for (int i = 0; i < customMaterialOverrides.Count; i++) {
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AtlasMaterialOverride atlasMaterialOverride = customMaterialOverrides[i];
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Material currentMaterial;
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if (!skeletonRenderer.CustomMaterialOverride.TryGetValue(atlasMaterialOverride.originalMaterial, out currentMaterial))
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continue;
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// Do not revert the material if it was changed by something else
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if (currentMaterial != atlasMaterialOverride.replacementMaterial)
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continue;
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skeletonRenderer.CustomMaterialOverride.Remove(atlasMaterialOverride.originalMaterial);
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}
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#endif
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}
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// OnEnable applies the overrides at runtime, and when the editor loads.
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void OnEnable () {
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if (skeletonRenderer == null)
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skeletonRenderer = GetComponent<SkeletonRenderer>();
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if (skeletonRenderer == null) {
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Debug.LogError("skeletonRenderer == null");
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return;
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}
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skeletonRenderer.Initialize(false);
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SetCustomMaterialOverrides();
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SetCustomSlotMaterials();
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}
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// OnDisable removes the overrides at runtime, and in the editor when the component is disabled or destroyed.
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void OnDisable () {
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if (skeletonRenderer == null) {
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Debug.LogError("skeletonRenderer == null");
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return;
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}
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RemoveCustomMaterialOverrides();
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RemoveCustomSlotMaterials();
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}
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[Serializable]
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public struct SlotMaterialOverride : IEquatable<SlotMaterialOverride> {
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public bool overrideDisabled;
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[SpineSlot]
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public string slotName;
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public Material material;
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public bool Equals (SlotMaterialOverride other) {
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return overrideDisabled == other.overrideDisabled && slotName == other.slotName && material == other.material;
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}
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}
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[Serializable]
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public struct AtlasMaterialOverride : IEquatable<AtlasMaterialOverride> {
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public bool overrideDisabled;
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public Material originalMaterial;
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public Material replacementMaterial;
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public bool Equals (AtlasMaterialOverride other) {
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return overrideDisabled == other.overrideDisabled && originalMaterial == other.originalMaterial && replacementMaterial == other.replacementMaterial;
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}
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}
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}
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}
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