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Assets/Spine/Runtime/spine-unity/Modules/Ghost/SkeletonGhost.cs
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Assets/Spine/Runtime/spine-unity/Modules/Ghost/SkeletonGhost.cs
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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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// Contributed by: Mitch Thompson
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using UnityEngine;
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using System.Collections.Generic;
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namespace Spine.Unity.Modules {
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[RequireComponent(typeof(SkeletonRenderer))]
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public class SkeletonGhost : MonoBehaviour {
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// Internal Settings
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const HideFlags GhostHideFlags = HideFlags.HideInHierarchy;
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const string GhostingShaderName = "Spine/Special/SkeletonGhost";
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[Header("Animation")]
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public bool ghostingEnabled = true;
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[Tooltip("The time between invididual ghost pieces being spawned.")]
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[UnityEngine.Serialization.FormerlySerializedAs("spawnRate")]
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public float spawnInterval = 1f/30f;
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[Tooltip("Maximum number of ghosts that can exist at a time. If the fade speed is not fast enough, the oldest ghost will immediately disappear to enforce the maximum number.")]
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public int maximumGhosts = 10;
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public float fadeSpeed = 10;
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[Header("Rendering")]
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public Shader ghostShader;
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public Color32 color = new Color32(0xFF, 0xFF, 0xFF, 0x00); // default for additive.
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[Tooltip("Remember to set color alpha to 0 if Additive is true")]
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public bool additive = true;
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[Tooltip("0 is Color and Alpha, 1 is Alpha only.")]
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[Range(0, 1)]
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public float textureFade = 1;
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[Header("Sorting")]
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public bool sortWithDistanceOnly;
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public float zOffset = 0f;
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float nextSpawnTime;
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SkeletonGhostRenderer[] pool;
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int poolIndex = 0;
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SkeletonRenderer skeletonRenderer;
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MeshRenderer meshRenderer;
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MeshFilter meshFilter;
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readonly Dictionary<Material, Material> materialTable = new Dictionary<Material, Material>();
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void Start () {
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Initialize(false);
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}
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public void Initialize (bool overwrite) {
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if (pool == null || overwrite) {
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if (ghostShader == null)
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ghostShader = Shader.Find(GhostingShaderName);
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skeletonRenderer = GetComponent<SkeletonRenderer>();
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meshFilter = GetComponent<MeshFilter>();
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meshRenderer = GetComponent<MeshRenderer>();
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nextSpawnTime = Time.time + spawnInterval;
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pool = new SkeletonGhostRenderer[maximumGhosts];
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for (int i = 0; i < maximumGhosts; i++) {
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GameObject go = new GameObject(gameObject.name + " Ghost", typeof(SkeletonGhostRenderer));
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pool[i] = go.GetComponent<SkeletonGhostRenderer>();
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go.SetActive(false);
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go.hideFlags = GhostHideFlags;
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}
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var skeletonAnimation = skeletonRenderer as Spine.Unity.IAnimationStateComponent;
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if (skeletonAnimation != null)
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skeletonAnimation.AnimationState.Event += OnEvent;
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}
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}
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//SkeletonAnimation
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/*
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* Int Value: 0 sets ghostingEnabled to false, 1 sets ghostingEnabled to true
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* Float Value: Values greater than 0 set the spawnRate equal the float value
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* String Value: Pass RGBA hex color values in to set the color property. IE: "A0FF8BFF"
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*/
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void OnEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
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if (e.Data.Name.Equals("Ghosting", System.StringComparison.Ordinal)) {
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ghostingEnabled = e.Int > 0;
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if (e.Float > 0)
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spawnInterval = e.Float;
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if (!string.IsNullOrEmpty(e.stringValue))
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this.color = HexToColor(e.String);
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}
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}
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//SkeletonAnimator
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//SkeletonAnimator or Mecanim based animations only support toggling ghostingEnabled. Be sure not to set anything other than the Int param in Spine or String will take priority.
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void Ghosting (float val) {
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ghostingEnabled = val > 0;
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}
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void Update () {
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if (!ghostingEnabled)
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return;
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if (Time.time >= nextSpawnTime) {
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GameObject go = pool[poolIndex].gameObject;
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Material[] materials = meshRenderer.sharedMaterials;
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for (int i = 0; i < materials.Length; i++) {
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var originalMat = materials[i];
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Material ghostMat;
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if (!materialTable.ContainsKey(originalMat)) {
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ghostMat = new Material(originalMat) {
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shader = ghostShader,
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color = Color.white
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};
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if (ghostMat.HasProperty("_TextureFade"))
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ghostMat.SetFloat("_TextureFade", textureFade);
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materialTable.Add(originalMat, ghostMat);
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} else {
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ghostMat = materialTable[originalMat];
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}
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materials[i] = ghostMat;
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}
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var goTransform = go.transform;
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goTransform.parent = transform;
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pool[poolIndex].Initialize(meshFilter.sharedMesh, materials, color, additive, fadeSpeed, meshRenderer.sortingLayerID, (sortWithDistanceOnly) ? meshRenderer.sortingOrder : meshRenderer.sortingOrder - 1);
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goTransform.localPosition = new Vector3(0f, 0f, zOffset);
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goTransform.localRotation = Quaternion.identity;
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goTransform.localScale = Vector3.one;
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goTransform.parent = null;
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poolIndex++;
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if (poolIndex == pool.Length)
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poolIndex = 0;
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nextSpawnTime = Time.time + spawnInterval;
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}
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}
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void OnDestroy () {
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if (pool != null) {
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for (int i = 0; i < maximumGhosts; i++)
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if (pool[i] != null) pool[i].Cleanup();
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}
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foreach (var mat in materialTable.Values)
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Destroy(mat);
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}
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//based on UnifyWiki http://wiki.unity3d.com/index.php?title=HexConverter
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static Color32 HexToColor (string hex) {
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const System.Globalization.NumberStyles HexNumber = System.Globalization.NumberStyles.HexNumber;
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if (hex.Length < 6)
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return Color.magenta;
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hex = hex.Replace("#", "");
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byte r = byte.Parse(hex.Substring(0, 2), HexNumber);
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byte g = byte.Parse(hex.Substring(2, 2), HexNumber);
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byte b = byte.Parse(hex.Substring(4, 2), HexNumber);
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byte a = 0xFF;
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if (hex.Length == 8)
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a = byte.Parse(hex.Substring(6, 2), HexNumber);
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return new Color32(r, g, b, a);
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}
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}
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}
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