提交Spine插件
This commit is contained in:
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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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using UnityEngine;
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namespace Spine.Unity {
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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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[DisallowMultipleComponent]
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[AddComponentMenu("Spine/UI/BoneFollowerGraphic")]
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public class BoneFollowerGraphic : MonoBehaviour {
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public SkeletonGraphic skeletonGraphic;
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public SkeletonGraphic SkeletonGraphic {
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get { return skeletonGraphic; }
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set {
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skeletonGraphic = value;
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Initialize();
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}
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}
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public bool initializeOnAwake = true;
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/// <summary>If a bone isn't set in code, boneName is used to find the bone at the beginning. For runtime switching by name, use SetBoneByName. You can also set the BoneFollower.bone field directly.</summary>
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[SpineBone(dataField: "skeletonGraphic")]
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[SerializeField] public string boneName;
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public bool followBoneRotation = true;
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[Tooltip("Follows the skeleton's flip state by controlling this Transform's local scale.")]
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public bool followSkeletonFlip = true;
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[Tooltip("Follows the target bone's local scale. BoneFollower cannot inherit world/skewed scale because of UnityEngine.Transform property limitations.")]
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public bool followLocalScale = false;
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public bool followZPosition = true;
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[System.NonSerialized] public Bone bone;
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Transform skeletonTransform;
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bool skeletonTransformIsParent;
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[System.NonSerialized] public bool valid;
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/// <summary>
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/// Sets the target bone by its bone name. Returns false if no bone was found.</summary>
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public bool SetBone (string name) {
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bone = skeletonGraphic.Skeleton.FindBone(name);
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if (bone == null) {
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Debug.LogError("Bone not found: " + name, this);
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return false;
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}
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boneName = name;
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return true;
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}
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public void Awake () {
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if (initializeOnAwake) Initialize();
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}
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public void Initialize () {
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bone = null;
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valid = skeletonGraphic != null && skeletonGraphic.IsValid;
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if (!valid) return;
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skeletonTransform = skeletonGraphic.transform;
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// skeletonGraphic.OnRebuild -= HandleRebuildRenderer;
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// skeletonGraphic.OnRebuild += HandleRebuildRenderer;
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skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
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if (!string.IsNullOrEmpty(boneName))
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bone = skeletonGraphic.Skeleton.FindBone(boneName);
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#if UNITY_EDITOR
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if (Application.isEditor) {
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LateUpdate();
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}
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#endif
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}
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public void LateUpdate () {
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if (!valid) {
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Initialize();
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return;
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}
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#if UNITY_EDITOR
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if (!Application.isPlaying)
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skeletonTransformIsParent = Transform.ReferenceEquals(skeletonTransform, transform.parent);
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#endif
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if (bone == null) {
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if (string.IsNullOrEmpty(boneName)) return;
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bone = skeletonGraphic.Skeleton.FindBone(boneName);
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if (!SetBone(boneName)) return;
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}
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var thisTransform = this.transform as RectTransform;
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if (thisTransform == null) return;
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var canvas = skeletonGraphic.canvas;
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if (canvas == null) canvas = skeletonGraphic.GetComponentInParent<Canvas>();
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float scale = canvas.referencePixelsPerUnit;
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if (skeletonTransformIsParent) {
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// Recommended setup: Use local transform properties if Spine GameObject is the immediate parent
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thisTransform.localPosition = new Vector3(bone.worldX * scale, bone.worldY * scale, followZPosition ? 0f : thisTransform.localPosition.z);
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if (followBoneRotation) thisTransform.localRotation = bone.GetQuaternion();
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} else {
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// For special cases: Use transform world properties if transform relationship is complicated
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Vector3 targetWorldPosition = skeletonTransform.TransformPoint(new Vector3(bone.worldX * scale, bone.worldY * scale, 0f));
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if (!followZPosition) targetWorldPosition.z = thisTransform.position.z;
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float boneWorldRotation = bone.WorldRotationX;
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Transform transformParent = thisTransform.parent;
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if (transformParent != null) {
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Matrix4x4 m = transformParent.localToWorldMatrix;
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if (m.m00 * m.m11 - m.m01 * m.m10 < 0) // Determinant2D is negative
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boneWorldRotation = -boneWorldRotation;
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}
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if (followBoneRotation) {
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Vector3 worldRotation = skeletonTransform.rotation.eulerAngles;
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thisTransform.SetPositionAndRotation(targetWorldPosition, Quaternion.Euler(worldRotation.x, worldRotation.y, skeletonTransform.rotation.eulerAngles.z + boneWorldRotation));
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} else {
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thisTransform.position = targetWorldPosition;
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}
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}
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Vector3 localScale = followLocalScale ? new Vector3(bone.scaleX, bone.scaleY, 1f) : new Vector3(1f, 1f, 1f);
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if (followSkeletonFlip) localScale.y *= Mathf.Sign(bone.skeleton.scaleX * bone.skeleton.scaleY);
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thisTransform.localScale = localScale;
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}
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}
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}
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timeCreated: 1499211965
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licenseType: Free
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m_Colors:
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _Flip: {r: 1, g: 1, b: 1, a: 1}
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- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
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@@ -0,0 +1,125 @@
|
||||
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" to allow Unity UI stencil masking.
|
||||
|
||||
Shader "Spine/SkeletonGraphic Tint Black"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
_Black ("Black Point", Color) = (0,0,0,0)
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Fog { Mode Off }
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
struct VertexInput {
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float2 uv1 : TEXCOORD1;
|
||||
float2 uv2 : TEXCOORD2;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
half2 texcoord : TEXCOORD0;
|
||||
float2 uv1 : TEXCOORD1;
|
||||
float2 uv2 : TEXCOORD2;
|
||||
float4 worldPosition : TEXCOORD3;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
fixed4 _Color;
|
||||
fixed4 _Black;
|
||||
fixed4 _TextureSampleAdd;
|
||||
float4 _ClipRect;
|
||||
|
||||
VertexOutput vert (VertexInput IN) {
|
||||
VertexOutput OUT;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(IN);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||
|
||||
OUT.worldPosition = IN.vertex;
|
||||
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
||||
OUT.texcoord = IN.texcoord;
|
||||
|
||||
OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
|
||||
OUT.uv1 = IN.uv1;
|
||||
OUT.uv2 = IN.uv2;
|
||||
return OUT;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
fixed4 frag (VertexOutput IN) : SV_Target
|
||||
{
|
||||
half4 texColor = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
|
||||
|
||||
#if defined(_STRAIGHT_ALPHA_INPUT)
|
||||
texColor.rgb *= texColor.a;
|
||||
#endif
|
||||
|
||||
texColor *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip (texColor.a - 0.001);
|
||||
#endif
|
||||
|
||||
return (texColor * IN.color) + float4(((1-texColor.rgb) * (_Black.rgb + float3(IN.uv1.r, IN.uv1.g, IN.uv2.r)) * texColor.a * _Color.a * IN.color.a), 0);
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f64c7bc238bb2c246b8ca1912b2b6b9c
|
||||
timeCreated: 1455080068
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,123 @@
|
||||
// This is a premultiply-alpha adaptation of the built-in Unity shader "UI/Default" in Unity 5.6.2 to allow Unity UI stencil masking.
|
||||
|
||||
Shader "Spine/SkeletonGraphic"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
|
||||
[Toggle(_STRAIGHT_ALPHA_INPUT)] _StraightAlphaInput("Straight Alpha Texture", Int) = 0
|
||||
_Color ("Tint", Color) = (1,1,1,1)
|
||||
|
||||
_StencilComp ("Stencil Comparison", Float) = 8
|
||||
_Stencil ("Stencil ID", Float) = 0
|
||||
_StencilOp ("Stencil Operation", Float) = 0
|
||||
_StencilWriteMask ("Stencil Write Mask", Float) = 255
|
||||
_StencilReadMask ("Stencil Read Mask", Float) = 255
|
||||
|
||||
_ColorMask ("Color Mask", Float) = 15
|
||||
|
||||
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent"
|
||||
"IgnoreProjector"="True"
|
||||
"RenderType"="Transparent"
|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
||||
}
|
||||
|
||||
Stencil
|
||||
{
|
||||
Ref [_Stencil]
|
||||
Comp [_StencilComp]
|
||||
Pass [_StencilOp]
|
||||
ReadMask [_StencilReadMask]
|
||||
WriteMask [_StencilWriteMask]
|
||||
}
|
||||
|
||||
Cull Off
|
||||
Lighting Off
|
||||
ZWrite Off
|
||||
ZTest [unity_GUIZTestMode]
|
||||
Fog { Mode Off }
|
||||
Blend One OneMinusSrcAlpha
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
#pragma shader_feature _ _STRAIGHT_ALPHA_INPUT
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
#pragma target 2.0
|
||||
|
||||
#include "UnityCG.cginc"
|
||||
#include "UnityUI.cginc"
|
||||
|
||||
#pragma multi_compile __ UNITY_UI_ALPHACLIP
|
||||
|
||||
struct VertexInput {
|
||||
float4 vertex : POSITION;
|
||||
float4 color : COLOR;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
float4 vertex : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
half2 texcoord : TEXCOORD0;
|
||||
float4 worldPosition : TEXCOORD1;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
fixed4 _Color;
|
||||
fixed4 _TextureSampleAdd;
|
||||
float4 _ClipRect;
|
||||
|
||||
VertexOutput vert (VertexInput IN) {
|
||||
VertexOutput OUT;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(IN);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
|
||||
|
||||
OUT.worldPosition = IN.vertex;
|
||||
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
|
||||
OUT.texcoord = IN.texcoord;
|
||||
|
||||
#ifdef UNITY_HALF_TEXEL_OFFSET
|
||||
OUT.vertex.xy += (_ScreenParams.zw-1.0) * float2(-1,1);
|
||||
#endif
|
||||
|
||||
OUT.color = IN.color * float4(_Color.rgb * _Color.a, _Color.a); // Combine a PMA version of _Color with vertexColor.
|
||||
return OUT;
|
||||
}
|
||||
|
||||
sampler2D _MainTex;
|
||||
|
||||
fixed4 frag (VertexOutput IN) : SV_Target
|
||||
{
|
||||
half4 texColor = tex2D(_MainTex, IN.texcoord);
|
||||
|
||||
#if defined(_STRAIGHT_ALPHA_INPUT)
|
||||
texColor.rgb *= texColor.a;
|
||||
#endif
|
||||
|
||||
half4 color = (texColor + _TextureSampleAdd) * IN.color;
|
||||
|
||||
color *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
|
||||
|
||||
#ifdef UNITY_UI_ALPHACLIP
|
||||
clip (color.a - 0.001);
|
||||
#endif
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fa95b0fb6983c0f40a152e6f9aa82bfb
|
||||
timeCreated: 1455080068
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,327 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
|
||||
* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
|
||||
* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
|
||||
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
|
||||
* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
|
||||
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
|
||||
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
#if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER
|
||||
#define NEW_PREFAB_SYSTEM
|
||||
#endif
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Spine.Unity {
|
||||
#if NEW_PREFAB_SYSTEM
|
||||
[ExecuteAlways]
|
||||
#else
|
||||
[ExecuteInEditMode]
|
||||
#endif
|
||||
[RequireComponent(typeof(CanvasRenderer), typeof(RectTransform)), DisallowMultipleComponent]
|
||||
[AddComponentMenu("Spine/SkeletonGraphic (Unity UI Canvas)")]
|
||||
public class SkeletonGraphic : MaskableGraphic, ISkeletonComponent, IAnimationStateComponent, ISkeletonAnimation, IHasSkeletonDataAsset {
|
||||
|
||||
#region Inspector
|
||||
public SkeletonDataAsset skeletonDataAsset;
|
||||
public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } }
|
||||
|
||||
[SpineSkin(dataField:"skeletonDataAsset", defaultAsEmptyString:true)]
|
||||
public string initialSkinName;
|
||||
public bool initialFlipX, initialFlipY;
|
||||
|
||||
[SpineAnimation(dataField:"skeletonDataAsset")]
|
||||
public string startingAnimation;
|
||||
public bool startingLoop;
|
||||
public float timeScale = 1f;
|
||||
public bool freeze;
|
||||
public bool unscaledTime;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
protected override void OnValidate () {
|
||||
// This handles Scene View preview.
|
||||
base.OnValidate ();
|
||||
if (this.IsValid) {
|
||||
if (skeletonDataAsset == null) {
|
||||
Clear();
|
||||
} else if (skeletonDataAsset.skeletonJSON == null) {
|
||||
Clear();
|
||||
} else if (skeletonDataAsset.GetSkeletonData(true) != skeleton.data) {
|
||||
Clear();
|
||||
Initialize(true);
|
||||
if (skeletonDataAsset.atlasAssets.Length > 1 || skeletonDataAsset.atlasAssets[0].MaterialCount > 1)
|
||||
Debug.LogError("Unity UI does not support multiple textures per Renderer. Your skeleton will not be rendered correctly. Recommend using SkeletonAnimation instead. This requires the use of a Screen space camera canvas.");
|
||||
} else {
|
||||
if (freeze) return;
|
||||
|
||||
if (!string.IsNullOrEmpty(initialSkinName)) {
|
||||
var skin = skeleton.data.FindSkin(initialSkinName);
|
||||
if (skin != null) {
|
||||
if (skin == skeleton.data.defaultSkin)
|
||||
skeleton.SetSkin((Skin)null);
|
||||
else
|
||||
skeleton.SetSkin(skin);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Only provide visual feedback to inspector changes in Unity Editor Edit mode.
|
||||
if (!Application.isPlaying) {
|
||||
skeleton.scaleX = this.initialFlipX ? -1 : 1;
|
||||
skeleton.scaleY = this.initialFlipY ? -1 : 1;
|
||||
|
||||
skeleton.SetToSetupPose();
|
||||
if (!string.IsNullOrEmpty(startingAnimation))
|
||||
skeleton.PoseWithAnimation(startingAnimation, 0f, false);
|
||||
}
|
||||
|
||||
}
|
||||
} else {
|
||||
// Under some circumstances (e.g. sometimes on the first import) OnValidate is called
|
||||
// before SpineEditorUtilities.ImportSpineContent, causing an unnecessary exception.
|
||||
// The (skeletonDataAsset.skeletonJSON != null) condition serves to prevent this exception.
|
||||
if (skeletonDataAsset != null && skeletonDataAsset.skeletonJSON != null)
|
||||
Initialize(true);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Reset () {
|
||||
|
||||
base.Reset();
|
||||
if (material == null || material.shader != Shader.Find("Spine/SkeletonGraphic"))
|
||||
Debug.LogWarning("SkeletonGraphic works best with the SkeletonGraphic material.");
|
||||
}
|
||||
#endif
|
||||
#endregion
|
||||
|
||||
#region Runtime Instantiation
|
||||
/// <summary>Create a new GameObject with a SkeletonGraphic component.</summary>
|
||||
/// <param name="material">Material for the canvas renderer to use. Usually, the default SkeletonGraphic material will work.</param>
|
||||
public static SkeletonGraphic NewSkeletonGraphicGameObject (SkeletonDataAsset skeletonDataAsset, Transform parent, Material material) {
|
||||
var sg = SkeletonGraphic.AddSkeletonGraphicComponent(new GameObject("New Spine GameObject"), skeletonDataAsset, material);
|
||||
if (parent != null) sg.transform.SetParent(parent, false);
|
||||
return sg;
|
||||
}
|
||||
|
||||
/// <summary>Add a SkeletonGraphic component to a GameObject.</summary>
|
||||
/// <param name="material">Material for the canvas renderer to use. Usually, the default SkeletonGraphic material will work.</param>
|
||||
public static SkeletonGraphic AddSkeletonGraphicComponent (GameObject gameObject, SkeletonDataAsset skeletonDataAsset, Material material) {
|
||||
var c = gameObject.AddComponent<SkeletonGraphic>();
|
||||
if (skeletonDataAsset != null) {
|
||||
c.material = material;
|
||||
c.skeletonDataAsset = skeletonDataAsset;
|
||||
c.Initialize(false);
|
||||
}
|
||||
return c;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Internals
|
||||
// This is used by the UI system to determine what to put in the MaterialPropertyBlock.
|
||||
Texture overrideTexture;
|
||||
public Texture OverrideTexture {
|
||||
get { return overrideTexture; }
|
||||
set {
|
||||
overrideTexture = value;
|
||||
canvasRenderer.SetTexture(this.mainTexture); // Refresh canvasRenderer's texture. Make sure it handles null.
|
||||
}
|
||||
}
|
||||
public override Texture mainTexture {
|
||||
get {
|
||||
// Fail loudly when incorrectly set up.
|
||||
if (overrideTexture != null) return overrideTexture;
|
||||
return skeletonDataAsset == null ? null : skeletonDataAsset.atlasAssets[0].PrimaryMaterial.mainTexture;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Awake () {
|
||||
|
||||
base.Awake ();
|
||||
if (!this.IsValid) {
|
||||
#if UNITY_EDITOR
|
||||
// workaround for special import case of open scene where OnValidate and Awake are
|
||||
// called in wrong order, before setup of Spine assets.
|
||||
if (!Application.isPlaying) {
|
||||
if (this.skeletonDataAsset != null && this.skeletonDataAsset.skeletonJSON == null)
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
Initialize(false);
|
||||
Rebuild(CanvasUpdate.PreRender);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Rebuild (CanvasUpdate update) {
|
||||
base.Rebuild(update);
|
||||
if (canvasRenderer.cull) return;
|
||||
if (update == CanvasUpdate.PreRender) UpdateMesh();
|
||||
}
|
||||
|
||||
public virtual void Update () {
|
||||
if (freeze) return;
|
||||
Update(unscaledTime ? Time.unscaledDeltaTime : Time.deltaTime);
|
||||
}
|
||||
|
||||
public virtual void Update (float deltaTime) {
|
||||
if (!this.IsValid) return;
|
||||
|
||||
deltaTime *= timeScale;
|
||||
skeleton.Update(deltaTime);
|
||||
state.Update(deltaTime);
|
||||
state.Apply(skeleton);
|
||||
|
||||
if (UpdateLocal != null) UpdateLocal(this);
|
||||
|
||||
skeleton.UpdateWorldTransform();
|
||||
|
||||
if (UpdateWorld != null) {
|
||||
UpdateWorld(this);
|
||||
skeleton.UpdateWorldTransform();
|
||||
}
|
||||
|
||||
if (UpdateComplete != null) UpdateComplete(this);
|
||||
}
|
||||
|
||||
public void LateUpdate () {
|
||||
if (freeze) return;
|
||||
//this.SetVerticesDirty(); // Which is better?
|
||||
UpdateMesh();
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region API
|
||||
protected Skeleton skeleton;
|
||||
public Skeleton Skeleton { get { return skeleton; } internal set { skeleton = value; } }
|
||||
public SkeletonData SkeletonData { get { return skeleton == null ? null : skeleton.data; } }
|
||||
public bool IsValid { get { return skeleton != null; } }
|
||||
|
||||
protected Spine.AnimationState state;
|
||||
public Spine.AnimationState AnimationState { get { return state; } }
|
||||
|
||||
[SerializeField] protected Spine.Unity.MeshGenerator meshGenerator = new MeshGenerator();
|
||||
public Spine.Unity.MeshGenerator MeshGenerator { get { return this.meshGenerator; } }
|
||||
DoubleBuffered<Spine.Unity.MeshRendererBuffers.SmartMesh> meshBuffers;
|
||||
SkeletonRendererInstruction currentInstructions = new SkeletonRendererInstruction();
|
||||
|
||||
public Mesh GetLastMesh () {
|
||||
return meshBuffers.GetCurrent().mesh;
|
||||
}
|
||||
|
||||
public event UpdateBonesDelegate UpdateLocal;
|
||||
public event UpdateBonesDelegate UpdateWorld;
|
||||
public event UpdateBonesDelegate UpdateComplete;
|
||||
|
||||
/// <summary> Occurs after the vertex data populated every frame, before the vertices are pushed into the mesh.</summary>
|
||||
public event Spine.Unity.MeshGeneratorDelegate OnPostProcessVertices;
|
||||
|
||||
public void Clear () {
|
||||
skeleton = null;
|
||||
canvasRenderer.Clear();
|
||||
}
|
||||
|
||||
public void Initialize (bool overwrite) {
|
||||
if (this.IsValid && !overwrite) return;
|
||||
|
||||
// Make sure none of the stuff is null
|
||||
if (this.skeletonDataAsset == null) return;
|
||||
var skeletonData = this.skeletonDataAsset.GetSkeletonData(false);
|
||||
if (skeletonData == null) return;
|
||||
|
||||
if (skeletonDataAsset.atlasAssets.Length <= 0 || skeletonDataAsset.atlasAssets[0].MaterialCount <= 0) return;
|
||||
|
||||
this.state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
|
||||
if (state == null) {
|
||||
Clear();
|
||||
return;
|
||||
}
|
||||
|
||||
this.skeleton = new Skeleton(skeletonData) {
|
||||
scaleX = this.initialFlipX ? -1 : 1,
|
||||
scaleY = this.initialFlipY ? -1 : 1
|
||||
};
|
||||
|
||||
meshBuffers = new DoubleBuffered<MeshRendererBuffers.SmartMesh>();
|
||||
canvasRenderer.SetTexture(this.mainTexture); // Needed for overwriting initializations.
|
||||
|
||||
// Set the initial Skin and Animation
|
||||
if (!string.IsNullOrEmpty(initialSkinName))
|
||||
skeleton.SetSkin(initialSkinName);
|
||||
|
||||
if (!string.IsNullOrEmpty(startingAnimation)) {
|
||||
var animationObject = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
|
||||
if (animationObject != null) {
|
||||
animationObject.PoseSkeleton(skeleton, 0f);
|
||||
skeleton.UpdateWorldTransform();
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (Application.isPlaying) {
|
||||
#endif
|
||||
|
||||
// Make this block not run in Unity Editor edit mode.
|
||||
state.SetAnimation(0, animationObject, startingLoop);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
}
|
||||
#endif
|
||||
}
|
||||
else {
|
||||
startingAnimation = string.Empty;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateMesh () {
|
||||
if (!this.IsValid) return;
|
||||
|
||||
skeleton.SetColor(this.color);
|
||||
var smartMesh = meshBuffers.GetNext();
|
||||
var currentInstructions = this.currentInstructions;
|
||||
|
||||
MeshGenerator.GenerateSingleSubmeshInstruction(currentInstructions, skeleton, this.material);
|
||||
bool updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, smartMesh.instructionUsed);
|
||||
|
||||
meshGenerator.Begin();
|
||||
if (currentInstructions.hasActiveClipping) {
|
||||
meshGenerator.AddSubmesh(currentInstructions.submeshInstructions.Items[0], updateTriangles);
|
||||
} else {
|
||||
meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
|
||||
}
|
||||
|
||||
if (canvas != null) meshGenerator.ScaleVertexData(canvas.referencePixelsPerUnit);
|
||||
if (OnPostProcessVertices != null) OnPostProcessVertices.Invoke(this.meshGenerator.Buffers);
|
||||
|
||||
var mesh = smartMesh.mesh;
|
||||
meshGenerator.FillVertexData(mesh);
|
||||
if (updateTriangles) meshGenerator.FillTrianglesSingle(mesh);
|
||||
meshGenerator.FillLateVertexData(mesh);
|
||||
|
||||
canvasRenderer.SetMesh(mesh);
|
||||
smartMesh.instructionUsed.Set(currentInstructions);
|
||||
|
||||
//this.UpdateMaterial(); // TODO: This allocates memory.
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,14 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d85b887af7e6c3f45a2e2d2920d641bc
|
||||
timeCreated: 1455576193
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences:
|
||||
- m_Material: {fileID: 2100000, guid: b66cf7a186d13054989b33a5c90044e4, type: 2}
|
||||
- skeletonDataAsset: {instanceID: 0}
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,104 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
|
||||
* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
||||
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
|
||||
* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
|
||||
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
|
||||
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
|
||||
* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
|
||||
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
||||
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
|
||||
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Modules {
|
||||
public class SkeletonGraphicMirror : MonoBehaviour {
|
||||
|
||||
public SkeletonRenderer source;
|
||||
public bool mirrorOnStart = true;
|
||||
public bool restoreOnDisable = true;
|
||||
SkeletonGraphic skeletonGraphic;
|
||||
|
||||
Skeleton originalSkeleton;
|
||||
bool originalFreeze;
|
||||
Texture2D overrideTexture;
|
||||
|
||||
private void Awake () {
|
||||
skeletonGraphic = GetComponent<SkeletonGraphic>();
|
||||
}
|
||||
|
||||
void Start () {
|
||||
if (mirrorOnStart)
|
||||
StartMirroring();
|
||||
}
|
||||
|
||||
void LateUpdate () {
|
||||
skeletonGraphic.UpdateMesh();
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
if (restoreOnDisable)
|
||||
RestoreIndependentSkeleton();
|
||||
}
|
||||
|
||||
/// <summary>Freeze the SkeletonGraphic on this GameObject, and use the source as the Skeleton to be rendered by the SkeletonGraphic.</summary>
|
||||
public void StartMirroring () {
|
||||
if (source == null)
|
||||
return;
|
||||
if (skeletonGraphic == null)
|
||||
return;
|
||||
|
||||
skeletonGraphic.startingAnimation = string.Empty;
|
||||
|
||||
if (originalSkeleton == null) {
|
||||
originalSkeleton = skeletonGraphic.Skeleton;
|
||||
originalFreeze = skeletonGraphic.freeze;
|
||||
}
|
||||
|
||||
skeletonGraphic.Skeleton = source.skeleton;
|
||||
skeletonGraphic.freeze = true;
|
||||
if (overrideTexture != null)
|
||||
skeletonGraphic.OverrideTexture = overrideTexture;
|
||||
}
|
||||
|
||||
/// <summary>Use a new texture for the SkeletonGraphic. Use this if your source skeleton uses a repacked atlas. </summary>
|
||||
public void UpdateTexture (Texture2D newOverrideTexture) {
|
||||
overrideTexture = newOverrideTexture;
|
||||
if (newOverrideTexture != null)
|
||||
skeletonGraphic.OverrideTexture = overrideTexture;
|
||||
}
|
||||
|
||||
/// <summary>Stops mirroring the source SkeletonRenderer and allows the SkeletonGraphic to become an independent Skeleton component again.</summary>
|
||||
public void RestoreIndependentSkeleton () {
|
||||
if (originalSkeleton == null)
|
||||
return;
|
||||
|
||||
skeletonGraphic.Skeleton = originalSkeleton;
|
||||
skeletonGraphic.freeze = originalFreeze;
|
||||
skeletonGraphic.OverrideTexture = null;
|
||||
|
||||
originalSkeleton = null;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dbeb0b9949e46754eb0e0b61021b4f1c
|
||||
timeCreated: 1532024358
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user