提交Spine插件
This commit is contained in:
@@ -0,0 +1,98 @@
|
||||
/******************************************************************************
|
||||
* 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;
|
||||
|
||||
using Spine.Unity.Modules.AttachmentTools;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class EquipSystemExample : MonoBehaviour, IHasSkeletonDataAsset {
|
||||
|
||||
// Implementing IHasSkeletonDataAsset allows Spine attribute drawers to automatically detect this component as a skeleton data source.
|
||||
public SkeletonDataAsset skeletonDataAsset;
|
||||
SkeletonDataAsset IHasSkeletonDataAsset.SkeletonDataAsset { get { return this.skeletonDataAsset; } }
|
||||
|
||||
public Material sourceMaterial;
|
||||
public bool applyPMA = true;
|
||||
public List<EquipHook> equippables = new List<EquipHook>();
|
||||
|
||||
public EquipsVisualsComponentExample target;
|
||||
public Dictionary<EquipAssetExample, Attachment> cachedAttachments = new Dictionary<EquipAssetExample, Attachment>();
|
||||
|
||||
[System.Serializable]
|
||||
public class EquipHook {
|
||||
public EquipType type;
|
||||
[SpineSlot]
|
||||
public string slot;
|
||||
[SpineSkin]
|
||||
public string templateSkin;
|
||||
[SpineAttachment(skinField:"templateSkin")]
|
||||
public string templateAttachment;
|
||||
}
|
||||
|
||||
public enum EquipType {
|
||||
Gun,
|
||||
Goggles
|
||||
}
|
||||
|
||||
public void Equip (EquipAssetExample asset) {
|
||||
var equipType = asset.equipType;
|
||||
EquipHook howToEquip = equippables.Find(x => x.type == equipType);
|
||||
|
||||
var skeletonData = skeletonDataAsset.GetSkeletonData(true);
|
||||
int slotIndex = skeletonData.FindSlotIndex(howToEquip.slot);
|
||||
var attachment = GenerateAttachmentFromEquipAsset(asset, slotIndex, howToEquip.templateSkin, howToEquip.templateAttachment);
|
||||
target.Equip(slotIndex, howToEquip.templateAttachment, attachment);
|
||||
}
|
||||
|
||||
Attachment GenerateAttachmentFromEquipAsset (EquipAssetExample asset, int slotIndex, string templateSkinName, string templateAttachmentName) {
|
||||
Attachment attachment;
|
||||
cachedAttachments.TryGetValue(asset, out attachment);
|
||||
|
||||
if (attachment == null) {
|
||||
var skeletonData = skeletonDataAsset.GetSkeletonData(true);
|
||||
var templateSkin = skeletonData.FindSkin(templateSkinName);
|
||||
Attachment templateAttachment = templateSkin.GetAttachment(slotIndex, templateAttachmentName);
|
||||
attachment = templateAttachment.GetRemappedClone(asset.sprite, sourceMaterial, premultiplyAlpha: this.applyPMA);
|
||||
|
||||
cachedAttachments.Add(asset, attachment); // Cache this value for next time this asset is used.
|
||||
}
|
||||
|
||||
return attachment;
|
||||
}
|
||||
|
||||
public void Done () {
|
||||
target.OptimizeSkin();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user