提交Spine插件
This commit is contained in:
@@ -0,0 +1,88 @@
|
||||
/******************************************************************************
|
||||
* 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 UnityEngine;
|
||||
using Spine.Unity;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
/// <summary>
|
||||
/// Add this component to a Spine GameObject to apply a specific slot's Colors as MaterialProperties.
|
||||
/// This allows you to apply the two color tint to the whole skeleton and not require the overhead of an extra vertex stream on the mesh.
|
||||
/// </summary>
|
||||
public class SlotTintBlackFollower : MonoBehaviour {
|
||||
#region Inspector
|
||||
/// <summary>
|
||||
/// Serialized name of the slot loaded at runtime. Change the slot field instead of this if you want to change the followed slot at runtime.</summary>
|
||||
[SpineSlot]
|
||||
[SerializeField]
|
||||
protected string slotName;
|
||||
|
||||
[SerializeField]
|
||||
protected string colorPropertyName = "_Color";
|
||||
[SerializeField]
|
||||
protected string blackPropertyName = "_Black";
|
||||
#endregion
|
||||
|
||||
public Slot slot;
|
||||
MeshRenderer mr;
|
||||
MaterialPropertyBlock mb;
|
||||
int colorPropertyId, blackPropertyId;
|
||||
|
||||
void Start () {
|
||||
Initialize(false);
|
||||
}
|
||||
|
||||
public void Initialize (bool overwrite) {
|
||||
if (overwrite || mb == null) {
|
||||
mb = new MaterialPropertyBlock();
|
||||
mr = GetComponent<MeshRenderer>();
|
||||
slot = GetComponent<ISkeletonComponent>().Skeleton.FindSlot(slotName);
|
||||
|
||||
colorPropertyId = Shader.PropertyToID(colorPropertyName);
|
||||
blackPropertyId = Shader.PropertyToID(blackPropertyName);
|
||||
}
|
||||
}
|
||||
|
||||
public void Update () {
|
||||
Slot s = slot;
|
||||
if (s == null) return;
|
||||
|
||||
mb.SetColor(colorPropertyId, s.GetColor());
|
||||
mb.SetColor(blackPropertyId, s.GetColorTintBlack());
|
||||
|
||||
mr.SetPropertyBlock(mb);
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
mb.Clear();
|
||||
mr.SetPropertyBlock(mb);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user