Esempio n. 1
0
    void Apply(SkeletonRenderer skeletonRenderer)
    {
        atlas = AtlasAsset.GetAtlas();
        if (atlas == null)
        {
            return;
        }
        float scale = skeletonRenderer.skeletonDataAsset.scale;

        foreach (var entry in attachments)
        {
            Slot        slot = skeletonRenderer.Skeleton.FindSlot(entry.slot);
            Attachment  originalAttachment = slot.Attachment;
            AtlasRegion region             = atlas.FindRegion(entry.region);


            if (region == null)
            {
                slot.Attachment = null;
            }
            else if (inheritProperties && originalAttachment != null)
            {
                slot.Attachment = originalAttachment.GetRemappedClone(region, true, true, scale);
            }
            else
            {
                var newRegionAttachment = region.ToRegionAttachment(region.name, scale);
                slot.Attachment = newRegionAttachment;
            }

            if (!entry.UseOriginalData)
            {
                RegionAttachment ra = slot.Attachment as RegionAttachment;
                if (ra == null)
                {
                    return;
                }
                ra = (RegionAttachment)ra.Copy();

                //HeroAnimImgList.SlotRegionPair PAIR = SDDataManager.Instance
                // .GetPairBySlotAndRegion(CM.SkeletonIndex, entry.slot, entry.region);
                //Vector2 _pos = PAIR.PositionOffset;
                //Vector2 _scale = PAIR.Scale;

                //ra.Width = ra.RegionWidth * scale * _scale.x;
                //ra.Height = ra.RegionHeight * scale * _scale.y;

                //ra.SetPositionOffset( _pos * scale * _scale );
                ra.UpdateOffset();
                slot.Attachment = ra;
            }
        }
    }
Esempio n. 2
0
    void Apply()
    {
        var skeletonAnimation = GetComponent <SkeletonAnimation>();
        var skeleton          = skeletonAnimation.Skeleton;

        // STEP 0: PREPARE SKINS
        // Let's prepare a new skin to be our custom skin with equips/customizations.
        //We get a clone so our original skins are unaffected.
        customSkin = customSkin ?? new Skin("custom skin");
        // This requires that all customizations are done with skin placeholders defined in Spine.
        //customSkin = customSkin ?? skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState); // use this if you are not customizing on the default skin.
        var templateSkin = skeleton.Data.FindSkin(templateAttachmentsSkin);

        // STEP 1: "EQUIP" ITEMS USING SPRITES
        // STEP 1.1 Find the original/template attachment.
        // Step 1.2 Get a clone of the original/template attachment.
        // Step 1.3 Apply the Sprite image to the clone.
        // Step 1.4 Add the remapped clone to the new custom skin.

        for (int i = 0; i < AllReplacePairs.Count; i++)
        {
            SlotRegionPair Pair      = AllReplacePairs[i];
            int            slotIndex = skeleton.FindSlotIndex(Pair.Slot);
            // You can access GetAttachment and SetAttachment via string
            //, but caching the slotIndex is faster.
            Attachment templateAttachment = templateSkin.GetAttachment(slotIndex, Pair.Key); // STEP 1.1
            Attachment newAttachment      = templateAttachment.GetRemappedClone
                                                (Pair.newSprite, sourceMaterial);            // STEP 1.2 - 1.3

            if (newAttachment != null)
            {
                RegionAttachment ra = newAttachment as RegionAttachment;
                ra = (RegionAttachment)ra.Copy();
                float scale = 1f / Pair.newSprite.pixelsPerUnit;
                ra.Width  = ra.RegionWidth * scale;
                ra.Height = ra.RegionHeight * scale;

                customSkin.SetAttachment(slotIndex, Pair.Key, newAttachment);//STEP 1.4
            }
        }

        if (repack)
        {
            var repackedSkin = new Skin("repacked skin");
            repackedSkin.AddAttachments(skeleton.Data.DefaultSkin);                                                              // Include the "default" skin. (everything outside of skin placeholders)
            repackedSkin.AddAttachments(customSkin);                                                                             // Include your new custom skin.
            repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas); // Pack all the items in the skin.
            skeleton.SetSkin(repackedSkin);                                                                                      // Assign the repacked skin to your Skeleton.
            if (bbFollower != null)
            {
                bbFollower.Initialize(true);
            }
        }
        else
        {
            skeleton.SetSkin(customSkin); // Just use the custom skin directly.
        }

        skeleton.SetSlotsToSetupPose(); // Use the pose from setup pose.
        skeletonAnimation.Update(0);    // Use the pose in the currently active animation.

        Resources.UnloadUnusedAssets();
    }