コード例 #1
0
        private void SetSprite(SlotAndAttachment slot, Sprite sprite)
        {
            _attachmentNames.Clear();
            _clonedSkin.FindNamesForSlot(slot.SlotIndex, _attachmentNames);

            var attachmentName = _attachmentNames.Count > 0
                ? _attachmentNames[0]
                : string.Empty;

            if (string.IsNullOrEmpty(attachmentName))
            {
                _clonedSkin.AddAttachment(
                    slot.SlotIndex,
                    slot.Name,
                    slot.Attachment);
            }
            else if (sprite is null)
            {
                _clonedSkin.SetAttachment(
                    slot.SlotIndex,
                    attachmentName,
                    slot.Attachment);
            }
            else
            {
                var attachment = RemapAttachment(slot.Slot, sprite);
                _clonedSkin.SetAttachment(slot.SlotIndex, attachmentName, attachment);
            }
        }
コード例 #2
0
    public static Attachment AddUnitySprite(this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = "Spine/Skeleton")
    {
        RegionAttachment regionAttachment = sprite.ToRegionAttachment(shaderName);
        int  slotIndex = skeletonData.FindSlotIndex(slotName);
        Skin skin      = skeletonData.defaultSkin;

        if (skinName != string.Empty)
        {
            skin = skeletonData.FindSkin(skinName);
        }
        skin.AddAttachment(slotIndex, regionAttachment.Name, regionAttachment);
        return(regionAttachment);
    }
コード例 #3
0
        public static Attachment AddUnitySprite(this SkeletonData skeletonData, string slotName, UnityEngine.Sprite sprite, string skinName, Shader shader, bool applyPMA)
        {
            RegionAttachment regionAttachment = sprite.ToRegionAttachment(shader, applyPMA);
            int  slotIndex = skeletonData.FindSlotIndex(slotName);
            Skin skin      = skeletonData.defaultSkin;

            if (skinName != string.Empty)
            {
                skin = skeletonData.FindSkin(skinName);
            }
            skin.AddAttachment(slotIndex, regionAttachment.Name, regionAttachment);
            return(regionAttachment);
        }
コード例 #4
0
ファイル: AutoEquip.cs プロジェクト: n0uk/SpineTestLeak
        private void Start()
        {
            var slotIndex          = _skeletonAnimation.skeleton.FindSlotIndex("sword");
            var templateSkin       = _skeletonAnimation.SkeletonDataAsset.GetSkeletonData(false).FindSkin("default");
            var templateAttachment = templateSkin.GetAttachment(slotIndex, "sword");
            var attachment         = templateAttachment.GetRemappedClone(_attachment,
                                                                         _skeletonAnimation.skeletonDataAsset.atlasAssets[0].materials[0], true);
            var skin = new Skin("EquipSkin");

            skin.Append(_skeletonAnimation.SkeletonDataAsset.GetSkeletonData(false).FindSkin("knight"));
            skin.AddAttachment(slotIndex, "sword", attachment);
            _skeletonAnimation.Skeleton.SetSkin(skin);
            _skeletonAnimation.Skeleton.SetSlotsToSetupPose();
        }
コード例 #5
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        public static RegionAttachment AddUnitySprite(this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA, float rotation = 0f)
        {
            RegionAttachment attachment = !applyPMA?sprite.ToRegionAttachment(new Material(shader), rotation) : sprite.ToRegionAttachmentPMAClone(shader, TextureFormat.RGBA32, false, null, rotation);

            int  slotIndex   = skeletonData.FindSlotIndex(slotName);
            Skin defaultSkin = skeletonData.DefaultSkin;

            if (skinName != string.Empty)
            {
                defaultSkin = skeletonData.FindSkin(skinName);
            }
            defaultSkin.AddAttachment(slotIndex, attachment.Name, attachment);
            return(attachment);
        }
コード例 #6
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        public static void SetAttachment(this Skin skin, string slotName, string keyName, Attachment attachment, Skeleton skeleton)
        {
            int slotIndex = skeleton.FindSlotIndex(slotName);

            if (skeleton == null)
            {
                throw new ArgumentNullException("skeleton", "skeleton cannot be null.");
            }
            if (slotIndex == -1)
            {
                throw new ArgumentException($"Slot '{slotName}' does not exist in skeleton.", "slotName");
            }
            skin.AddAttachment(slotIndex, keyName, attachment);
        }
コード例 #7
0
ファイル: CustomSkin.cs プロジェクト: ladioussuapp/QMAX
    void Start()
    {
        skeletonRenderer = GetComponent <SkeletonRenderer>();
        Skeleton skeleton = skeletonRenderer.skeleton;

        customSkin = new Skin("CustomSkin");

        foreach (var pair in skinning)
        {
            var attachment = SpineAttachment.GetAttachment(pair.sourceAttachment, skinSource);
            customSkin.AddAttachment(skeleton.FindSlotIndex(pair.targetSlot), pair.targetAttachment, attachment);
        }

        skeleton.SetSkin(customSkin);
    }
コード例 #8
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    public static Attachment AddUnitySprite(this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName = "", string shaderName = "Spine/Skeleton")
    {
        var att = sprite.ToRegionAttachment(shaderName);

        var  slotIndex = skeletonData.FindSlotIndex(slotName);
        Skin skin      = skeletonData.defaultSkin;

        if (skinName != "")
        {
            skin = skeletonData.FindSkin(skinName);
        }

        skin.AddAttachment(slotIndex, att.Name, att);

        return(att);
    }
コード例 #9
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        public static RegionAttachment AddUnitySprite(this SkeletonData skeletonData, string slotName, Sprite sprite, string skinName, Shader shader, bool applyPMA)
        {
            RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader) : sprite.ToRegionAttachment(new Material(shader));

            var  slotIndex = skeletonData.FindSlotIndex(slotName);
            Skin skin      = skeletonData.DefaultSkin;

            if (skinName != "")
            {
                skin = skeletonData.FindSkin(skinName);
            }

            skin.AddAttachment(slotIndex, att.Name, att);

            return(att);
        }
コード例 #10
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    void Start()
    {
        skeletonRenderer = GetComponent <SkeletonRenderer>();
        Skeleton skeleton = skeletonRenderer.skeleton;

        customSkin = new Skin("CustomSkin");

        foreach (var pair in skinItems)
        {
            var attachment = SpineAttachment.GetAttachment(pair.sourceAttachmentPath, skinSource);
            customSkin.AddAttachment(skeleton.FindSlotIndex(pair.targetSlot), pair.targetAttachment, attachment);
        }

        // The custom skin does not need to be added to the skeleton data for it to work.
        // But it's useful for your script to keep a reference to it.
        skeleton.SetSkin(customSkin);
    }
コード例 #11
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        /// <summary>
        /// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas comprised of all the regions from the original skin.</summary>
        /// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
        public static Skin GetRepackedSkin(this Skin o, string newName, Shader shader, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2)
        {
            var skinAttachments = o.Attachments;
            var newSkin         = new Skin(newName);

            var repackedAttachments = new List <Attachment>();
            var texturesToPack      = new List <Texture2D>();

            foreach (var kvp in skinAttachments)
            {
                var newAttachment = kvp.Value.GetClone(true);
                if (IsRenderable(newAttachment))
                {
                    texturesToPack.Add(newAttachment.GetAtlasRegion().ToTexture());
                    repackedAttachments.Add(newAttachment);
                }
                var key = kvp.Key;
                newSkin.AddAttachment(key.slotIndex, key.name, newAttachment);
            }

            var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize);

            newTexture.name = newName;
            var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);

            var newMaterial = new Material(shader);

            newMaterial.name        = newName;
            newMaterial.mainTexture = newTexture;
            var page = newMaterial.ToSpineAtlasPage();

            page.name = newName;

            for (int i = 0, n = repackedAttachments.Count; i < n; i++)
            {
                var a         = repackedAttachments[i];
                var r         = rects[i];
                var oldRegion = a.GetAtlasRegion();
                var newRegion = UVRectToAtlasRegion(r, oldRegion.name, page, oldRegion.offsetX, oldRegion.offsetY, oldRegion.rotate);
                a.SetRegion(newRegion);
            }

            t = newTexture;
            m = newMaterial;
            return(newSkin);
        }
コード例 #12
0
                public static void AddToSkin(Skeleton skeleton, Skin skin, Skin otherSkin)
                {
                    ExposedList <Slot> slots = skeleton.Slots;

                    for (int i = 0, n = slots.Count; i < n; i++)
                    {
                        Slot   slot = slots.Items[i];
                        string name = slot.Data.AttachmentName;
                        if (name != null)
                        {
                            Attachment attachment = otherSkin.GetAttachment(i, name);
                            if (attachment != null)
                            {
                                skin.AddAttachment(i, name, attachment);
                            }
                        }
                    }
                }
コード例 #13
0
ファイル: SkeletonBin.cs プロジェクト: PenpenLi/Nav
    Skin readSkin(string skinName, bool nonessential)
    {
        int slotCount = ReadInt();

        if (slotCount == 0)
        {
            return(null);
        }
        Skin skin = new Skin(skinName);

        for (int i = 0; i < slotCount; i++)
        {
            int slotIndex = ReadInt();
            int jCount    = ReadInt();
            for (int j = 0; j < jCount; j++)
            {
                string name = ReadString();
                skin.AddAttachment(slotIndex, name, readAttachment(skin, name, nonessential));
            }
        }
        return(skin);
    }
コード例 #14
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        //



        // Use this for initialization
        void Start()
        {
            SkeletonAnimation _ani      = this.GetComponent <SkeletonAnimation>();
            Skeleton          _skeleton = _ani.skeleton;
            Skin _newSkin = _skeleton.UnshareSkin(true, false, _ani.AnimationState);


            //HeadFront Setting
            RegionAttachment _newHeadFront = headFront.ToRegionAttachmentPMAClone(Shader.Find("Spine/Skeleton"));

            _newHeadFront.SetScale(1f, 1f);
            _newHeadFront.UpdateOffset();
            int headFrontSlotIndex = _skeleton.FindSlotIndex(headFrontSlot);

            _newSkin.AddAttachment(headFrontSlotIndex, headFront.name, _newHeadFront);

            //repack
            _newSkin = _newSkin.GetRepackedSkin("repacked", repackedShader, out runtimeMaterial, out runtimeAtlas);

            _skeleton.SetSkin(_newSkin);
            _skeleton.SetToSetupPose();
            //_skeleton.SetToSetupPose();
            _skeleton.SetAttachment(headFrontSlot, headFront.name);
        }
コード例 #15
0
        /// <summary>
        /// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas comprised of all the regions from the original skin.</summary>
        /// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
        public static Skin GetRepackedSkin(this Skin o, string newName, Shader shader, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps)
        {
            var skinAttachments = o.Attachments;
            var newSkin         = new Skin(newName);

            var existingRegions = new Dictionary <AtlasRegion, int>();
            var regionIndexes   = new List <int>();

            var repackedAttachments = new List <Attachment>();
            var texturesToPack      = new List <Texture2D>();
            var originalRegions     = new List <AtlasRegion>();
            int newRegionIndex      = 0;

            foreach (var kvp in skinAttachments)
            {
                var newAttachment = kvp.Value.GetClone(true);
                if (IsRenderable(newAttachment))
                {
                    var region = newAttachment.GetAtlasRegion();
                    int existingIndex;
                    if (existingRegions.TryGetValue(region, out existingIndex))
                    {
                        regionIndexes.Add(existingIndex);                         // Store the region index for the eventual new attachment.
                    }
                    else
                    {
                        originalRegions.Add(region);
                        texturesToPack.Add(region.ToTexture());                    // Add the texture to the PackTextures argument
                        existingRegions.Add(region, newRegionIndex);               // Add the region to the dictionary of known regions
                        regionIndexes.Add(newRegionIndex);                         // Store the region index for the eventual new attachment.
                        newRegionIndex++;
                    }

                    repackedAttachments.Add(newAttachment);
                }
                var key = kvp.Key;
                newSkin.AddAttachment(key.slotIndex, key.name, newAttachment);
            }

            var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize, textureFormat, mipmaps);

            newTexture.anisoLevel = texturesToPack[0].anisoLevel;
            newTexture.name       = newName;
            var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);

            var newMaterial = new Material(shader);

            newMaterial.name        = newName;
            newMaterial.mainTexture = newTexture;
            var page = newMaterial.ToSpineAtlasPage();

            page.name = newName;

            var repackedRegions = new List <AtlasRegion>();

            for (int i = 0, n = originalRegions.Count; i < n; i++)
            {
                var oldRegion = originalRegions[i];
                var newRegion = UVRectToAtlasRegion(rects[i], oldRegion.name, page, oldRegion.offsetX, oldRegion.offsetY, oldRegion.rotate);
                repackedRegions.Add(newRegion);
            }

            for (int i = 0, n = repackedAttachments.Count; i < n; i++)
            {
                var a = repackedAttachments[i];
                a.SetRegion(repackedRegions[regionIndexes[i]]);
            }

            t = newTexture;
            m = newMaterial;
            return(newSkin);
        }
コード例 #16
0
        public static Skin GetRepackedSkin(this Skin o, string newName, Shader shader, out Material outputMaterial, out Texture2D outputTexture, int maxAtlasSize = 0x400, int padding = 2, TextureFormat textureFormat = 4, bool mipmaps = false, Material materialPropertySource = null, bool clearCache = false, bool useOriginalNonrenderables = true)
        {
            if (o == null)
            {
                throw new NullReferenceException("Skin was null");
            }
            Dictionary <Skin.AttachmentKeyTuple, Attachment> attachments = o.Attachments;
            Skin skin = new Skin(newName);
            Dictionary <AtlasRegion, int> dictionary2 = new Dictionary <AtlasRegion, int>();
            List <int>         list  = new List <int>();
            List <Attachment>  list2 = new List <Attachment>();
            List <Texture2D>   list3 = new List <Texture2D>();
            List <AtlasRegion> list4 = new List <AtlasRegion>();
            int num = 0;

            foreach (KeyValuePair <Skin.AttachmentKeyTuple, Attachment> pair in attachments)
            {
                Skin.AttachmentKeyTuple key = pair.Key;
                Attachment a = pair.Value;
                if (IsRenderable(a))
                {
                    Attachment  clone  = a.GetClone(true);
                    AtlasRegion region = clone.GetRegion();
                    if (dictionary2.TryGetValue(region, out int num2))
                    {
                        list.Add(num2);
                    }
                    else
                    {
                        list4.Add(region);
                        list3.Add(region.ToTexture(true, TextureFormat.RGBA32, false));
                        dictionary2.Add(region, num);
                        list.Add(num);
                        num++;
                    }
                    list2.Add(clone);
                    skin.AddAttachment(key.slotIndex, key.name, clone);
                }
                else
                {
                    skin.AddAttachment(key.slotIndex, key.name, !useOriginalNonrenderables ? a.GetClone(true) : a);
                }
            }
            Texture2D textured = new Texture2D(maxAtlasSize, maxAtlasSize, textureFormat, mipmaps)
            {
                mipMapBias = -0.5f,
                anisoLevel = list3[0].anisoLevel,
                name       = newName
            };

            Rect[]   rectArray = textured.PackTextures(list3.ToArray(), padding, maxAtlasSize);
            Material m         = new Material(shader);

            if (materialPropertySource != null)
            {
                m.CopyPropertiesFromMaterial(materialPropertySource);
                m.shaderKeywords = materialPropertySource.shaderKeywords;
            }
            m.name        = newName;
            m.mainTexture = textured;
            AtlasPage page = m.ToSpineAtlasPage();

            page.name = newName;
            List <AtlasRegion> list5 = new List <AtlasRegion>();
            int index = 0;
            int count = list4.Count;

            while (index < count)
            {
                AtlasRegion region2 = list4[index];
                AtlasRegion item    = UVRectToAtlasRegion(rectArray[index], region2.name, page, region2.offsetX, region2.offsetY, region2.rotate);
                list5.Add(item);
                index++;
            }
            int num5 = 0;
            int num6 = list2.Count;

            while (num5 < num6)
            {
                Attachment a = list2[num5];
                if (IsRenderable(a))
                {
                    a.SetRegion(list5[list[num5]], true);
                }
                num5++;
            }
            if (clearCache)
            {
                ClearCache();
            }
            outputTexture  = textured;
            outputMaterial = m;
            return(skin);
        }
コード例 #17
0
        private void ReadSkeletonSkins(SkeletonData skeletonData, JObject data, float scale)
        {
            foreach (JProperty skin in data["skins"])
            {
                var skeletonSkin = new Skin(skin.Name);

                foreach (JProperty slot in skin.Value)
                {
                    int slotIndex = skeletonData.FindSlotIndex(slot.Name);

                    foreach (JProperty attachment in slot.Value)
                    {
                        Attachment skeletonAttachment = ReadSkeletonAttachment(attachment.Name, attachment.Value, scale);
                        if (attachment != null)
                        {
                            skeletonSkin.AddAttachment(slotIndex, attachment.Name, skeletonAttachment);
                        }
                    }
                }

                skeletonData.AddSkin(skeletonSkin);
                if (skeletonSkin.Name.Equals("default"))
                {
                    skeletonData.DefaultSkin = skeletonSkin;
                }
            }
        }
コード例 #18
0
        public static Skin GetRepackedSkin(this Skin o, string newName, Shader shader, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = TextureFormat.RGBA32, bool mipmaps = false, Material materialPropertySource = null)
        {
            Dictionary <Skin.AttachmentKeyTuple, Attachment> attachments = o.Attachments;
            Skin skin = new Skin(newName);
            Dictionary <AtlasRegion, int> dictionary = new Dictionary <AtlasRegion, int>();
            List <int>         list  = new List <int>();
            List <Attachment>  list2 = new List <Attachment>();
            List <Texture2D>   list3 = new List <Texture2D>();
            List <AtlasRegion> list4 = new List <AtlasRegion>();
            int num = 0;

            foreach (KeyValuePair <Skin.AttachmentKeyTuple, Attachment> item2 in attachments)
            {
                Attachment clone = item2.Value.GetClone(cloneMeshesAsLinked: true);
                if (IsRenderable(clone))
                {
                    AtlasRegion atlasRegion = clone.GetAtlasRegion();
                    if (dictionary.TryGetValue(atlasRegion, out int value))
                    {
                        list.Add(value);
                    }
                    else
                    {
                        list4.Add(atlasRegion);
                        list3.Add(atlasRegion.ToTexture());
                        dictionary.Add(atlasRegion, num);
                        list.Add(num);
                        num++;
                    }
                    list2.Add(clone);
                }
                Skin.AttachmentKeyTuple key = item2.Key;
                skin.AddAttachment(key.slotIndex, key.name, clone);
            }
            Texture2D texture2D = new Texture2D(maxAtlasSize, maxAtlasSize, textureFormat, mipmaps);

            texture2D.mipMapBias = -0.5f;
            texture2D.anisoLevel = list3[0].anisoLevel;
            texture2D.name       = newName;
            Rect[]   array    = texture2D.PackTextures(list3.ToArray(), padding, maxAtlasSize);
            Material material = new Material(shader);

            if (materialPropertySource != null)
            {
                material.CopyPropertiesFromMaterial(materialPropertySource);
                material.shaderKeywords = materialPropertySource.shaderKeywords;
            }
            material.name        = newName;
            material.mainTexture = texture2D;
            AtlasPage atlasPage = material.ToSpineAtlasPage();

            atlasPage.name = newName;
            List <AtlasRegion> list5 = new List <AtlasRegion>();
            int i = 0;

            for (int count = list4.Count; i < count; i++)
            {
                AtlasRegion atlasRegion2 = list4[i];
                AtlasRegion item         = UVRectToAtlasRegion(array[i], atlasRegion2.name, atlasPage, atlasRegion2.offsetX, atlasRegion2.offsetY, atlasRegion2.rotate);
                list5.Add(item);
            }
            int j = 0;

            for (int count2 = list2.Count; j < count2; j++)
            {
                Attachment attachment = list2[j];
                attachment.SetRegion(list5[list[j]]);
            }
            t = texture2D;
            m = material;
            return(skin);
        }
コード例 #19
0
 public static void SetAttachment(this Skin skin, int slotIndex, string keyName, Attachment attachment)
 {
     skin.AddAttachment(slotIndex, keyName, attachment);
 }
コード例 #20
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		/// <summary>
		/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas comprised of all the regions from the original skin.</summary>
		/// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
		public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2) {
			var skinAttachments = o.Attachments;
			var newSkin = new Skin(newName);

			var repackedAttachments = new List<Attachment>();
			var texturesToPack = new List<Texture2D>();
			foreach (var kvp in skinAttachments) {
				var newAttachment = kvp.Value.GetClone(true);
				if (IsRenderable(newAttachment)) {
					texturesToPack.Add(newAttachment.GetAtlasRegion().ToTexture());
					repackedAttachments.Add(newAttachment);
				}
				var key = kvp.Key;
				newSkin.AddAttachment(key.slotIndex, key.name, newAttachment);
			}

			var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize);
			newTexture.name = newName;
			var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);

			var newMaterial = new Material(shader);
			newMaterial.name = newName;
			newMaterial.mainTexture = newTexture;
			var page = newMaterial.ToSpineAtlasPage();
			page.name = newName;

			for (int i = 0, n = repackedAttachments.Count; i < n; i++) {
				var a = repackedAttachments[i];
				var r = rects[i];
				var oldRegion = a.GetAtlasRegion();
				var newRegion = UVRectToAtlasRegion(r, oldRegion.name, page, oldRegion.offsetX, oldRegion.offsetY, oldRegion.rotate);
				a.SetRegion(newRegion);
			}

			t = newTexture;
			m = newMaterial;
			return newSkin;
		}
コード例 #21
0
		public SkeletonData ReadSkeletonData (TextReader reader) {
			if (reader == null) throw new ArgumentNullException("reader cannot be null.");

			SkeletonData skeletonData = new SkeletonData();

			var root = Json.Deserialize(reader) as Dictionary<String, Object>;
			if (root == null) throw new Exception("Invalid JSON.");

			// Bones.
			foreach (Dictionary<String, Object> boneMap in (List<Object>)root["bones"]) {
				BoneData parent = null;
				if (boneMap.ContainsKey("parent")) {
					parent = skeletonData.FindBone((String)boneMap["parent"]);
					if (parent == null)
						throw new Exception("Parent bone not found: " + boneMap["parent"]);
				}
				BoneData boneData = new BoneData((String)boneMap["name"], parent);
				boneData.length = GetFloat(boneMap, "length", 0) * Scale;
				boneData.x = GetFloat(boneMap, "x", 0) * Scale;
				boneData.y = GetFloat(boneMap, "y", 0) * Scale;
				boneData.rotation = GetFloat(boneMap, "rotation", 0);
				boneData.scaleX = GetFloat(boneMap, "scaleX", 1);
				boneData.scaleY = GetFloat(boneMap, "scaleY", 1);
				boneData.inheritScale = GetBoolean(boneMap, "inheritScale", true);
				boneData.inheritRotation = GetBoolean(boneMap, "inheritRotation", true);
				skeletonData.AddBone(boneData);
			}

			// Slots.
			if (root.ContainsKey("slots")) {
				foreach (Dictionary<String, Object> slotMap in (List<Object>)root["slots"]) {
					String slotName = (String)slotMap["name"];
					String boneName = (String)slotMap["bone"];
					BoneData boneData = skeletonData.FindBone(boneName);
					if (boneData == null)
						throw new Exception("Slot bone not found: " + boneName);
					SlotData slotData = new SlotData(slotName, boneData);

					if (slotMap.ContainsKey("color")) {
						String color = (String)slotMap["color"];
						slotData.r = ToColor(color, 0);
						slotData.g = ToColor(color, 1);
						slotData.b = ToColor(color, 2);
						slotData.a = ToColor(color, 3);
					}

					if (slotMap.ContainsKey("attachment"))
						slotData.attachmentName = (String)slotMap["attachment"];

					if (slotMap.ContainsKey("additive"))
						slotData.additiveBlending = (bool)slotMap["additive"];

					skeletonData.AddSlot(slotData);
				}
			}

			// Skins.
			if (root.ContainsKey("skins")) {
				foreach (KeyValuePair<String, Object> entry in (Dictionary<String, Object>)root["skins"]) {
					Skin skin = new Skin(entry.Key);
					foreach (KeyValuePair<String, Object> slotEntry in (Dictionary<String, Object>)entry.Value) {
						int slotIndex = skeletonData.FindSlotIndex(slotEntry.Key);
						foreach (KeyValuePair<String, Object> attachmentEntry in ((Dictionary<String, Object>)slotEntry.Value)) {
							Attachment attachment = ReadAttachment(skin, attachmentEntry.Key, (Dictionary<String, Object>)attachmentEntry.Value);
							if (attachment != null) skin.AddAttachment(slotIndex, attachmentEntry.Key, attachment);
						}
					}
					skeletonData.AddSkin(skin);
					if (skin.name == "default")
						skeletonData.defaultSkin = skin;
				}
			}

			// Events.
			if (root.ContainsKey("events")) {
				foreach (KeyValuePair<String, Object> entry in (Dictionary<String, Object>)root["events"]) {
					var entryMap = (Dictionary<String, Object>)entry.Value;
					EventData eventData = new EventData(entry.Key);
					eventData.Int = GetInt(entryMap, "int", 0);
					eventData.Float = GetFloat(entryMap, "float", 0);
					eventData.String = GetString(entryMap, "string", null);
					skeletonData.AddEvent(eventData);
				}
			}

			// Animations.
			if (root.ContainsKey("animations")) {
				foreach (KeyValuePair<String, Object> entry in (Dictionary<String, Object>)root["animations"])
					ReadAnimation(entry.Key, (Dictionary<String, Object>)entry.Value, skeletonData);
			}

			skeletonData.bones.TrimExcess();
			skeletonData.slots.TrimExcess();
			skeletonData.skins.TrimExcess();
			skeletonData.animations.TrimExcess();
			return skeletonData;
		}
コード例 #22
0
        /// <summary>
        /// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas comprised of all the regions from the original skin.</summary>
        /// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
        public static Skin GetRepackedSkin(this Skin o, string newName, Shader shader, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps, Material materialPropertySource = null)
        {
            var skinAttachments = o.Attachments;
            var newSkin         = new Skin(newName);

            // Use these to detect and use shared regions.
            var existingRegions = new Dictionary <AtlasRegion, int>();
            var regionIndexes   = new List <int>();

            // Collect all textures from the attachments of the original skin.
            var repackedAttachments = new List <Attachment>();
            var texturesToPack      = new List <Texture2D>();
            var originalRegions     = new List <AtlasRegion>();
            int newRegionIndex      = 0;

            foreach (var kvp in skinAttachments)
            {
                var newAttachment = kvp.Value.GetClone(true);
                if (IsRenderable(newAttachment))
                {
                    var region = newAttachment.GetAtlasRegion();
                    int existingIndex;
                    if (existingRegions.TryGetValue(region, out existingIndex))
                    {
                        regionIndexes.Add(existingIndex);                         // Store the region index for the eventual new attachment.
                    }
                    else
                    {
                        originalRegions.Add(region);
                        texturesToPack.Add(region.ToTexture());                    // Add the texture to the PackTextures argument
                        existingRegions.Add(region, newRegionIndex);               // Add the region to the dictionary of known regions
                        regionIndexes.Add(newRegionIndex);                         // Store the region index for the eventual new attachment.
                        newRegionIndex++;
                    }

                    repackedAttachments.Add(newAttachment);
                }
                var key = kvp.Key;
                newSkin.AddAttachment(key.slotIndex, key.name, newAttachment);
            }

            // Fill a new texture with the collected attachment textures.
            var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize, textureFormat, mipmaps);

            newTexture.anisoLevel = texturesToPack[0].anisoLevel;
            newTexture.name       = newName;
            var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);

            // Rehydrate the repacked textures as a Material, Spine atlas and Spine.AtlasAttachments
            var newMaterial = new Material(shader);

            if (materialPropertySource != null)
            {
                newMaterial.CopyPropertiesFromMaterial(materialPropertySource);
                newMaterial.shaderKeywords = materialPropertySource.shaderKeywords;
            }

            newMaterial.name        = newName;
            newMaterial.mainTexture = newTexture;
            var page = newMaterial.ToSpineAtlasPage();

            page.name = newName;

            var repackedRegions = new List <AtlasRegion>();

            for (int i = 0, n = originalRegions.Count; i < n; i++)
            {
                var oldRegion = originalRegions[i];
                var newRegion = UVRectToAtlasRegion(rects[i], oldRegion.name, page, oldRegion.offsetX, oldRegion.offsetY, oldRegion.rotate);
                repackedRegions.Add(newRegion);
            }

            // Map the cloned attachments to the repacked atlas.
            for (int i = 0, n = repackedAttachments.Count; i < n; i++)
            {
                var a = repackedAttachments[i];
                a.SetRegion(repackedRegions[regionIndexes[i]]);
            }

            // Clean up
            foreach (var ttp in texturesToPack)
            {
                UnityEngine.Object.Destroy(ttp);
            }

            t = newTexture;
            m = newMaterial;
            return(newSkin);
        }
コード例 #23
0
        public static void GetSpineRepackedSkin(CombineTextureData combineTextureData, Skin skin, string newName, Shader shader, int maxAtlasSize, TextureFormat textureFormat, bool mipMaps, Material materialPropertySource, bool clearCache)
        {
            if (skin == null)
            {
                throw new System.NullReferenceException("Skin was null");
            }
            var skinAttachments = skin.Attachments;
            var newSkin         = new Skin(newName);

            var existingRegions     = new Dictionary <AtlasRegion, int> ();
            var regionIndexes       = new List <int> ();
            var repackedAttachments = new List <Attachment> ();
            var texturesToPack      = new List <Texture2D> ();
            var originalRegions     = new List <AtlasRegion> ();
            int newRegionIndex      = 0;

            foreach (var kvp in skinAttachments)
            {
                var newAttachment = kvp.Value.GetClone(true);
                if (IsRenderable(newAttachment))
                {
                    var region = newAttachment.GetAtlasRegion();
                    int existingIndex;
                    if (existingRegions.TryGetValue(region, out existingIndex))
                    {
                        regionIndexes.Add(existingIndex);  // Store the region index for the eventual new attachment.
                    }
                    else
                    {
                        originalRegions.Add(region);
                        //texturesToPack.Add (region.ToTexture ()); // Add the texture to the PackTextures argument
                        existingRegions.Add(region, newRegionIndex); // Add the region to the dictionary of known regions
                        regionIndexes.Add(newRegionIndex);           // Store the region index for the eventual new attachment.
                        newRegionIndex++;
                    }
                    repackedAttachments.Add(newAttachment);
                }
                var key = kvp.Key;
                newSkin.AddAttachment(key.slotIndex, key.name, newAttachment);
            }
            //合并图集
            if (null != combineTextureData.combineCoroutineSmall)
            {
                //region.ToTexture ()???
                GameManager.Instance.StopCoroutine(combineTextureData.combineCoroutineSmall);
            }
            combineTextureData.combineCoroutineSmall = GameManager.Instance.StartCoroutine(CombineTexturesTool.Instance.GetRenderTextureByTexturesOptimize(combineTextureData, originalRegions, maxAtlasSize, (PackagedTextureResult result) => {
                RenderTexture renderTexture        = result.renderTexture;
                TextureClass[] outTextureClassList = result.textureInfo;
                var newMaterial = new Material(shader);
                if (materialPropertySource != null)
                {
                    newMaterial.CopyPropertiesFromMaterial(materialPropertySource);
                    newMaterial.shaderKeywords = materialPropertySource.shaderKeywords;
                }

                newMaterial.name        = newName;
                newMaterial.mainTexture = renderTexture;
                var page  = newMaterial.ToSpineAtlasPage();
                page.name = newName;

                var repackedRegions = new List <AtlasRegion> ();
                for (int i = 0, n = originalRegions.Count; i < n; i++)
                {
                    var oldRegion = originalRegions[i];
                    var newRegion = UVRectToAtlasRegion(GetTargetRectByIndex(outTextureClassList, i), oldRegion.name, page, oldRegion.offsetX, oldRegion.offsetY, oldRegion.rotate);
                    repackedRegions.Add(newRegion);
                }

                for (int i = 0, n = repackedAttachments.Count; i < n; i++)
                {
                    var a = repackedAttachments[i];
                    a.SetRegion(repackedRegions[regionIndexes[i]]);
                }

                if (clearCache)
                {
                    AtlasUtilities.ClearCache();
                }
                if (null != combineTextureData.resultData)
                {
                    combineTextureData.resultData.skin     = null;
                    combineTextureData.resultData.material = null;
                    if (null != combineTextureData.resultData.currentRenderTex)
                    {
                        combineTextureData.resultData.lastRenderTex = combineTextureData.resultData.currentRenderTex;
                    }
                }
                combineTextureData.resultData.skin             = newSkin;
                combineTextureData.resultData.material         = newMaterial;
                combineTextureData.resultData.currentRenderTex = renderTexture;
                combineTextureData.isFinished = true;
            }));
        }