コード例 #1
0
        /**
         * @language zh_CN
         * 用外部贴图替换display贴图。
         * @param dragonBonesName 指定的龙骨数据名称。
         * @param armatureName 指定的骨架名称。
         * @param slotName 指定的插槽名称。
         * @param displayName 指定的显示对象名称。
         * @param slot 指定的插槽实例。
         * @param texture 新的贴图。
         * @param material 新的材质。
         * @param isUGUI 是否为ugui。
         * @param displayIndex 要替换的显示对象的索引,如果未设置,则替换当前正在显示的显示对象。
         * @version DragonBones 4.5
         */
        public void ReplaceSlotDisplay(string dragonBonesName, string armatureName, string slotName, string displayName, Slot slot, Texture2D texture, Material material, bool isUGUI = false, int displayIndex = -1)
        {
            var dataPackage = new BuildArmaturePackage();

            if (_fillBuildArmaturePackage(dataPackage, dragonBonesName, armatureName, null, null))
            {
                var slotDisplayDataSet = dataPackage.skin.GetSlot(slotName);
                if (slotDisplayDataSet != null)
                {
                    DisplayData prevDispalyData = null;
                    int         index           = 0;
                    foreach (var displayData in slotDisplayDataSet.displays)
                    {
                        if (displayData.name == displayName)
                        {
                            prevDispalyData = displayData;
                            break;
                        }
                        ++index;
                    }
                    if (prevDispalyData == null)
                    {
                        return;
                    }

                    TextureData      prevTextureData = prevDispalyData.texture;
                    UnityTextureData newTextureData  = new UnityTextureData();
                    newTextureData.CopyFrom(prevTextureData);
                    newTextureData.rotated       = false;
                    newTextureData.region.x      = 0f;
                    newTextureData.region.y      = 0f;
                    newTextureData.region.width  = texture.width;
                    newTextureData.region.height = texture.height;
                    newTextureData.frame         = newTextureData.region;
                    newTextureData.name          = prevTextureData.name;
                    newTextureData.parent        = new UnityTextureAtlasData();
                    newTextureData.parent.width  = texture.width;
                    newTextureData.parent.height = texture.height;
                    if (isUGUI)
                    {
                        (newTextureData.parent as UnityTextureAtlasData).uiTexture = material;
                    }
                    else
                    {
                        (newTextureData.parent as UnityTextureAtlasData).texture = material;
                    }
                    material.mainTexture = texture;

                    DisplayData newDisplayData = new DisplayData();
                    newDisplayData.armature         = prevDispalyData.armature;
                    newDisplayData.boundingBox      = prevDispalyData.boundingBox;
                    newDisplayData.inheritAnimation = prevDispalyData.inheritAnimation;
                    newDisplayData.isRelativePivot  = prevDispalyData.isRelativePivot;
                    newDisplayData.name             = prevDispalyData.name;
                    newDisplayData.pivot.CopyFrom(prevDispalyData.pivot);
                    newDisplayData.texture = newTextureData;
                    newDisplayData.type    = prevDispalyData.type;
                    newDisplayData.transform.CopyFrom(prevDispalyData.transform);
                    newDisplayData.mesh = prevDispalyData.mesh;
                    if (newDisplayData.mesh != null && newDisplayData.mesh.uvs != null)
                    {
                        List <float> uvs = new List <float>();
                        for (int i = 0; i < newDisplayData.mesh.uvs.Count; i += 2)
                        {
                            Vector2 uv    = new Vector2(newDisplayData.mesh.uvs[i], newDisplayData.mesh.uvs[i + 1]);
                            Vector2 uvPos = new Vector2(newTextureData.frame.x, -newTextureData.frame.y) +
                                            new Vector2(newTextureData.frame.width * uv.x, newTextureData.frame.height * uv.y);
                            uv.x = uvPos.x / newTextureData.frame.width;
                            uv.y = uvPos.y / newTextureData.frame.height;
                            uvs.Add(uv.x);
                            uvs.Add(uv.y);
                        }
                        newDisplayData.mesh.uvs.Clear();
                        newDisplayData.mesh.uvs.AddRange(uvs);
                    }
                    _replaceSlotDisplay(dataPackage, newDisplayData, slot, displayIndex);
                }
            }
        }
コード例 #2
0
        /// <summary>
        /// 用特定的显示对象数据替换特定插槽当前的显示对象数据。
        /// </summary>
        /// <param name="dragonBonesName">The DragonBonesData instance cache name</param>
        /// <param name="armatureName">The armature data name</param>
        /// <param name="slotName">The slot data name</param>
        /// <param name="displayName">The display data name</param>
        /// <param name="slot">The slot</param>
        /// <param name="texture">The new texture</param>
        /// <param name="material">The new material</param>
        /// <param name="isUGUI">is ugui。</param>
        /// <param name="displayIndex">The index of the display data that is replaced. (If it is not set, replaces the current display data)</param>
        /// <version>DragonBones 4.5</version>
        /// <language>zh_CN</language>

        /// <summary>
        /// 用特定的显示对象数据替换特定插槽当前的显示对象数据。
        /// </summary>
        /// <param name="dragonBonesName">指定的龙骨数据名称。</param>
        /// <param name="armatureName">指定的骨架名称。</param>
        /// <param name="slotName">指定的插槽名称。</param>
        /// <param name="displayName">指定的显示对象名称。</param>
        /// <param name="slot">指定的插槽实例。</param>
        /// <param name="texture">新的贴图。</param>
        /// <param name="material">新的材质。</param>
        /// <param name="isUGUI">是否为ugui。</param>
        /// <param name="displayIndex">被替换的显示对象数据的索引。 (如果未设置,则替换当前的显示对象数据)。</param>
        /// <version>DragonBones 4.5</version>
        /// <language>zh_CN</language>
        public void ReplaceSlotDisplay(
            string dragonBonesName, string armatureName, string slotName, string displayName,
            Slot slot, Texture2D texture, Material material,
            bool isUGUI = false, int displayIndex = -1)
        {
            var armatureData = this.GetArmatureData(armatureName, dragonBonesName);

            if (armatureData == null || armatureData.defaultSkin == null)
            {
                return;
            }

            var displays = armatureData.defaultSkin.GetDisplays(slotName);

            if (displays == null)
            {
                return;
            }

            DisplayData prevDispalyData = null;

            foreach (var displayData in displays)
            {
                if (displayData.name == displayName)
                {
                    prevDispalyData = displayData;
                    break;
                }
            }

            if (prevDispalyData == null || !(prevDispalyData is ImageDisplayData))
            {
                return;
            }

            TextureData      prevTextureData = (prevDispalyData as ImageDisplayData).texture;
            UnityTextureData newTextureData  = new UnityTextureData();

            newTextureData.CopyFrom(prevTextureData);
            newTextureData.rotated       = false;
            newTextureData.region.x      = 0.0f;
            newTextureData.region.y      = 0.0f;
            newTextureData.region.width  = texture.width;
            newTextureData.region.height = texture.height;
            newTextureData.frame         = newTextureData.region;
            newTextureData.name          = prevTextureData.name;
            newTextureData.parent        = new UnityTextureAtlasData();
            newTextureData.parent.width  = (uint)texture.width;
            newTextureData.parent.height = (uint)texture.height;
            if (isUGUI)
            {
                (newTextureData.parent as UnityTextureAtlasData).uiTexture = material;
            }
            else
            {
                (newTextureData.parent as UnityTextureAtlasData).texture = material;
            }

            material.mainTexture = texture;

            ImageDisplayData newDisplayData = prevDispalyData is MeshDisplayData ? new MeshDisplayData() : new ImageDisplayData();

            newDisplayData.type = prevDispalyData.type;
            newDisplayData.name = prevDispalyData.name;
            newDisplayData.path = prevDispalyData.path;
            newDisplayData.transform.CopyFrom(prevDispalyData.transform);
            newDisplayData.parent = prevDispalyData.parent;
            newDisplayData.pivot.CopyFrom((prevDispalyData as ImageDisplayData).pivot);
            newDisplayData.texture = newTextureData;

            if (newDisplayData is MeshDisplayData)
            {
                (newDisplayData as MeshDisplayData).inheritAnimation = (prevDispalyData as MeshDisplayData).inheritAnimation;
                (newDisplayData as MeshDisplayData).offset           = (prevDispalyData as MeshDisplayData).offset;
                (newDisplayData as MeshDisplayData).weight           = (prevDispalyData as MeshDisplayData).weight;
            }

            ReplaceDisplay(slot, newDisplayData, displayIndex);
        }
コード例 #3
0
        /// <summary>
        /// 用特定的显示对象数据替换特定插槽当前的显示对象数据。
        /// </summary>
        /// <param name="dragonBonesName">The DragonBonesData instance cache name</param>
        /// <param name="armatureName">The armature data name</param>
        /// <param name="slotName">The slot data name</param>
        /// <param name="displayName">The display data name</param>
        /// <param name="slot">The slot</param>
        /// <param name="texture">The new texture</param>
        /// <param name="material">The new material</param>
        /// <param name="isUGUI">is ugui。</param>
        /// <param name="displayIndex">The index of the display data that is replaced. (If it is not set, replaces the current display data)</param>
        /// <version>DragonBones 4.5</version>
        /// <language>zh_CN</language>

        /// <summary>
        /// 用特定的显示对象数据替换特定插槽当前的显示对象数据。
        /// </summary>
        /// <param name="dragonBonesName">指定的龙骨数据名称。</param>
        /// <param name="armatureName">指定的骨架名称。</param>
        /// <param name="slotName">指定的插槽名称。</param>
        /// <param name="displayName">指定的显示对象名称。</param>
        /// <param name="slot">指定的插槽实例。</param>
        /// <param name="texture">新的贴图。</param>
        /// <param name="material">新的材质。</param>
        /// <param name="isUGUI">是否为ugui。</param>
        /// <param name="displayIndex">被替换的显示对象数据的索引。 (如果未设置,则替换当前的显示对象数据)。</param>
        /// <version>DragonBones 4.5</version>
        /// <language>zh_CN</language>
        public void ReplaceSlotDisplay(
            string dragonBonesName, string armatureName, string slotName, string displayName,
            Slot slot, Texture2D texture, Material material = null,
            bool isUGUI = false, int displayIndex = -1)
        {
            var armatureData = this.GetArmatureData(armatureName, dragonBonesName);

            if (armatureData == null || armatureData.defaultSkin == null)
            {
                return;
            }

            var displays = armatureData.defaultSkin.GetDisplays(slotName);

            if (displays == null)
            {
                return;
            }

            DisplayData prevDispalyData = null;

            foreach (var displayData in displays)
            {
                if (displayData.name == displayName)
                {
                    prevDispalyData = displayData;
                    break;
                }
            }

            if (prevDispalyData == null || !((prevDispalyData is ImageDisplayData) || (prevDispalyData is MeshDisplayData)))
            {
                return;
            }

            TextureData prevTextureData = null;

            if (prevDispalyData is ImageDisplayData)
            {
                prevTextureData = (prevDispalyData as ImageDisplayData).texture;
            }
            else
            {
                prevTextureData = (prevDispalyData as MeshDisplayData).texture;
            }

            UnityTextureData newTextureData = new UnityTextureData();

            newTextureData.CopyFrom(prevTextureData);
            newTextureData.rotated       = false;
            newTextureData.region.x      = 0.0f;
            newTextureData.region.y      = 0.0f;
            newTextureData.region.width  = texture.width;
            newTextureData.region.height = texture.height;
            newTextureData.frame         = newTextureData.region;
            newTextureData.name          = prevTextureData.name;
            newTextureData.parent        = new UnityTextureAtlasData();
            newTextureData.parent.width  = (uint)texture.width;
            newTextureData.parent.height = (uint)texture.height;
            newTextureData.parent.scale  = prevTextureData.parent.scale;

            //
            if (material == null)
            {
                if (isUGUI)
                {
                    material = UnityFactoryHelper.GenerateMaterial(defaultUIShaderName, texture.name + "_UI_Mat", texture);
                }
                else
                {
                    material = UnityFactoryHelper.GenerateMaterial(defaultShaderName, texture.name + "_Mat", texture);
                }
            }

            if (isUGUI)
            {
                (newTextureData.parent as UnityTextureAtlasData).uiTexture = material;
            }
            else
            {
                (newTextureData.parent as UnityTextureAtlasData).texture = material;
            }

            material.mainTexture = texture;

            DisplayData newDisplayData = null;

            if (prevDispalyData is ImageDisplayData)
            {
                newDisplayData      = new ImageDisplayData();
                newDisplayData.type = prevDispalyData.type;
                newDisplayData.name = prevDispalyData.name;
                newDisplayData.path = prevDispalyData.path;
                newDisplayData.transform.CopyFrom(prevDispalyData.transform);
                newDisplayData.parent = prevDispalyData.parent;
                (newDisplayData as ImageDisplayData).pivot.CopyFrom((prevDispalyData as ImageDisplayData).pivot);
                (newDisplayData as ImageDisplayData).texture = newTextureData;
            }
            else if (prevDispalyData is MeshDisplayData)
            {
                newDisplayData      = new MeshDisplayData();
                newDisplayData.type = prevDispalyData.type;
                newDisplayData.name = prevDispalyData.name;
                newDisplayData.path = prevDispalyData.path;
                newDisplayData.transform.CopyFrom(prevDispalyData.transform);
                newDisplayData.parent = prevDispalyData.parent;
                (newDisplayData as MeshDisplayData).texture = newTextureData;

                (newDisplayData as MeshDisplayData).vertices.inheritDeform = (prevDispalyData as MeshDisplayData).vertices.inheritDeform;
                (newDisplayData as MeshDisplayData).vertices.offset        = (prevDispalyData as MeshDisplayData).vertices.offset;
                (newDisplayData as MeshDisplayData).vertices.data          = (prevDispalyData as MeshDisplayData).vertices.data;
                (newDisplayData as MeshDisplayData).vertices.weight        = (prevDispalyData as MeshDisplayData).vertices.weight;
            }

            ReplaceDisplay(slot, newDisplayData, displayIndex);
        }