public void Attach() { var skeletonComponent = GetComponent <ISkeletonComponent>(); var skeletonRenderer = skeletonComponent as SkeletonRenderer; if (skeletonRenderer != null) { this.applyPMA = skeletonRenderer.pmaVertexColors; } else { var skeletonGraphic = skeletonComponent as SkeletonGraphic; if (skeletonGraphic != null) { this.applyPMA = skeletonGraphic.SpineMeshGenerator.PremultiplyVertexColors; } } Shader attachmentShader = applyPMA ? Shader.Find(DefaultPMAShader) : Shader.Find(DefaultStraightAlphaShader); loader = loader ?? new SpriteAttachmentLoader(sprite, attachmentShader, applyPMA); if (attachment == null) { attachment = loader.NewRegionAttachment(null, sprite.name, ""); } skeletonComponent.Skeleton.FindSlot(slot).Attachment = attachment; if (!keepLoaderInMemory) { loader = null; } }
public static RegionAttachment ToRegionAttachment(this Sprite sprite, string shaderName = "Spine/Skeleton") { var loader = new SpriteAttachmentLoader(sprite, Shader.Find(shaderName)); var att = loader.NewRegionAttachment(null, sprite.name, ""); loader = null; return(att); }
public static RegionAttachment ToRegionAttachment(this Sprite sprite, Shader shader, bool applyPMA) { var loader = new SpriteAttachmentLoader(sprite, shader, applyPMA); var att = loader.NewRegionAttachment(null, sprite.name, ""); loader = null; return(att); }
public void Attach() { var skeletonRenderer = GetComponent <SkeletonRenderer>(); if (loader == null) { //create loader instance, tell it what sprite and shader to use loader = new SpriteAttachmentLoader(sprite, Shader.Find("Spine/Skeleton")); } if (attachment == null) { attachment = loader.NewRegionAttachment(null, sprite.name, ""); } skeletonRenderer.skeleton.FindSlot(slot).Attachment = attachment; if (!keepLoaderInMemory) { loader = null; } }
public void Attach () { var skeletonComponent = GetComponent<ISkeletonComponent>(); var skeletonRenderer = skeletonComponent as SkeletonRenderer; if (skeletonRenderer != null) this.applyPMA = skeletonRenderer.pmaVertexColors; else { var skeletonGraphic = skeletonComponent as SkeletonGraphic; if (skeletonGraphic != null) this.applyPMA = skeletonGraphic.SpineMeshGenerator.PremultiplyVertexColors; } Shader attachmentShader = applyPMA ? Shader.Find(DefaultPMAShader) : Shader.Find(DefaultStraightAlphaShader); loader = loader ?? new SpriteAttachmentLoader(sprite, attachmentShader, applyPMA); if (attachment == null) attachment = loader.NewRegionAttachment(null, sprite.name, ""); skeletonComponent.Skeleton.FindSlot(slot).Attachment = attachment; if (!keepLoaderInMemory) loader = null; }
public static RegionAttachment ToRegionAttachment (this Sprite sprite, string shaderName = "Spine/Skeleton") { var loader = new SpriteAttachmentLoader(sprite, Shader.Find(shaderName)); var att = loader.NewRegionAttachment(null, sprite.name, ""); loader = null; return att; }
public static RegionAttachment ToRegionAttachment(this UnityEngine.Sprite sprite, Shader shader, bool applyPMA) { SpriteAttachmentLoader spriteAttachmentLoader = new SpriteAttachmentLoader(sprite, shader, applyPMA); return(spriteAttachmentLoader.NewRegionAttachment(null, sprite.name, string.Empty)); }
public static RegionAttachment ToRegionAttachment (this Sprite sprite, Shader shader, bool applyPMA) { var loader = new SpriteAttachmentLoader(sprite, shader, applyPMA); var att = loader.NewRegionAttachment(null, sprite.name, ""); loader = null; return att; }