public static Attachment AttachUnitySprite(this Skeleton skeleton, string slotName, UnityEngine.Sprite sprite, Shader shader, bool applyPMA) { RegionAttachment regionAttachment = sprite.ToRegionAttachment(shader, applyPMA); skeleton.FindSlot(slotName).Attachment = regionAttachment; return(regionAttachment); }
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); }
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; }
public static Attachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, string shaderName = "Spine/Skeleton") { var att = sprite.ToRegionAttachment(shaderName); skeleton.FindSlot(slotName).Attachment = att; return att; }
public static RegionAttachment ToRegionAttachment(this UnityEngine.Sprite sprite, string shaderName = "Spine/Skeleton", bool applyPMA = true) { return(sprite.ToRegionAttachment(Shader.Find(shaderName), applyPMA)); }
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; }
public static RegionAttachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, Shader shader, bool applyPMA) { RegionAttachment att = applyPMA ? sprite.ToRegionAttachmentPMAClone(shader) : sprite.ToRegionAttachment(new Material(shader)); skeleton.FindSlot(slotName).Attachment = att; return att; }
public static Attachment AttachUnitySprite (this Skeleton skeleton, string slotName, Sprite sprite, Shader shader, bool applyPMA) { var att = sprite.ToRegionAttachment(shader, applyPMA); skeleton.FindSlot(slotName).Attachment = att; return att; }