public void SetItem(Sprite icon, RuntimeAnimatorController animator, SkeletonDataAsset skeletonData, int id)
    {
        iconIndex = id;
        sprIcon = icon;

        if (skeleton != null && skeletonData != null)
        {
            skeleton.skeletonDataAsset = skeletonData;
            skeleton.Clear();
            skeleton.Initialize(true);

            skeleton.AnimationState.SetAnimation(0, skeletonAnimName, skeletonLoop);
        }

        if (anim != null && animator != null)
        {
            anim.runtimeAnimatorController = animator;
            anim.enabled = true;
            anim.SetTrigger(animStateIdle);
        }
        else if (animator == null)
        {
            if (anim != null)
            {
                anim.enabled = false;
                anim.runtimeAnimatorController = null;
            }
        }

        imgIcon.sprite = icon;
    }
Пример #2
0
 public void SeSkeletonData(string dataAssetName)
 {
     if (_dataAsstName != dataAssetName)
     {
         LoadModelSetting(dataAssetName);
         skeletonGraphic.skeletonDataAsset = null;
         skeletonGraphic.Clear();
         LoadSkeletonData(dataAssetName).Run();
     }
 }
Пример #3
0
    public void Init(string name, string text, SkeletonDataAsset skeletonDataAsset, AnimationReferenceAsset animation, Color backColor)
    {
        if (!string.IsNullOrEmpty(name) && nameTextField)
        {
            nameTextField.text = name;
        }

        textTextField.text = text;

        if (avatar)
        {
            avatar.gameObject?.SetActive(false);
        }

        back.color = backColor;

        spineParent.gameObject.SetActive(true);
        spineSkeleton.Clear();
        spineSkeleton.skeletonDataAsset = skeletonDataAsset;
        spineSkeleton.Initialize(true);
        spineSkeleton.AnimationState.SetAnimation(0, animation, true);
    }
Пример #4
0
        //--以下是Editor支持部分--//
        /** 处理一个prefab */
        public static void makeOnePrefab(GameObject obj)
        {
#if UNITY_EDITOR
            ImageLoader[] imageLoaders = obj.GetComponentsInChildren <ImageLoader>(true);
            foreach (ImageLoader imageLoader in imageLoaders)
            {
                imageLoader.source = null;

                Image image = imageLoader.GetComponent <Image>();
                if (image.sprite)
                {
                    string path = Path.GetFileName(AssetDatabase.GetAssetPath(image.sprite));
                    if (path == "unity_builtin_extra")
                    {
                        continue;
                    }

                    imageLoader.source = FileUtils.getBundleResourcePath(AssetDatabase.GetAssetPath(image.sprite));
                    image.sprite       = null;
                }
            }

            RawImageLoader[] rawImageLoaders = obj.GetComponentsInChildren <RawImageLoader>(true);
            foreach (RawImageLoader rawImageLoader in rawImageLoaders)
            {
                rawImageLoader.source = null;

                RawImage image = rawImageLoader.GetComponent <RawImage>();
                if (image.texture)
                {
                    string path = Path.GetFileName(AssetDatabase.GetAssetPath(image.texture));
                    if (path == "unity_builtin_extra")
                    {
                        continue;
                    }

                    rawImageLoader.source = FileUtils.getBundleResourcePath(AssetDatabase.GetAssetPath(image.texture));
                    image.texture         = null;
                }
            }

            SkeletonGraphicLoader[] skeletonGraphicLoaders = obj.GetComponentsInChildren <SkeletonGraphicLoader>(true);
            foreach (SkeletonGraphicLoader skeletonGraphicLoader in skeletonGraphicLoaders)
            {
                SkeletonGraphic skeletonGraphic = skeletonGraphicLoader.GetComponent <SkeletonGraphic>();
                if (skeletonGraphic.skeletonDataAsset)
                {
                    skeletonGraphicLoader.source      = FileUtils.getBundleResourcePath(AssetDatabase.GetAssetPath(skeletonGraphic.skeletonDataAsset));
                    skeletonGraphic.skeletonDataAsset = null;
                    skeletonGraphic.Clear();
                }
                else
                {
                    skeletonGraphicLoader.source = null;
                }
            }

            SScrollView[] sScrollViews = obj.GetComponentsInChildren <SScrollView>(true);
            foreach (SScrollView scrollView in sScrollViews)
            {
                GameObject         tmpObj   = scrollView.gameObject;
                Transform          tmpTrans = tmpObj.transform;
                SList <GameObject> tmpList  = new SList <GameObject>();
                for (int i = 0; i < tmpTrans.childCount; i++)
                {
                    GameObject tmpGo = tmpTrans.GetChild(i).gameObject;
                    if (tmpGo.name != "g0")
                    {
                        tmpList.add(tmpGo);
                    }
                }
                for (var i = 0; i < tmpList.Count; i++)
                {
                    Object.DestroyImmediate(tmpList[i]);
                }
            }

            SPageView[] sPageViews = obj.GetComponentsInChildren <SPageView>(true);
            foreach (SPageView sPageView in sPageViews)
            {
                GameObject         tmpObj   = sPageView.gameObject;
                Transform          tmpTrans = tmpObj.transform;
                SList <GameObject> tmpList  = new SList <GameObject>();
                for (int i = 0; i < tmpTrans.childCount; i++)
                {
                    GameObject tmpGo = tmpTrans.GetChild(i).gameObject;
                    if (tmpGo.name != "g0")
                    {
                        tmpList.add(tmpGo);
                    }
                }
                for (var i = 0; i < tmpList.Count; i++)
                {
                    Object.DestroyImmediate(tmpList[i]);
                }
            }
#endif
        }