// 读取Json文件 public static SkeletonDataAsset IngestSpineProject(string spineJsonPath, AtlasAsset atlasAsset = null) { string jsonContentStr = File.ReadAllText(spineJsonPath); string primaryName = Path.GetFileNameWithoutExtension(spineJsonPath); FileInfo fInfo = new FileInfo(spineJsonPath + ".json"); string assetPath = Path.GetDirectoryName(fInfo.Directory.FullName); if (spineJsonPath != null && atlasAsset != null) { SkeletonDataAsset skelDataAsset = SkeletonDataAsset.CreateInstance <SkeletonDataAsset>(); skelDataAsset.atlasAsset = atlasAsset; // skelDataAsset.skeletonJSON = spineJsonPath; skelDataAsset.jsonFileName = primaryName; skelDataAsset.skeletonJsonStr = jsonContentStr; skelDataAsset.fromAnimation = new string[0]; skelDataAsset.toAnimation = new string[0]; skelDataAsset.duration = new float[0]; skelDataAsset.defaultMix = defaultMix; skelDataAsset.scale = defaultScale; return(skelDataAsset); } else { Debug.LogError("json 或 atlas 为 null !"); return(null); } }
static SkeletonDataAsset IngestSpineProject(TextAsset spineJson, AtlasAsset atlasAsset = null) { string primaryName = Path.GetFileNameWithoutExtension(spineJson.name); string assetPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(spineJson)); string filePath = assetPath + "/" + primaryName + "_SkeletonData.asset"; if (spineJson != null && atlasAsset != null) { SkeletonDataAsset skelDataAsset = (SkeletonDataAsset)AssetDatabase.LoadAssetAtPath(filePath, typeof(SkeletonDataAsset)); if (skelDataAsset == null) { skelDataAsset = SkeletonDataAsset.CreateInstance <SkeletonDataAsset>(); skelDataAsset.atlasAsset = atlasAsset; skelDataAsset.skeletonJSON = spineJson; skelDataAsset.fromAnimation = new string[0]; skelDataAsset.toAnimation = new string[0]; skelDataAsset.duration = new float[0]; skelDataAsset.defaultMix = defaultMix; skelDataAsset.scale = defaultScale; AssetDatabase.CreateAsset(skelDataAsset, filePath); AssetDatabase.SaveAssets(); } return(skelDataAsset); } else { EditorUtility.DisplayDialog("Error!", "Must specify both Spine JSON and Atlas TextAsset", "OK"); return(null); } }
public static void DoIt() { string dirName = "Assets/Animation"; string spineFileName = "hounv"; string textureName = dirName + "/" + spineFileName + "/" + spineFileName + ".png"; string atlasFileName = dirName + "/" + spineFileName + "/" + spineFileName + ".atlas.txt"; string jsonFileName = dirName + "/" + spineFileName + "/" + spineFileName + ".json.txt"; string atlasAssetName = dirName + "/" + spineFileName + "/" + spineFileName + ".asset"; string skeletonDataAssetName = dirName + "/" + spineFileName + "/" + spineFileName + "skeltonData" + ".asset"; ///1、 创建材质,并指贴图和shader Shader shader = Shader.Find("Spine/SkeletonGhost"); Material mat = new Material(shader); Texture tex = Resources.LoadAssetAtPath(textureName, typeof(Texture)) as Texture; mat.SetTexture("_MainTex", tex); AssetDatabase.CreateAsset(mat, dirName + "/" + spineFileName + "/" + spineFileName + ".mat"); AssetDatabase.SaveAssets(); ///2、 创建atlas,并指xx AtlasAsset m_AtlasAsset = AtlasAsset.CreateInstance <AtlasAsset>(); AssetDatabase.CreateAsset(m_AtlasAsset, atlasAssetName); Selection.activeObject = m_AtlasAsset; TextAsset textAsset = Resources.LoadAssetAtPath(atlasFileName, typeof(TextAsset)) as TextAsset; m_AtlasAsset.atlasFile = textAsset; m_AtlasAsset.materials = new Material[1]; m_AtlasAsset.materials[0] = mat; AssetDatabase.SaveAssets(); ///3、 创建SkeletonDataAsset,并指相关 SkeletonDataAsset m_skeltonDataAsset = SkeletonDataAsset.CreateInstance <SkeletonDataAsset>(); AssetDatabase.CreateAsset(m_skeltonDataAsset, skeletonDataAssetName); Selection.activeObject = m_skeltonDataAsset; m_skeltonDataAsset.atlasAssets = new AtlasAsset[1]; m_skeltonDataAsset.atlasAssets[0] = m_AtlasAsset; TextAsset m_jsonAsset = Resources.LoadAssetAtPath(jsonFileName, typeof(TextAsset)) as TextAsset; m_skeltonDataAsset.skeletonJSON = m_jsonAsset; AssetDatabase.SaveAssets(); /// 创建场景物件 GameObject gameObject = new GameObject(spineFileName, typeof(SkeletonAnimation)); EditorUtility.FocusProjectWindow(); Selection.activeObject = gameObject; SkeletonAnimation m_skelAnim = gameObject.GetComponent <SkeletonAnimation>(); m_skelAnim.skeletonDataAsset = m_skeltonDataAsset; //m_skelAnim.initialSkinName = "normal"; }
static void CreateSkeletonDataFromSelection() { List <TextAsset> jsonList = new List <TextAsset>(); tk2dSpriteCollectionData collectionData = null; foreach (Object obj in Selection.objects) { if (obj is TextAsset) { TextAsset t = obj as TextAsset; if (IsSpineJSON(t)) { jsonList.Add(t); } } else if (obj is GameObject) { GameObject go = obj as GameObject; var spriteCollection = go.GetComponent <tk2dSpriteCollection>(); if (spriteCollection != null) { if (spriteCollection.spriteCollection != null) { collectionData = spriteCollection.spriteCollection; } } } } if (collectionData == null) { return; } foreach (TextAsset t in jsonList) { string path = Path.GetDirectoryName(AssetDatabase.GetAssetPath(t)) + "/" + t.name + "_SkeletonData.asset"; SkeletonDataAsset skeletonDataAsset = (SkeletonDataAsset)AssetDatabase.LoadAssetAtPath(path, typeof(SkeletonDataAsset)); if (skeletonDataAsset == null) { skeletonDataAsset = SkeletonDataAsset.CreateInstance <SkeletonDataAsset>(); AssetDatabase.CreateAsset(skeletonDataAsset, path); } skeletonDataAsset.skeletonJSON = t; skeletonDataAsset.spriteCollection = collectionData; skeletonDataAsset.defaultMix = 0.2f; skeletonDataAsset.fromAnimation = new string[0]; skeletonDataAsset.toAnimation = new string[0]; skeletonDataAsset.duration = new float[0]; EditorUtility.SetDirty(skeletonDataAsset); AssetDatabase.SaveAssets(); AssetDatabase.Refresh(); } }
public void GetConfig() { if (_config == null) { _config = AssetDatabase.LoadAssetAtPath(configPath, typeof(SpineXiimoonConfig)) as SpineXiimoonConfig; if (_config == null) { _config = SkeletonDataAsset.CreateInstance <SpineXiimoonConfig>(); AssetDatabase.CreateAsset(_config, configPath); AssetDatabase.SaveAssets(); } } }
public void CreateSpineObject() { // 1.Spine/Skeletonのmaterialを生成 Material material = new Material(Shader.Find("Spine/Skeleton")); material.mainTexture = texture; // 2.AtlasAssetを生成して、1のmaterialを紐づける AtlasAsset atlasAsset = AtlasAsset.CreateInstance <AtlasAsset> (); atlasAsset.atlasFile = atlasText; atlasAsset.materials = new Material[1]; atlasAsset.materials [0] = material; // 3.SkeletonDataAssetを生成して、初期データを投入する SkeletonDataAsset dataAsset = SkeletonDataAsset.CreateInstance <SkeletonDataAsset> (); dataAsset.atlasAssets = new AtlasAsset[1]; dataAsset.atlasAssets [0] = atlasAsset; dataAsset.skeletonJSON = jsonText; dataAsset.fromAnimation = new string[0]; dataAsset.toAnimation = new string[0]; dataAsset.duration = new float[0]; dataAsset.defaultMix = 0.2f; dataAsset.scale = 1.0f; // 4.実際にUnityに配置するGameObjectを生成して、SkeletonAnimationをadd GameObject obj = new GameObject("SpineObject"); SkeletonAnimation anim = obj.AddComponent <SkeletonAnimation> (); MeshRenderer meshRenderer = obj.GetComponent <MeshRenderer>(); meshRenderer.sortingLayerName = "spine"; meshRenderer.sortingOrder = 0; // 5.SkeletonAnimationにSkeletonDataAssetを紐付け、skinName、reset(),animationNameを設定する。 anim.skeletonDataAsset = dataAsset; // Reset()前に呼び出す必要あり。後に呼ぶとskinデータが反映されない anim.initialSkinName = "goblin"; // Reset()時にDataAssetからAnimationデータを読みだして格納している anim.Reset(); // ループの設定はAnimation指定前じゃないと反映されない anim.loop = true; anim.AnimationName = "walk"; // アニメ終了イベントをセット anim.state.Complete += OnCompleteSpineAnim; obj.transform.SetParent(this.gameObject.transform); }
public static SkeletonAnimation CreateSkeAnimFromZip(string fullZipPath) { // ====================== // 解析zip // ====================== FileInfo zipFInfo = new FileInfo(fullZipPath); DirectoryInfo zipDirInfo = zipFInfo.Directory; string spineName = Path.GetFileNameWithoutExtension(fullZipPath); ZipFile zf = new ZipFile(fullZipPath); ZipEntry jsonEntry = zf.GetEntry(spineName + ".json"); ZipEntry atlasEntry = zf.GetEntry(spineName + ".atlas"); Stream jsonStream = zf.GetInputStream(jsonEntry); Stream atlasStream = zf.GetInputStream(atlasEntry); String jsonContent = ""; string atlasContent = ""; using (StreamReader reader = new StreamReader(jsonStream)) { jsonContent = reader.ReadToEnd(); } using (StreamReader reader = new StreamReader(atlasStream)) { atlasContent = reader.ReadToEnd(); } // =================== // Atlas 文件解析 // =================== AtlasAsset atlasAsset = AtlasAsset.CreateInstance <AtlasAsset>(); atlasAsset.atlasFileContent = atlasContent; string[] atlasLines = atlasContent.Split('\n'); List <string> pageFiles = new List <string>(); for (int i = 0; i < atlasLines.Length - 1; i++) { if (atlasLines[i].Length == 0) { pageFiles.Add(atlasLines[i + 1]); } } atlasAsset.materials = new Material[pageFiles.Count]; for (int i = 0; i < pageFiles.Count; i++) { string textureKey = pageFiles[i]; string nameOnly = Path.GetFileNameWithoutExtension(textureKey); Debug.Log("贴图Key " + textureKey + " " + nameOnly); // 正确的textureKey应该是一个裸文件路径 //if (textureKey.StartsWith("/")) // textureKey = "." + textureKey; Material mat = new Material(Shader.Find("Spine/Skeleton")); mat.name = nameOnly; string fullPngPath = Path.Combine(zipDirInfo.FullName, textureKey.Replace(".png", ".jpg.mask")); if (!File.Exists(fullPngPath)) { Debug.LogError("找不到引用的png: " + textureKey); return(null); } string fullJpgPath = Path.Combine(zipDirInfo.FullName, textureKey.Replace(".png", ".jpg")); bool isSeperated = false; if (File.Exists(fullJpgPath)) { isSeperated = true; } Texture2D tex2D = null; if (isSeperated) { Bitmap colorImg = new Bitmap(fullJpgPath); Bitmap alphaImg = new Bitmap(fullPngPath); tex2D = new Texture2D(colorImg.Width, colorImg.Height, TextureFormat.ARGB32, false); for (int row = 0; row < colorImg.Height; row++) { for (int col = 0; col < colorImg.Width; col++) { System.Drawing.Color srcColor = colorImg.GetPixel(col, colorImg.Height - row - 1); float alpha = alphaImg.GetPixel(col, row).A; tex2D.SetPixel(col, row, new UnityEngine.Color(srcColor.R, srcColor.G, srcColor.B, alpha)); } } } else { Bitmap bitmap = new Bitmap(fullPngPath); MemoryStream bmpStream = new MemoryStream(); bitmap.Save(bmpStream, System.Drawing.Imaging.ImageFormat.Png); bmpStream.Seek(0, SeekOrigin.Begin); tex2D = new Texture2D(bitmap.Width, bitmap.Height, TextureFormat.ARGB32, false); tex2D.LoadImage(bmpStream.ToArray()); } tex2D.filterMode = FilterMode.Bilinear; tex2D.wrapMode = TextureWrapMode.Clamp; tex2D.Apply(); // 调试模式 - 将atlas图片存为文件 if (ToolManager.Instance.DebugMode) { File.WriteAllBytes(textureKey + ".png", tex2D.EncodeToPNG()); } mat.mainTexture = tex2D; mat.mainTexture.name = nameOnly; atlasAsset.materials[i] = mat; } // =================== // Json 文件解析 // =================== SkeletonDataAsset skelDataAsset = SkeletonDataAsset.CreateInstance <SkeletonDataAsset>(); skelDataAsset.atlasAsset = atlasAsset; skelDataAsset.jsonFileName = spineName; skelDataAsset.skeletonJsonStr = jsonContent; skelDataAsset.fromAnimation = new string[0]; skelDataAsset.toAnimation = new string[0]; skelDataAsset.duration = new float[0]; skelDataAsset.defaultMix = defaultMix; skelDataAsset.scale = defaultScale; // =================== // 实例化Spine对象 // =================== return(SpineFileReader.SpawnAnimatedSkeleton(skelDataAsset)); }
static public void BatchCreateSpineData() { //string dirName = Application.dataPath + "/Arts/Spine/"; string filedirName = "Assets/Arts/Spine/"; string spineFileName = ""; //选择多个对象批量生成 UnityEngine.Object[] objects = Selection.objects; for (int iter = 0; iter < objects.Length; ++iter) { spineFileName = objects[iter].name; string path = filedirName + spineFileName + "/" + spineFileName; string textureName = path + ".png"; string jsonFileName = path + ".json.txt"; string atlasFileName = path + ".atlas.txt"; Material mat; ///1、 创建材质,并指贴图和shader和设置图片格式 { Shader shader = Shader.Find("Spine/FadeInOut"); //默认的shader,这个可以修改 mat = new Material(shader); Texture tex = AssetDatabase.LoadAssetAtPath(textureName, typeof(Texture)) as Texture; TextureImporter textureImporter = AssetImporter.GetAtPath(textureName) as TextureImporter; textureImporter.textureType = TextureImporterType.Advanced; textureImporter.mipmapEnabled = false; textureImporter.textureFormat = TextureImporterFormat.AutomaticTruecolor; mat.SetTexture("_MainTex", tex); AssetDatabase.CreateAsset(mat, path + ".mat"); AssetDatabase.SaveAssets(); } ///2、 创建atlas,并指xx AtlasAsset m_AtlasAsset = AtlasAsset.CreateInstance <AtlasAsset>(); AssetDatabase.CreateAsset(m_AtlasAsset, path + ".asset"); Selection.activeObject = m_AtlasAsset; TextAsset textAsset = AssetDatabase.LoadAssetAtPath(atlasFileName, typeof(TextAsset)) as TextAsset; m_AtlasAsset.atlasFile = textAsset; m_AtlasAsset.materials = new Material[1]; m_AtlasAsset.materials[0] = mat; AssetDatabase.SaveAssets(); ///3、 创建SkeletonDataAsset,并指相关 SkeletonDataAsset m_skeltonDataAsset = SkeletonDataAsset.CreateInstance <SkeletonDataAsset>(); AssetDatabase.CreateAsset(m_skeltonDataAsset, path + "_SkeletonData.asset"); Selection.activeObject = m_skeltonDataAsset; m_skeltonDataAsset.atlasAsset = m_AtlasAsset; TextAsset m_jsonAsset = AssetDatabase.LoadAssetAtPath(jsonFileName, typeof(TextAsset)) as TextAsset; m_skeltonDataAsset.skeletonJSON = m_jsonAsset; m_skeltonDataAsset.scale = 0.01f; AssetDatabase.SaveAssets(); /// 创建场景物件 GameObject gameObject = new GameObject(spineFileName, typeof(SkeletonAnimation)); EditorUtility.FocusProjectWindow(); Selection.activeObject = gameObject; SkeletonAnimation m_skelAnim = gameObject.GetComponent <SkeletonAnimation>(); m_skelAnim.skeletonDataAsset = m_skeltonDataAsset; } }
public void CreateSpineObject() { Material material = new Material(Resources.Load("spine/Shaders/Spine-Skeleton") as Shader); material.mainTexture = texture; Spine.Unity.AtlasAsset atlasAsset = Spine.Unity.AtlasAsset.CreateInstance <Spine.Unity.AtlasAsset>(); atlasAsset.atlasFile = atlasText; atlasAsset.materials = new Material[1]; atlasAsset.materials[0] = material; SkeletonDataAsset dataAsset = SkeletonDataAsset.CreateInstance <SkeletonDataAsset>(); dataAsset.atlasAssets = new Spine.Unity.AtlasAsset[1]; dataAsset.atlasAssets[0] = atlasAsset; dataAsset.skeletonJSON = jsonText; dataAsset.fromAnimation = new string[0]; dataAsset.toAnimation = new string[0]; dataAsset.duration = new float[0]; dataAsset.defaultMix = 0.2f; dataAsset.scale = 0.01f; GameObject obj = gameObject; SkeletonAnimation anim = obj.GetComponent <SkeletonAnimation>(); if (null == anim) { anim = obj.AddComponent <SkeletonAnimation>(); } meshRenderer = obj.GetComponent <MeshRenderer>(); if (null == meshRenderer) { meshRenderer = obj.AddComponent <MeshRenderer>(); } // meshRenderer.sortingLayerName = "spine"; meshRenderer.sortingOrder = MeshSortingOrder; anim.skeletonDataAsset = dataAsset; oldMesRendererSortingOrder = MeshSortingOrder; anim.initialSkinName = "default"; //anim.Reset(); anim.loop = IsLoop; anim.AnimationName = DefaultAnimationName; //anim.state.Complete += OnCompleteSpineAnim; //obj.transform.SetParent(this.gameObject.transform); //obj.transform.localPosition = Vector3.zero; obj.transform.localScale = SpineScale; List <Transform> childrens = new List <Transform>(); childrens.AddRange(obj.transform.GetComponentsInChildren <Transform>()); //for (int i = 0; i < childrens.Count; ++i){ // childrens[i].gameObject.layer = LayerMask.NameToLayer("UI"); //} anim.Awake(); //gameObject.SetActive(true); IsLoaded = true; if (anim.state != null) { anim.state.Complete += OnAni_Complete; } }
public static SkeletonAnimation CreateSkeAnimFromZip(string fullZipPath) { // ====================== // 解析zip // ====================== FileInfo zipFInfo = new FileInfo(fullZipPath); DirectoryInfo zipDirInfo = zipFInfo.Directory; string spineName = Path.GetFileNameWithoutExtension(fullZipPath); ZipFile zf = new ZipFile(fullZipPath); ZipEntry jsonEntry = zf.GetEntry(spineName + ".json"); ZipEntry atlasEntry = zf.GetEntry(spineName + ".atlas"); Stream jsonStream = zf.GetInputStream(jsonEntry); Stream atlasStream = zf.GetInputStream(atlasEntry); String jsonContent = ""; string atlasContent = ""; using (StreamReader reader = new StreamReader(jsonStream)) { jsonContent = reader.ReadToEnd(); } using (StreamReader reader = new StreamReader(atlasStream)) { atlasContent = reader.ReadToEnd(); } // =================== // Atlas 文件解析 // =================== AtlasAsset atlasAsset = AtlasAsset.CreateInstance <AtlasAsset>(); atlasAsset.atlasFileContent = atlasContent; string[] atlasLines = atlasContent.Split('\n'); List <string> pageFiles = new List <string>(); for (int i = 0; i < atlasLines.Length - 1; i++) { if (atlasLines[i].Length == 0) { pageFiles.Add(atlasLines[i + 1]); } } atlasAsset.materials = new Material[pageFiles.Count]; for (int i = 0; i < pageFiles.Count; i++) { string textureKey = pageFiles[i]; string nameOnly = Path.GetFileNameWithoutExtension(textureKey); Debug.Log("贴图Key " + textureKey + " " + nameOnly); // 正确的textureKey应该是一个裸文件路径 //if (textureKey.StartsWith("/")) // textureKey = "." + textureKey; Material mat = new Material(Shader.Find("Spine/Skeleton")); mat.name = nameOnly; string fullPngPath = Path.Combine(zipDirInfo.FullName, textureKey.Replace(".png", ".jpg.mask")); if (!File.Exists(fullPngPath)) { Debug.LogError(String.Format("找不到引用的png: {0} {1}", textureKey, fullPngPath)); return(null); } string fullJpgPath = Path.Combine(zipDirInfo.FullName, textureKey.Replace(".png", ".jpg")); bool isSeperated = false; if (File.Exists(fullJpgPath)) { isSeperated = true; } Texture2D tex2D = null; //int alphaCnt = 0; //int rCnt = 0; //int gCnt = 0; //int bCnt = 0; // WWW www = new WWW(); if (isSeperated) { Bitmap colorImg = new Bitmap(fullJpgPath); Bitmap alphaImg = new Bitmap(fullPngPath); //int imageWidth = colorImg.Width; //int imageHeight = colorImg.Height; //Bitmap combineImg = new Bitmap(imageWidth, imageHeight, colorImg.PixelFormat); //Rectangle rect = new Rectangle(0, 0, imageWidth, imageHeight); //BitmapData colorData = colorImg.LockBits(rect, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); //BitmapData alphaData = alphaImg.LockBits(rect, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb); //BitmapData combineData = combineImg.LockBits(rect, ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb); //Debug.Log(colorData.Stride + " / " + imageWidth); //int byteCnt = Math.Abs(colorData.Stride) * imageHeight; //byte[] colorBytes = new byte[byteCnt]; //byte[] alphaBytes = new byte[byteCnt]; //System.Runtime.InteropServices.Marshal.Copy(colorData.Scan0, colorBytes, 0, byteCnt); //System.Runtime.InteropServices.Marshal.Copy(alphaData.Scan0, alphaBytes, 0, byteCnt); //for (int counter = 0; counter < colorBytes.Length; counter += 4) //{ // colorBytes[counter+3] = 0; // if (counter < 300) // Debug.Log(alphaBytes[counter]); //} //System.Runtime.InteropServices.Marshal.Copy(colorBytes, 0, combineData.Scan0, byteCnt); //colorImg.UnlockBits(colorData); //alphaImg.UnlockBits(alphaData); //combineImg.UnlockBits(combineData); tex2D = new Texture2D(colorImg.Width, colorImg.Height, TextureFormat.ARGB32, false); System.Drawing.Color srcColor; System.Drawing.Color alpColor; int alpha; UnityEngine.Color finalColor; // 最大瓶颈在这个 for 循环 for (int row = 0; row < colorImg.Height; row++) { for (int col = 0; col < colorImg.Width; col++) { srcColor = colorImg.GetPixel(col, colorImg.Height - row - 1); alpColor = alphaImg.GetPixel(col, colorImg.Height - row - 1); alpha = alpColor.R; // System.Drawing.Color color = combineImg.GetPixel(col, colorImg.Height - row - 1); // NOTE Bitmap是0-255,Texture是0-1 finalColor.r = srcColor.R / 255f; finalColor.g = srcColor.G / 255f; finalColor.b = srcColor.B / 255f; finalColor.a = alpha / 255f; tex2D.SetPixel(col, row, finalColor); // tex2D.SetPixel(col, row, new UnityEngine.Color(color.R/255f, color.G/255f, color.B/255f, color.A/255f)); } } } else { Bitmap bitmap = new Bitmap(fullPngPath); MemoryStream bmpStream = new MemoryStream(); bitmap.Save(bmpStream, System.Drawing.Imaging.ImageFormat.Png); bmpStream.Seek(0, SeekOrigin.Begin); tex2D = new Texture2D(bitmap.Width, bitmap.Height, TextureFormat.ARGB32, false); tex2D.LoadImage(bmpStream.ToArray()); } tex2D.filterMode = FilterMode.Bilinear; tex2D.wrapMode = TextureWrapMode.Clamp; tex2D.Apply(); // 调试模式 - 将atlas图片存为文件 if (ToolManager.Instance.DebugMode) { File.WriteAllBytes(textureKey + ".png", tex2D.EncodeToPNG()); } mat.mainTexture = tex2D; mat.mainTexture.name = nameOnly; atlasAsset.materials[i] = mat; } // =================== // Json 文件解析 // =================== SkeletonDataAsset skelDataAsset = SkeletonDataAsset.CreateInstance <SkeletonDataAsset>(); skelDataAsset.atlasAsset = atlasAsset; skelDataAsset.jsonFileName = spineName; skelDataAsset.skeletonJsonStr = jsonContent; skelDataAsset.fromAnimation = new string[0]; skelDataAsset.toAnimation = new string[0]; skelDataAsset.duration = new float[0]; skelDataAsset.defaultMix = defaultMix; skelDataAsset.scale = defaultScale; // =================== // 实例化Spine对象 // =================== return(SpineFileReader.SpawnAnimatedSkeleton(skelDataAsset)); }