示例#1
0
        public void AnalysisConfig()
        {
            AssetBundlePackage pp = HFResourceManager.Instance.LoadAssetBundleFromFile("Common_Config");
            TextAsset          tt = pp.LoadAssetWithCache <TextAsset>("SpineExchangeConfig");
            SpineEquipment     ex = JsonMapper.ToObject <SpineEquipment>(tt.text);

            for (int i = 0; i < ex.Equipment.Count; i++)
            {
                EquipmentItem item = ex.Equipment[i];
                equipmentInfoDic.Add(item.ID, item);
            }
        }
示例#2
0
        public void ExchangeEquipmentAndMergeUI(SkeletonGraphic skeletonAnimation, List <EquipmentItem> infos)
        {
            for (int i = 0; i < infos.Count; i++)
            {
                EquipmentItem      info               = infos[i];
                string             regionName         = info.equipmentImageName;
                string             defaultSkinName    = info.defaultSkinName;
                string             spineEquipmentType = info.spineEquipmentTypeName;
                AssetBundlePackage assetbundle        = HFResourceManager.Instance.LoadAssetBundleFromFile(info.equipmentAssetbundleName);
                AtlasAsset         atlasAsset         = assetbundle.LoadAssetWithCache <AtlasAsset>(info.equipmentAtlasAssetName);
                float       scale              = skeletonAnimation.skeletonDataAsset.scale;
                Atlas       atlas              = atlasAsset.GetAtlas();
                AtlasRegion region             = atlas.FindRegion(regionName);
                Slot        slot               = skeletonAnimation.Skeleton.FindSlot(info.slotName);
                Attachment  originalAttachment = slot.Attachment;
                if (region == null)
                {
                    HFLog.C("没有找到图集里的 : 图片  " + regionName);
                    slot.Attachment = null;
                }
                else if (originalAttachment != null)
                {
                    slot.Attachment = originalAttachment.GetRemappedClone(region, true, true, 1);
                }
                else
                {
                    var newRegionAttachment = region.ToRegionAttachment(region.name, scale);
                    slot.Attachment = newRegionAttachment;
                }
                slot.Skeleton.Skin.SetAttachment(slot.Data.Index, info.slotPlaceholderName, slot.Attachment);
            }

            Skin repackedSkin = new Skin(RepackConst);

            repackedSkin.Append(skeletonAnimation.Skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
            repackedSkin.Append(skeletonAnimation.Skeleton.Skin);             // Include your new custom skin.
            Texture2D runtimeAtlas    = null;
            Material  runtimeMaterial = null;

            repackedSkin = repackedSkin.GetRepackedSkin(RepackConst, skeletonAnimation.SkeletonDataAsset.atlasAssets[0].materials[0], out runtimeMaterial, out runtimeAtlas); // Pack all the items in the skin.
            skeletonAnimation.Skeleton.SetSkin(repackedSkin);                                                                                                                 // Assign the repacked skin to your Skeleton.
            skeletonAnimation.Skeleton.SetSlotsToSetupPose();                                                                                                                 // Use the pose from setup pose.
            skeletonAnimation.Update(0);                                                                                                                                      // Use the pose in the currently active animation.
            skeletonAnimation.OverrideTexture = runtimeAtlas;
        }
示例#3
0
        /// <summary>
        ///  替换spine部件 但是不合并材质球
        /// </summary>
        /// <param name="skeletonAnimation"></param>
        /// <param name="item"></param>
        public void ExchangeEquipment(SkeletonAnimation skeletonAnimation, EquipmentItem item)
        {
            AssetBundlePackage pg = HFResourceManager.Instance.LoadAssetBundleFromFile(item.equipmentAssetbundleName);
            Texture2D          equipmentTexture = pg.LoadAssetWithCache <Texture2D>(item.equipmentImageName);
            // 找到具体的一个 插槽
            Slot slot = skeletonAnimation.skeleton.FindSlot(item.slotName);
            // 通过插槽和一张图片创建对应插槽下的附件
            Attachment attachment = null;

            if (item.attachmentType == (int)AttachmentType.Region)
            {
                attachment = CreateRegionAttachmentByTexture(slot, equipmentTexture);
            }
            else if (item.attachmentType == (int)AttachmentType.Mesh)
            {
                attachment = CreateMeshAttachmentByTexture(slot, equipmentTexture);
            }

            // 设置新的附件到插槽
            slot.Skeleton.Skin.SetAttachment(slot.Data.index, item.slotPlaceholderName, attachment);
        }