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);
        }
示例#3
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		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;
		}
示例#4
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		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;
		}
示例#8
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		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;
		}