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May 19, 2017 07:08
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Deprecated CustomSkin.cs file from Spine-Unity for Spine 3.5
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/****************************************************************************** | |
* Spine Runtimes Software License v2.5 | |
* | |
* Copyright (c) 2013-2016, Esoteric Software | |
* All rights reserved. | |
* | |
* You are granted a perpetual, non-exclusive, non-sublicensable, and | |
* non-transferable license to use, install, execute, and perform the Spine | |
* Runtimes software and derivative works solely for personal or internal | |
* use. Without the written permission of Esoteric Software (see Section 2 of | |
* the Spine Software License Agreement), you may not (a) modify, translate, | |
* adapt, or develop new applications using the Spine Runtimes or otherwise | |
* create derivative works or improvements of the Spine Runtimes or (b) remove, | |
* delete, alter, or obscure any trademarks or any copyright, trademark, patent, | |
* or other intellectual property or proprietary rights notices on or in the | |
* Software, including any copy thereof. Redistributions in binary or source | |
* form must include this license and terms. | |
* | |
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR | |
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF | |
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO | |
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, | |
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | |
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF | |
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER | |
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | |
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | |
* POSSIBILITY OF SUCH DAMAGE. | |
*****************************************************************************/ | |
using UnityEngine; | |
using Spine; | |
using Spine.Unity; | |
namespace Spine.Unity.Modules { | |
public class CustomSkin : MonoBehaviour { | |
[System.Serializable] | |
public class SkinPair { | |
/// <summary>SpineAttachment attachment path to help find the attachment.</summary> | |
/// <remarks>This use of SpineAttachment generates an attachment path string that can only be used by SpineAttachment.GetAttachment.</remarks> | |
[SpineAttachment(currentSkinOnly: false, returnAttachmentPath: true, dataField: "skinSource")] | |
[UnityEngine.Serialization.FormerlySerializedAs("sourceAttachment")] | |
public string sourceAttachmentPath; | |
[SpineSlot] | |
public string targetSlot; | |
/// <summary>The name of the skin placeholder/skin dictionary entry this attachment should be associated with.</summary> | |
/// <remarks>This name is used by the skin dictionary, used in the method Skin.AddAttachment as well as setting a slot attachment</remarks> | |
[SpineAttachment(currentSkinOnly: true, placeholdersOnly: true)] | |
public string targetAttachment; | |
} | |
#region Inspector | |
public SkeletonDataAsset skinSource; | |
[UnityEngine.Serialization.FormerlySerializedAs("skinning")] | |
public SkinPair[] skinItems; | |
public Skin customSkin; | |
#endregion | |
SkeletonRenderer skeletonRenderer; | |
void Start () { | |
skeletonRenderer = GetComponent<SkeletonRenderer>(); | |
Skeleton skeleton = skeletonRenderer.skeleton; | |
customSkin = new Skin("CustomSkin"); | |
foreach (var pair in skinItems) { | |
var attachment = SpineAttachment.GetAttachment(pair.sourceAttachmentPath, skinSource); | |
customSkin.AddAttachment(skeleton.FindSlotIndex(pair.targetSlot), pair.targetAttachment, attachment); | |
} | |
// The custom skin does not need to be added to the skeleton data for it to work. | |
// But it's useful for your script to keep a reference to it. | |
skeleton.SetSkin(customSkin); | |
} | |
} | |
} |
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