Skip to content

Instantly share code, notes, and snippets.

Embed
What would you like to do?
Deprecated AtlasRegionAttacher.cs from Spine-Unity for Spine 3.5
/******************************************************************************
* 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 System.Collections.Generic;
using Spine;
using Spine.Unity.Modules.AttachmentTools;
namespace Spine.Unity.Modules {
/// <summary>
/// Example code for a component that replaces the default attachment of a slot with an image from a Spine atlas.</summary>
public class AtlasRegionAttacher : MonoBehaviour {
[System.Serializable]
public class SlotRegionPair {
[SpineSlot]
public string slot;
[SpineAtlasRegion]
public string region;
}
[SerializeField] protected AtlasAsset atlasAsset;
[SerializeField] protected bool inheritProperties = true;
[SerializeField] protected List<SlotRegionPair> attachments = new List<SlotRegionPair>();
Atlas atlas;
void Start () {
}
void Awake () {
GetComponent<SkeletonRenderer>().OnRebuild += Apply;
}
void Apply (SkeletonRenderer skeletonRenderer) {
if (!this.enabled) return;
atlas = atlasAsset.GetAtlas();
float scale = skeletonRenderer.skeletonDataAsset.scale;
foreach (var entry in attachments) {
var slot = skeletonRenderer.Skeleton.FindSlot(entry.slot);
var region = atlas.FindRegion(entry.region);
ReplaceAttachment(slot, region, scale, inheritProperties);
}
}
static void ReplaceAttachment (Slot slot, AtlasRegion region, float scale, bool inheritProperties) {
var originalAttachment = slot.Attachment;
// Altas was empty
if (region == null) {
slot.Attachment = null;
return;
}
// Original was MeshAttachment
if (inheritProperties) {
var originalMeshAttachment = originalAttachment as MeshAttachment;
if (originalMeshAttachment != null) {
var newMeshAttachment = originalMeshAttachment.GetLinkedClone(); // Attach the region as a linked mesh to the original mesh.
newMeshAttachment.SetRegion(region);
slot.Attachment = newMeshAttachment;
return;
}
}
// Original was RegionAttachment or empty
{
var originalRegionAttachment = originalAttachment as RegionAttachment;
var newRegionAttachment = region.ToRegionAttachment(region.name, scale);
if (originalRegionAttachment != null && inheritProperties) {
newRegionAttachment.X = originalRegionAttachment.X;
newRegionAttachment.Y = originalRegionAttachment.Y;
newRegionAttachment.Rotation = originalRegionAttachment.Rotation;
newRegionAttachment.ScaleX = originalRegionAttachment.ScaleX;
newRegionAttachment.ScaleY = originalRegionAttachment.ScaleY;
newRegionAttachment.UpdateOffset();
newRegionAttachment.R = originalRegionAttachment.R;
newRegionAttachment.G = originalRegionAttachment.G;
newRegionAttachment.B = originalRegionAttachment.B;
newRegionAttachment.A = originalRegionAttachment.A;
}
slot.Attachment = newRegionAttachment;
return;
}
}
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment