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pharan/CustomSkin.cs

Created May 19, 2017
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Deprecated CustomSkin.cs file 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 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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