更新,spine和很多优化
This commit is contained in:
@@ -0,0 +1,124 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated April 5, 2025. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2025, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class RuntimeLoadFromExportsExample : MonoBehaviour {
|
||||
|
||||
public TextAsset skeletonJson;
|
||||
public TextAsset atlasText;
|
||||
public Texture2D[] textures;
|
||||
public Material materialPropertySource;
|
||||
|
||||
public float delay = 0;
|
||||
public string skinName;
|
||||
public string animationName;
|
||||
|
||||
SpineAtlasAsset runtimeAtlasAsset;
|
||||
SkeletonDataAsset runtimeSkeletonDataAsset;
|
||||
SkeletonAnimation runtimeSkeletonAnimation;
|
||||
SkeletonGraphic runtimeSkeletonGraphic;
|
||||
|
||||
public bool blendModeMaterials = false;
|
||||
public bool applyAdditiveMaterial = false;
|
||||
public BlendModeMaterials.TemplateMaterials blendModeTemplateMaterials;
|
||||
public BlendModeMaterials.TemplateMaterials graphicBlendModeMaterials;
|
||||
public Material skeletonGraphicMaterial;
|
||||
|
||||
void CreateRuntimeAssetsAndGameObject () {
|
||||
// 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader);
|
||||
// 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset)
|
||||
// 2.1 Optional: Setup blend mode materials at SkeletonDataAsset. Only required if the skeleton
|
||||
// uses blend modes which require blend mode materials.
|
||||
// 3.a Create SkeletonAnimation (needs a valid SkeletonDataAsset)
|
||||
// 3.b Create SkeletonGraphic (needs a valid SkeletonDataAsset)
|
||||
|
||||
runtimeAtlasAsset = SpineAtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true, null, true);
|
||||
runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);
|
||||
if (blendModeMaterials)
|
||||
runtimeSkeletonDataAsset.SetupRuntimeBlendModeMaterials(
|
||||
applyAdditiveMaterial, blendModeTemplateMaterials);
|
||||
}
|
||||
|
||||
IEnumerator Start () {
|
||||
CreateRuntimeAssetsAndGameObject();
|
||||
if (delay > 0) {
|
||||
runtimeSkeletonDataAsset.GetSkeletonData(false); // preload
|
||||
yield return new WaitForSeconds(delay);
|
||||
}
|
||||
InstantiateSkeletonAnimation();
|
||||
|
||||
InstantiateSkeletonGraphic();
|
||||
}
|
||||
|
||||
void InstantiateSkeletonAnimation () {
|
||||
SkeletonComponents<SkeletonRenderer, SkeletonAnimation> components
|
||||
= SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);
|
||||
runtimeSkeletonAnimation = components.skeletonAnimation;
|
||||
runtimeSkeletonAnimation.transform.parent = transform;
|
||||
runtimeSkeletonAnimation.name = "SkeletonAnimation Instance";
|
||||
|
||||
// additional initialization
|
||||
runtimeSkeletonAnimation.Initialize(false);
|
||||
if (skinName != "")
|
||||
runtimeSkeletonAnimation.Skeleton.SetSkin(skinName);
|
||||
runtimeSkeletonAnimation.Skeleton.SetupPoseSlots();
|
||||
if (animationName != "")
|
||||
runtimeSkeletonAnimation.AnimationState.SetAnimation(0, animationName, true);
|
||||
}
|
||||
|
||||
void InstantiateSkeletonGraphic () {
|
||||
Canvas canvas = this.GetComponentInChildren<Canvas>();
|
||||
Transform parent = canvas.transform;
|
||||
|
||||
SkeletonComponents<SkeletonGraphic, SkeletonAnimation> components =
|
||||
SkeletonGraphic.NewSkeletonGraphicGameObject(runtimeSkeletonDataAsset, parent, skeletonGraphicMaterial);
|
||||
runtimeSkeletonGraphic = components.skeletonRenderer;
|
||||
runtimeSkeletonGraphic.name = "SkeletonGraphic Instance";
|
||||
|
||||
if (blendModeMaterials) {
|
||||
runtimeSkeletonGraphic.allowMultipleCanvasRenderers = true;
|
||||
runtimeSkeletonGraphic.additiveMaterial = graphicBlendModeMaterials.additiveTemplate;
|
||||
runtimeSkeletonGraphic.multiplyMaterial = graphicBlendModeMaterials.multiplyTemplate;
|
||||
runtimeSkeletonGraphic.screenMaterial = graphicBlendModeMaterials.screenTemplate;
|
||||
}
|
||||
|
||||
// additional initialization
|
||||
runtimeSkeletonGraphic.Initialize(false);
|
||||
if (skinName != "")
|
||||
runtimeSkeletonGraphic.Skeleton.SetSkin(skinName);
|
||||
runtimeSkeletonGraphic.Skeleton.SetupPoseSlots();
|
||||
if (animationName != "")
|
||||
components.skeletonAnimation.AnimationState.SetAnimation(0, animationName, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user