/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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. *****************************************************************************/ #if UNITY_2018_3 || UNITY_2019 || UNITY_2018_3_OR_NEWER #define NEW_PREFAB_SYSTEM #endif #define SPINE_OPTIONAL_MATERIALOVERRIDE // Contributed by: Lost Polygon using System; using System.Collections.Generic; using UnityEngine; namespace Spine.Unity { #if NEW_PREFAB_SYSTEM [ExecuteAlways] #else [ExecuteInEditMode] #endif [HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRendererCustomMaterials")] public class SkeletonRendererCustomMaterials : MonoBehaviour { #region Inspector public SkeletonRenderer skeletonRenderer; [SerializeField] protected List customSlotMaterials = new List(); [SerializeField] protected List customMaterialOverrides = new List(); #if UNITY_EDITOR void Reset () { skeletonRenderer = GetComponent(); // Populate atlas list if (skeletonRenderer != null && skeletonRenderer.skeletonDataAsset != null) { var atlasAssets = skeletonRenderer.skeletonDataAsset.atlasAssets; var initialAtlasMaterialOverrides = new List(); foreach (AtlasAssetBase atlasAsset in atlasAssets) { foreach (Material atlasMaterial in atlasAsset.Materials) { var atlasMaterialOverride = new AtlasMaterialOverride { overrideDisabled = true, originalMaterial = atlasMaterial }; initialAtlasMaterialOverrides.Add(atlasMaterialOverride); } } customMaterialOverrides = initialAtlasMaterialOverrides; } } #endif #endregion void SetCustomSlotMaterials () { if (skeletonRenderer == null) { Debug.LogError("skeletonRenderer == null"); return; } for (int i = 0; i < customSlotMaterials.Count; i++) { SlotMaterialOverride slotMaterialOverride = customSlotMaterials[i]; if (slotMaterialOverride.overrideDisabled || string.IsNullOrEmpty(slotMaterialOverride.slotName)) continue; Slot slotObject = skeletonRenderer.skeleton.FindSlot(slotMaterialOverride.slotName); skeletonRenderer.CustomSlotMaterials[slotObject] = slotMaterialOverride.material; } } void RemoveCustomSlotMaterials () { if (skeletonRenderer == null) { Debug.LogError("skeletonRenderer == null"); return; } for (int i = 0; i < customSlotMaterials.Count; i++) { SlotMaterialOverride slotMaterialOverride = customSlotMaterials[i]; if (string.IsNullOrEmpty(slotMaterialOverride.slotName)) continue; Slot slotObject = skeletonRenderer.skeleton.FindSlot(slotMaterialOverride.slotName); Material currentMaterial; if (!skeletonRenderer.CustomSlotMaterials.TryGetValue(slotObject, out currentMaterial)) continue; // Do not revert the material if it was changed by something else if (currentMaterial != slotMaterialOverride.material) continue; skeletonRenderer.CustomSlotMaterials.Remove(slotObject); } } void SetCustomMaterialOverrides () { if (skeletonRenderer == null) { Debug.LogError("skeletonRenderer == null"); return; } #if SPINE_OPTIONAL_MATERIALOVERRIDE for (int i = 0; i < customMaterialOverrides.Count; i++) { AtlasMaterialOverride atlasMaterialOverride = customMaterialOverrides[i]; if (atlasMaterialOverride.overrideDisabled) continue; skeletonRenderer.CustomMaterialOverride[atlasMaterialOverride.originalMaterial] = atlasMaterialOverride.replacementMaterial; } #endif } void RemoveCustomMaterialOverrides () { if (skeletonRenderer == null) { Debug.LogError("skeletonRenderer == null"); return; } #if SPINE_OPTIONAL_MATERIALOVERRIDE for (int i = 0; i < customMaterialOverrides.Count; i++) { AtlasMaterialOverride atlasMaterialOverride = customMaterialOverrides[i]; Material currentMaterial; if (!skeletonRenderer.CustomMaterialOverride.TryGetValue(atlasMaterialOverride.originalMaterial, out currentMaterial)) continue; // Do not revert the material if it was changed by something else if (currentMaterial != atlasMaterialOverride.replacementMaterial) continue; skeletonRenderer.CustomMaterialOverride.Remove(atlasMaterialOverride.originalMaterial); } #endif } // OnEnable applies the overrides at runtime, and when the editor loads. void OnEnable () { if (skeletonRenderer == null) skeletonRenderer = GetComponent(); if (skeletonRenderer == null) { Debug.LogError("skeletonRenderer == null"); return; } skeletonRenderer.Initialize(false); SetCustomMaterialOverrides(); SetCustomSlotMaterials(); } // OnDisable removes the overrides at runtime, and in the editor when the component is disabled or destroyed. void OnDisable () { if (skeletonRenderer == null) { Debug.LogError("skeletonRenderer == null"); return; } RemoveCustomMaterialOverrides(); RemoveCustomSlotMaterials(); } [Serializable] public struct SlotMaterialOverride : IEquatable { public bool overrideDisabled; [SpineSlot] public string slotName; public Material material; public bool Equals (SlotMaterialOverride other) { return overrideDisabled == other.overrideDisabled && slotName == other.slotName && material == other.material; } } [Serializable] public struct AtlasMaterialOverride : IEquatable { public bool overrideDisabled; public Material originalMaterial; public Material replacementMaterial; public bool Equals (AtlasMaterialOverride other) { return overrideDisabled == other.overrideDisabled && originalMaterial == other.originalMaterial && replacementMaterial == other.replacementMaterial; } } } }