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- /******************************************************************************
- * 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.
- *****************************************************************************/
- using UnityEngine;
- using System.Collections.Generic;
- using System.Collections;
- namespace Spine.Unity.AttachmentTools {
- public static class SkinUtilities {
- #region Skeleton Skin Extensions
- /// <summary>
- /// Convenience method for duplicating a skeleton's current active skin so changes to it will not affect other skeleton instances. .</summary>
- public static Skin UnshareSkin (this Skeleton skeleton, bool includeDefaultSkin, bool unshareAttachments, AnimationState state = null) {
- // 1. Copy the current skin and set the skeleton's skin to the new one.
- var newSkin = skeleton.GetClonedSkin("cloned skin", includeDefaultSkin, unshareAttachments, true);
- skeleton.SetSkin(newSkin);
- // 2. Apply correct attachments: skeleton.SetToSetupPose + animationState.Apply
- if (state != null) {
- skeleton.SetToSetupPose();
- state.Apply(skeleton);
- }
- // 3. Return unshared skin.
- return newSkin;
- }
- public static Skin GetClonedSkin (this Skeleton skeleton, string newSkinName, bool includeDefaultSkin = false, bool cloneAttachments = false, bool cloneMeshesAsLinked = true) {
- var newSkin = new Skin(newSkinName); // may have null name. Harmless.
- var defaultSkin = skeleton.data.DefaultSkin;
- var activeSkin = skeleton.skin;
- if (includeDefaultSkin)
- defaultSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
- if (activeSkin != null)
- activeSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
- return newSkin;
- }
- #endregion
- /// <summary>
- /// Gets a shallow copy of the skin. The cloned skin's attachments are shared with the original skin.</summary>
- public static Skin GetClone (this Skin original) {
- var newSkin = new Skin(original.name + " clone");
- var newSkinAttachments = newSkin.Attachments;
- var newSkinBones = newSkin.Bones;
- var newSkinConstraints = newSkin.Constraints;
- foreach (var a in original.Attachments)
- newSkinAttachments[a.Key] = a.Value;
- newSkinBones.AddRange(original.bones);
- newSkinConstraints.AddRange(original.constraints);
- return newSkin;
- }
- /// <summary>Adds an attachment to the skin for the specified slot index and name. If the name already exists for the slot, the previous value is replaced.</summary>
- public static void SetAttachment (this Skin skin, string slotName, string keyName, Attachment attachment, Skeleton skeleton) {
- int slotIndex = skeleton.FindSlotIndex(slotName);
- if (skeleton == null) throw new System.ArgumentNullException("skeleton", "skeleton cannot be null.");
- if (slotIndex == -1) throw new System.ArgumentException(string.Format("Slot '{0}' does not exist in skeleton.", slotName), "slotName");
- skin.SetAttachment(slotIndex, keyName, attachment);
- }
- /// <summary>Adds skin items from another skin. For items that already exist, the previous values are replaced.</summary>
- public static void AddAttachments (this Skin skin, Skin otherSkin) {
- if (otherSkin == null) return;
- otherSkin.CopyTo(skin, true, false);
- }
- /// <summary>Gets an attachment from the skin for the specified slot index and name.</summary>
- public static Attachment GetAttachment (this Skin skin, string slotName, string keyName, Skeleton skeleton) {
- int slotIndex = skeleton.FindSlotIndex(slotName);
- if (skeleton == null) throw new System.ArgumentNullException("skeleton", "skeleton cannot be null.");
- if (slotIndex == -1) throw new System.ArgumentException(string.Format("Slot '{0}' does not exist in skeleton.", slotName), "slotName");
- return skin.GetAttachment(slotIndex, keyName);
- }
- /// <summary>Adds an attachment to the skin for the specified slot index and name. If the name already exists for the slot, the previous value is replaced.</summary>
- public static void SetAttachment (this Skin skin, int slotIndex, string keyName, Attachment attachment) {
- skin.SetAttachment(slotIndex, keyName, attachment);
- }
- public static void RemoveAttachment (this Skin skin, string slotName, string keyName, SkeletonData skeletonData) {
- int slotIndex = skeletonData.FindSlotIndex(slotName);
- if (skeletonData == null) throw new System.ArgumentNullException("skeletonData", "skeletonData cannot be null.");
- if (slotIndex == -1) throw new System.ArgumentException(string.Format("Slot '{0}' does not exist in skeleton.", slotName), "slotName");
- skin.RemoveAttachment(slotIndex, keyName);
- }
- public static void Clear (this Skin skin) {
- skin.Attachments.Clear();
- }
- //[System.Obsolete]
- public static void Append (this Skin destination, Skin source) {
- source.CopyTo(destination, true, false);
- }
- public static void CopyTo (this Skin source, Skin destination, bool overwrite, bool cloneAttachments, bool cloneMeshesAsLinked = true) {
- var sourceAttachments = source.Attachments;
- var destinationAttachments = destination.Attachments;
- var destinationBones = destination.Bones;
- var destinationConstraints = destination.Constraints;
- if (cloneAttachments) {
- if (overwrite) {
- foreach (var e in sourceAttachments) {
- Attachment clonedAttachment = e.Value.GetCopy(cloneMeshesAsLinked);
- destinationAttachments[new Skin.SkinEntry(e.Key.SlotIndex, e.Key.Name, clonedAttachment)] = clonedAttachment;
- }
- } else {
- foreach (var e in sourceAttachments) {
- if (destinationAttachments.ContainsKey(e.Key)) continue;
- Attachment clonedAttachment = e.Value.GetCopy(cloneMeshesAsLinked);
- destinationAttachments.Add(new Skin.SkinEntry(e.Key.SlotIndex, e.Key.Name, clonedAttachment), clonedAttachment);
- }
- }
- } else {
- if (overwrite) {
- foreach (var e in sourceAttachments)
- destinationAttachments[e.Key] = e.Value;
- } else {
- foreach (var e in sourceAttachments) {
- if (destinationAttachments.ContainsKey(e.Key)) continue;
- destinationAttachments.Add(e.Key, e.Value);
- }
- }
- }
- foreach (BoneData data in source.bones)
- if (!destinationBones.Contains(data)) destinationBones.Add(data);
- foreach (ConstraintData data in source.constraints)
- if (!destinationConstraints.Contains(data)) destinationConstraints.Add(data);
- }
- }
- }
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