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2025-05-18 01:04:31 +08:00
/******************************************************************************
* 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 System.Collections;
using System.Collections.Generic;
using Spine;
using Spine.Unity;
using Spine.Unity.AttachmentTools;
using UnityEngine;
using UnityEngine.U2D;
namespace G
{
public class EquipSystem : MonoBehaviour, IHasSkeletonDataAsset
{
// Implementing IHasSkeletonDataAsset allows Spine attribute drawers to automatically detect this component as a skeleton data source.
public SkeletonDataAsset skeletonDataAsset;
SkeletonDataAsset IHasSkeletonDataAsset.SkeletonDataAsset { get { return this.skeletonDataAsset; } }
public Material sourceMaterial;
public bool applyPMA = true;
public List<EquipHook> equippables = new List<EquipHook>();
public EquipsVisualsComponent target;
public Dictionary<Sprite, Attachment> cachedAttachments = new Dictionary<Sprite, Attachment>();
[System.Serializable]
public class EquipHook
{
public EquipType type;
[SpineSlot]
public string slot;
[SpineSkin]
public string templateSkin;
[SpineAttachment(skinField: "templateSkin")]
public string templateAttachment;
}
public enum EquipType
{
MainWp,
SubWp
}
public async void Equip(string name, EquipType equipType)
{
var sprite = await AssetProxy.Instance.TryGetGlobalAssetAsync<Sprite>($"{name}_ui").Task;
if (sprite)
Equip(sprite, equipType);
}
public void Equip(Sprite asset, EquipType equipType)
{
EquipHook howToEquip = equippables.Find(x => x.type == equipType);
var skeletonData = skeletonDataAsset.GetSkeletonData(true);
int slotIndex = skeletonData.FindSlotIndex(howToEquip.slot);
var attachment = GenerateAttachmentFromEquipAsset(asset, slotIndex, howToEquip.templateSkin, howToEquip.templateAttachment);
target.Equip(slotIndex, howToEquip.templateAttachment, attachment);
}
Attachment GenerateAttachmentFromEquipAsset(Sprite asset, int slotIndex, string templateSkinName, string templateAttachmentName)
{
Attachment attachment;
cachedAttachments.TryGetValue(asset, out attachment);
if (attachment == null)
{
var skeletonData = skeletonDataAsset.GetSkeletonData(true);
var templateSkin = skeletonData.FindSkin(templateSkinName);
Attachment templateAttachment = templateSkin.GetAttachment(slotIndex, templateAttachmentName);
attachment = templateAttachment.GetRemappedClone(asset, sourceMaterial, premultiplyAlpha: this.applyPMA);
cachedAttachments.Add(asset, attachment); // Cache this value for next time this asset is used.
}
return attachment;
}
public void Done()
{
target.OptimizeSkin();
}
}
}