113 lines
4.2 KiB
C#
113 lines
4.2 KiB
C#
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System.Collections;
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using System.Collections.Generic;
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using Spine;
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using Spine.Unity;
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using Spine.Unity.AttachmentTools;
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using UnityEngine;
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using UnityEngine.U2D;
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namespace G
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{
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public class EquipSystem : MonoBehaviour, IHasSkeletonDataAsset
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{
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// Implementing IHasSkeletonDataAsset allows Spine attribute drawers to automatically detect this component as a skeleton data source.
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public SkeletonDataAsset skeletonDataAsset;
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SkeletonDataAsset IHasSkeletonDataAsset.SkeletonDataAsset { get { return this.skeletonDataAsset; } }
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public Material sourceMaterial;
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public bool applyPMA = true;
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public List<EquipHook> equippables = new List<EquipHook>();
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public EquipsVisualsComponent target;
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public Dictionary<Sprite, Attachment> cachedAttachments = new Dictionary<Sprite, Attachment>();
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[System.Serializable]
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public class EquipHook
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{
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public EquipType type;
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[SpineSlot]
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public string slot;
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[SpineSkin]
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public string templateSkin;
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[SpineAttachment(skinField: "templateSkin")]
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public string templateAttachment;
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}
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public enum EquipType
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{
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MainWp,
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SubWp
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}
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public async void Equip(string name, EquipType equipType)
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{
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var sprite = await AssetProxy.Instance.TryGetGlobalAssetAsync<Sprite>($"{name}_ui").Task;
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if (sprite)
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Equip(sprite, equipType);
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}
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public void Equip(Sprite asset, EquipType equipType)
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{
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EquipHook howToEquip = equippables.Find(x => x.type == equipType);
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var skeletonData = skeletonDataAsset.GetSkeletonData(true);
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int slotIndex = skeletonData.FindSlotIndex(howToEquip.slot);
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var attachment = GenerateAttachmentFromEquipAsset(asset, slotIndex, howToEquip.templateSkin, howToEquip.templateAttachment);
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target.Equip(slotIndex, howToEquip.templateAttachment, attachment);
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}
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Attachment GenerateAttachmentFromEquipAsset(Sprite asset, int slotIndex, string templateSkinName, string templateAttachmentName)
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{
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Attachment attachment;
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cachedAttachments.TryGetValue(asset, out attachment);
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if (attachment == null)
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{
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var skeletonData = skeletonDataAsset.GetSkeletonData(true);
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var templateSkin = skeletonData.FindSkin(templateSkinName);
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Attachment templateAttachment = templateSkin.GetAttachment(slotIndex, templateAttachmentName);
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attachment = templateAttachment.GetRemappedClone(asset, sourceMaterial, premultiplyAlpha: this.applyPMA);
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cachedAttachments.Add(asset, attachment); // Cache this value for next time this asset is used.
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}
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return attachment;
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}
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public void Done()
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{
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target.OptimizeSkin();
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}
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}
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}
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