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102 lines
3.8 KiB
102 lines
3.8 KiB
2 years ago
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* 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 UnityEngine;
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namespace Spine.Unity.Modules {
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public class SkeletonGraphicMirror : MonoBehaviour {
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public SkeletonRenderer source;
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public bool mirrorOnStart = true;
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public bool restoreOnDisable = true;
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SkeletonGraphic skeletonGraphic;
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Skeleton originalSkeleton;
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bool originalFreeze;
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Texture2D overrideTexture;
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private void Awake () {
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skeletonGraphic = GetComponent<SkeletonGraphic>();
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}
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void Start () {
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if (mirrorOnStart) StartMirroring();
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}
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void LateUpdate () {
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skeletonGraphic.UpdateMesh();
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}
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void OnDisable () {
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if (restoreOnDisable) RestoreIndependentSkeleton();
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}
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/// <summary>Freeze the SkeletonGraphic on this GameObject, and use the source as the Skeleton to be rendered by the SkeletonGraphic.</summary>
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public void StartMirroring () {
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if (source == null) return;
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if (skeletonGraphic == null) return;
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skeletonGraphic.startingAnimation = string.Empty;
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if (originalSkeleton == null) {
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originalSkeleton = skeletonGraphic.Skeleton;
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originalFreeze = skeletonGraphic.freeze;
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}
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skeletonGraphic.Skeleton = source.skeleton;
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skeletonGraphic.freeze = true;
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if (overrideTexture != null)
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skeletonGraphic.OverrideTexture = overrideTexture;
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}
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/// <summary>Use a new texture for the SkeletonGraphic. Use this if your source skeleton uses a repacked atlas. </summary>
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public void UpdateTexture (Texture2D newOverrideTexture) {
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overrideTexture = newOverrideTexture;
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if (newOverrideTexture != null)
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skeletonGraphic.OverrideTexture = overrideTexture;
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}
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/// <summary>Stops mirroring the source SkeletonRenderer and allows the SkeletonGraphic to become an independent Skeleton component again.</summary>
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public void RestoreIndependentSkeleton () {
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if (originalSkeleton == null)
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return;
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skeletonGraphic.Skeleton = originalSkeleton;
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skeletonGraphic.freeze = originalFreeze;
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skeletonGraphic.OverrideTexture = null;
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originalSkeleton = null;
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}
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}
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}
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