/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ // Contributed by: Mitch Thompson using UnityEngine; using System.Collections; namespace Spine.Unity.Modules { public class SkeletonGhostRenderer : MonoBehaviour { public float fadeSpeed = 10; Color32[] colors; Color32 black = new Color32(0, 0, 0, 0); MeshFilter meshFilter; MeshRenderer meshRenderer; void Awake () { meshRenderer = gameObject.AddComponent(); meshFilter = gameObject.AddComponent(); } public void Initialize (Mesh mesh, Material[] materials, Color32 color, bool additive, float speed, int sortingLayerID, int sortingOrder) { StopAllCoroutines(); gameObject.SetActive(true); meshRenderer.sharedMaterials = materials; meshRenderer.sortingLayerID = sortingLayerID; meshRenderer.sortingOrder = sortingOrder; meshFilter.sharedMesh = Instantiate(mesh); colors = meshFilter.sharedMesh.colors32; if ((color.a + color.r + color.g + color.b) > 0) { for (int i = 0; i < colors.Length; i++) colors[i] = color; } fadeSpeed = speed; if (additive) StartCoroutine(FadeAdditive()); else StartCoroutine(Fade()); } IEnumerator Fade () { Color32 c; for (int t = 0; t < 500; t++) { bool breakout = true; for (int i = 0; i < colors.Length; i++) { c = colors[i]; if (c.a > 0) breakout = false; colors[i] = Color32.Lerp(c, black, Time.deltaTime * fadeSpeed); } meshFilter.sharedMesh.colors32 = colors; if (breakout) break; yield return null; } Destroy(meshFilter.sharedMesh); gameObject.SetActive(false); } IEnumerator FadeAdditive () { Color32 c; Color32 black = this.black; for (int t = 0; t < 500; t++) { bool breakout = true; for (int i = 0; i < colors.Length; i++) { c = colors[i]; black.a = c.a; if (c.r > 0 || c.g > 0 || c.b > 0) breakout = false; colors[i] = Color32.Lerp(c, black, Time.deltaTime * fadeSpeed); } meshFilter.sharedMesh.colors32 = colors; if (breakout) break; yield return null; } Destroy(meshFilter.sharedMesh); gameObject.SetActive(false); } public void Cleanup () { if (meshFilter != null && meshFilter.sharedMesh != null) Destroy(meshFilter.sharedMesh); Destroy(gameObject); } } }