/****************************************************************************** * 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. *****************************************************************************/ using System.Collections.Generic; using UnityEngine; namespace Spine.Unity.Modules { [DisallowMultipleComponent] public class SlotBlendModes : MonoBehaviour { #region Internal Material Dictionary public struct MaterialTexturePair { public Texture2D texture2D; public Material material; } static Dictionary materialTable; internal static Dictionary MaterialTable { get { if (materialTable == null) materialTable = new Dictionary(); return materialTable; } } internal static Material GetMaterialFor (Material materialSource, Texture2D texture) { if (materialSource == null || texture == null) return null; var mt = SlotBlendModes.MaterialTable; Material m; var key = new MaterialTexturePair { material = materialSource, texture2D = texture }; if (!mt.TryGetValue(key, out m)) { m = new Material(materialSource); m.name = "(Clone)" + texture.name + "-" + materialSource.name; m.mainTexture = texture; mt[key] = m; } return m; } #endregion #region Inspector public Material multiplyMaterialSource; public Material screenMaterialSource; Texture2D texture; #endregion public bool Applied { get; private set; } void Start () { if (!Applied) Apply(); } void OnDestroy () { if (Applied) Remove(); } public void Apply () { GetTexture(); if (texture == null) return; var skeletonRenderer = GetComponent(); if (skeletonRenderer == null) return; var slotMaterials = skeletonRenderer.CustomSlotMaterials; foreach (var s in skeletonRenderer.Skeleton.Slots) { switch (s.data.blendMode) { case BlendMode.Multiply: if (multiplyMaterialSource != null) slotMaterials[s] = GetMaterialFor(multiplyMaterialSource, texture); break; case BlendMode.Screen: if (screenMaterialSource != null) slotMaterials[s] = GetMaterialFor(screenMaterialSource, texture); break; } } Applied = true; skeletonRenderer.LateUpdate(); } public void Remove () { GetTexture(); if (texture == null) return; var skeletonRenderer = GetComponent(); if (skeletonRenderer == null) return; var slotMaterials = skeletonRenderer.CustomSlotMaterials; foreach (var s in skeletonRenderer.Skeleton.Slots) { Material m = null; switch (s.data.blendMode) { case BlendMode.Multiply: if (slotMaterials.TryGetValue(s, out m) && Material.ReferenceEquals(m, GetMaterialFor(multiplyMaterialSource, texture))) slotMaterials.Remove(s); break; case BlendMode.Screen: if (slotMaterials.TryGetValue(s, out m) && Material.ReferenceEquals(m, GetMaterialFor(screenMaterialSource, texture))) slotMaterials.Remove(s); break; } } Applied = false; if (skeletonRenderer.valid) skeletonRenderer.LateUpdate(); } public void GetTexture () { if (texture == null) { var sr = GetComponent(); if (sr == null) return; var sda = sr.skeletonDataAsset; if (sda == null) return; var aa = sda.atlasAssets[0]; if (aa == null) return; var am = aa.materials[0]; if (am == null) return; texture = am.mainTexture as Texture2D; } } } }