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/******************************************************************************
* 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<MeshRenderer>();
meshFilter = gameObject.AddComponent<MeshFilter>();
}
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);
}
}
}