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134 lines
4.0 KiB
134 lines
4.0 KiB
/******************************************************************************
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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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// Contributed by: Mitch Thompson
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using UnityEngine;
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using System.Collections;
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namespace Spine.Unity.Modules {
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public class SkeletonGhostRenderer : MonoBehaviour {
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public float fadeSpeed = 10;
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Color32[] colors;
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Color32 black = new Color32(0, 0, 0, 0);
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MeshFilter meshFilter;
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MeshRenderer meshRenderer;
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void Awake () {
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meshRenderer = gameObject.AddComponent<MeshRenderer>();
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meshFilter = gameObject.AddComponent<MeshFilter>();
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}
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public void Initialize (Mesh mesh, Material[] materials, Color32 color, bool additive, float speed, int sortingLayerID, int sortingOrder) {
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StopAllCoroutines();
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gameObject.SetActive(true);
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meshRenderer.sharedMaterials = materials;
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meshRenderer.sortingLayerID = sortingLayerID;
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meshRenderer.sortingOrder = sortingOrder;
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meshFilter.sharedMesh = Instantiate(mesh);
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colors = meshFilter.sharedMesh.colors32;
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if ((color.a + color.r + color.g + color.b) > 0) {
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for (int i = 0; i < colors.Length; i++)
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colors[i] = color;
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}
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fadeSpeed = speed;
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if (additive)
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StartCoroutine(FadeAdditive());
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else
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StartCoroutine(Fade());
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}
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IEnumerator Fade () {
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Color32 c;
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for (int t = 0; t < 500; t++) {
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bool breakout = true;
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for (int i = 0; i < colors.Length; i++) {
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c = colors[i];
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if (c.a > 0)
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breakout = false;
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colors[i] = Color32.Lerp(c, black, Time.deltaTime * fadeSpeed);
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}
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meshFilter.sharedMesh.colors32 = colors;
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if (breakout)
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break;
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yield return null;
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}
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Destroy(meshFilter.sharedMesh);
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gameObject.SetActive(false);
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}
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IEnumerator FadeAdditive () {
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Color32 c;
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Color32 black = this.black;
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for (int t = 0; t < 500; t++) {
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bool breakout = true;
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for (int i = 0; i < colors.Length; i++) {
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c = colors[i];
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black.a = c.a;
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if (c.r > 0 || c.g > 0 || c.b > 0)
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breakout = false;
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colors[i] = Color32.Lerp(c, black, Time.deltaTime * fadeSpeed);
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}
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meshFilter.sharedMesh.colors32 = colors;
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if (breakout)
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break;
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yield return null;
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}
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Destroy(meshFilter.sharedMesh);
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gameObject.SetActive(false);
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}
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public void Cleanup () {
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if (meshFilter != null && meshFilter.sharedMesh != null)
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Destroy(meshFilter.sharedMesh);
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Destroy(gameObject);
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}
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}
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}
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