fix:1、更换项目,使用winter来创建
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using System.Collections.Generic;
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using System.Collections;
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namespace Spine.Unity.AttachmentTools {
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public static class SkinUtilities {
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#region Skeleton Skin Extensions
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/// <summary>
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/// Convenience method for duplicating a skeleton's current active skin so changes to it will not affect other skeleton instances. .</summary>
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public static Skin UnshareSkin (this Skeleton skeleton, bool includeDefaultSkin, bool unshareAttachments, AnimationState state = null) {
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// 1. Copy the current skin and set the skeleton's skin to the new one.
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var newSkin = skeleton.GetClonedSkin("cloned skin", includeDefaultSkin, unshareAttachments, true);
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skeleton.SetSkin(newSkin);
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// 2. Apply correct attachments: skeleton.SetToSetupPose + animationState.Apply
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if (state != null) {
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skeleton.SetToSetupPose();
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state.Apply(skeleton);
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}
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// 3. Return unshared skin.
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return newSkin;
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}
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public static Skin GetClonedSkin (this Skeleton skeleton, string newSkinName, bool includeDefaultSkin = false, bool cloneAttachments = false, bool cloneMeshesAsLinked = true) {
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var newSkin = new Skin(newSkinName); // may have null name. Harmless.
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var defaultSkin = skeleton.data.DefaultSkin;
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var activeSkin = skeleton.skin;
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if (includeDefaultSkin)
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defaultSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
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if (activeSkin != null)
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activeSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
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return newSkin;
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}
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#endregion
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/// <summary>
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/// Gets a shallow copy of the skin. The cloned skin's attachments are shared with the original skin.</summary>
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public static Skin GetClone (this Skin original) {
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var newSkin = new Skin(original.name + " clone");
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var newSkinAttachments = newSkin.Attachments;
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var newSkinBones = newSkin.Bones;
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var newSkinConstraints = newSkin.Constraints;
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foreach (var a in original.Attachments)
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newSkinAttachments[a.Key] = a.Value;
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newSkinBones.AddRange(original.bones);
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newSkinConstraints.AddRange(original.constraints);
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return newSkin;
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}
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/// <summary>Adds an attachment to the skin for the specified slot index and name. If the name already exists for the slot, the previous value is replaced.</summary>
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public static void SetAttachment (this Skin skin, string slotName, string keyName, Attachment attachment, Skeleton skeleton) {
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int slotIndex = skeleton.FindSlotIndex(slotName);
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if (skeleton == null) throw new System.ArgumentNullException("skeleton", "skeleton cannot be null.");
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if (slotIndex == -1) throw new System.ArgumentException(string.Format("Slot '{0}' does not exist in skeleton.", slotName), "slotName");
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skin.SetAttachment(slotIndex, keyName, attachment);
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}
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/// <summary>Adds skin items from another skin. For items that already exist, the previous values are replaced.</summary>
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public static void AddAttachments (this Skin skin, Skin otherSkin) {
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if (otherSkin == null) return;
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otherSkin.CopyTo(skin, true, false);
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}
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/// <summary>Gets an attachment from the skin for the specified slot index and name.</summary>
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public static Attachment GetAttachment (this Skin skin, string slotName, string keyName, Skeleton skeleton) {
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int slotIndex = skeleton.FindSlotIndex(slotName);
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if (skeleton == null) throw new System.ArgumentNullException("skeleton", "skeleton cannot be null.");
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if (slotIndex == -1) throw new System.ArgumentException(string.Format("Slot '{0}' does not exist in skeleton.", slotName), "slotName");
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return skin.GetAttachment(slotIndex, keyName);
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}
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/// <summary>Adds an attachment to the skin for the specified slot index and name. If the name already exists for the slot, the previous value is replaced.</summary>
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public static void SetAttachment (this Skin skin, int slotIndex, string keyName, Attachment attachment) {
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skin.SetAttachment(slotIndex, keyName, attachment);
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}
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public static void RemoveAttachment (this Skin skin, string slotName, string keyName, SkeletonData skeletonData) {
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int slotIndex = skeletonData.FindSlotIndex(slotName);
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if (skeletonData == null) throw new System.ArgumentNullException("skeletonData", "skeletonData cannot be null.");
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if (slotIndex == -1) throw new System.ArgumentException(string.Format("Slot '{0}' does not exist in skeleton.", slotName), "slotName");
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skin.RemoveAttachment(slotIndex, keyName);
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}
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public static void Clear (this Skin skin) {
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skin.Attachments.Clear();
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}
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//[System.Obsolete]
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public static void Append (this Skin destination, Skin source) {
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source.CopyTo(destination, true, false);
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}
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public static void CopyTo (this Skin source, Skin destination, bool overwrite, bool cloneAttachments, bool cloneMeshesAsLinked = true) {
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var sourceAttachments = source.Attachments;
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var destinationAttachments = destination.Attachments;
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var destinationBones = destination.Bones;
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var destinationConstraints = destination.Constraints;
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if (cloneAttachments) {
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if (overwrite) {
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foreach (var e in sourceAttachments) {
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Attachment clonedAttachment = e.Value.GetCopy(cloneMeshesAsLinked);
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destinationAttachments[new Skin.SkinEntry(e.Key.SlotIndex, e.Key.Name, clonedAttachment)] = clonedAttachment;
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}
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} else {
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foreach (var e in sourceAttachments) {
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if (destinationAttachments.ContainsKey(e.Key)) continue;
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Attachment clonedAttachment = e.Value.GetCopy(cloneMeshesAsLinked);
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destinationAttachments.Add(new Skin.SkinEntry(e.Key.SlotIndex, e.Key.Name, clonedAttachment), clonedAttachment);
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}
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}
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} else {
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if (overwrite) {
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foreach (var e in sourceAttachments)
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destinationAttachments[e.Key] = e.Value;
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} else {
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foreach (var e in sourceAttachments) {
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if (destinationAttachments.ContainsKey(e.Key)) continue;
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destinationAttachments.Add(e.Key, e.Value);
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}
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}
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}
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foreach (BoneData data in source.bones)
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if (!destinationBones.Contains(data)) destinationBones.Add(data);
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foreach (ConstraintData data in source.constraints)
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if (!destinationConstraints.Contains(data)) destinationConstraints.Add(data);
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}
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}
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}
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