Initial commit: Client Doc docs Server Tools
Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
+9
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+131
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/******************************************************************************
|
||||
* Spine Runtimes License Agreement
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||||
* Last updated April 5, 2025. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2026, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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||||
*****************************************************************************/
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||||
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using Spine;
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using Spine.Unity;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Spine.Unity {
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[CreateAssetMenu(menuName = "Spine/SkeletonData Modifiers/Blend Mode Materials", order = 200)]
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public class BlendModeMaterialsAsset : SkeletonDataModifierAsset {
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public Material multiplyMaterialTemplate;
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public Material screenMaterialTemplate;
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public Material additiveMaterialTemplate;
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public bool applyAdditiveMaterial = true;
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||||
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public override void Apply (SkeletonData skeletonData) {
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ApplyMaterials(skeletonData, multiplyMaterialTemplate, screenMaterialTemplate, additiveMaterialTemplate, applyAdditiveMaterial);
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}
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public static void ApplyMaterials (SkeletonData skeletonData, Material multiplyTemplate, Material screenTemplate, Material additiveTemplate, bool includeAdditiveSlots) {
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if (skeletonData == null) throw new ArgumentNullException("skeletonData");
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using (AtlasMaterialCache materialCache = new AtlasMaterialCache()) {
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List<Skin.SkinEntry> entryBuffer = new List<Skin.SkinEntry>();
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SlotData[] slotsItems = skeletonData.Slots.Items;
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||||
for (int slotIndex = 0, slotCount = skeletonData.Slots.Count; slotIndex < slotCount; slotIndex++) {
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SlotData slot = slotsItems[slotIndex];
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if (slot.BlendMode == BlendMode.Normal) continue;
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if (!includeAdditiveSlots && slot.BlendMode == BlendMode.Additive) continue;
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entryBuffer.Clear();
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foreach (Skin skin in skeletonData.Skins)
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skin.GetAttachments(slotIndex, entryBuffer);
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Material templateMaterial = null;
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switch (slot.BlendMode) {
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case BlendMode.Multiply:
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templateMaterial = multiplyTemplate;
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break;
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case BlendMode.Screen:
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templateMaterial = screenTemplate;
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break;
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case BlendMode.Additive:
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templateMaterial = additiveTemplate;
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break;
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}
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if (templateMaterial == null) continue;
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foreach (Skin.SkinEntry entry in entryBuffer) {
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IHasSequence renderableAttachment = entry.Attachment as IHasSequence;
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if (renderableAttachment == null) continue;
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TextureRegion[] regions = renderableAttachment.Sequence.Regions;
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for (int i = 0; i < regions.Length; ++i) {
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regions[i] = materialCache.CloneAtlasRegionWithMaterial(
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(AtlasRegion)regions[i], templateMaterial);
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}
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}
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}
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}
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//attachmentBuffer.Clear();
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}
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class AtlasMaterialCache : IDisposable {
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readonly Dictionary<KeyValuePair<AtlasPage, Material>, AtlasPage> cache = new Dictionary<KeyValuePair<AtlasPage, Material>, AtlasPage>();
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/// <summary>Creates a clone of an AtlasRegion that uses different Material settings, while retaining the original texture.</summary>
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public AtlasRegion CloneAtlasRegionWithMaterial (AtlasRegion originalRegion, Material materialTemplate) {
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AtlasRegion newRegion = originalRegion.Clone();
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||||
newRegion.page = GetAtlasPageWithMaterial(originalRegion.page, materialTemplate);
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||||
return newRegion;
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||||
}
|
||||
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||||
AtlasPage GetAtlasPageWithMaterial (AtlasPage originalPage, Material materialTemplate) {
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||||
if (originalPage == null) throw new ArgumentNullException("originalPage");
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||||
|
||||
AtlasPage newPage = null;
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||||
var key = new KeyValuePair<AtlasPage, Material>(originalPage, materialTemplate);
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cache.TryGetValue(key, out newPage);
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||||
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||||
if (newPage == null) {
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||||
newPage = originalPage.Clone();
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Material originalMaterial = originalPage.rendererObject as Material;
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||||
newPage.rendererObject = new Material(materialTemplate) {
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name = originalMaterial.name + " " + materialTemplate.name,
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||||
mainTexture = originalMaterial.mainTexture
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};
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cache.Add(key, newPage);
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||||
}
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return newPage;
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}
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public void Dispose () {
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cache.Clear();
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}
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}
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||||
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}
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||||
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}
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Reference in New Issue
Block a user