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/******************************************************************************
* Spine Runtimes License Agreement
* 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
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*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.AttachmentTools {
public static class AttachmentRegionExtensions {
#region Runtime RegionAttachments
/// <summary>
/// Creates a RegionAttachment based on a sprite. This method creates a real, usable AtlasRegion. That AtlasRegion uses a new AtlasPage with the Material provided./// </summary>
public static RegionAttachment ToRegionAttachment (this Sprite sprite, Material material, float rotation = 0f) {
return sprite.ToRegionAttachment(material.ToSpineAtlasPage(), rotation);
}
/// <summary>
/// Creates a RegionAttachment based on a sprite. This method creates a real, usable AtlasRegion. That AtlasRegion uses the AtlasPage provided./// </summary>
public static RegionAttachment ToRegionAttachment (this Sprite sprite, AtlasPage page, float rotation = 0f) {
if (sprite == null) throw new System.ArgumentNullException("sprite");
if (page == null) throw new System.ArgumentNullException("page");
AtlasRegion region = sprite.ToAtlasRegion(page);
float unitsPerPixel = 1f / sprite.pixelsPerUnit;
return region.ToRegionAttachment(sprite.name, unitsPerPixel, rotation);
}
/// <summary>
/// Creates a Spine.AtlasRegion that uses a premultiplied alpha duplicate texture of the Sprite's texture data.
/// Returns a RegionAttachment that uses it. Use this if you plan to use a premultiply alpha shader such as "Spine/Skeleton".</summary>
/// <remarks>The duplicate texture is cached for later re-use. See documentation of
/// <see cref="SetRegion(Attachment, Sprite, Material, bool, bool, bool, bool, TextureFormat, bool)"/> for additional details.</remarks>
public static RegionAttachment ToRegionAttachmentWithNewPMATexture (this Sprite sprite, Shader shader, TextureFormat textureFormat = AtlasUtilities.SpineTextureFormat, bool mipmaps = AtlasUtilities.UseMipMaps, Material materialPropertySource = null, float rotation = 0f) {
if (sprite == null) throw new System.ArgumentNullException("sprite");
if (shader == null) throw new System.ArgumentNullException("shader");
AtlasRegion region = sprite.ToAtlasRegionWithNewPMATexture(shader, textureFormat, mipmaps, materialPropertySource);
float unitsPerPixel = 1f / sprite.pixelsPerUnit;
return region.ToRegionAttachment(sprite.name, unitsPerPixel, rotation);
}
public static RegionAttachment ToRegionAttachmentWithNewPMATexture (this Sprite sprite, Material materialPropertySource, TextureFormat textureFormat = AtlasUtilities.SpineTextureFormat, bool mipmaps = AtlasUtilities.UseMipMaps, float rotation = 0f) {
return sprite.ToRegionAttachmentWithNewPMATexture(materialPropertySource.shader, textureFormat, mipmaps, materialPropertySource, rotation);
}
/// <summary>
/// Creates a new RegionAttachment from a given AtlasRegion.</summary>
public static RegionAttachment ToRegionAttachment (this AtlasRegion region, string attachmentName, float scale = 0.01f, float rotation = 0f) {
if (string.IsNullOrEmpty(attachmentName)) throw new System.ArgumentException("attachmentName can't be null or empty.", "attachmentName");
if (region == null) throw new System.ArgumentNullException("region");
// (AtlasAttachmentLoader.cs)
Sequence sequence = new Sequence(1, false);
sequence.Regions[0] = region;
RegionAttachment attachment = new RegionAttachment(attachmentName, sequence);
attachment.Path = region.name;
attachment.ScaleX = 1;
attachment.ScaleY = 1;
attachment.Rotation = rotation;
attachment.SetColor(Color.white);
// pass OriginalWidth and OriginalHeight because UpdateOffset uses it in its calculation.
attachment.Width = region.originalWidth * scale;
attachment.Height = region.originalHeight * scale;
attachment.SetColor(Color.white);
attachment.UpdateSequence();
return attachment;
}
/// <summary> Sets the scale. Call regionAttachment.UpdateOffset to apply the change.</summary>
public static void SetScale (this RegionAttachment regionAttachment, Vector2 scale) {
regionAttachment.ScaleX = scale.x;
regionAttachment.ScaleY = scale.y;
}
/// <summary> Sets the scale. Call regionAttachment.UpdateOffset to apply the change.</summary>
public static void SetScale (this RegionAttachment regionAttachment, float x, float y) {
regionAttachment.ScaleX = x;
regionAttachment.ScaleY = y;
}
/// <summary> Sets the position offset. Call regionAttachment.UpdateOffset to apply the change.</summary>
public static void SetPositionOffset (this RegionAttachment regionAttachment, Vector2 offset) {
regionAttachment.X = offset.x;
regionAttachment.Y = offset.y;
}
/// <summary> Sets the position offset. Call regionAttachment.UpdateOffset to apply the change.</summary>
public static void SetPositionOffset (this RegionAttachment regionAttachment, float x, float y) {
regionAttachment.X = x;
regionAttachment.Y = y;
}
/// <summary> Sets the rotation. Call regionAttachment.UpdateOffset to apply the change.</summary>
public static void SetRotation (this RegionAttachment regionAttachment, float rotation) {
regionAttachment.Rotation = rotation;
}
#endregion
#region SetRegion
/// <summary>
/// Sets the region of an attachment to match a Sprite image.</summary>
/// <param name="attachment">The attachment to modify.</param>
/// <param name="sprite">The sprite whose texture to use.</param>
/// <param name="sourceMaterial">The source material used to copy the shader and material properties from.</param>
/// <param name="premultiplyAlpha">If <c>true</c>, a premultiply alpha duplicate of the original texture will be created.
/// See remarks below for additional info.</param>
/// <param name="useOriginalRegionSize">If <c>true</c> the size of the original attachment will be followed, instead of using the Sprite size.</param>
/// <param name="pivotShiftsMeshUVCoords">If <c>true</c> and the Attachment is a MeshAttachment, then
/// a non-central sprite pivot will shift uv coords in the opposite direction. Vertices will not be offset in
/// any case when the Attachment is a MeshAttachment.</param>
/// <param name="useOriginalRegionScale">If <c>true</c> and the Attachment is a RegionAttachment, then
/// the original region's scale value is used instead of the Sprite's pixels per unit property. Since uniform scale is used,
/// x scale of the original attachment (width scale) is used, scale in y direction (height scale) is ignored.</param>
/// <param name="pmaTextureFormat">If <c>premultiplyAlpha</c> is <c>true</c>, the TextureFormat of the
/// newly created PMA attachment Texture.</param>
/// <param name="pmaMipmaps">If <c>premultiplyAlpha</c> is <c>true</c>, whether the newly created
/// PMA attachment Texture has mipmaps enabled.</param>
/// <remarks>When parameter <c>premultiplyAlpha</c> is set to <c>true</c>, a premultiply alpha duplicate of the
/// original texture will be created. Additionally, this PMA Texture duplicate is cached for later re-use,
/// which might steadily increase the Texture memory footprint when used excessively.
/// See <see cref="AtlasUtilities.ClearCache()"/> on how to clear these cached textures.</remarks>
public static void SetRegion (this Attachment attachment, Sprite sprite, Material sourceMaterial,
bool premultiplyAlpha = true, bool useOriginalRegionSize = false,
bool pivotShiftsMeshUVCoords = true, bool useOriginalRegionScale = false,
TextureFormat pmaTextureFormat = AtlasUtilities.SpineTextureFormat,
bool pmaMipmaps = AtlasUtilities.UseMipMaps) {
AtlasRegion atlasRegion = premultiplyAlpha ?
sprite.ToAtlasRegionWithNewPMATexture(sourceMaterial, pmaTextureFormat, pmaMipmaps) :
sprite.ToAtlasRegion(new Material(sourceMaterial) { mainTexture = sprite.texture });
if (!pivotShiftsMeshUVCoords && attachment is MeshAttachment) {
// prevent non-central sprite pivot setting offsetX/Y and shifting uv coords out of mesh bounds
atlasRegion.offsetX = 0;
atlasRegion.offsetY = 0;
}
float scale = 1f / sprite.pixelsPerUnit;
if (useOriginalRegionScale) {
RegionAttachment regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
var firstRegion = regionAttachment.Sequence.GetRegion(0);
scale = regionAttachment.Width / firstRegion.OriginalWidth;
}
}
attachment.SetRegion(atlasRegion, useOriginalRegionSize, scale);
}
/// <summary>
/// Sets the region of an attachment to use a new AtlasRegion.</summary>
/// <param name="attachment">The attachment to modify.</param>
/// <param name="atlasRegion">Atlas region.</param>
/// <param name="useOriginalRegionSize">If <c>true</c> the size of the original attachment will be followed, instead of using the atlas region size.</param>
/// <param name="scale">Unity units per pixel scale used to scale the atlas region size when not using the original region size.</param>
public static void SetRegion (this Attachment attachment, AtlasRegion atlasRegion, bool useOriginalRegionSize = false, float scale = 0.01f) {
RegionAttachment regionAttachment = attachment as RegionAttachment;
if (regionAttachment != null) {
regionAttachment.Sequence.Regions[0] = atlasRegion;
if (!useOriginalRegionSize) {
regionAttachment.Width = atlasRegion.width * scale;
regionAttachment.Height = atlasRegion.height * scale;
}
regionAttachment.UpdateSequence();
} else {
MeshAttachment meshAttachment = attachment as MeshAttachment;
if (meshAttachment != null) {
meshAttachment.Sequence.Regions[0] = atlasRegion;
meshAttachment.UpdateSequence();
}
}
}
#endregion
}
}