Spine换装 - Unity3D图片换装方案

Spine是一款专门为软件和游戏开发设计,量身打造的2D动画软件。动画师,原画师和程序共同为您的游戏赋予生命。
官网介绍:http://zh.esotericsoftware.com/spine-using-runtimes

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Spine本身提供了2个方法来换装,分别是换全套和换某部分。

这两个方法都是使用了Spine自身的AtlasRegion,这种情况下没有美工输出AtlasRegion就不能随意使用任意图片进行换装。

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所以这次教大家如何在Unity里使用图片进行Spine换装。

现在先搞清楚Spine的设置关系,一个Spine动画由AtlasRegion(图集)、png、json/byte(图集配置信息)组成。

首先是有了AtlasRegion图集,里面有许多组成一个个体(角色)的各部分的Slot(插槽),然后Slot里包含Attachment(区域),里面又存放了图片、图片信息 例如图片宽高和偏移 。

所以我们的换装思路是:使用Texture2D自建Spine的AtlasRegion,然后获取要换掉的Slot,最后对Slot的Attachment进行换图,并重新计算图片显示。

 private AtlasRegion CreateRegion(Texture2D texture)
        {
            Spine.AtlasRegion region = new AtlasRegion();
            region.width = texture.width;
            region.height = texture.height;
            region.originalWidth = texture.width;
            region.originalHeight = texture.height;
            region.rotate = false;
            region.page = new AtlasPage();
            region.page.name = texture.name;
            region.page.width = texture.width;
            region.page.height = texture.height;
            region.page.uWrap = TextureWrap.ClampToEdge;
            region.page.vWrap = TextureWrap.ClampToEdge;
            return region;
        }     

Material CreateRegionAttachmentByTexture(Slot slot, Texture2D texture)
        {
            if (slot == null) { return null; }
            if (texture == null) { return null; }

            RegionAttachment attachment = slot.Attachment as RegionAttachment;
            if (attachment == null)  {  return null; }

            attachment.RendererObject = CreateRegion(texture);
            attachment.SetUVs(0f, 1f, 1f, 0f, false);

            Material mat = new Material(Shader.Find("Sprites/Default"));
            mat.mainTexture = texture;
            (attachment.RendererObject as AtlasRegion).page.rendererObject = mat;
            
            slot.Attachment = attachment;
            return mat;
        }        
Material CreateMeshAttachmentByTexture(Spine.Slot slot, Texture2D texture)
{
      if (slot == null) return null;
      MeshAttachment oldAtt = slot.Attachment as MeshAttachment;
      if (oldAtt == null || texture == null) return null;

      MeshAttachment att = new MeshAttachment(oldAtt.Name);
      att.RendererObject = CreateRegion(texture);
      att.Path = oldAtt.Path;

      att.Bones = oldAtt.Bones;
      att.Edges = oldAtt.Edges;
      att.Triangles = oldAtt.triangles;
      att.Vertices = oldAtt.Vertices;
      att.WorldVerticesLength = oldAtt.WorldVerticesLength;
      att.HullLength = oldAtt.HullLength;
      att.RegionRotate = false;

      att.RegionU = 0f;
      att.RegionV = 1f;
      att.RegionU2 = 1f;
      att.RegionV2 = 0f;
      att.RegionUVs = oldAtt.RegionUVs;

      att.UpdateUVs();

      Material mat = new Material(Shader.Find("Sprites/Default"));
      mat.mainTexture = texture;
      (att.RendererObject as Spine.AtlasRegion).page.rendererObject = mat;
      slot.Attachment = att;
      return mat;
}

Material m;
string slot;
Texture2D texture;
void SetSkin()
{
      _skeletonAnimation = GetComponent<SkeletonAnimation>();
      m = CreateTextureSizeAttachmentByTexture(_skeletonAnimation.skeleton.FindSlot(slot), texture);                       
}

image.png

但是这样不会根据图片大小换装 所以我们要重新计算Attachment

      attachment.UpdateOffsetByTexture2D(attachment, texture); 

以上就是unity里Spine图片换装的思路和解决方法,欢迎交流~
End .

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转载自blog.csdn.net/u014528558/article/details/82697910