@[deleted]
The code below is what you've mentioned in your last post? I'll follow it. Posting here for future fast ref.
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, 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
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*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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*****************************************************************************/
using Spine.Unity.AttachmentTools;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class MixAndMatchSkinsExample : MonoBehaviour {
// character skins
[SpineSkin] public string baseSkin = "skin-base";
[SpineSkin] public string eyelidsSkin = "eyelids/girly";
// here we use arrays of strings to be able to cycle between them easily.
[SpineSkin] public string[] hairSkins = { "hair/brown", "hair/blue", "hair/pink", "hair/short-red", "hair/long-blue-with-scarf" };
public int activeHairIndex = 0;
[SpineSkin] public string[] eyesSkins = { "eyes/violet", "eyes/green", "eyes/yellow" };
public int activeEyesIndex = 0;
[SpineSkin] public string[] noseSkins = { "nose/short", "nose/long" };
public int activeNoseIndex = 0;
// equipment skins
public enum ItemType {
Cloth,
Pants,
Bag,
Hat
}
[SpineSkin] public string clothesSkin = "clothes/hoodie-orange";
[SpineSkin] public string pantsSkin = "legs/pants-jeans";
[SpineSkin] public string bagSkin = "";
[SpineSkin] public string hatSkin = "accessories/hat-red-yellow";
SkeletonAnimation skeletonAnimation;
// This "naked body" skin will likely change only once upon character creation,
// so we store this combined set of non-equipment Skins for later re-use.
Skin characterSkin;
// for repacking the skin to a new atlas texture
public Material runtimeMaterial;
public Texture2D runtimeAtlas;
void Awake () {
skeletonAnimation = this.GetComponent<SkeletonAnimation>();
}
void Start () {
UpdateCharacterSkin();
UpdateCombinedSkin();
}
public void NextHairSkin () {
activeHairIndex = (activeHairIndex + 1) % hairSkins.Length;
UpdateCharacterSkin();
UpdateCombinedSkin();
}
public void PrevHairSkin () {
activeHairIndex = (activeHairIndex + hairSkins.Length - 1) % hairSkins.Length;
UpdateCharacterSkin();
UpdateCombinedSkin();
}
public void NextEyesSkin () {
activeEyesIndex = (activeEyesIndex + 1) % eyesSkins.Length;
UpdateCharacterSkin();
UpdateCombinedSkin();
}
public void PrevEyesSkin () {
activeEyesIndex = (activeEyesIndex + eyesSkins.Length - 1) % eyesSkins.Length;
UpdateCharacterSkin();
UpdateCombinedSkin();
}
public void NextNoseSkin () {
activeNoseIndex = (activeNoseIndex + 1) % noseSkins.Length;
UpdateCharacterSkin();
UpdateCombinedSkin();
}
public void PrevNoseSkin () {
activeNoseIndex = (activeNoseIndex + noseSkins.Length - 1) % noseSkins.Length;
UpdateCharacterSkin();
UpdateCombinedSkin();
}
public void Equip (string itemSkin, ItemType itemType) {
switch (itemType) {
case ItemType.Cloth:
clothesSkin = itemSkin;
break;
case ItemType.Pants:
pantsSkin = itemSkin;
break;
case ItemType.Bag:
bagSkin = itemSkin;
break;
case ItemType.Hat:
hatSkin = itemSkin;
break;
default:
break;
}
UpdateCombinedSkin();
}
public void OptimizeSkin () {
// Create a repacked skin.
var previousSkin = skeletonAnimation.Skeleton.Skin;
// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
if (runtimeMaterial)
Destroy(runtimeMaterial);
if (runtimeAtlas)
Destroy(runtimeAtlas);
Skin repackedSkin = previousSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas);
previousSkin.Clear();
// Use the repacked skin.
skeletonAnimation.Skeleton.Skin = repackedSkin;
skeletonAnimation.Skeleton.SetSlotsToSetupPose();
skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton);
// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
// cache necessarily created Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
// You can optionally clear the textures cache after multiple repack operations.
// Just be aware that while this cleanup frees up memory, it is also a costly operation
// and will likely cause a spike in the framerate.
AtlasUtilities.ClearCache();
Resources.UnloadUnusedAssets();
}
void UpdateCharacterSkin () {
var skeleton = skeletonAnimation.Skeleton;
var skeletonData = skeleton.Data;
characterSkin = new Skin("character-base");
// Note that the result Skin returned by calls to skeletonData.FindSkin()
// could be cached once in Start() instead of searching for the same skin
// every time. For demonstration purposes we keep it simple here.
characterSkin.AddSkin(skeletonData.FindSkin(baseSkin));
characterSkin.AddSkin(skeletonData.FindSkin(noseSkins[activeNoseIndex]));
characterSkin.AddSkin(skeletonData.FindSkin(eyelidsSkin));
characterSkin.AddSkin(skeletonData.FindSkin(eyesSkins[activeEyesIndex]));
characterSkin.AddSkin(skeletonData.FindSkin(hairSkins[activeHairIndex]));
}
void AddEquipmentSkinsTo (Skin combinedSkin) {
var skeleton = skeletonAnimation.Skeleton;
var skeletonData = skeleton.Data;
combinedSkin.AddSkin(skeletonData.FindSkin(clothesSkin));
combinedSkin.AddSkin(skeletonData.FindSkin(pantsSkin));
if (!string.IsNullOrEmpty(bagSkin)) combinedSkin.AddSkin(skeletonData.FindSkin(bagSkin));
if (!string.IsNullOrEmpty(hatSkin)) combinedSkin.AddSkin(skeletonData.FindSkin(hatSkin));
}
void UpdateCombinedSkin () {
var skeleton = skeletonAnimation.Skeleton;
var resultCombinedSkin = new Skin("character-combined");
resultCombinedSkin.AddSkin(characterSkin);
AddEquipmentSkinsTo(resultCombinedSkin);
skeleton.SetSkin(resultCombinedSkin);
skeleton.SetSlotsToSetupPose();
}
}
}