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Separate Unity 4 and 3.5 examples.
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spine-unity/Assets/examples/Unity 3.5/spineboy/spineboy.mat
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spine-unity/Assets/examples/Unity 3.5/spineboy/spineboy.mat
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spine-unity/Assets/examples/Unity 3.5/spineboy/spineboy.unity
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spine-unity/Assets/examples/Unity 3.5/spineboy/spineboy.unity
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spine-unity/Assets/examples/Unity 4.meta
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spine-unity/Assets/examples/Unity 4.meta
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/*******************************************************************************
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY 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 THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY 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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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 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 THIS
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* SOFTWARE, 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;
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public class SpineboyComponent : MonoBehaviour {
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public void OnMouseDown () {
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SkeletonComponent skeletonComponent = GetComponent<SkeletonComponent>();
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skeletonComponent.animationName = "jump";
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skeletonComponent.loop = false;
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}
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public void Update () {
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SkeletonComponent skeletonComponent = GetComponent<SkeletonComponent>();
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if (!skeletonComponent.loop && skeletonComponent.state.Time >= skeletonComponent.state.Animation.Duration - 0.25) {
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skeletonComponent.animationName = "walk";
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skeletonComponent.loop = true;
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}
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}
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}
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