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[unity] Added SkeletonGraphic example component variants for "4 Object Oriented Sample" for canvas coord conversion.
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated September 24, 2021. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* 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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* 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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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using Spine.Unity;
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using System.Collections;
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using UnityEngine;
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namespace Spine.Unity.Examples {
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public class SpineboyBeginnerViewGraphic : MonoBehaviour {
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#region Inspector
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[Header("Components")]
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public SpineboyBeginnerModel model;
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public SkeletonGraphic skeletonGraphic;
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public AnimationReferenceAsset run, idle, aim, shoot, jump;
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public EventDataReferenceAsset footstepEvent;
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[Header("Audio")]
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public float footstepPitchOffset = 0.2f;
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public float gunsoundPitchOffset = 0.13f;
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public AudioSource footstepSource, gunSource, jumpSource;
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[Header("Effects")]
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public ParticleSystem gunParticles;
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#endregion
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SpineBeginnerBodyState previousViewState;
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void Start () {
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if (skeletonGraphic == null) return;
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model.ShootEvent += PlayShoot;
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model.StartAimEvent += StartPlayingAim;
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model.StopAimEvent += StopPlayingAim;
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skeletonGraphic.AnimationState.Event += HandleEvent;
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}
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void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
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if (e.Data == footstepEvent.EventData)
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PlayFootstepSound();
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}
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void Update () {
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if (skeletonGraphic == null) return;
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if (model == null) return;
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if ((skeletonGraphic.Skeleton.ScaleX < 0) != model.facingLeft) { // Detect changes in model.facingLeft
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Turn(model.facingLeft);
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}
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// Detect changes in model.state
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SpineBeginnerBodyState currentModelState = model.state;
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if (previousViewState != currentModelState) {
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PlayNewStableAnimation();
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}
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previousViewState = currentModelState;
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}
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void PlayNewStableAnimation () {
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SpineBeginnerBodyState newModelState = model.state;
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Animation nextAnimation;
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// Add conditionals to not interrupt transient animations.
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if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) {
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PlayFootstepSound();
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}
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if (newModelState == SpineBeginnerBodyState.Jumping) {
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jumpSource.Play();
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nextAnimation = jump;
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} else {
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if (newModelState == SpineBeginnerBodyState.Running) {
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nextAnimation = run;
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} else {
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nextAnimation = idle;
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}
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}
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skeletonGraphic.AnimationState.SetAnimation(0, nextAnimation, true);
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}
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void PlayFootstepSound () {
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footstepSource.Play();
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footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
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}
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[ContextMenu("Check Tracks")]
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void CheckTracks () {
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AnimationState state = skeletonGraphic.AnimationState;
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Debug.Log(state.GetCurrent(0));
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Debug.Log(state.GetCurrent(1));
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}
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#region Transient Actions
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public void PlayShoot () {
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// Play the shoot animation on track 1.
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TrackEntry shootTrack = skeletonGraphic.AnimationState.SetAnimation(1, shoot, false);
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shootTrack.AttachmentThreshold = 1f;
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shootTrack.MixDuration = 0f;
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skeletonGraphic.AnimationState.AddEmptyAnimation(1, 0.5f, 0.1f);
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// Play the aim animation on track 2 to aim at the mouse target.
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TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, false);
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aimTrack.AttachmentThreshold = 1f;
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aimTrack.MixDuration = 0f;
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skeletonGraphic.AnimationState.AddEmptyAnimation(2, 0.5f, 0.1f);
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gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
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gunSource.Play();
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//gunParticles.randomSeed = (uint)Random.Range(0, 100);
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gunParticles.Play();
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}
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public void StartPlayingAim () {
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// Play the aim animation on track 2 to aim at the mouse target.
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TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, true);
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aimTrack.AttachmentThreshold = 1f;
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aimTrack.MixDuration = 0f;
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}
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public void StopPlayingAim () {
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skeletonGraphic.AnimationState.AddEmptyAnimation(2, 0.5f, 0.1f);
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}
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public void Turn (bool facingLeft) {
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skeletonGraphic.Skeleton.ScaleX = facingLeft ? -1f : 1f;
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// Maybe play a transient turning animation too, then call ChangeStableAnimation.
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}
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#endregion
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#region Utility
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public float GetRandomPitch (float maxPitchOffset) {
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return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
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}
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#endregion
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}
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}
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fileFormatVersion: 2
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guid: 795971ea6ab1f214eac09ad8814226e6
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated September 24, 2021. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* 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 ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* 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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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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namespace Spine.Unity.Examples {
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public class SpineboyTargetControllerGraphic : MonoBehaviour {
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public SkeletonGraphic skeletonGraphic;
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[SpineBone(dataField: "skeletonGraphic")]
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public string boneName;
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public Camera cam;
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public Canvas canvas;
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Bone bone;
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void OnValidate () {
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if (skeletonGraphic == null) skeletonGraphic = GetComponent<SkeletonGraphic>();
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}
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void Start () {
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bone = skeletonGraphic.Skeleton.FindBone(boneName);
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}
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void Update () {
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Vector3 mousePosition = Input.mousePosition;
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Vector2 localRectPosition;
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RectTransformUtility.ScreenPointToLocalPointInRectangle(
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skeletonGraphic.rectTransform, mousePosition, null, out localRectPosition);
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Vector3 skeletonSpacePoint = localRectPosition / canvas.referencePixelsPerUnit;
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skeletonSpacePoint.x *= skeletonGraphic.Skeleton.ScaleX;
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skeletonSpacePoint.y *= skeletonGraphic.Skeleton.ScaleY;
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bone.SetLocalPosition(skeletonSpacePoint);
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}
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}
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}
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fileFormatVersion: 2
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guid: e58811512f2bea64988af3798e27f1d8
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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"name": "com.esotericsoftware.spine.spine-unity-examples",
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"name": "com.esotericsoftware.spine.spine-unity-examples",
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"displayName": "spine-unity Runtime Examples",
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"displayName": "spine-unity Runtime Examples",
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"description": "This plugin provides example scenes and scripts for the spine-unity runtime.",
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"description": "This plugin provides example scenes and scripts for the spine-unity runtime.",
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"version": "4.1.11",
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"version": "4.1.12",
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"unity": "2018.3",
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"unity": "2018.3",
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"author": {
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"author": {
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"name": "Esoteric Software",
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"name": "Esoteric Software",
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