using System; using System.IO; using System.Collections.Generic; using UnityEngine; using Spine; public class SkeletonDataAsset : ScriptableObject { public AtlasAsset atlasAsset; public TextAsset skeletonJSON; public float scale = 1; public String[] fromAnimation; public String[] toAnimation; public float[] duration; private SkeletonData skeletonData; private AnimationStateData stateData; public void Clear () { skeletonData = null; stateData = null; } public SkeletonData GetSkeletonData (bool quiet) { if (atlasAsset == null) { if (!quiet) Debug.LogWarning("Atlas not set for skeleton data asset: " + name, this); Clear(); return null; } if (skeletonJSON == null) { if (!quiet) Debug.LogWarning("Skeleton JSON file not set for skeleton data asset: " + name, this); Clear(); return null; } Atlas atlas = atlasAsset.GetAtlas(); if (atlas == null) { Clear(); return null; } if (skeletonData != null) return skeletonData; SkeletonJson json = new SkeletonJson(atlas); json.Scale = scale; try { skeletonData = json.ReadSkeletonData(new StringReader(skeletonJSON.text)); } catch (Exception) { if (!quiet) Debug.LogException(new Exception("Error reading skeleton JSON file for skeleton data asset: " + name), this); return null; } stateData = new AnimationStateData(skeletonData); for (int i = 0, n = fromAnimation.Length; i < n; i++) stateData.SetMix(fromAnimation[i], toAnimation[i], duration[i]); return skeletonData; } public AnimationStateData GetAnimationStateData () { if (stateData != null) return stateData; GetSkeletonData(false); return stateData; } }