/******************************************************************************* * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ******************************************************************************/ using System; using System.IO; using System.Collections.Generic; using UnityEngine; using Spine; /** Extends SkeletonComponent to apply an animation. */ [ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))] public class SkeletonAnimation : SkeletonComponent { public bool useAnimationName; public String animationName; public bool loop; public Spine.AnimationState state; override public void Initialize () { base.Initialize(); // Call overridden method to initialize the skeleton. state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData()); } override public void UpdateSkeleton () { if (useAnimationName) { // Keep AnimationState in sync with animationName and loop fields. if (animationName == null || animationName.Length == 0) { if (state.Animation != null) state.ClearAnimation(); } else if (state.Animation == null || animationName != state.Animation.Name) { Spine.Animation animation = skeleton.Data.FindAnimation(animationName); if (animation != null) state.SetAnimation(animation, loop); } state.Loop = loop; } // Apply the animation. state.Update(Time.deltaTime * timeScale); state.Apply(skeleton); // Call overridden method to call skeleton Update and UpdateWorldTransform. base.UpdateSkeleton(); } }