/****************************************************************************** * Spine Runtime Software License - Version 1.0 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * Redistribution and use in source and binary forms in whole or in part, with * or without modification, are permitted provided that the following conditions * are met: * * 1. A Spine Single User License or Spine Professional License must be * purchased from Esoteric Software and the license must remain valid: * http://esotericsoftware.com/ * 2. Redistributions of source code must retain this license, which is the * above copyright notice, this declaration of conditions and the following * disclaimer. * 3. Redistributions in binary form must reproduce this license, which is the * above copyright notice, this declaration 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. TrackEntry entry = state.GetCurrent(0); if (animationName == null || animationName.Length == 0) { if (entry != null && entry.Animation != null) state.ClearTrack(0); } else if (entry == null || entry.Animation == null || animationName != entry.Animation.Name) { Spine.Animation animation = skeleton.Data.FindAnimation(animationName); if (animation != null) state.SetAnimation(0, animation, loop); } else if (entry != null) entry.Loop = loop; } // Apply the animation. state.Update(Time.deltaTime * timeScale); state.Apply(skeleton); // Call overridden method to call skeleton Update and UpdateWorldTransform. base.UpdateSkeleton(); } }