/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), you * may not (a) modify, translate, adapt or otherwise create derivative works, * improvements of the Software or develop new applications using the Software * or (b) remove, delete, alter or obscure any trademarks or any copyright, * trademark, patent or other intellectual property or proprietary rights * notices on or in the Software, including any copy thereof. Redistributions * in binary or source form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 ESOTERIC SOFTARE 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 UnityEngine; using System.Collections; using Spine; public class Goblins : MonoBehaviour { private bool girlSkin; private SkeletonAnimation skeletonAnimation; private Bone headBone; public void Start () { skeletonAnimation = GetComponent(); headBone = skeletonAnimation.skeleton.FindBone("head"); skeletonAnimation.UpdateBones += UpdateBones; } // This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically. public void UpdateBones (SkeletonAnimation skeletonAnimation) { headBone.Rotation += 15; } public void OnMouseDown () { skeletonAnimation.skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl"); skeletonAnimation.skeleton.SetSlotsToSetupPose(); girlSkin = !girlSkin; if (girlSkin) { skeletonAnimation.skeleton.SetAttachment("right hand item", null); skeletonAnimation.skeleton.SetAttachment("left hand item", "spear"); } else skeletonAnimation.skeleton.SetAttachment("left hand item", "dagger"); } }