/****************************************************************************** * Spine Runtimes License Agreement * Last updated May 1, 2019. Replaces all prior versions. * * Copyright (c) 2013-2019, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "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 SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT, * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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.Collections; using System.Collections.Generic; using UnityEngine; namespace Spine.Unity.Examples { public class SpawnSkeletonGraphicExample : MonoBehaviour { public SkeletonDataAsset skeletonDataAsset; [SpineAnimation(dataField: "skeletonDataAsset")] public string startingAnimation; [SpineSkin(dataField: "skeletonDataAsset")] public string startingSkin = "base"; public Material skeletonGraphicMaterial; IEnumerator Start () { if (skeletonDataAsset == null) yield break; skeletonDataAsset.GetSkeletonData(false); // Preload SkeletonDataAsset. yield return new WaitForSeconds(1f); // Pretend stuff is happening. var sg = SkeletonGraphic.NewSkeletonGraphicGameObject(skeletonDataAsset, this.transform, skeletonGraphicMaterial); // Spawn a new SkeletonGraphic GameObject. sg.gameObject.name = "SkeletonGraphic Instance"; // Extra Stuff sg.Initialize(false); sg.Skeleton.SetSkin(startingSkin); sg.Skeleton.SetSlotsToSetupPose(); sg.AnimationState.SetAnimation(0, startingAnimation, true); } } }