/****************************************************************************** * Spine Runtimes License Agreement * Last updated April 5, 2025. Replaces all prior versions. * * Copyright (c) 2013-2026, 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. * * THE SPINE RUNTIMES ARE 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ #if !SPINE_AUTO_UPGRADE_COMPONENTS_OFF #define AUTO_UPGRADE_TO_43_COMPONENTS #endif using System; using System.Collections.Generic; using UnityEngine; namespace Spine.Unity { public enum UpdateMode { Nothing = 0, OnlyAnimationStatus, OnlyEventTimelines = 4, // added as index 4 to keep scene behavior unchanged. EverythingExceptMesh = 2, FullUpdate, //Reserved 4 for OnlyEventTimelines }; public enum UpdateTiming { ManualUpdate = 0, InUpdate, InFixedUpdate, InLateUpdate } public delegate void SkeletonAnimationDelegate (ISkeletonAnimation animated); public delegate void SkeletonRendererDelegate (ISkeletonRenderer skeletonRenderer); public delegate void InstructionDelegate (SkeletonRendererInstruction instruction); public interface ISpineComponent { } public static class ISpineComponentExtensions { public static bool IsNullOrDestroyed (this ISpineComponent component) { if (component == null) return true; return (UnityEngine.Object)component == null; } } /// A Spine-Unity Component that animates a Skeleton but not necessarily with a Spine.AnimationState. public interface ISkeletonAnimation : IHasSkeletonRenderer, ISpineComponent { event SkeletonAnimationDelegate OnAnimationRebuild; event SkeletonAnimationDelegate BeforeUpdate; event SkeletonAnimationDelegate BeforeApply; event SkeletonRendererDelegate UpdateLocal; event SkeletonRendererDelegate UpdateWorld; event SkeletonRendererDelegate UpdateComplete; MonoBehaviour Component { get; } Skeleton Skeleton { get; } bool IsValid { get; } UpdateMode UpdateMode { get; set; } UpdateTiming UpdateTiming { get; set; } void EnsureRendererEventsSubscribed (); void Initialize (bool overwrite, bool quiet = false, bool calledFromRendererCallback = false); void InitializeAnimationComponent (); void ClearAnimationState (); void ApplyAnimation (bool calledFromMainThread = true); CoroutineIterator ApplyAnimationSplit (CoroutineIterator coroutineIterator); void UpdateOncePerFrame (float deltaTime); void Update (float deltaTime); void OnBecameVisibleFromMode (UpdateMode previousUpdateMode); } /// Holds a reference to a SkeletonDataAsset. public interface IHasSkeletonDataAsset : ISpineComponent { /// Gets the SkeletonDataAsset of the Spine Component. SkeletonDataAsset SkeletonDataAsset { get; } } public interface IHasModifyableSkeletonDataAsset : IHasSkeletonDataAsset, ISpineComponent { /// Set the SkeletonDataAsset of the Spine Component. /// Initialize(overwrite:true) has to be called at the target component /// afterwards. new SkeletonDataAsset SkeletonDataAsset { get; set; } } /// A Spine-Unity Component that manages a Spine.Skeleton instance, instantiated from a SkeletonDataAsset. public interface ISkeletonComponent : IHasModifyableSkeletonDataAsset, ISpineComponent { /// Accesses the Spine.Skeleton instance of the Spine Component. This is equivalent to SkeletonRenderer's .skeleton. Skeleton Skeleton { get; set; } MonoBehaviour Component { get; } } /// A Spine-Unity Component that uses a Spine.AnimationState to animate its skeleton. public interface IAnimationStateComponent : ISpineComponent { /// Gets the Spine.AnimationState of the animated Spine Component. This is equivalent to SkeletonAnimation.state. AnimationState AnimationState { get; } /// If enabled, AnimationState time is advanced by Unscaled Game Time /// (Time.unscaledDeltaTime instead of the default Game Time(Time.deltaTime). /// to animate independent of game Time.timeScale. /// Instance SkeletonGraphic.timeScale and SkeletonAnimation.timeScale will still be applied. bool UnscaledTime { get; set; } } /// A Spine-Unity Component that holds a reference to a skeleton renderer. public interface IHasSkeletonRenderer : ISpineComponent { ISkeletonRenderer Renderer { get; } } /// A Spine-Unity Component that holds a reference to an ISkeletonComponent. public interface IHasSkeletonComponent : ISpineComponent { ISkeletonComponent SkeletonComponent { get; } } public interface ISkeletonRendererEvents { event SkeletonRendererDelegate UpdateLocal; event SkeletonRendererDelegate UpdateWorld; event SkeletonRendererDelegate UpdateComplete; /// OnRebuild is raised after the Skeleton is successfully initialized. event SkeletonRendererDelegate OnRebuild; /// OnMeshAndMaterialsUpdated is called at the end of LateUpdate after the Mesh and /// all materials have been updated. event SkeletonRendererDelegate OnMeshAndMaterialsUpdated; } public interface IThreadedRenderer { bool IsUpdatedExternally { get; set; } bool RequiresMeshBufferAssignmentMainThread { get; } void UpdateMeshAndMaterialsToBuffers (); void MainThreadPrepareLateUpdateInternal(); void LateUpdateImplementation (bool calledFromMainThread); } // combined interfaces public interface ISkeletonRenderer : ISkeletonComponent, ISkeletonRendererEvents, IHasModifyableSkeletonDataAsset, IThreadedRenderer { ISkeletonAnimation Animation { get; set; } Dictionary CustomSlotMaterials { get; } bool EnableSeparatorSlots { get; set; } List SeparatorSlots { get; } bool Freeze { get; } bool HasGenerateMeshOverride { get; } string InitialSkinName { get; set; } bool IsValid { get; } MeshGenerator.Settings MeshSettings { get; set; } UpdateMode UpdateMode { get; set; } UpdateMode UpdateWhenInvisible { get; set; } float MeshScale { get; } Vector2 PhysicsPositionInheritanceFactor { get; set; } float PhysicsRotationInheritanceFactor { get; set; } #if UNITY_EDITOR bool EditorSkipSkinSync { get; set; } #endif event Spine.Unity.InstructionDelegate GenerateMeshOverride; event Spine.Unity.MeshGeneratorDelegate OnPostProcessVertices; void ClearSkeletonState (); void ClearState (); void Initialize (bool overwrite, bool quiet = false); void GatherTransformMovementForPhysics (); void ApplyTransformMovementToPhysics(); void AfterAnimationApplied (bool calledFromMainThread = true); CoroutineIterator AfterAnimationAppliedSplit (CoroutineIterator coroutineIterator); void LateUpdate (); void UpdateMesh (bool calledFromMainThread = true); void UpdateMaterials (); void FindAndApplySeparatorSlots (Func slotNamePredicate, bool clearExistingSeparators = true, bool updateStringArray = false); void FindAndApplySeparatorSlots (string startsWith, bool clearExistingSeparators = true, bool updateStringArray = false); void ReapplySeparatorSlotNames (); } public interface IUpgradable { #if UNITY_EDITOR && AUTO_UPGRADE_TO_43_COMPONENTS void UpgradeTo43 (); #endif } }