spine-runtimes/spine-tk2d/Assets/Spine/SkeletonAnimation.cs
2013-08-03 15:44:36 +02:00

67 lines
2.8 KiB
C#

/*******************************************************************************
* 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();
}
}