spine-runtimes/spine-unity/Assets/Spine/SkeletonAnimation.cs
NathanSweet 38e54e686d Added BoneComponent.
closes #166
2014-02-05 20:23:34 +01:00

81 lines
3.1 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2
*
* 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, 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 System;
using System.IO;
using System.Collections.Generic;
using UnityEngine;
using Spine;
/** Extends SkeletonComponent to apply an animation. */
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
[AddComponentMenu("Spine/SkeletonAnimation")]
public class SkeletonAnimation : SkeletonComponent {
public bool loop;
public Spine.AnimationState state;
public delegate void UpdateBonesDelegate(SkeletonAnimation skeleton);
public UpdateBonesDelegate UpdateBones;
public String _animationName;
public String animationName {
get {
TrackEntry entry = state.GetCurrent(0);
return entry == null ? null : entry.Animation.Name;
}
set {
if (_animationName == value) return;
_animationName = value;
if (value == null || value.Length == 0)
state.ClearTrack(0);
else
state.SetAnimation(0, value, loop);
}
}
override public void Initialize () {
if (Initialized) return;
base.Initialize();
state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
if (_animationName != null && _animationName.Length > 0) state.SetAnimation(0, _animationName, loop);
}
override public void UpdateSkeleton (float deltaTime) {
// Apply the animation.
state.Update(deltaTime * timeScale);
state.Apply(skeleton);
if (UpdateBones != null) UpdateBones(this);
// Call overridden method to call skeleton Update and UpdateWorldTransform.
base.UpdateSkeleton(deltaTime);
}
}