68 lines
3.0 KiB
C#

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes 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 SOFTWARE 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 UnityEngine;
using Spine;
using Spine.Unity;
namespace Spine.Unity.Examples {
public class Goblins : MonoBehaviour {
SkeletonAnimation skeletonAnimation;
Bone headBone;
bool girlSkin;
[Range(-360, 360)]
public float extraRotation;
public void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>();
headBone = skeletonAnimation.Skeleton.FindBone("head");
skeletonAnimation.UpdateLocal += UpdateLocal;
}
// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
public void UpdateLocal (ISkeletonAnimation skeletonRenderer) {
headBone.Rotation += extraRotation;
}
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");
}
}
}