spine-runtimes/spine-unity/Assets/Spine Examples/Scripts/DataAssetsFromExportsExample.cs
2019-05-02 11:38:19 +02:00

74 lines
3.3 KiB
C#

/******************************************************************************
* 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 DataAssetsFromExportsExample : MonoBehaviour {
public TextAsset skeletonJson;
public TextAsset atlasText;
public Texture2D[] textures;
public Material materialPropertySource;
SpineAtlasAsset runtimeAtlasAsset;
SkeletonDataAsset runtimeSkeletonDataAsset;
SkeletonAnimation runtimeSkeletonAnimation;
void CreateRuntimeAssetsAndGameObject () {
// 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader);
// 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset)
// 3. Create SkeletonAnimation (needs a valid SkeletonDataAsset)
runtimeAtlasAsset = SpineAtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true);
runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);
}
IEnumerator Start () {
CreateRuntimeAssetsAndGameObject();
runtimeSkeletonDataAsset.GetSkeletonData(false); // preload.
yield return new WaitForSeconds(0.5f);
runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);
// Extra Stuff
runtimeSkeletonAnimation.Initialize(false);
runtimeSkeletonAnimation.Skeleton.SetSkin("base");
runtimeSkeletonAnimation.Skeleton.SetSlotsToSetupPose();
runtimeSkeletonAnimation.AnimationState.SetAnimation(0, "run", true);
runtimeSkeletonAnimation.GetComponent<MeshRenderer>().sortingOrder = 10;
runtimeSkeletonAnimation.transform.Translate(Vector3.down * 2);
}
}
}