2019-05-02 11:38:19 +02:00

68 lines
2.7 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 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");
}
}
}