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

72 lines
2.9 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
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class SpawnFromSkeletonDataExample : MonoBehaviour {
public SkeletonDataAsset skeletonDataAsset;
[Range(0, 100)]
public int count = 20;
[SpineAnimation(dataField:"skeletonDataAsset")]
public string startingAnimation;
IEnumerator Start () {
if (skeletonDataAsset == null) yield break;
skeletonDataAsset.GetSkeletonData(false); // Preload SkeletonDataAsset.
yield return new WaitForSeconds(1f); // Pretend stuff is happening.
var spineAnimation = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
for (int i = 0; i < count; i++) {
var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(skeletonDataAsset); // Spawn a new SkeletonAnimation GameObject.
DoExtraStuff(sa, spineAnimation); // optional stuff for fun.
sa.gameObject.name = i.ToString();
yield return new WaitForSeconds(1f/8f);
}
}
void DoExtraStuff (SkeletonAnimation sa, Spine.Animation spineAnimation) {
sa.transform.localPosition = Random.insideUnitCircle * 6f;
sa.transform.SetParent(this.transform, false);
if (spineAnimation != null) {
sa.Initialize(false);
sa.AnimationState.SetAnimation(0, spineAnimation, true);
}
}
}
}