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

65 lines
2.4 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.Unity;
namespace Spine.Unity.Examples {
[ExecuteInEditMode]
[RequireComponent(typeof(SkeletonRenderer))]
public class SpineGauge : MonoBehaviour {
#region Inspector
[Range(0,1)]
public float fillPercent = 0;
public AnimationReferenceAsset fillAnimation;
#endregion
SkeletonRenderer skeletonRenderer;
void Awake () {
skeletonRenderer = GetComponent<SkeletonRenderer>();
}
void Update () {
SetGaugePercent(fillPercent);
}
public void SetGaugePercent (float percent) {
if (skeletonRenderer == null) return;
var skeleton = skeletonRenderer.skeleton; if (skeleton == null) return;
fillAnimation.Animation.PoseSkeleton(skeleton, percent);
skeleton.Update(Time.deltaTime);
skeleton.UpdateWorldTransform();
}
}
}