mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-08 16:24:53 +08:00
62 lines
2.7 KiB
C#
62 lines
2.7 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software, you may not (a) modify, translate, adapt or
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* otherwise create derivative works, improvements of the Software or develop
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* new applications using the Software or (b) remove, delete, alter or obscure
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* any trademarks or any copyright, trademark, patent or other intellectual
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* property or proprietary rights notices on or in the Software, including
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* any copy thereof. Redistributions in binary or source form must include
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* this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using System.Collections;
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using Spine;
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public class Goblins : MonoBehaviour {
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private bool girlSkin;
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private SkeletonAnimation skeletonAnimation;
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private Bone headBone;
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public void Start () {
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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headBone = skeletonAnimation.skeleton.FindBone("head");
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skeletonAnimation.UpdateBones += UpdateBones;
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}
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// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
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public void UpdateBones (SkeletonComponent skeletonAnimation) {
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headBone.Rotation -= 15;
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}
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public void OnMouseDown () {
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skeletonAnimation.skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
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skeletonAnimation.skeleton.SetSlotsToSetupPose();
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girlSkin = !girlSkin;
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if (girlSkin) {
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skeletonAnimation.skeleton.SetAttachment("right hand item", null);
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skeletonAnimation.skeleton.SetAttachment("left hand item", "spear");
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} else
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skeletonAnimation.skeleton.SetAttachment("left hand item", "dagger");
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}
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}
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