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https://github.com/EsotericSoftware/spine-runtimes.git
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105 lines
3.6 KiB
C#
105 lines
3.6 KiB
C#
/******************************************************************************
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* Spine Runtime Software License - Version 1.1
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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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* Redistribution and use in source and binary forms in whole or in part, with
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* or without modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. A Spine Essential, Professional, Enterprise, or Education License must
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* be purchased from Esoteric Software and the license must remain valid:
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* http://esotericsoftware.com/
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* 2. Redistributions of source code must retain this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer.
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* 3. Redistributions in binary form must reproduce this license, which is the
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* above copyright notice, this declaration of conditions and the following
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* disclaimer, in the documentation and/or other materials provided with the
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* distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY 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 THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System;
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using System.IO;
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using System.Collections.Generic;
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using UnityEngine;
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using Spine;
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public class SkeletonDataAsset : ScriptableObject {
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public AtlasAsset atlasAsset;
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public TextAsset skeletonJSON;
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public float scale = 1;
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public String[] fromAnimation;
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public String[] toAnimation;
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public float[] duration;
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private SkeletonData skeletonData;
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private AnimationStateData stateData;
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public void Clear () {
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skeletonData = null;
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stateData = null;
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}
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public SkeletonData GetSkeletonData (bool quiet) {
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if (atlasAsset == null) {
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if (!quiet)
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Debug.LogWarning("Atlas not set for skeleton data asset: " + name, this);
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Clear();
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return null;
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}
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if (skeletonJSON == null) {
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if (!quiet)
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Debug.LogWarning("Skeleton JSON file not set for skeleton data asset: " + name, this);
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Clear();
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return null;
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}
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Atlas atlas = atlasAsset.GetAtlas();
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if (atlas == null) {
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Clear();
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return null;
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}
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if (skeletonData != null)
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return skeletonData;
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SkeletonJson json = new SkeletonJson(atlas);
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json.Scale = scale;
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try {
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skeletonData = json.ReadSkeletonData(new StringReader(skeletonJSON.text));
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} catch (Exception ex) {
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if (!quiet)
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Debug.Log("Error reading skeleton JSON file for skeleton data asset: " + name + "\n" + ex.Message + "\n" + ex.StackTrace, this);
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return null;
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}
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stateData = new AnimationStateData(skeletonData);
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for (int i = 0, n = fromAnimation.Length; i < n; i++) {
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if (fromAnimation[i].Length == 0 || toAnimation[i].Length == 0) continue;
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stateData.SetMix(fromAnimation[i], toAnimation[i], duration[i]);
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}
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return skeletonData;
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}
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public AnimationStateData GetAnimationStateData () {
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if (stateData != null)
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return stateData;
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GetSkeletonData(false);
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return stateData;
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}
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}
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