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https://github.com/EsotericSoftware/spine-runtimes.git
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useAnimationName isn't needed now that animationName is just a property that sets the animation for track zero.
78 lines
3.1 KiB
C#
78 lines
3.1 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 Single User License, Professional License, 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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/** Extends SkeletonComponent to apply an animation. */
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[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
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public class SkeletonAnimation : SkeletonComponent {
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public bool loop;
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public Spine.AnimationState state;
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public String _animationName;
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public String animationName {
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get {
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TrackEntry entry = state.GetCurrent(0);
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return entry == null ? null : entry.Animation.Name;
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}
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set {
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if (_animationName == value) return;
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_animationName = value;
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if (value == null || value.Length == 0)
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state.ClearTrack(0);
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else
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state.SetAnimation(0, value, loop);
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}
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}
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override public void Initialize () {
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base.Initialize(); // Call overridden method to initialize the skeleton.
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state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
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if (_animationName != null && _animationName.Length > 0) state.SetAnimation(0, _animationName, loop);
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}
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override public void UpdateSkeleton () {
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// Apply the animation.
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state.Update(Time.deltaTime * timeScale);
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state.Apply(skeleton);
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// Call overridden method to call skeleton Update and UpdateWorldTransform.
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base.UpdateSkeleton();
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}
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}
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