spine-runtimes/spine-unity/Assets/Spine/SkeletonAnimation.cs
NathanSweet 9ab690005a Deleted useAnimationName. Cleaned up examples.
useAnimationName isn't needed now that animationName is just a property that sets the animation for track zero.
2013-10-03 21:47:55 +02:00

78 lines
3.1 KiB
C#

/******************************************************************************
* Spine Runtime Software License - Version 1.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms in whole or in part, with
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*
* 1. A Spine Single User License, Professional License, or Education License must
* be purchased from Esoteric Software and the license must remain valid:
* http://esotericsoftware.com/
* 2. Redistributions of source code must retain this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer.
* 3. Redistributions in binary form must reproduce this license, which is the
* above copyright notice, this declaration of conditions and the following
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*****************************************************************************/
using System;
using System.IO;
using System.Collections.Generic;
using UnityEngine;
using Spine;
/** Extends SkeletonComponent to apply an animation. */
[ExecuteInEditMode, RequireComponent(typeof(MeshFilter), typeof(MeshRenderer))]
public class SkeletonAnimation : SkeletonComponent {
public bool loop;
public Spine.AnimationState state;
public String _animationName;
public String animationName {
get {
TrackEntry entry = state.GetCurrent(0);
return entry == null ? null : entry.Animation.Name;
}
set {
if (_animationName == value) return;
_animationName = value;
if (value == null || value.Length == 0)
state.ClearTrack(0);
else
state.SetAnimation(0, value, loop);
}
}
override public void Initialize () {
base.Initialize(); // Call overridden method to initialize the skeleton.
state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
if (_animationName != null && _animationName.Length > 0) state.SetAnimation(0, _animationName, loop);
}
override public void UpdateSkeleton () {
// Apply the animation.
state.Update(Time.deltaTime * timeScale);
state.Apply(skeleton);
// Call overridden method to call skeleton Update and UpdateWorldTransform.
base.UpdateSkeleton();
}
}