mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
90 lines
3.1 KiB
C#
90 lines
3.1 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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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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* 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 (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* 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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[ExecuteInEditMode]
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[AddComponentMenu("Spine/SkeletonAnimation")]
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public class SkeletonAnimation : SkeletonRenderer {
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public float timeScale = 1;
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public bool loop;
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public Spine.AnimationState state;
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public delegate void UpdateBonesDelegate(SkeletonAnimation skeleton);
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public UpdateBonesDelegate UpdateBones;
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[SerializeField]
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private 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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public override void Reset () {
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base.Reset();
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if (!valid) return;
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state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData());
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if (_animationName != null && _animationName.Length > 0) {
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state.SetAnimation(0, _animationName, loop);
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Update(0);
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}
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}
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public virtual void Update () {
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Update(Time.deltaTime);
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}
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public virtual void Update (float deltaTime) {
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if (!valid) return;
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deltaTime *= timeScale;
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skeleton.Update(deltaTime);
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state.Update(deltaTime);
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state.Apply(skeleton);
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if (UpdateBones != null) UpdateBones(this);
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skeleton.UpdateWorldTransform();
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}
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}
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