NathanSweet d520addb9b Updated license to version 2.
Version 1 of the license didn't make sense: it required a Spine license to use the Spine Runtimes at all. This means if you used the Spine Runtimes in your application, anyone who purchased a copy of your application also needed a Spine license to use the runtimes. This was not the intent!

Version 2 of the license fixes this by allowing anyone to use the Spine Runtimes but only for internal use. When you purchase Spine, the Spine license (http://esotericsoftware.com/spine/files/license.txt) grants you the right to make and distribute derivative works of the Spine Runtimes. Now it makes sense: making and distributing applications with the Spine Runtimes requires a Spine license, but anyone can run that software without needing a Spine license.

With this fixed, I hope we never need to change the license again!
2014-01-11 21:07:28 +01:00

98 lines
3.4 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software, you may not (a) modify, translate, adapt or
* otherwise create derivative works, improvements of the Software or develop
* new applications using the Software or (b) remove, delete, alter or obscure
* any trademarks or any copyright, trademark, patent or other intellectual
* property or proprietary rights notices on or in the Software, including
* any copy thereof. Redistributions in binary or source code must include
* this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System;
using System.IO;
using UnityEngine;
using Spine;
public class AtlasAsset : ScriptableObject {
public TextAsset atlasFile;
public Material[] materials;
private Atlas atlas;
public void Clear () {
atlas = null;
}
/// <returns>The atlas or null if it could not be loaded.</returns>
public Atlas GetAtlas () {
if (atlasFile == null) {
Debug.LogWarning("Atlas file not set for atlas asset: " + name, this);
Clear();
return null;
}
if (materials == null || materials.Length == 0) {
Debug.LogWarning("Materials not set for atlas asset: " + name, this);
Clear();
return null;
}
if (atlas != null)
return atlas;
try {
atlas = new Atlas(new StringReader(atlasFile.text), "", new MaterialsTextureLoader(this));
return atlas;
} catch (Exception ex) {
Debug.Log("Error reading atlas file for atlas asset: " + name + "\n" + ex.Message + "\n" + ex.StackTrace, this);
return null;
}
}
}
public class MaterialsTextureLoader : TextureLoader {
AtlasAsset atlasAsset;
public MaterialsTextureLoader (AtlasAsset atlasAsset) {
this.atlasAsset = atlasAsset;
}
public void Load (AtlasPage page, String path) {
String name = Path.GetFileNameWithoutExtension(path);
Material material = null;
foreach (Material other in atlasAsset.materials) {
if (other.mainTexture.name == name) {
material = other;
break;
}
}
if (material == null) {
Debug.LogWarning("Material with texture name \"" + name + "\" not found for atlas asset: " + atlasAsset.name, atlasAsset);
return;
}
page.rendererObject = material;
page.width = material.mainTexture.width;
page.height = material.mainTexture.height;
}
public void Unload (object texture) {
}
}