mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-22 02:06:03 +08:00
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!
98 lines
3.4 KiB
C#
98 lines
3.4 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2
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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, you may not (a) modify, translate, adapt or
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* otherwise create derivative works, improvements of the Software or develop
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* new applications using the Software or (b) remove, delete, alter or obscure
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* any trademarks or any copyright, trademark, patent or other intellectual
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* property or proprietary rights notices on or in the Software, including
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* any copy thereof. Redistributions in binary or source code must include
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* this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY
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* 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
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* THIS 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 UnityEngine;
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using Spine;
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public class AtlasAsset : ScriptableObject {
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public TextAsset atlasFile;
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public Material[] materials;
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private Atlas atlas;
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public void Clear () {
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atlas = null;
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}
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/// <returns>The atlas or null if it could not be loaded.</returns>
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public Atlas GetAtlas () {
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if (atlasFile == null) {
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Debug.LogWarning("Atlas file not set for atlas asset: " + name, this);
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Clear();
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return null;
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}
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if (materials == null || materials.Length == 0) {
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Debug.LogWarning("Materials not set for atlas asset: " + name, this);
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Clear();
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return null;
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}
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if (atlas != null)
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return atlas;
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try {
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atlas = new Atlas(new StringReader(atlasFile.text), "", new MaterialsTextureLoader(this));
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return atlas;
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} catch (Exception ex) {
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Debug.Log("Error reading atlas file for atlas asset: " + name + "\n" + ex.Message + "\n" + ex.StackTrace, this);
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return null;
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}
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}
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}
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public class MaterialsTextureLoader : TextureLoader {
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AtlasAsset atlasAsset;
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public MaterialsTextureLoader (AtlasAsset atlasAsset) {
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this.atlasAsset = atlasAsset;
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}
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public void Load (AtlasPage page, String path) {
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String name = Path.GetFileNameWithoutExtension(path);
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Material material = null;
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foreach (Material other in atlasAsset.materials) {
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if (other.mainTexture.name == name) {
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material = other;
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break;
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}
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}
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if (material == null) {
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Debug.LogWarning("Material with texture name \"" + name + "\" not found for atlas asset: " + atlasAsset.name, atlasAsset);
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return;
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}
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page.rendererObject = material;
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page.width = material.mainTexture.width;
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page.height = material.mainTexture.height;
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}
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public void Unload (object texture) {
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}
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}
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