2016-10-13 10:27:54 +02:00

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/******************************************************************************
* Spine Runtimes Software License
* Version 2.3
*
* Copyright (c) 2013-2015, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to use, install, execute and perform the Spine
* Runtimes Software (the "Software") and derivative works solely for personal
* or internal use. Without the written permission of Esoteric Software (see
* Section 2 of the Spine Software License Agreement), 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
* form 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 SOFTWARE 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 UnityEngine;
using System.Collections;
using Spine.Unity;
[ExecuteInEditMode]
[RequireComponent(typeof(SkeletonRenderer))]
public class SpineGauge : MonoBehaviour {
#region Inspector
[Range(0,1)]
public float fillPercent = 0;
[SpineAnimation]
public string fillAnimationName;
#endregion
SkeletonRenderer skeletonRenderer;
Spine.Animation fillAnimation;
void Awake () {
skeletonRenderer = GetComponent<SkeletonRenderer>();
}
void Update () {
SetGaugePercent(fillPercent);
}
public void SetGaugePercent (float x) {
if (skeletonRenderer == null) return;
var skeleton = skeletonRenderer.skeleton; if (skeleton == null) return;
// Make super-sure that fillAnimation isn't null. Early exit if it is.
if (fillAnimation == null) {
fillAnimation = skeleton.Data.FindAnimation(fillAnimationName);
if (fillAnimation == null) return;
}
fillAnimation.Apply(skeleton, 0, x, false, null);
skeleton.Update(Time.deltaTime);
skeleton.UpdateWorldTransform();
}
}