/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * 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 (typically granted by licensing Spine), 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 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 System.Collections.Generic; using UnityEngine; using Spine; [ExecuteInEditMode] [AddComponentMenu("Spine/SkeletonAnimation")] public class SkeletonAnimation : SkeletonRenderer, ISkeletonAnimation { public float timeScale = 1; public bool loop; public Spine.AnimationState state; public event UpdateBonesDelegate UpdateLocal { add { _UpdateLocal += value; } remove { _UpdateLocal -= value; } } public event UpdateBonesDelegate UpdateWorld { add { _UpdateWorld += value; } remove { _UpdateWorld -= value; } } public event UpdateBonesDelegate UpdateComplete { add { _UpdateComplete += value; } remove { _UpdateComplete -= value; } } protected event UpdateBonesDelegate _UpdateLocal; protected event UpdateBonesDelegate _UpdateWorld; protected event UpdateBonesDelegate _UpdateComplete; [SerializeField] private 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); } } public override void Reset() { base.Reset(); if (!valid) return; state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData()); if (_animationName != null && _animationName.Length > 0) { state.SetAnimation(0, _animationName, loop); Update(0); } } public virtual void Update() { Update(Time.deltaTime); } public virtual void Update(float deltaTime) { if (!valid) return; deltaTime *= timeScale; skeleton.Update(deltaTime); state.Update(deltaTime); state.Apply(skeleton); if (_UpdateLocal != null) _UpdateLocal(this); skeleton.UpdateWorldTransform(); if (_UpdateWorld != null) { _UpdateWorld(this); skeleton.UpdateWorldTransform(); } if (_UpdateComplete != null) { _UpdateComplete(this); } } }