/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Spine.Unity.Examples { public class RuntimeLoadFromExportsExample : MonoBehaviour { public TextAsset skeletonJson; public TextAsset atlasText; public Texture2D[] textures; public Material materialPropertySource; public float delay = 0; public string skinName; public string animationName; SpineAtlasAsset runtimeAtlasAsset; SkeletonDataAsset runtimeSkeletonDataAsset; SkeletonAnimation runtimeSkeletonAnimation; void CreateRuntimeAssetsAndGameObject () { // 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader); // 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset) // 3. Create SkeletonAnimation (needs a valid SkeletonDataAsset) runtimeAtlasAsset = SpineAtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true); runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true); } IEnumerator Start () { CreateRuntimeAssetsAndGameObject(); if (delay > 0) { runtimeSkeletonDataAsset.GetSkeletonData(false); // preload yield return new WaitForSeconds(delay); } runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset); // additional initialization runtimeSkeletonAnimation.Initialize(false); if (skinName != "") runtimeSkeletonAnimation.Skeleton.SetSkin(skinName); runtimeSkeletonAnimation.Skeleton.SetSlotsToSetupPose(); if (animationName != "") runtimeSkeletonAnimation.AnimationState.SetAnimation(0, animationName, true); } } }