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- /******************************************************************************
- * 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);
- }
- }
- }
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