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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 Spine;
- using Spine.Unity;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- public class Goblins : MonoBehaviour {
- SkeletonAnimation skeletonAnimation;
- Bone headBone;
- bool girlSkin;
- [Range(-360, 360)]
- public float extraRotation;
- public void Start () {
- skeletonAnimation = GetComponent<SkeletonAnimation>();
- headBone = skeletonAnimation.Skeleton.FindBone("head");
- skeletonAnimation.UpdateLocal += UpdateLocal;
- }
- // This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
- public void UpdateLocal (ISkeletonAnimation skeletonRenderer) {
- headBone.Rotation += extraRotation;
- }
- public void OnMouseDown () {
- skeletonAnimation.Skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
- skeletonAnimation.Skeleton.SetSlotsToSetupPose();
- girlSkin = !girlSkin;
- if (girlSkin) {
- skeletonAnimation.Skeleton.SetAttachment("right-hand-item", null);
- skeletonAnimation.Skeleton.SetAttachment("left-hand-item", "spear");
- } else
- skeletonAnimation.Skeleton.SetAttachment("left-hand-item", "dagger");
- }
- }
- }
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