Goblins.cs 2.8 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  27. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. using Spine;
  30. using Spine.Unity;
  31. using UnityEngine;
  32. namespace Spine.Unity.Examples {
  33. public class Goblins : MonoBehaviour {
  34. SkeletonAnimation skeletonAnimation;
  35. Bone headBone;
  36. bool girlSkin;
  37. [Range(-360, 360)]
  38. public float extraRotation;
  39. public void Start () {
  40. skeletonAnimation = GetComponent<SkeletonAnimation>();
  41. headBone = skeletonAnimation.Skeleton.FindBone("head");
  42. skeletonAnimation.UpdateLocal += UpdateLocal;
  43. }
  44. // This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
  45. public void UpdateLocal (ISkeletonAnimation skeletonRenderer) {
  46. headBone.Rotation += extraRotation;
  47. }
  48. public void OnMouseDown () {
  49. skeletonAnimation.Skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
  50. skeletonAnimation.Skeleton.SetSlotsToSetupPose();
  51. girlSkin = !girlSkin;
  52. if (girlSkin) {
  53. skeletonAnimation.Skeleton.SetAttachment("right-hand-item", null);
  54. skeletonAnimation.Skeleton.SetAttachment("left-hand-item", "spear");
  55. } else
  56. skeletonAnimation.Skeleton.SetAttachment("left-hand-item", "dagger");
  57. }
  58. }
  59. }