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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 SkeletonGraphicMirror : MonoBehaviour {
- public SkeletonRenderer source;
- public bool mirrorOnStart = true;
- public bool restoreOnDisable = true;
- SkeletonGraphic skeletonGraphic;
- Skeleton originalSkeleton;
- bool originalFreeze;
- Texture2D overrideTexture;
- private void Awake () {
- skeletonGraphic = GetComponent<SkeletonGraphic>();
- }
- void Start () {
- if (mirrorOnStart)
- StartMirroring();
- }
- void LateUpdate () {
- skeletonGraphic.UpdateMesh();
- }
- void OnDisable () {
- if (restoreOnDisable)
- RestoreIndependentSkeleton();
- }
- /// <summary>Freeze the SkeletonGraphic on this GameObject, and use the source as the Skeleton to be rendered by the SkeletonGraphic.</summary>
- public void StartMirroring () {
- if (source == null)
- return;
- if (skeletonGraphic == null)
- return;
- skeletonGraphic.startingAnimation = string.Empty;
- if (originalSkeleton == null) {
- originalSkeleton = skeletonGraphic.Skeleton;
- originalFreeze = skeletonGraphic.freeze;
- }
- skeletonGraphic.Skeleton = source.skeleton;
- skeletonGraphic.freeze = true;
- if (overrideTexture != null)
- skeletonGraphic.OverrideTexture = overrideTexture;
- }
- /// <summary>Use a new texture for the SkeletonGraphic. Use this if your source skeleton uses a repacked atlas. </summary>
- public void UpdateTexture (Texture2D newOverrideTexture) {
- overrideTexture = newOverrideTexture;
- if (newOverrideTexture != null)
- skeletonGraphic.OverrideTexture = overrideTexture;
- }
- /// <summary>Stops mirroring the source SkeletonRenderer and allows the SkeletonGraphic to become an independent Skeleton component again.</summary>
- public void RestoreIndependentSkeleton () {
- if (originalSkeleton == null)
- return;
- skeletonGraphic.Skeleton = originalSkeleton;
- skeletonGraphic.freeze = originalFreeze;
- skeletonGraphic.OverrideTexture = null;
- originalSkeleton = null;
- }
- }
- }
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