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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.Unity;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- [ExecuteInEditMode]
- [RequireComponent(typeof(SkeletonRenderer))]
- public class SpineGauge : MonoBehaviour {
- #region Inspector
- [Range(0, 1)]
- public float fillPercent = 0;
- public AnimationReferenceAsset fillAnimation;
- #endregion
- SkeletonRenderer skeletonRenderer;
- void Awake () {
- skeletonRenderer = GetComponent<SkeletonRenderer>();
- }
- void Update () {
- SetGaugePercent(fillPercent);
- }
- public void SetGaugePercent (float percent) {
- if (skeletonRenderer == null) return;
- var skeleton = skeletonRenderer.skeleton; if (skeleton == null) return;
- fillAnimation.Animation.Apply(skeleton, 0, percent, false, null, 1f, MixBlend.Setup, MixDirection.In);
- skeleton.Update(Time.deltaTime);
- skeleton.UpdateWorldTransform();
- }
- }
- }
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