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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.
- *****************************************************************************/
- namespace Spine.Unity {
- public enum UpdateMode {
- Nothing = 0,
- OnlyAnimationStatus,
- OnlyEventTimelines = 4, // added as index 4 to keep scene behavior unchanged.
- EverythingExceptMesh = 2,
- FullUpdate,
- //Reserved 4 for OnlyEventTimelines
- };
- public delegate void UpdateBonesDelegate (ISkeletonAnimation animated);
- public interface ISpineComponent { }
- public static class ISpineComponentExtensions {
- public static bool IsNullOrDestroyed (this ISpineComponent component) {
- if (component == null) return true;
- return (UnityEngine.Object)component == null;
- }
- }
- /// <summary>A Spine-Unity Component that animates a Skeleton but not necessarily with a Spine.AnimationState.</summary>
- public interface ISkeletonAnimation : ISpineComponent {
- event UpdateBonesDelegate UpdateLocal;
- event UpdateBonesDelegate UpdateWorld;
- event UpdateBonesDelegate UpdateComplete;
- Skeleton Skeleton { get; }
- }
- /// <summary>Holds a reference to a SkeletonDataAsset.</summary>
- public interface IHasSkeletonDataAsset : ISpineComponent {
- /// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
- SkeletonDataAsset SkeletonDataAsset { get; }
- }
- /// <summary>A Spine-Unity Component that manages a Spine.Skeleton instance, instantiated from a SkeletonDataAsset.</summary>
- public interface ISkeletonComponent : ISpineComponent {
- /// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
- //[System.Obsolete]
- SkeletonDataAsset SkeletonDataAsset { get; }
- /// <summary>Gets the Spine.Skeleton instance of the Spine Component. This is equivalent to SkeletonRenderer's .skeleton.</summary>
- Skeleton Skeleton { get; }
- }
- /// <summary>A Spine-Unity Component that uses a Spine.AnimationState to animate its skeleton.</summary>
- public interface IAnimationStateComponent : ISpineComponent {
- /// <summary>Gets the Spine.AnimationState of the animated Spine Component. This is equivalent to SkeletonAnimation.state.</summary>
- AnimationState AnimationState { get; }
- }
- /// <summary>A Spine-Unity Component that holds a reference to a SkeletonRenderer.</summary>
- public interface IHasSkeletonRenderer : ISpineComponent {
- SkeletonRenderer SkeletonRenderer { get; }
- }
- /// <summary>A Spine-Unity Component that holds a reference to an ISkeletonComponent.</summary>
- public interface IHasSkeletonComponent : ISpineComponent {
- ISkeletonComponent SkeletonComponent { get; }
- }
- }
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