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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 SpawnFromSkeletonDataExample : MonoBehaviour {
- public SkeletonDataAsset skeletonDataAsset;
- [Range(0, 100)]
- public int count = 20;
- [SpineAnimation(dataField: "skeletonDataAsset")]
- public string startingAnimation;
- IEnumerator Start () {
- if (skeletonDataAsset == null) yield break;
- skeletonDataAsset.GetSkeletonData(false); // Preload SkeletonDataAsset.
- yield return new WaitForSeconds(1f); // Pretend stuff is happening.
- var spineAnimation = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
- for (int i = 0; i < count; i++) {
- var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(skeletonDataAsset); // Spawn a new SkeletonAnimation GameObject.
- DoExtraStuff(sa, spineAnimation); // optional stuff for fun.
- sa.gameObject.name = i.ToString();
- yield return new WaitForSeconds(1f / 8f);
- }
- }
- void DoExtraStuff (SkeletonAnimation sa, Spine.Animation spineAnimation) {
- sa.transform.localPosition = Random.insideUnitCircle * 6f;
- sa.transform.SetParent(this.transform, false);
- if (spineAnimation != null) {
- sa.Initialize(false);
- sa.AnimationState.SetAnimation(0, spineAnimation, true);
- }
- }
- }
- }
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