WXMC/.svn/pristine/53/53f5b35feb602b05cfc41fb49a4ef8cf212bcd49.svn-base

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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 {
// This is an example of how you could store animation transitions for use in your animation system.
// More ideally, this would be stored in a ScriptableObject in asset form rather than in a MonoBehaviour.
public sealed class TransitionDictionaryExample : MonoBehaviour {
[System.Serializable]
public struct SerializedEntry {
public AnimationReferenceAsset from;
public AnimationReferenceAsset to;
public AnimationReferenceAsset transition;
}
[SerializeField]
List<SerializedEntry> transitions = new List<SerializedEntry>();
readonly Dictionary<AnimationStateData.AnimationPair, Animation> dictionary = new Dictionary<AnimationStateData.AnimationPair, Animation>();
void Start () {
dictionary.Clear();
foreach (var e in transitions) {
dictionary.Add(new AnimationStateData.AnimationPair(e.from.Animation, e.to.Animation), e.transition.Animation);
}
}
public Animation GetTransition (Animation from, Animation to) {
Animation result;
dictionary.TryGetValue(new AnimationStateData.AnimationPair(from, to), out result);
return result;
}
}
}