84 lines
3.1 KiB
Plaintext
84 lines
3.1 KiB
Plaintext
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using System.Collections.Generic;
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using UnityEngine;
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using Spine;
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using Spine.Unity;
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namespace Spine.Unity.Prototyping {
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/// <summary>
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/// Stores and serializes initial settings for a Spine Skeleton component. The settings only get applied on Start at runtime.</summary>
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public class SkeletonColorInitialize : MonoBehaviour {
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public Color skeletonColor = Color.white;
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public List<SlotSettings> slotSettings = new List<SlotSettings>();
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[System.Serializable]
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public class SlotSettings {
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[SpineSlot]
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public string slot = string.Empty;
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public Color color = Color.white;
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}
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#if UNITY_EDITOR
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void OnValidate () {
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var skeletonComponent = GetComponent<ISkeletonComponent>();
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if (skeletonComponent != null) {
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skeletonComponent.Skeleton.SetSlotsToSetupPose();
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var animationStateComponent = GetComponent<IAnimationStateComponent>();
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if (animationStateComponent != null && animationStateComponent.AnimationState != null) {
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animationStateComponent.AnimationState.Apply(skeletonComponent.Skeleton);
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}
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}
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ApplySettings();
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}
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#endif
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void Start () {
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ApplySettings();
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}
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void ApplySettings () {
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var skeletonComponent = GetComponent<ISkeletonComponent>();
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if (skeletonComponent != null) {
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var skeleton = skeletonComponent.Skeleton;
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skeleton.SetColor(skeletonColor);
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foreach (var s in slotSettings) {
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var slot = skeleton.FindSlot(s.slot);
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if (slot != null) slot.SetColor(s.color);
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}
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}
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}
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}
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}
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