82 lines
3.7 KiB
Plaintext
82 lines
3.7 KiB
Plaintext
/******************************************************************************
|
|
* 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);
|
|
|
|
/// <summary>A Spine-Unity Component that animates a Skeleton but not necessarily with a Spine.AnimationState.</summary>
|
|
public interface ISkeletonAnimation {
|
|
event UpdateBonesDelegate UpdateLocal;
|
|
event UpdateBonesDelegate UpdateWorld;
|
|
event UpdateBonesDelegate UpdateComplete;
|
|
Skeleton Skeleton { get; }
|
|
}
|
|
|
|
/// <summary>Holds a reference to a SkeletonDataAsset.</summary>
|
|
public interface IHasSkeletonDataAsset {
|
|
/// <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 {
|
|
/// <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 {
|
|
/// <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 {
|
|
SkeletonRenderer SkeletonRenderer { get; }
|
|
}
|
|
|
|
/// <summary>A Spine-Unity Component that holds a reference to an ISkeletonComponent.</summary>
|
|
public interface IHasSkeletonComponent {
|
|
ISkeletonComponent SkeletonComponent { get; }
|
|
}
|
|
}
|