WXMC/.svn/pristine/8a/8a1fee379c685670a86fa085ed889864423a9b94.svn-base
2024-12-04 16:18:46 +08:00

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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.
*****************************************************************************/
#define AUTOINIT_SPINEREFERENCE
using UnityEngine;
namespace Spine.Unity {
[CreateAssetMenu(menuName = "Spine/Animation Reference Asset", order = 100)]
public class AnimationReferenceAsset : ScriptableObject, IHasSkeletonDataAsset {
const bool QuietSkeletonData = true;
[SerializeField] protected SkeletonDataAsset skeletonDataAsset;
[SerializeField, SpineAnimation] protected string animationName;
private Animation animation;
public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } }
public Animation Animation {
get {
#if AUTOINIT_SPINEREFERENCE
if (animation == null)
Initialize();
#endif
return animation;
}
}
public void Initialize () {
if (skeletonDataAsset == null) return;
this.animation = skeletonDataAsset.GetSkeletonData(AnimationReferenceAsset.QuietSkeletonData).FindAnimation(animationName);
if (this.animation == null) Debug.LogWarningFormat("Animation '{0}' not found in SkeletonData : {1}.", animationName, skeletonDataAsset.name);
}
public static implicit operator Animation (AnimationReferenceAsset asset) {
return asset.Animation;
}
}
}