WXMC/.svn/pristine/7a/7a213ac74b1e779ae9cf500e6ea2917bb83e2a03.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.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class SpawnSkeletonGraphicExample : MonoBehaviour {
public SkeletonDataAsset skeletonDataAsset;
[SpineAnimation(dataField: "skeletonDataAsset")]
public string startingAnimation;
[SpineSkin(dataField: "skeletonDataAsset")]
public string startingSkin = "base";
public Material skeletonGraphicMaterial;
IEnumerator Start () {
if (skeletonDataAsset == null) yield break;
skeletonDataAsset.GetSkeletonData(false); // Preload SkeletonDataAsset.
yield return new WaitForSeconds(1f); // Pretend stuff is happening.
var sg = SkeletonGraphic.NewSkeletonGraphicGameObject(skeletonDataAsset, this.transform, skeletonGraphicMaterial); // Spawn a new SkeletonGraphic GameObject.
sg.gameObject.name = "SkeletonGraphic Instance";
// Extra Stuff
sg.Initialize(false);
sg.Skeleton.SetSkin(startingSkin);
sg.Skeleton.SetSlotsToSetupPose();
sg.AnimationState.SetAnimation(0, startingAnimation, true);
}
}
}