/******************************************************************************  
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 * Spine Runtimes License Agreement  
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 * Last updated July 28, 2023. Replaces all prior versions.  
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 *  
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 * Copyright (c) 2013-2023, 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 or  
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 * 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 THE  
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 * SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.  
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 *****************************************************************************/  
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using System.Collections;  
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using System.Collections.Generic;  
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using UnityEngine;  
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namespace Spine.Unity.Examples {  
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    public class RuntimeLoadFromExportsExample : MonoBehaviour {  
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        public TextAsset skeletonJson;  
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        public TextAsset atlasText;  
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        public Texture2D[] textures;  
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        public Material materialPropertySource;  
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        public float delay = 0;  
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        public string skinName;  
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        public string animationName;  
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        SpineAtlasAsset runtimeAtlasAsset;  
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        SkeletonDataAsset runtimeSkeletonDataAsset;  
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        SkeletonAnimation runtimeSkeletonAnimation;  
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        SkeletonGraphic runtimeSkeletonGraphic;  
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        public bool blendModeMaterials = false;  
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        public bool applyAdditiveMaterial = false;  
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        public BlendModeMaterials.TemplateMaterials blendModeTemplateMaterials;  
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        public BlendModeMaterials.TemplateMaterials graphicBlendModeMaterials;  
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        public Material skeletonGraphicMaterial;  
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        void CreateRuntimeAssetsAndGameObject () {  
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            // 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader);  
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            // 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset)  
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            // 2.1 Optional: Setup blend mode materials at SkeletonDataAsset. Only required if the skeleton  
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            //    uses blend modes which require blend mode materials.  
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            // 3.a Create SkeletonAnimation (needs a valid SkeletonDataAsset)  
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            // 3.b Create SkeletonGraphic (needs a valid SkeletonDataAsset)  
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            runtimeAtlasAsset = SpineAtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true, null, true);  
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            runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);  
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            if (blendModeMaterials)  
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                runtimeSkeletonDataAsset.SetupRuntimeBlendModeMaterials(  
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                    applyAdditiveMaterial, blendModeTemplateMaterials);  
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        }  
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        IEnumerator Start () {  
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            CreateRuntimeAssetsAndGameObject();  
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            if (delay > 0) {  
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                runtimeSkeletonDataAsset.GetSkeletonData(false); // preload  
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                yield return new WaitForSeconds(delay);  
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            }  
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            InstantiateSkeletonAnimation();  
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            InstantiateSkeletonGraphic();  
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        }  
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        void InstantiateSkeletonAnimation () {  
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            runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);  
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            runtimeSkeletonAnimation.transform.parent = transform;  
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            runtimeSkeletonAnimation.name = "SkeletonAnimation Instance";  
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            // additional initialization  
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            runtimeSkeletonAnimation.Initialize(false);  
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            if (skinName != "")  
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                runtimeSkeletonAnimation.Skeleton.SetSkin(skinName);  
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            runtimeSkeletonAnimation.Skeleton.SetSlotsToSetupPose();  
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            if (animationName != "")  
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                runtimeSkeletonAnimation.AnimationState.SetAnimation(0, animationName, true);  
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        }  
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        void InstantiateSkeletonGraphic () {  
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            Canvas canvas = this.GetComponentInChildren<Canvas>();  
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            Transform parent = canvas.transform;  
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            runtimeSkeletonGraphic = SkeletonGraphic.NewSkeletonGraphicGameObject(runtimeSkeletonDataAsset, parent, skeletonGraphicMaterial);  
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            runtimeSkeletonGraphic.name = "SkeletonGraphic Instance";  
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            if (blendModeMaterials) {  
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                runtimeSkeletonGraphic.allowMultipleCanvasRenderers = true;  
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                runtimeSkeletonGraphic.additiveMaterial = graphicBlendModeMaterials.additiveTemplate;  
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                runtimeSkeletonGraphic.multiplyMaterial = graphicBlendModeMaterials.multiplyTemplate;  
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                runtimeSkeletonGraphic.screenMaterial = graphicBlendModeMaterials.screenTemplate;  
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            }  
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            // additional initialization  
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            runtimeSkeletonGraphic.Initialize(false);  
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            if (skinName != "")  
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                runtimeSkeletonGraphic.Skeleton.SetSkin(skinName);  
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            runtimeSkeletonGraphic.Skeleton.SetSlotsToSetupPose();  
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            if (animationName != "")  
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                runtimeSkeletonGraphic.AnimationState.SetAnimation(0, animationName, true);  
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        }  
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    }  
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}  
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