/******************************************************************************
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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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#define AUTOINIT_SPINEREFERENCE
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using UnityEngine;
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namespace Spine.Unity {
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[CreateAssetMenu(menuName = "Spine/Animation Reference Asset", order = 100)]
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public class AnimationReferenceAsset : ScriptableObject, IHasSkeletonDataAsset {
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const bool QuietSkeletonData = true;
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[SerializeField] protected SkeletonDataAsset skeletonDataAsset;
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[SerializeField, SpineAnimation] protected string animationName;
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private Animation animation;
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public SkeletonDataAsset SkeletonDataAsset { get { return skeletonDataAsset; } }
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public Animation Animation {
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get {
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#if AUTOINIT_SPINEREFERENCE
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if (animation == null)
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Initialize();
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#endif
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return animation;
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}
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}
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/// <summary>Clears the cached animation corresponding to a loaded SkeletonData object.
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/// Use this to force a reload for the next time Animation is called.</summary>
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public void Clear () {
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animation = null;
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}
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public void Initialize () {
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if (skeletonDataAsset == null) return;
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SkeletonData skeletonData = skeletonDataAsset.GetSkeletonData(AnimationReferenceAsset.QuietSkeletonData);
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this.animation = skeletonData != null ? skeletonData.FindAnimation(animationName) : null;
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if (this.animation == null) Debug.LogWarningFormat("Animation '{0}' not found in SkeletonData : {1}.", animationName, skeletonDataAsset.name);
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}
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public static implicit operator Animation (AnimationReferenceAsset asset) {
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return asset.Animation;
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}
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}
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}
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