/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using Spine;
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using Spine.Unity;
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namespace Spine.Unity.Examples {
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public class Goblins : MonoBehaviour {
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SkeletonAnimation skeletonAnimation;
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Bone headBone;
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bool girlSkin;
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[Range(-360, 360)]
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public float extraRotation;
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public void Start () {
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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headBone = skeletonAnimation.skeleton.FindBone("head");
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skeletonAnimation.UpdateLocal += UpdateLocal;
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}
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// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
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public void UpdateLocal (ISkeletonAnimation skeletonRenderer) {
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headBone.Rotation += extraRotation;
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}
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public void OnMouseDown () {
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skeletonAnimation.skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
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skeletonAnimation.skeleton.SetSlotsToSetupPose();
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girlSkin = !girlSkin;
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if (girlSkin) {
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skeletonAnimation.skeleton.SetAttachment("right hand item", null);
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skeletonAnimation.skeleton.SetAttachment("left hand item", "spear");
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} else
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skeletonAnimation.skeleton.SetAttachment("left hand item", "dagger");
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}
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}
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}
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