/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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 Spine; using Spine.Unity; using System.Collections.Generic; using UnityEngine; namespace Spine.Unity.Prototyping { /// /// Stores and serializes initial settings for a Spine Skeleton component. The settings only get applied on Start at runtime. public class SkeletonColorInitialize : MonoBehaviour { public Color skeletonColor = Color.white; public List slotSettings = new List(); [System.Serializable] public class SlotSettings { [SpineSlot] public string slot = string.Empty; public Color color = Color.white; } #if UNITY_EDITOR void OnValidate () { ISkeletonComponent skeletonComponent = GetComponent(); if (skeletonComponent != null) { skeletonComponent.Skeleton.SetSlotsToSetupPose(); IAnimationStateComponent animationStateComponent = GetComponent(); if (animationStateComponent != null && animationStateComponent.AnimationState != null) { animationStateComponent.AnimationState.Apply(skeletonComponent.Skeleton); } } ApplySettings(); } #endif void Start () { ApplySettings(); } void ApplySettings () { ISkeletonComponent skeletonComponent = GetComponent(); if (skeletonComponent != null) { Skeleton skeleton = skeletonComponent.Skeleton; skeleton.SetColor(skeletonColor); foreach (SlotSettings s in slotSettings) { Slot slot = skeleton.FindSlot(s.slot); if (slot != null) slot.SetColor(s.color); } } } } }