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/******************************************************************************
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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 Spine;
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using Spine.Unity;
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using UnityEngine;
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namespace Spine.Unity.Examples {
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public class Spineboy : MonoBehaviour {
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SkeletonAnimation skeletonAnimation;
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public void Start () {
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skeletonAnimation = GetComponent<SkeletonAnimation>(); // Get the SkeletonAnimation component for the GameObject this script is attached to.
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AnimationState animationState = skeletonAnimation.AnimationState;
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animationState.Event += HandleEvent; ; // Call our method any time an animation fires an event.
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animationState.End += (entry) => Debug.Log("start: " + entry.TrackIndex); // A lambda can be used for the callback instead of a method.
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animationState.AddAnimation(0, "jump", false, 2); // Queue jump to be played on track 0 two seconds after the starting animation.
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animationState.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
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}
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void HandleEvent (TrackEntry trackEntry, Spine.Event e) {
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Debug.Log(trackEntry.TrackIndex + " " + trackEntry.Animation.Name + ": event " + e + ", " + e.Int);
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}
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public void OnMouseDown () {
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skeletonAnimation.AnimationState.SetAnimation(0, "jump", false); // Set jump to be played on track 0 immediately.
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skeletonAnimation.AnimationState.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
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}
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}
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}
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