/****************************************************************************** * 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 UnityEngine; namespace Spine.Unity.Examples { public class Goblins : MonoBehaviour { SkeletonAnimation skeletonAnimation; Bone headBone; bool girlSkin; [Range(-360, 360)] public float extraRotation; public void Start () { skeletonAnimation = GetComponent(); headBone = skeletonAnimation.Skeleton.FindBone("head"); skeletonAnimation.UpdateLocal += UpdateLocal; } // This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically. public void UpdateLocal (ISkeletonAnimation skeletonRenderer) { headBone.Rotation += extraRotation; } public void OnMouseDown () { skeletonAnimation.Skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl"); skeletonAnimation.Skeleton.SetSlotsToSetupPose(); girlSkin = !girlSkin; if (girlSkin) { skeletonAnimation.Skeleton.SetAttachment("right-hand-item", null); skeletonAnimation.Skeleton.SetAttachment("left-hand-item", "spear"); } else skeletonAnimation.Skeleton.SetAttachment("left-hand-item", "dagger"); } } }