/****************************************************************************** * 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 System.Collections; using System.Collections.Generic; using UnityEngine; namespace Spine.Unity.Examples { public class SkeletonGraphicMirror : MonoBehaviour { public SkeletonRenderer source; public bool mirrorOnStart = true; public bool restoreOnDisable = true; SkeletonGraphic skeletonGraphic; Skeleton originalSkeleton; bool originalFreeze; Texture2D overrideTexture; private void Awake () { skeletonGraphic = GetComponent(); } void Start () { if (mirrorOnStart) StartMirroring(); } void LateUpdate () { skeletonGraphic.UpdateMesh(); } void OnDisable () { if (restoreOnDisable) RestoreIndependentSkeleton(); } /// Freeze the SkeletonGraphic on this GameObject, and use the source as the Skeleton to be rendered by the SkeletonGraphic. public void StartMirroring () { if (source == null) return; if (skeletonGraphic == null) return; skeletonGraphic.startingAnimation = string.Empty; if (originalSkeleton == null) { originalSkeleton = skeletonGraphic.Skeleton; originalFreeze = skeletonGraphic.freeze; } skeletonGraphic.Skeleton = source.skeleton; skeletonGraphic.freeze = true; if (overrideTexture != null) skeletonGraphic.OverrideTexture = overrideTexture; } /// Use a new texture for the SkeletonGraphic. Use this if your source skeleton uses a repacked atlas. public void UpdateTexture (Texture2D newOverrideTexture) { overrideTexture = newOverrideTexture; if (newOverrideTexture != null) skeletonGraphic.OverrideTexture = overrideTexture; } /// Stops mirroring the source SkeletonRenderer and allows the SkeletonGraphic to become an independent Skeleton component again. public void RestoreIndependentSkeleton () { if (originalSkeleton == null) return; skeletonGraphic.Skeleton = originalSkeleton; skeletonGraphic.freeze = originalFreeze; skeletonGraphic.OverrideTexture = null; originalSkeleton = null; } } }