/****************************************************************************** * 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 RuntimeLoadFromExportsExample : MonoBehaviour { public TextAsset skeletonJson; public TextAsset atlasText; public Texture2D[] textures; public Material materialPropertySource; public float delay = 0; public string skinName; public string animationName; SpineAtlasAsset runtimeAtlasAsset; SkeletonDataAsset runtimeSkeletonDataAsset; SkeletonAnimation runtimeSkeletonAnimation; SkeletonGraphic runtimeSkeletonGraphic; public bool blendModeMaterials = false; public bool applyAdditiveMaterial = false; public BlendModeMaterials.TemplateMaterials blendModeTemplateMaterials; public BlendModeMaterials.TemplateMaterials graphicBlendModeMaterials; public Material skeletonGraphicMaterial; void CreateRuntimeAssetsAndGameObject () { // 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader); // 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset) // 2.1 Optional: Setup blend mode materials at SkeletonDataAsset. Only required if the skeleton // uses blend modes which require blend mode materials. // 3.a Create SkeletonAnimation (needs a valid SkeletonDataAsset) // 3.b Create SkeletonGraphic (needs a valid SkeletonDataAsset) runtimeAtlasAsset = SpineAtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true, null, true); runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true); if (blendModeMaterials) runtimeSkeletonDataAsset.SetupRuntimeBlendModeMaterials( applyAdditiveMaterial, blendModeTemplateMaterials); } IEnumerator Start () { CreateRuntimeAssetsAndGameObject(); if (delay > 0) { runtimeSkeletonDataAsset.GetSkeletonData(false); // preload yield return new WaitForSeconds(delay); } InstantiateSkeletonAnimation(); InstantiateSkeletonGraphic(); } void InstantiateSkeletonAnimation () { runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset); runtimeSkeletonAnimation.transform.parent = transform; runtimeSkeletonAnimation.name = "SkeletonAnimation Instance"; // additional initialization runtimeSkeletonAnimation.Initialize(false); if (skinName != "") runtimeSkeletonAnimation.Skeleton.SetSkin(skinName); runtimeSkeletonAnimation.Skeleton.SetSlotsToSetupPose(); if (animationName != "") runtimeSkeletonAnimation.AnimationState.SetAnimation(0, animationName, true); } void InstantiateSkeletonGraphic () { Canvas canvas = this.GetComponentInChildren(); Transform parent = canvas.transform; runtimeSkeletonGraphic = SkeletonGraphic.NewSkeletonGraphicGameObject(runtimeSkeletonDataAsset, parent, skeletonGraphicMaterial); runtimeSkeletonGraphic.name = "SkeletonGraphic Instance"; if (blendModeMaterials) { runtimeSkeletonGraphic.allowMultipleCanvasRenderers = true; runtimeSkeletonGraphic.additiveMaterial = graphicBlendModeMaterials.additiveTemplate; runtimeSkeletonGraphic.multiplyMaterial = graphicBlendModeMaterials.multiplyTemplate; runtimeSkeletonGraphic.screenMaterial = graphicBlendModeMaterials.screenTemplate; } // additional initialization runtimeSkeletonGraphic.Initialize(false); if (skinName != "") runtimeSkeletonGraphic.Skeleton.SetSkin(skinName); runtimeSkeletonGraphic.Skeleton.SetSlotsToSetupPose(); if (animationName != "") runtimeSkeletonGraphic.AnimationState.SetAnimation(0, animationName, true); } } }