2024-11-21 09:35:48 +08:00

63 lines
2.6 KiB
C#

/******************************************************************************
* 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.Unity.AttachmentTools;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class CombinedSkin : MonoBehaviour {
[SpineSkin]
public List<string> skinsToCombine;
Skin combinedSkin;
void Start () {
ISkeletonComponent skeletonComponent = GetComponent<ISkeletonComponent>();
if (skeletonComponent == null) return;
Skeleton skeleton = skeletonComponent.Skeleton;
if (skeleton == null) return;
combinedSkin = combinedSkin ?? new Skin("combined");
combinedSkin.Clear();
foreach (string skinName in skinsToCombine) {
Skin skin = skeleton.Data.FindSkin(skinName);
if (skin != null) combinedSkin.AddSkin(skin);
}
skeleton.SetSkin(combinedSkin);
skeleton.SetToSetupPose();
IAnimationStateComponent animationStateComponent = skeletonComponent as IAnimationStateComponent;
if (animationStateComponent != null) animationStateComponent.AnimationState.Apply(skeleton);
}
}
}