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+/******************************************************************************
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+ * Spine Runtimes Software License v2.5
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+ *
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+ * Copyright (c) 2013-2016, Esoteric Software
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+ * All rights reserved.
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+ *
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+ * You are granted a perpetual, non-exclusive, non-sublicensable, and
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+ * non-transferable license to use, install, execute, and perform the Spine
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+ * Runtimes software and derivative works solely for personal or internal
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+ * use. Without the written permission of Esoteric Software (see Section 2 of
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+ * the Spine Software License Agreement), you may not (a) modify, translate,
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+ * adapt, or develop new applications using the Spine Runtimes or otherwise
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+ * create derivative works or improvements of the Spine Runtimes or (b) remove,
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+ * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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+ * or other intellectual property or proprietary rights notices on or in the
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+ * Software, including any copy thereof. Redistributions in binary or source
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+ * form must include this license and terms.
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+ *
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+ * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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+ * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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+ * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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+ * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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+ * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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+ * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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+ * POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+
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+using System.Collections;
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+using System.Collections.Generic;
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+using UnityEngine;
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+
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+namespace Spine.Unity.Modules {
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+ public class SkeletonGraphicMirror : MonoBehaviour {
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+
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+ public SkeletonRenderer source;
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+ public bool mirrorOnStart = true;
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+ public bool restoreOnDisable = true;
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+ SkeletonGraphic skeletonGraphic;
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+
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+ Skeleton originalSkeleton;
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+ bool originalFreeze;
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+ Texture2D overrideTexture;
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+
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+ private void Awake () {
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+ skeletonGraphic = GetComponent<SkeletonGraphic>();
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+ }
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+
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+ void Start () {
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+ if (mirrorOnStart) StartMirroring();
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+ }
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+
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+ void LateUpdate () {
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+ skeletonGraphic.UpdateMesh();
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+ }
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+
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+ void OnDisable () {
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+ if (restoreOnDisable) RestoreIndependentSkeleton();
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+ }
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+
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+ public void StartMirroring () {
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+ if (source == null) return;
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+ if (skeletonGraphic == null) return;
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+
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+ skeletonGraphic.startingAnimation = string.Empty;
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+
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+ originalSkeleton = skeletonGraphic.Skeleton;
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+ originalFreeze = skeletonGraphic.freeze;
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+
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+ skeletonGraphic.Skeleton = source.skeleton;
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+ skeletonGraphic.freeze = true;
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+ if (overrideTexture != null)
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+ skeletonGraphic.OverrideTexture = overrideTexture;
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+ }
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+
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+ public void UpdateTexture (Texture2D newOverrideTexture) {
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+ overrideTexture = newOverrideTexture;
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+ if (newOverrideTexture != null)
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+ skeletonGraphic.OverrideTexture = overrideTexture;
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+ }
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+
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+ public void RestoreIndependentSkeleton () {
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+ skeletonGraphic.Skeleton = originalSkeleton;
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+ skeletonGraphic.freeze = originalFreeze;
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+ skeletonGraphic.OverrideTexture = null;
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+ }
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+ }
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+
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+}
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