/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using UnityEngine; using System.Collections; using Spine.Unity; [ExecuteInEditMode] [RequireComponent(typeof(SkeletonRenderer))] public class SpineGauge : MonoBehaviour { #region Inspector [Range(0,1)] public float fillPercent = 0; [SpineAnimation] public string fillAnimationName; #endregion SkeletonRenderer skeletonRenderer; Spine.Animation fillAnimation; void Awake () { skeletonRenderer = GetComponent(); } void Update () { SetGaugePercent(fillPercent); } public void SetGaugePercent (float x) { if (skeletonRenderer == null) return; var skeleton = skeletonRenderer.skeleton; if (skeleton == null) return; // Make super-sure that fillAnimation isn't null. Early exit if it is. if (fillAnimation == null) { fillAnimation = skeleton.Data.FindAnimation(fillAnimationName); if (fillAnimation == null) return; } fillAnimation.Apply(skeleton, 0, x, false, null); skeleton.Update(Time.deltaTime); skeleton.UpdateWorldTransform(); } }