SkeletonAnimationPlayableHandle.cs 2.6 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated May 1, 2019. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2019, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
  19. * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
  20. * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
  21. * NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
  22. * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
  23. * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
  24. * INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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  27. * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. using System.Collections;
  30. using System.Collections.Generic;
  31. using UnityEngine;
  32. //using UnityEngine.Playables;
  33. using Spine;
  34. using Spine.Unity;
  35. using Spine.Unity.Playables;
  36. namespace Spine.Unity.Playables {
  37. [AddComponentMenu("Spine/Playables/SkeletonAnimation Playable Handle (Playables)")]
  38. public class SkeletonAnimationPlayableHandle : SpinePlayableHandleBase {
  39. #region Inspector
  40. public SkeletonAnimation skeletonAnimation;
  41. #if UNITY_EDITOR
  42. void Reset () {
  43. InitializeReference();
  44. }
  45. void OnValidate () {
  46. InitializeReference();
  47. }
  48. #endif
  49. #endregion
  50. public override Skeleton Skeleton { get { return skeletonAnimation.Skeleton; } }
  51. public override SkeletonData SkeletonData { get { return skeletonAnimation.Skeleton.Data; } }
  52. void Awake () {
  53. InitializeReference();
  54. }
  55. void InitializeReference () {
  56. if (skeletonAnimation == null)
  57. skeletonAnimation = GetComponent<SkeletonAnimation>();
  58. }
  59. }
  60. }