You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
81 lines
3.7 KiB
81 lines
3.7 KiB
/****************************************************************************** |
|
* Spine Runtimes License Agreement |
|
* Last updated January 1, 2020. Replaces all prior versions. |
|
* |
|
* Copyright (c) 2013-2020, 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. |
|
*****************************************************************************/ |
|
|
|
namespace Spine.Unity { |
|
public enum UpdateMode { |
|
Nothing = 0, |
|
OnlyAnimationStatus, |
|
OnlyEventTimelines = 4, // added as index 4 to keep scene behavior unchanged. |
|
EverythingExceptMesh = 2, |
|
FullUpdate, |
|
//Reserved 4 for OnlyEventTimelines |
|
}; |
|
|
|
public delegate void UpdateBonesDelegate (ISkeletonAnimation animated); |
|
|
|
/// <summary>A Spine-Unity Component that animates a Skeleton but not necessarily with a Spine.AnimationState.</summary> |
|
public interface ISkeletonAnimation { |
|
event UpdateBonesDelegate UpdateLocal; |
|
event UpdateBonesDelegate UpdateWorld; |
|
event UpdateBonesDelegate UpdateComplete; |
|
Skeleton Skeleton { get; } |
|
} |
|
|
|
/// <summary>Holds a reference to a SkeletonDataAsset.</summary> |
|
public interface IHasSkeletonDataAsset { |
|
/// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary> |
|
SkeletonDataAsset SkeletonDataAsset { get; } |
|
} |
|
|
|
/// <summary>A Spine-Unity Component that manages a Spine.Skeleton instance, instantiated from a SkeletonDataAsset.</summary> |
|
public interface ISkeletonComponent { |
|
/// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary> |
|
//[System.Obsolete] |
|
SkeletonDataAsset SkeletonDataAsset { get; } |
|
|
|
/// <summary>Gets the Spine.Skeleton instance of the Spine Component. This is equivalent to SkeletonRenderer's .skeleton.</summary> |
|
Skeleton Skeleton { get; } |
|
} |
|
|
|
/// <summary>A Spine-Unity Component that uses a Spine.AnimationState to animate its skeleton.</summary> |
|
public interface IAnimationStateComponent { |
|
/// <summary>Gets the Spine.AnimationState of the animated Spine Component. This is equivalent to SkeletonAnimation.state.</summary> |
|
AnimationState AnimationState { get; } |
|
} |
|
|
|
/// <summary>A Spine-Unity Component that holds a reference to a SkeletonRenderer.</summary> |
|
public interface IHasSkeletonRenderer { |
|
SkeletonRenderer SkeletonRenderer { get; } |
|
} |
|
|
|
/// <summary>A Spine-Unity Component that holds a reference to an ISkeletonComponent.</summary> |
|
public interface IHasSkeletonComponent { |
|
ISkeletonComponent SkeletonComponent { get; } |
|
} |
|
}
|
|
|