2023-04-03 11:04:31 +08:00

71 lines
2.6 KiB
C#

/******************************************************************************
* Spine Runtimes License Agreement
* Last updated September 24, 2021. Replaces all prior versions.
*
* Copyright (c) 2013-2022, 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 UnityEngine.Playables;
using Spine;
using Spine.Unity;
using Spine.Unity.Playables;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Playables {
[AddComponentMenu("Spine/Playables/SkeletonGraphic Playable Handle (Playables)")]
public class SkeletonGraphicPlayableHandle : SpinePlayableHandleBase {
#region Inspector
public SkeletonGraphic skeletonGraphic;
#if UNITY_EDITOR
void Reset () {
InitializeReference();
}
void OnValidate () {
InitializeReference();
}
#endif
#endregion
public override Skeleton Skeleton { get { return skeletonGraphic.Skeleton; } }
public override SkeletonData SkeletonData { get { return skeletonGraphic.Skeleton.Data; } }
void Awake () {
InitializeReference();
}
void InitializeReference () {
if (skeletonGraphic == null)
skeletonGraphic = GetComponent<SkeletonGraphic>();
}
}
}