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Assets/Spine/Runtime/spine-unity/ISkeletonAnimation.cs
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72
Assets/Spine/Runtime/spine-unity/ISkeletonAnimation.cs
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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namespace Spine.Unity {
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public delegate void UpdateBonesDelegate (ISkeletonAnimation animated);
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/// <summary>A Spine-Unity Component that animates a Skeleton but not necessarily with a Spine.AnimationState.</summary>
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public interface ISkeletonAnimation {
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event UpdateBonesDelegate UpdateLocal;
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event UpdateBonesDelegate UpdateWorld;
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event UpdateBonesDelegate UpdateComplete;
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Skeleton Skeleton { get; }
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}
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/// <summary>Holds a reference to a SkeletonDataAsset.</summary>
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public interface IHasSkeletonDataAsset {
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/// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
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SkeletonDataAsset SkeletonDataAsset { get; }
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}
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/// <summary>A Spine-Unity Component that manages a Spine.Skeleton instance, instantiated from a SkeletonDataAsset.</summary>
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public interface ISkeletonComponent {
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/// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
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//[System.Obsolete]
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SkeletonDataAsset SkeletonDataAsset { get; }
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/// <summary>Gets the Spine.Skeleton instance of the Spine Component. This is equivalent to SkeletonRenderer's .skeleton.</summary>
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Skeleton Skeleton { get; }
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}
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/// <summary>A Spine-Unity Component that uses a Spine.AnimationState to animate its skeleton.</summary>
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public interface IAnimationStateComponent {
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/// <summary>Gets the Spine.AnimationState of the animated Spine Component. This is equivalent to SkeletonAnimation.state.</summary>
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AnimationState AnimationState { get; }
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}
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/// <summary>A Spine-Unity Component that holds a reference to a SkeletonRenderer.</summary>
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public interface IHasSkeletonRenderer {
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SkeletonRenderer SkeletonRenderer { get; }
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}
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/// <summary>A Spine-Unity Component that holds a reference to an ISkeletonComponent.</summary>
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public interface IHasSkeletonComponent {
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ISkeletonComponent SkeletonComponent { get; }
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}
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}
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