提交Spine插件
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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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#if UNITY_2017 || UNITY_2018 || (UNITY_2019_1_OR_NEWER && SPINE_TIMELINE_PACKAGE_DOWNLOADED)
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using UnityEngine;
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using UnityEngine.Playables;
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using UnityEngine.Timeline;
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using System.Collections.Generic;
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using Spine.Unity;
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namespace Spine.Unity.Playables {
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[TrackColor(0.855f, 0.8623f, 0.87f)]
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[TrackClipType(typeof(SpineSkeletonFlipClip))]
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[TrackBindingType(typeof(SpinePlayableHandleBase))]
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public class SpineSkeletonFlipTrack : TrackAsset {
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public override Playable CreateTrackMixer (PlayableGraph graph, GameObject go, int inputCount) {
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return ScriptPlayable<SpineSkeletonFlipMixerBehaviour>.Create(graph, inputCount);
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}
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public override void GatherProperties (PlayableDirector director, IPropertyCollector driver) {
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#if UNITY_EDITOR
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SpinePlayableHandleBase trackBinding = director.GetGenericBinding(this) as SpinePlayableHandleBase;
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if (trackBinding == null)
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return;
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var serializedObject = new UnityEditor.SerializedObject(trackBinding);
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var iterator = serializedObject.GetIterator();
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while (iterator.NextVisible(true)) {
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if (iterator.hasVisibleChildren)
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continue;
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driver.AddFromName<SpinePlayableHandleBase>(trackBinding.gameObject, iterator.propertyPath);
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}
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#endif
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base.GatherProperties(director, driver);
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}
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}
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}
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#endif
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