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76 lines
3.6 KiB
76 lines
3.6 KiB
2 years ago
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* 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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//void LateUpdate ();
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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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