/****************************************************************************** * Spine Runtimes Software License v2.5 * * Copyright (c) 2013-2016, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable, and * non-transferable license to use, install, execute, and perform the Spine * Runtimes software and derivative works solely for personal or internal * use. Without the written permission of Esoteric Software (see Section 2 of * the Spine Software License Agreement), you may not (a) modify, translate, * adapt, or develop new applications using the Spine Runtimes or otherwise * create derivative works or improvements of the Spine Runtimes or (b) remove, * delete, alter, or obscure any trademarks or any copyright, trademark, patent, * or other intellectual property or proprietary rights notices on or in the * Software, including any copy thereof. Redistributions in binary or source * form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 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 THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Spine.Unity.Modules { public class SkeletonGraphicMirror : MonoBehaviour { public SkeletonRenderer source; public bool mirrorOnStart = true; public bool restoreOnDisable = true; SkeletonGraphic skeletonGraphic; Skeleton originalSkeleton; bool originalFreeze; Texture2D overrideTexture; private void Awake () { skeletonGraphic = GetComponent(); } void Start () { if (mirrorOnStart) StartMirroring(); } void LateUpdate () { skeletonGraphic.UpdateMesh(); } void OnDisable () { if (restoreOnDisable) RestoreIndependentSkeleton(); } /// Freeze the SkeletonGraphic on this GameObject, and use the source as the Skeleton to be rendered by the SkeletonGraphic. public void StartMirroring () { if (source == null) return; if (skeletonGraphic == null) return; skeletonGraphic.startingAnimation = string.Empty; if (originalSkeleton == null) { originalSkeleton = skeletonGraphic.Skeleton; originalFreeze = skeletonGraphic.freeze; } skeletonGraphic.Skeleton = source.skeleton; skeletonGraphic.freeze = true; if (overrideTexture != null) skeletonGraphic.OverrideTexture = overrideTexture; } /// Use a new texture for the SkeletonGraphic. Use this if your source skeleton uses a repacked atlas. public void UpdateTexture (Texture2D newOverrideTexture) { overrideTexture = newOverrideTexture; if (newOverrideTexture != null) skeletonGraphic.OverrideTexture = overrideTexture; } /// Stops mirroring the source SkeletonRenderer and allows the SkeletonGraphic to become an independent Skeleton component again. public void RestoreIndependentSkeleton () { if (originalSkeleton == null) return; skeletonGraphic.Skeleton = originalSkeleton; skeletonGraphic.freeze = originalFreeze; skeletonGraphic.OverrideTexture = null; originalSkeleton = null; } } }