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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, 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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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, 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 enum UpdateMode {
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Nothing = 0,
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OnlyAnimationStatus,
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OnlyEventTimelines = 4, // added as index 4 to keep scene behavior unchanged.
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EverythingExceptMesh = 2,
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FullUpdate,
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//Reserved 4 for OnlyEventTimelines
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};
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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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