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- /******************************************************************************
- * 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.
- *****************************************************************************/
-
- namespace Spine.Unity {
- public delegate void UpdateBonesDelegate (ISkeletonAnimation animated);
-
- /// <summary>A Spine-Unity Component that animates a Skeleton but not necessarily with a Spine.AnimationState.</summary>
- public interface ISkeletonAnimation {
- event UpdateBonesDelegate UpdateLocal;
- event UpdateBonesDelegate UpdateWorld;
- event UpdateBonesDelegate UpdateComplete;
-
- //void LateUpdate ();
- Skeleton Skeleton { get; }
- }
-
- /// <summary>Holds a reference to a SkeletonDataAsset.</summary>
- public interface IHasSkeletonDataAsset {
- /// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
- SkeletonDataAsset SkeletonDataAsset { get; }
- }
-
- /// <summary>A Spine-Unity Component that manages a Spine.Skeleton instance, instantiated from a SkeletonDataAsset.</summary>
- public interface ISkeletonComponent {
- /// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
- //[System.Obsolete]
- SkeletonDataAsset SkeletonDataAsset { get; }
-
- /// <summary>Gets the Spine.Skeleton instance of the Spine Component. This is equivalent to SkeletonRenderer's .skeleton.</summary>
- Skeleton Skeleton { get; }
- }
-
- /// <summary>A Spine-Unity Component that uses a Spine.AnimationState to animate its skeleton.</summary>
- public interface IAnimationStateComponent {
- /// <summary>Gets the Spine.AnimationState of the animated Spine Component. This is equivalent to SkeletonAnimation.state.</summary>
- AnimationState AnimationState { get; }
- }
-
- /// <summary>A Spine-Unity Component that holds a reference to a SkeletonRenderer.</summary>
- public interface IHasSkeletonRenderer {
- SkeletonRenderer SkeletonRenderer { get; }
- }
-
- /// <summary>A Spine-Unity Component that holds a reference to an ISkeletonComponent.</summary>
- public interface IHasSkeletonComponent {
- ISkeletonComponent SkeletonComponent { get; }
- }
- }
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