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  1. /******************************************************************************
  2. * Spine Runtimes Software License v2.5
  3. *
  4. * Copyright (c) 2013-2016, Esoteric Software
  5. * All rights reserved.
  6. *
  7. * You are granted a perpetual, non-exclusive, non-sublicensable, and
  8. * non-transferable license to use, install, execute, and perform the Spine
  9. * Runtimes software and derivative works solely for personal or internal
  10. * use. Without the written permission of Esoteric Software (see Section 2 of
  11. * the Spine Software License Agreement), you may not (a) modify, translate,
  12. * adapt, or develop new applications using the Spine Runtimes or otherwise
  13. * create derivative works or improvements of the Spine Runtimes or (b) remove,
  14. * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
  15. * or other intellectual property or proprietary rights notices on or in the
  16. * Software, including any copy thereof. Redistributions in binary or source
  17. * form must include this license and terms.
  18. *
  19. * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
  20. * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
  21. * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
  22. * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  23. * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  24. * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
  25. * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
  26. * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
  27. * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
  28. * POSSIBILITY OF SUCH DAMAGE.
  29. *****************************************************************************/
  30. namespace Spine.Unity {
  31. public delegate void UpdateBonesDelegate (ISkeletonAnimation animated);
  32. /// <summary>A Spine-Unity Component that animates a Skeleton but not necessarily with a Spine.AnimationState.</summary>
  33. public interface ISkeletonAnimation {
  34. event UpdateBonesDelegate UpdateLocal;
  35. event UpdateBonesDelegate UpdateWorld;
  36. event UpdateBonesDelegate UpdateComplete;
  37. //void LateUpdate ();
  38. Skeleton Skeleton { get; }
  39. }
  40. /// <summary>Holds a reference to a SkeletonDataAsset.</summary>
  41. public interface IHasSkeletonDataAsset {
  42. /// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
  43. SkeletonDataAsset SkeletonDataAsset { get; }
  44. }
  45. /// <summary>A Spine-Unity Component that manages a Spine.Skeleton instance, instantiated from a SkeletonDataAsset.</summary>
  46. public interface ISkeletonComponent {
  47. /// <summary>Gets the SkeletonDataAsset of the Spine Component.</summary>
  48. //[System.Obsolete]
  49. SkeletonDataAsset SkeletonDataAsset { get; }
  50. /// <summary>Gets the Spine.Skeleton instance of the Spine Component. This is equivalent to SkeletonRenderer's .skeleton.</summary>
  51. Skeleton Skeleton { get; }
  52. }
  53. /// <summary>A Spine-Unity Component that uses a Spine.AnimationState to animate its skeleton.</summary>
  54. public interface IAnimationStateComponent {
  55. /// <summary>Gets the Spine.AnimationState of the animated Spine Component. This is equivalent to SkeletonAnimation.state.</summary>
  56. AnimationState AnimationState { get; }
  57. }
  58. /// <summary>A Spine-Unity Component that holds a reference to a SkeletonRenderer.</summary>
  59. public interface IHasSkeletonRenderer {
  60. SkeletonRenderer SkeletonRenderer { get; }
  61. }
  62. /// <summary>A Spine-Unity Component that holds a reference to an ISkeletonComponent.</summary>
  63. public interface IHasSkeletonComponent {
  64. ISkeletonComponent SkeletonComponent { get; }
  65. }
  66. }