/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ namespace Spine.Unity { public enum UpdateMode { Nothing = 0, OnlyAnimationStatus, OnlyEventTimelines = 4, // added as index 4 to keep scene behavior unchanged. EverythingExceptMesh = 2, FullUpdate, //Reserved 4 for OnlyEventTimelines }; public delegate void UpdateBonesDelegate (ISkeletonAnimation animated); /// A Spine-Unity Component that animates a Skeleton but not necessarily with a Spine.AnimationState. public interface ISkeletonAnimation { event UpdateBonesDelegate UpdateLocal; event UpdateBonesDelegate UpdateWorld; event UpdateBonesDelegate UpdateComplete; Skeleton Skeleton { get; } } /// Holds a reference to a SkeletonDataAsset. public interface IHasSkeletonDataAsset { /// Gets the SkeletonDataAsset of the Spine Component. SkeletonDataAsset SkeletonDataAsset { get; } } /// A Spine-Unity Component that manages a Spine.Skeleton instance, instantiated from a SkeletonDataAsset. public interface ISkeletonComponent { /// Gets the SkeletonDataAsset of the Spine Component. //[System.Obsolete] SkeletonDataAsset SkeletonDataAsset { get; } /// Gets the Spine.Skeleton instance of the Spine Component. This is equivalent to SkeletonRenderer's .skeleton. Skeleton Skeleton { get; } } /// A Spine-Unity Component that uses a Spine.AnimationState to animate its skeleton. public interface IAnimationStateComponent { /// Gets the Spine.AnimationState of the animated Spine Component. This is equivalent to SkeletonAnimation.state. AnimationState AnimationState { get; } } /// A Spine-Unity Component that holds a reference to a SkeletonRenderer. public interface IHasSkeletonRenderer { SkeletonRenderer SkeletonRenderer { get; } } /// A Spine-Unity Component that holds a reference to an ISkeletonComponent. public interface IHasSkeletonComponent { ISkeletonComponent SkeletonComponent { get; } } }