/******************************************************************************
* 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; }
}
}