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/******************************************************************************
* 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.
*****************************************************************************/
using UnityEngine;
using System.Collections;
using Spine.Unity;
namespace Spine.Unity.Examples {
public class SpineBeginnerTwo : MonoBehaviour {
#region Inspector
// [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation.
[SpineAnimation]
public string runAnimationName;
[SpineAnimation]
public string idleAnimationName;
[SpineAnimation]
public string walkAnimationName;
[SpineAnimation]
public string shootAnimationName;
[Header("Transitions")]
[SpineAnimation]
public string idleTurnAnimationName;
[SpineAnimation]
public string runToIdleAnimationName;
public float runWalkDuration = 1.5f;
#endregion
SkeletonAnimation skeletonAnimation;
// Spine.AnimationState and Spine.Skeleton are not Unity-serialized objects. You will not see them as fields in the inspector.
public Spine.AnimationState spineAnimationState;
public Spine.Skeleton skeleton;
void Start () {
// Make sure you get these AnimationState and Skeleton references in Start or Later.
// Getting and using them in Awake is not guaranteed by default execution order.
skeletonAnimation = GetComponent<SkeletonAnimation>();
spineAnimationState = skeletonAnimation.AnimationState;
skeleton = skeletonAnimation.Skeleton;
StartCoroutine(DoDemoRoutine());
}
/// This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.
IEnumerator DoDemoRoutine () {
while (true) {
// SetAnimation is the basic way to set an animation.
// SetAnimation sets the animation and starts playing it from the beginning.
// Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.
spineAnimationState.SetAnimation(0, walkAnimationName, true);
yield return new WaitForSeconds(runWalkDuration);
spineAnimationState.SetAnimation(0, runAnimationName, true);
yield return new WaitForSeconds(runWalkDuration);
// AddAnimation queues up an animation to play after the previous one ends.
spineAnimationState.SetAnimation(0, runToIdleAnimationName, false);
spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
yield return new WaitForSeconds(1f);
skeleton.ScaleX = -1; // skeleton allows you to flip the skeleton.
spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
yield return new WaitForSeconds(0.5f);
skeleton.ScaleX = 1;
spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
yield return new WaitForSeconds(0.5f);
}
}
}
}