/****************************************************************************** * Spine Runtimes License Agreement * Last updated July 28, 2023. Replaces all prior versions. * * Copyright (c) 2013-2023, 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 Spine.Unity; using System.Collections; using UnityEngine; 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(); 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); } } } }