/****************************************************************************** * 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 System.Collections; using System.Collections.Generic; using UnityEngine; namespace Spine.Unity.Examples { public class SpawnFromSkeletonDataExample : MonoBehaviour { public SkeletonDataAsset skeletonDataAsset; [Range(0, 100)] public int count = 20; [SpineAnimation(dataField:"skeletonDataAsset")] public string startingAnimation; IEnumerator Start () { if (skeletonDataAsset == null) yield break; skeletonDataAsset.GetSkeletonData(false); // Preload SkeletonDataAsset. yield return new WaitForSeconds(1f); // Pretend stuff is happening. var spineAnimation = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation); for (int i = 0; i < count; i++) { var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(skeletonDataAsset); // Spawn a new SkeletonAnimation GameObject. DoExtraStuff(sa, spineAnimation); // optional stuff for fun. sa.gameObject.name = i.ToString(); yield return new WaitForSeconds(1f/8f); } } void DoExtraStuff (SkeletonAnimation sa, Spine.Animation spineAnimation) { sa.transform.localPosition = Random.insideUnitCircle * 6f; sa.transform.SetParent(this.transform, false); if (spineAnimation != null) { sa.Initialize(false); sa.AnimationState.SetAnimation(0, spineAnimation, true); } } } }