110 lines
4.4 KiB
C#
110 lines
4.4 KiB
C#
/******************************************************************************
|
|
* 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);
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|