2024-10-29 15:22:32 +08:00

60 lines
3.0 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 Spine;
using Spine.Unity;
namespace Spine.Unity.Examples {
public class Spineboy : MonoBehaviour {
SkeletonAnimation skeletonAnimation;
public void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>(); // Get the SkeletonAnimation component for the GameObject this script is attached to.
var animationState = skeletonAnimation.AnimationState;
animationState.Event += HandleEvent;; // Call our method any time an animation fires an event.
animationState.End += (entry) => Debug.Log("start: " + entry.TrackIndex); // A lambda can be used for the callback instead of a method.
animationState.AddAnimation(0, "jump", false, 2); // Queue jump to be played on track 0 two seconds after the starting animation.
animationState.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
}
void HandleEvent (TrackEntry trackEntry, Spine.Event e) {
Debug.Log(trackEntry.TrackIndex + " " + trackEntry.Animation.Name + ": event " + e + ", " + e.Int);
}
public void OnMouseDown () {
skeletonAnimation.AnimationState.SetAnimation(0, "jump", false); // Set jump to be played on track 0 immediately.
skeletonAnimation.AnimationState.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
}
}
}