TransitionDictionaryExample.cs 2.9 KB

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  29. using System.Collections;
  30. using System.Collections.Generic;
  31. using UnityEngine;
  32. namespace Spine.Unity.Examples {
  33. // This is an example of how you could store animation transitions for use in your animation system.
  34. // More ideally, this would be stored in a ScriptableObject in asset form rather than in a MonoBehaviour.
  35. public sealed class TransitionDictionaryExample : MonoBehaviour {
  36. [System.Serializable]
  37. public struct SerializedEntry {
  38. public AnimationReferenceAsset from;
  39. public AnimationReferenceAsset to;
  40. public AnimationReferenceAsset transition;
  41. }
  42. [SerializeField]
  43. List<SerializedEntry> transitions = new List<SerializedEntry>();
  44. readonly Dictionary<AnimationStateData.AnimationPair, Animation> dictionary = new Dictionary<AnimationStateData.AnimationPair, Animation>();
  45. void Start () {
  46. dictionary.Clear();
  47. foreach (var e in transitions) {
  48. dictionary.Add(new AnimationStateData.AnimationPair(e.from.Animation, e.to.Animation), e.transition.Animation);
  49. }
  50. }
  51. public Animation GetTransition (Animation from, Animation to) {
  52. Animation result;
  53. dictionary.TryGetValue(new AnimationStateData.AnimationPair(from, to), out result);
  54. return result;
  55. }
  56. }
  57. }