MecanimToAnimationHandleExample.cs 2.4 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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  28. *****************************************************************************/
  29. using System.Collections;
  30. using System.Collections.Generic;
  31. using UnityEngine;
  32. namespace Spine.Unity.Examples {
  33. // This StateMachineBehaviour handles sending the Mecanim state information to the component that handles playing the Spine animations.
  34. public class MecanimToAnimationHandleExample : StateMachineBehaviour {
  35. SkeletonAnimationHandleExample animationHandle;
  36. bool initialized;
  37. override public void OnStateEnter (Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
  38. if (!initialized) {
  39. animationHandle = animator.GetComponent<SkeletonAnimationHandleExample>();
  40. initialized = true;
  41. }
  42. animationHandle.PlayAnimationForState(stateInfo.shortNameHash, layerIndex);
  43. }
  44. }
  45. }