SpineBeginnerTwo.cs 4.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109
  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
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  27. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. using Spine.Unity;
  30. using System.Collections;
  31. using UnityEngine;
  32. namespace Spine.Unity.Examples {
  33. public class SpineBeginnerTwo : MonoBehaviour {
  34. #region Inspector
  35. // [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation.
  36. [SpineAnimation]
  37. public string runAnimationName;
  38. [SpineAnimation]
  39. public string idleAnimationName;
  40. [SpineAnimation]
  41. public string walkAnimationName;
  42. [SpineAnimation]
  43. public string shootAnimationName;
  44. [Header("Transitions")]
  45. [SpineAnimation]
  46. public string idleTurnAnimationName;
  47. [SpineAnimation]
  48. public string runToIdleAnimationName;
  49. public float runWalkDuration = 1.5f;
  50. #endregion
  51. SkeletonAnimation skeletonAnimation;
  52. // Spine.AnimationState and Spine.Skeleton are not Unity-serialized objects. You will not see them as fields in the inspector.
  53. public Spine.AnimationState spineAnimationState;
  54. public Spine.Skeleton skeleton;
  55. void Start () {
  56. // Make sure you get these AnimationState and Skeleton references in Start or Later.
  57. // Getting and using them in Awake is not guaranteed by default execution order.
  58. skeletonAnimation = GetComponent<SkeletonAnimation>();
  59. spineAnimationState = skeletonAnimation.AnimationState;
  60. skeleton = skeletonAnimation.Skeleton;
  61. StartCoroutine(DoDemoRoutine());
  62. }
  63. /// This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.
  64. IEnumerator DoDemoRoutine () {
  65. while (true) {
  66. // SetAnimation is the basic way to set an animation.
  67. // SetAnimation sets the animation and starts playing it from the beginning.
  68. // Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.
  69. spineAnimationState.SetAnimation(0, walkAnimationName, true);
  70. yield return new WaitForSeconds(runWalkDuration);
  71. spineAnimationState.SetAnimation(0, runAnimationName, true);
  72. yield return new WaitForSeconds(runWalkDuration);
  73. // AddAnimation queues up an animation to play after the previous one ends.
  74. spineAnimationState.SetAnimation(0, runToIdleAnimationName, false);
  75. spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
  76. yield return new WaitForSeconds(1f);
  77. skeleton.ScaleX = -1; // skeleton allows you to flip the skeleton.
  78. spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
  79. spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
  80. yield return new WaitForSeconds(0.5f);
  81. skeleton.ScaleX = 1;
  82. spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
  83. spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
  84. yield return new WaitForSeconds(0.5f);
  85. }
  86. }
  87. }
  88. }