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- /******************************************************************************
- * 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 Spine.Unity;
- using System.Collections;
- using UnityEngine;
- 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);
- }
- }
- }
- }
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