SpawnFromSkeletonDataExample.cs 3.0 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
  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 System.Collections;
  30. using System.Collections.Generic;
  31. using UnityEngine;
  32. namespace Spine.Unity.Examples {
  33. public class SpawnFromSkeletonDataExample : MonoBehaviour {
  34. public SkeletonDataAsset skeletonDataAsset;
  35. [Range(0, 100)]
  36. public int count = 20;
  37. [SpineAnimation(dataField: "skeletonDataAsset")]
  38. public string startingAnimation;
  39. IEnumerator Start () {
  40. if (skeletonDataAsset == null) yield break;
  41. skeletonDataAsset.GetSkeletonData(false); // Preload SkeletonDataAsset.
  42. yield return new WaitForSeconds(1f); // Pretend stuff is happening.
  43. var spineAnimation = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
  44. for (int i = 0; i < count; i++) {
  45. var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(skeletonDataAsset); // Spawn a new SkeletonAnimation GameObject.
  46. DoExtraStuff(sa, spineAnimation); // optional stuff for fun.
  47. sa.gameObject.name = i.ToString();
  48. yield return new WaitForSeconds(1f / 8f);
  49. }
  50. }
  51. void DoExtraStuff (SkeletonAnimation sa, Spine.Animation spineAnimation) {
  52. sa.transform.localPosition = Random.insideUnitCircle * 6f;
  53. sa.transform.SetParent(this.transform, false);
  54. if (spineAnimation != null) {
  55. sa.Initialize(false);
  56. sa.AnimationState.SetAnimation(0, spineAnimation, true);
  57. }
  58. }
  59. }
  60. }