Spineboy.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 Spine;
  30. using Spine.Unity;
  31. using UnityEngine;
  32. namespace Spine.Unity.Examples {
  33. public class Spineboy : MonoBehaviour {
  34. SkeletonAnimation skeletonAnimation;
  35. public void Start () {
  36. skeletonAnimation = GetComponent<SkeletonAnimation>(); // Get the SkeletonAnimation component for the GameObject this script is attached to.
  37. var animationState = skeletonAnimation.AnimationState;
  38. animationState.Event += HandleEvent; ; // Call our method any time an animation fires an event.
  39. animationState.End += (entry) => Debug.Log("start: " + entry.TrackIndex); // A lambda can be used for the callback instead of a method.
  40. animationState.AddAnimation(0, "jump", false, 2); // Queue jump to be played on track 0 two seconds after the starting animation.
  41. animationState.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
  42. }
  43. void HandleEvent (TrackEntry trackEntry, Spine.Event e) {
  44. Debug.Log(trackEntry.TrackIndex + " " + trackEntry.Animation.Name + ": event " + e + ", " + e.Int);
  45. }
  46. public void OnMouseDown () {
  47. skeletonAnimation.AnimationState.SetAnimation(0, "jump", false); // Set jump to be played on track 0 immediately.
  48. skeletonAnimation.AnimationState.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
  49. }
  50. }
  51. }