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Use setAnimationByName instead of setAnimation

  * goblin and dragon examples wouldn't start without this fix
Felix Holmgren 12 年之前
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共有 2 个文件被更改,包括 2 次插入2 次删除
  1. 1 1
      spine-corona/examples/dragon.lua
  2. 1 1
      spine-corona/examples/goblins.lua

+ 1 - 1
spine-corona/examples/dragon.lua

@@ -23,7 +23,7 @@ skeleton:setToSetupPose()
 local stateData = spine.AnimationStateData.new(skeletonData)
 -- AnimationState has a queue of animations and can apply them with crossfading.
 local state = spine.AnimationState.new(stateData)
-state:setAnimation("flying", true)
+state:setAnimationByName(0, "flying", true, 0)
 
 local lastTime = 0
 local animationTime = 0

+ 1 - 1
spine-corona/examples/goblins.lua

@@ -22,7 +22,7 @@ skeleton:setToSetupPose() -- Required after changing skin to attach attachments
 -- AnimationState has a queue of animations and can apply them with crossfading.
 local stateData = spine.AnimationStateData.new(skeletonData)
 local state = spine.AnimationState.new(stateData)
-state:setAnimation("walk", true)
+state:setAnimationByName(0, "walk", true, 0)
 
 local lastTime = 0
 local animationTime = 0