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- using UnityEngine;
- using System.Collections;
- using Spine.Unity;
- 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;
- #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.state;
- skeleton = skeletonAnimation.skeleton;
- StartCoroutine(DoDemoRoutine());
- }
-
- /// <summary>This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.</summary>
- 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(1.5f);
- // skeletonAnimation.AnimationName = runAnimationName; // this line also works for quick testing/simple uses.
- spineAnimationState.SetAnimation(0, runAnimationName, true);
- yield return new WaitForSeconds(1.5f);
- spineAnimationState.SetAnimation(0, idleAnimationName, true);
- yield return new WaitForSeconds(1f);
- skeleton.FlipX = true; // skeleton allows you to flip the skeleton.
- yield return new WaitForSeconds(0.5f);
- skeleton.FlipX = false;
- yield return new WaitForSeconds(0.5f);
- }
- }
- }
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