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- /******************************************************************************
- * Spine Runtimes Software License
- * Version 2.3
- *
- * Copyright (c) 2013-2015, Esoteric Software
- * All rights reserved.
- *
- * You are granted a perpetual, non-exclusive, non-sublicensable and
- * non-transferable license to use, install, execute and perform the Spine
- * Runtimes Software (the "Software") and derivative works solely for personal
- * or internal use. Without the written permission of Esoteric Software (see
- * Section 2 of the Spine Software License Agreement), you may not (a) modify,
- * translate, adapt or otherwise create derivative works, improvements of the
- * Software or develop new applications using the Software or (b) remove,
- * delete, alter or obscure any trademarks or any copyright, trademark, patent
- * or other intellectual property or proprietary rights notices on or in the
- * Software, including any copy thereof. Redistributions in binary or source
- * form must include this license and terms.
- *
- * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "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 BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
- * OR BUSINESS INTERRUPTION) 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 THIS SOFTWARE, EVEN IF
- * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- using UnityEngine;
- using System.Collections;
- using Spine;
- using System;
- using Spine.Unity;
- public class Spineboy : MonoBehaviour {
- SkeletonAnimation skeletonAnimation;
- public void Start () {
- // Get the SkeletonAnimation component for the GameObject this script is attached to.
- skeletonAnimation = GetComponent<SkeletonAnimation>();
- // Call our method any time an animation fires an event.
- skeletonAnimation.state.Event += Event;
- // A lambda can be used for the callback instead of a method.
- skeletonAnimation.state.End += (state, trackIndex) => {
- Debug.Log("start: " + state.GetCurrent(trackIndex));
- };
- // Queue jump to be played on track 0 two seconds after the starting animation.
- skeletonAnimation.state.AddAnimation(0, "jump", false, 2);
- // Queue walk to be looped on track 0 after the jump animation.
- skeletonAnimation.state.AddAnimation(0, "run", true, 0);
- }
-
- public void Event (Spine.AnimationState state, int trackIndex, Spine.Event e) {
- Debug.Log(trackIndex + " " + state.GetCurrent(trackIndex) + ": event " + e + ", " + e.Int);
- }
- public void OnMouseDown () {
- // Set jump to be played on track 0 immediately.
- skeletonAnimation.state.SetAnimation(0, "jump", false);
- // Queue walk to be looped on track 0 after the jump animation.
- skeletonAnimation.state.AddAnimation(0, "run", true, 0);
- }
- }
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