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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- public class DataAssetsFromExportsExample : MonoBehaviour {
- public TextAsset skeletonJson;
- public TextAsset atlasText;
- public Texture2D[] textures;
- public Material materialPropertySource;
- AtlasAsset runtimeAtlasAsset;
- SkeletonDataAsset runtimeSkeletonDataAsset;
- SkeletonAnimation runtimeSkeletonAnimation;
- void CreateRuntimeAssetsAndGameObject () {
- // 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader);
- // 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset)
- // 3. Create SkeletonAnimation (needs a valid SkeletonDataAsset)
- runtimeAtlasAsset = AtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true);
- runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);
- }
- IEnumerator Start () {
- CreateRuntimeAssetsAndGameObject();
- runtimeSkeletonDataAsset.GetSkeletonData(false); // preload.
- yield return new WaitForSeconds(0.5f);
- runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);
- // Extra Stuff
- runtimeSkeletonAnimation.Initialize(false);
- runtimeSkeletonAnimation.Skeleton.SetSkin("base");
- runtimeSkeletonAnimation.Skeleton.SetSlotsToSetupPose();
- runtimeSkeletonAnimation.AnimationState.SetAnimation(0, "run", true);
- runtimeSkeletonAnimation.GetComponent<MeshRenderer>().sortingOrder = 10;
- runtimeSkeletonAnimation.transform.Translate(Vector3.down * 2);
- }
- }
- }
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