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- /******************************************************************************
- * Spine Runtimes Software License v2.5
- *
- * Copyright (c) 2013-2016, 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 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 develop new applications using the Spine Runtimes or otherwise
- * create derivative works or improvements of the Spine Runtimes 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, BUSINESS INTERRUPTION, OR LOSS OF
- * USE, DATA, OR PROFITS) 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.Unity;
- namespace Spine.Unity.Examples {
- 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;
- [Header("Transitions")]
- [SpineAnimation]
- public string idleTurnAnimationName;
- [SpineAnimation]
- public string runToIdleAnimationName;
- public float runWalkDuration = 1.5f;
- #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.AnimationState;
- skeleton = skeletonAnimation.Skeleton;
- StartCoroutine(DoDemoRoutine());
- }
- /// This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.
- 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(runWalkDuration);
- spineAnimationState.SetAnimation(0, runAnimationName, true);
- yield return new WaitForSeconds(runWalkDuration);
- // AddAnimation queues up an animation to play after the previous one ends.
- spineAnimationState.SetAnimation(0, runToIdleAnimationName, false);
- spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
- yield return new WaitForSeconds(1f);
- skeleton.FlipX = true; // skeleton allows you to flip the skeleton.
- spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
- spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
- yield return new WaitForSeconds(0.5f);
- skeleton.FlipX = false;
- spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
- spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
- yield return new WaitForSeconds(0.5f);
- }
- }
- }
- }
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