SpineBeginnerTwo.cs 4.5 KB

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  1. /******************************************************************************
  2. * Spine Runtimes Software License v2.5
  3. *
  4. * Copyright (c) 2013-2016, Esoteric Software
  5. * All rights reserved.
  6. *
  7. * You are granted a perpetual, non-exclusive, non-sublicensable, and
  8. * non-transferable license to use, install, execute, and perform the Spine
  9. * Runtimes software and derivative works solely for personal or internal
  10. * use. Without the written permission of Esoteric Software (see Section 2 of
  11. * the Spine Software License Agreement), you may not (a) modify, translate,
  12. * adapt, or develop new applications using the Spine Runtimes or otherwise
  13. * create derivative works or improvements of the Spine Runtimes or (b) remove,
  14. * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
  15. * or other intellectual property or proprietary rights notices on or in the
  16. * Software, including any copy thereof. Redistributions in binary or source
  17. * form must include this license and terms.
  18. *
  19. * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
  20. * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
  21. * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
  22. * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  23. * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  24. * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
  25. * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
  26. * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
  27. * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
  28. * POSSIBILITY OF SUCH DAMAGE.
  29. *****************************************************************************/
  30. using UnityEngine;
  31. using System.Collections;
  32. using Spine.Unity;
  33. namespace Spine.Unity.Examples {
  34. public class SpineBeginnerTwo : MonoBehaviour {
  35. #region Inspector
  36. // [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation.
  37. [SpineAnimation]
  38. public string runAnimationName;
  39. [SpineAnimation]
  40. public string idleAnimationName;
  41. [SpineAnimation]
  42. public string walkAnimationName;
  43. [SpineAnimation]
  44. public string shootAnimationName;
  45. [Header("Transitions")]
  46. [SpineAnimation]
  47. public string idleTurnAnimationName;
  48. [SpineAnimation]
  49. public string runToIdleAnimationName;
  50. public float runWalkDuration = 1.5f;
  51. #endregion
  52. SkeletonAnimation skeletonAnimation;
  53. // Spine.AnimationState and Spine.Skeleton are not Unity-serialized objects. You will not see them as fields in the inspector.
  54. public Spine.AnimationState spineAnimationState;
  55. public Spine.Skeleton skeleton;
  56. void Start () {
  57. // Make sure you get these AnimationState and Skeleton references in Start or Later.
  58. // Getting and using them in Awake is not guaranteed by default execution order.
  59. skeletonAnimation = GetComponent<SkeletonAnimation>();
  60. spineAnimationState = skeletonAnimation.AnimationState;
  61. skeleton = skeletonAnimation.Skeleton;
  62. StartCoroutine(DoDemoRoutine());
  63. }
  64. /// This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.
  65. IEnumerator DoDemoRoutine () {
  66. while (true) {
  67. // SetAnimation is the basic way to set an animation.
  68. // SetAnimation sets the animation and starts playing it from the beginning.
  69. // Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.
  70. spineAnimationState.SetAnimation(0, walkAnimationName, true);
  71. yield return new WaitForSeconds(runWalkDuration);
  72. spineAnimationState.SetAnimation(0, runAnimationName, true);
  73. yield return new WaitForSeconds(runWalkDuration);
  74. // AddAnimation queues up an animation to play after the previous one ends.
  75. spineAnimationState.SetAnimation(0, runToIdleAnimationName, false);
  76. spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
  77. yield return new WaitForSeconds(1f);
  78. skeleton.FlipX = true; // skeleton allows you to flip the skeleton.
  79. spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
  80. spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
  81. yield return new WaitForSeconds(0.5f);
  82. skeleton.FlipX = false;
  83. spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
  84. spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
  85. yield return new WaitForSeconds(0.5f);
  86. }
  87. }
  88. }
  89. }