SpineBeginnerTwo.cs 4.0 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. public class SpineBeginnerTwo : MonoBehaviour {
  34. #region Inspector
  35. // [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation.
  36. [SpineAnimation]
  37. public string runAnimationName;
  38. [SpineAnimation]
  39. public string idleAnimationName;
  40. [SpineAnimation]
  41. public string walkAnimationName;
  42. [SpineAnimation]
  43. public string shootAnimationName;
  44. #endregion
  45. SkeletonAnimation skeletonAnimation;
  46. // Spine.AnimationState and Spine.Skeleton are not Unity-serialized objects. You will not see them as fields in the inspector.
  47. public Spine.AnimationState spineAnimationState;
  48. public Spine.Skeleton skeleton;
  49. void Start () {
  50. // 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.
  51. skeletonAnimation = GetComponent<SkeletonAnimation>();
  52. spineAnimationState = skeletonAnimation.state;
  53. skeleton = skeletonAnimation.skeleton;
  54. StartCoroutine(DoDemoRoutine());
  55. }
  56. /// <summary>This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.</summary>
  57. IEnumerator DoDemoRoutine () {
  58. while (true) {
  59. // SetAnimation is the basic way to set an animation.
  60. // SetAnimation sets the animation and starts playing it from the beginning.
  61. // Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.
  62. spineAnimationState.SetAnimation(0, walkAnimationName, true);
  63. yield return new WaitForSeconds(1.5f);
  64. // skeletonAnimation.AnimationName = runAnimationName; // this line also works for quick testing/simple uses.
  65. spineAnimationState.SetAnimation(0, runAnimationName, true);
  66. yield return new WaitForSeconds(1.5f);
  67. spineAnimationState.SetAnimation(0, idleAnimationName, true);
  68. yield return new WaitForSeconds(1f);
  69. skeleton.FlipX = true; // skeleton allows you to flip the skeleton.
  70. yield return new WaitForSeconds(0.5f);
  71. skeleton.FlipX = false;
  72. yield return new WaitForSeconds(0.5f);
  73. }
  74. }
  75. }