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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- public class SpawnFromSkeletonDataExample : MonoBehaviour {
- public SkeletonDataAsset skeletonDataAsset;
- [Range(0, 100)]
- public int count = 20;
- [SpineAnimation(dataField:"skeletonDataAsset")]
- public string startingAnimation;
- IEnumerator Start () {
- if (skeletonDataAsset == null) yield break;
- skeletonDataAsset.GetSkeletonData(false); // Preload SkeletonDataAsset.
- yield return new WaitForSeconds(1f); // Pretend stuff is happening.
- var spineAnimation = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
- for (int i = 0; i < count; i++) {
- var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(skeletonDataAsset); // Spawn a new SkeletonAnimation GameObject.
- DoExtraStuff(sa, spineAnimation); // optional stuff for fun.
- sa.gameObject.name = i.ToString();
- yield return new WaitForSeconds(1f/8f);
- }
- }
- void DoExtraStuff (SkeletonAnimation sa, Spine.Animation spineAnimation) {
- sa.transform.localPosition = Random.insideUnitCircle * 6f;
- sa.transform.SetParent(this.transform, false);
- if (spineAnimation != null) {
- sa.Initialize(false);
- sa.AnimationState.SetAnimation(0, spineAnimation, true);
- }
- }
- }
- }
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