/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using System.Collections;
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using Spine.Unity;
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namespace Spine.Unity.Examples {
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public class SpineBeginnerTwo : MonoBehaviour {
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#region Inspector
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// [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation.
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[SpineAnimation]
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public string runAnimationName;
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[SpineAnimation]
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public string idleAnimationName;
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[SpineAnimation]
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public string walkAnimationName;
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[SpineAnimation]
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public string shootAnimationName;
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#endregion
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SkeletonAnimation skeletonAnimation;
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// Spine.AnimationState and Spine.Skeleton are not Unity-serialized objects. You will not see them as fields in the inspector.
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public Spine.AnimationState spineAnimationState;
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public Spine.Skeleton skeleton;
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void Start () {
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// 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.
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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spineAnimationState = skeletonAnimation.state;
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skeleton = skeletonAnimation.skeleton;
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StartCoroutine(DoDemoRoutine());
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}
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/// <summary>This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.</summary>
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IEnumerator DoDemoRoutine () {
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while (true) {
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// SetAnimation is the basic way to set an animation.
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// SetAnimation sets the animation and starts playing it from the beginning.
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// Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.
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spineAnimationState.SetAnimation(0, walkAnimationName, true);
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yield return new WaitForSeconds(1.5f);
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// skeletonAnimation.AnimationName = runAnimationName; // this line also works for quick testing/simple uses.
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spineAnimationState.SetAnimation(0, runAnimationName, true);
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yield return new WaitForSeconds(1.5f);
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spineAnimationState.SetAnimation(0, idleAnimationName, true);
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yield return new WaitForSeconds(1f);
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skeleton.FlipX = true; // skeleton allows you to flip the skeleton.
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yield return new WaitForSeconds(0.5f);
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skeleton.FlipX = false;
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yield return new WaitForSeconds(0.5f);
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}
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}
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}
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}
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