| | |
| | | |
| | | protected override void PlaySpineEffect() |
| | | { |
| | | if (spineComp == null) |
| | | { |
| | | spineComp = gameObject.AddMissingComponent<SkeletonGraphic>(); |
| | | } |
| | | |
| | | if (spineComp.skeletonDataAsset == null) |
| | | { |
| | | //LoadAsset 已经有缓存SkeletonDataAsset |
| | |
| | | spineComp.raycastTarget = false; |
| | | spineComp.Initialize(true); |
| | | spineAnimationState = spineComp.AnimationState; |
| | | spineAnimationState.Data.DefaultMix = 0f; |
| | | spineAnimationState.Complete -= OnSpineAnimationComplete; |
| | | spineAnimationState.Complete += OnSpineAnimationComplete; |
| | | } |
| | |
| | | if (skeletonData.Animations.Count > 0) |
| | | { |
| | | string defaultAnimationName = skeletonData.Animations.Items[0].Name; |
| | | spineComp.AnimationState.SetAnimation(0, defaultAnimationName, isPlaySpineLoop); |
| | | spineAnimationState.SetAnimation(0, defaultAnimationName, isPlaySpineLoop); |
| | | } |
| | | else |
| | | { |