提交Spine插件
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* EVEN IF ADVISED OF THE 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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[Header("Transitions")]
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[SpineAnimation]
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public string idleTurnAnimationName;
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[SpineAnimation]
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public string runToIdleAnimationName;
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public float runWalkDuration = 1.5f;
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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.
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// 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.AnimationState;
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skeleton = skeletonAnimation.Skeleton;
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StartCoroutine(DoDemoRoutine());
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}
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/// This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.
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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(runWalkDuration);
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spineAnimationState.SetAnimation(0, runAnimationName, true);
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yield return new WaitForSeconds(runWalkDuration);
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// AddAnimation queues up an animation to play after the previous one ends.
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spineAnimationState.SetAnimation(0, runToIdleAnimationName, false);
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spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
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yield return new WaitForSeconds(1f);
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skeleton.ScaleX = -1; // skeleton allows you to flip the skeleton.
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spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
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spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
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yield return new WaitForSeconds(0.5f);
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skeleton.ScaleX = 1;
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spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
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spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
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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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