[unity] Renamed example script DataAssetsFromExportsExample to RuntimeLoadFromExportsExample and performed minor cleanup.

This commit is contained in:
Harald Csaszar 2021-11-10 11:03:23 +01:00
parent 618e20dc9a
commit 1517ffcde4
2 changed files with 14 additions and 10 deletions

View File

@ -32,13 +32,17 @@ using System.Collections.Generic;
using UnityEngine; using UnityEngine;
namespace Spine.Unity.Examples { namespace Spine.Unity.Examples {
public class DataAssetsFromExportsExample : MonoBehaviour { public class RuntimeLoadFromExportsExample : MonoBehaviour {
public TextAsset skeletonJson; public TextAsset skeletonJson;
public TextAsset atlasText; public TextAsset atlasText;
public Texture2D[] textures; public Texture2D[] textures;
public Material materialPropertySource; public Material materialPropertySource;
public float delay = 0;
public string skinName;
public string animationName;
SpineAtlasAsset runtimeAtlasAsset; SpineAtlasAsset runtimeAtlasAsset;
SkeletonDataAsset runtimeSkeletonDataAsset; SkeletonDataAsset runtimeSkeletonDataAsset;
SkeletonAnimation runtimeSkeletonAnimation; SkeletonAnimation runtimeSkeletonAnimation;
@ -54,19 +58,19 @@ namespace Spine.Unity.Examples {
IEnumerator Start () { IEnumerator Start () {
CreateRuntimeAssetsAndGameObject(); CreateRuntimeAssetsAndGameObject();
runtimeSkeletonDataAsset.GetSkeletonData(false); // preload. if (delay > 0) {
yield return new WaitForSeconds(0.5f); runtimeSkeletonDataAsset.GetSkeletonData(false); // preload
yield return new WaitForSeconds(delay);
}
runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset); runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);
// Extra Stuff // additional initialization
runtimeSkeletonAnimation.Initialize(false); runtimeSkeletonAnimation.Initialize(false);
runtimeSkeletonAnimation.Skeleton.SetSkin("base"); if (skinName != "")
runtimeSkeletonAnimation.Skeleton.SetSkin(skinName);
runtimeSkeletonAnimation.Skeleton.SetSlotsToSetupPose(); runtimeSkeletonAnimation.Skeleton.SetSlotsToSetupPose();
runtimeSkeletonAnimation.AnimationState.SetAnimation(0, "run", true); if (animationName != "")
runtimeSkeletonAnimation.GetComponent<MeshRenderer>().sortingOrder = 10; runtimeSkeletonAnimation.AnimationState.SetAnimation(0, animationName, true);
runtimeSkeletonAnimation.transform.Translate(Vector3.down * 2);
} }
} }