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[unity] Updated examples to use trackEntry.SetMixDuration(mixDuration, delay) instead of mixDuration.
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@ -141,7 +141,7 @@ namespace Spine.Unity.Examples {
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if (trackEntry != null) {
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if (control.useCustomMixDuration)
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trackEntry.MixDuration = control.mixDuration;
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trackEntry.SetMixDuration(control.mixDuration, 0f); // use SetMixDuration(mixDuration, delay) to update delay correctly
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if (useOverrideAttachmentThreshold)
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trackEntry.MixAttachmentThreshold = attachmentThreshold;
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@ -125,13 +125,13 @@ namespace Spine.Unity.Examples {
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// Play the shoot animation on track 1.
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TrackEntry shootTrack = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
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shootTrack.MixAttachmentThreshold = 1f;
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shootTrack.MixDuration = 0f;
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shootTrack.SetMixDuration(0f, 0f);
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skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
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// Play the aim animation on track 2 to aim at the mouse target.
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TrackEntry aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, false);
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aimTrack.MixAttachmentThreshold = 1f;
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aimTrack.MixDuration = 0f;
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aimTrack.SetMixDuration(0f, 0f);
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skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
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gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
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@ -144,7 +144,7 @@ namespace Spine.Unity.Examples {
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// Play the aim animation on track 2 to aim at the mouse target.
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TrackEntry aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, true);
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aimTrack.MixAttachmentThreshold = 1f;
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aimTrack.MixDuration = 0f;
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aimTrack.SetMixDuration(0f, 0f); // use SetMixDuration(mixDuration, delay) to update delay correctly
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}
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public void StopPlayingAim () {
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@ -125,13 +125,13 @@ namespace Spine.Unity.Examples {
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// Play the shoot animation on track 1.
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TrackEntry shootTrack = skeletonGraphic.AnimationState.SetAnimation(1, shoot, false);
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shootTrack.MixAttachmentThreshold = 1f;
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shootTrack.MixDuration = 0f;
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shootTrack.SetMixDuration(0f, 0f);
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skeletonGraphic.AnimationState.AddEmptyAnimation(1, 0.5f, 0.1f);
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// Play the aim animation on track 2 to aim at the mouse target.
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TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, false);
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aimTrack.MixAttachmentThreshold = 1f;
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aimTrack.MixDuration = 0f;
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aimTrack.SetMixDuration(0f, 0f);
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skeletonGraphic.AnimationState.AddEmptyAnimation(2, 0.5f, 0.1f);
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gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
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@ -144,7 +144,7 @@ namespace Spine.Unity.Examples {
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// Play the aim animation on track 2 to aim at the mouse target.
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TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, true);
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aimTrack.MixAttachmentThreshold = 1f;
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aimTrack.MixDuration = 0f;
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aimTrack.SetMixDuration(0f, 0f); // use SetMixDuration(mixDuration, delay) to update delay correctly
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}
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public void StopPlayingAim () {
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.spine-unity-examples",
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"displayName": "spine-unity Runtime Examples",
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"description": "This plugin provides example scenes and scripts for the spine-unity runtime.",
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"version": "4.2.23",
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"version": "4.2.24",
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"unity": "2018.3",
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"author": {
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"name": "Esoteric Software",
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.spine-unity",
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"displayName": "spine-unity Runtime",
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"description": "This plugin provides the spine-unity runtime core.",
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"version": "4.2.32",
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"version": "4.2.33",
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"unity": "2018.3",
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"author": {
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"name": "Esoteric Software",
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@ -230,7 +230,7 @@ namespace Spine.Unity.Playables {
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trackEntry.Alpha = clipData.alpha;
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if (clipData.customDuration)
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trackEntry.MixDuration = customMixDuration / rootPlayableSpeed;
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trackEntry.SetMixDuration(customMixDuration / rootPlayableSpeed, 0f);
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timelineStartedTrackEntry = trackEntry;
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}
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@ -2,7 +2,7 @@
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"name": "com.esotericsoftware.spine.timeline",
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"displayName": "Spine Timeline Extensions",
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"description": "This plugin provides integration of spine-unity for the Unity Timeline.\n\nPrerequisites:\nIt requires a working installation of the spine-unity and spine-csharp runtimes as UPM packages (not as spine-unity unitypackage), version 4.2.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
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"version": "4.2.14",
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"version": "4.2.15",
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"unity": "2018.3",
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"author": {
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"name": "Esoteric Software",
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