[unity] Minor cleanup of example scene description, removal of unnecessary lines.

This commit is contained in:
Harald Csaszar 2022-05-16 16:59:49 +02:00
parent a82b24a649
commit 662c00d547
4 changed files with 6 additions and 9 deletions

View File

@ -193,7 +193,7 @@ TextMesh:
m_Text: 'Enter <b>PLAY MODE</b> in Unity to see Spineboy animate.
Try moving, jumping, aiming and shooting. (WASD+Spacebar+Left&Right Click, or
XBOX Controller)'
Gamepad)'
m_OffsetZ: 0
m_CharacterSize: 0.12
m_LineSpacing: 1

View File

@ -873,7 +873,7 @@ TextMesh:
m_GameObject: {fileID: 522034802}
m_Text: 'Enter <b>PLAY MODE</b> in Unity to see bearded hero guy animate.
Try moving and jumping. (WASD+Spacebar, or XBOX Controller)'
Try moving and jumping. (WASD+Spacebar, or Gamepad)'
m_OffsetZ: 0
m_CharacterSize: 0.1
m_LineSpacing: 1

View File

@ -1421,7 +1421,7 @@ TextMesh:
animated via physics.
Try moving and jumping. (WASD+Spacebar, or XBOX Controller)'
Try moving and jumping. (WASD+Spacebar, or Gamepad)'
m_OffsetZ: 0
m_CharacterSize: 0.1
m_LineSpacing: 1

View File

@ -126,15 +126,13 @@ namespace Spine.Unity.Examples {
var shootTrack = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
shootTrack.AttachmentThreshold = 1f;
shootTrack.MixDuration = 0f;
var empty1 = skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
empty1.AttachmentThreshold = 1f;
skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
// Play the aim animation on track 2 to aim at the mouse target.
var aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, false);
aimTrack.AttachmentThreshold = 1f;
aimTrack.MixDuration = 0f;
var empty2 = skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
empty2.AttachmentThreshold = 1f;
skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
gunSource.Play();
@ -150,8 +148,7 @@ namespace Spine.Unity.Examples {
}
public void StopPlayingAim () {
var empty2 = skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
empty2.AttachmentThreshold = 1f;
skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
}
public void Turn (bool facingLeft) {