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[godot] Add animation state listener example.
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@ -1,11 +1,9 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://examples/01-helloworld/spineboy-helloworld.gd" type="Script" id=1]
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[ext_resource path="res://examples/02-animation-state-listeners/animation-state-listeners.gd" type="Script" id=2]
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[ext_resource path="res://assets/spineboy/spinebody-data-res.tres" type="SpineSkeletonDataResource" id=3]
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[node name="Node2D" type="Node2D"]
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script = ExtResource( 2 )
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[node name="Spineboy" type="SpineSprite" parent="."]
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position = Vector2( 496.207, 477.185 )
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@ -1,5 +1,7 @@
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extends Node2D
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onready var footstep_audio: AudioStreamPlayer = $FootstepAudio
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func _animation_started(sprite: SpineSprite, animation_state: SpineAnimationState, track_entry: SpineTrackEntry):
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print("Animation started: " + track_entry.get_animation().get_name())
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@ -17,9 +19,8 @@ func _animation_disposed(sprite: SpineSprite, animation_state: SpineAnimationSta
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func _animation_event(sprite: SpineSprite, animation_state: SpineAnimationState, track_entry: SpineTrackEntry, event: SpineEvent):
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print("Animation event: " + track_entry.get_animation().get_name() + ", " + event.get_data().get_event_name())
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if (event.get_data().get_event_name() == "footstep"):
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var audio = $FootstepAudio
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audio.play()
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if (event.get_data().get_event_name() == "footstep"):
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footstep_audio.play()
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func _ready():
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var spineboy = $Spineboy
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@ -7,10 +7,10 @@
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[node name="Node2D" type="Node2D"]
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script = ExtResource( 1 )
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[node name="FootstepAudio" type="AudioStreamPlayer2D" parent="."]
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stream = ExtResource( 3 )
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[node name="Spineboy" type="SpineSprite" parent="."]
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position = Vector2( 473, 487 )
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scale = Vector2( 0.575051, 0.575051 )
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skeleton_data_res = ExtResource( 2 )
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[node name="FootstepAudio" type="AudioStreamPlayer" parent="."]
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stream = ExtResource( 3 )
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