From 986e74f62b1739e6ec2dbe28e81cd2a275eb8e76 Mon Sep 17 00:00:00 2001 From: pharan Date: Mon, 6 Feb 2017 06:48:47 +0800 Subject: [PATCH] [unity] Sample scripts now use properties. --- .../Scripts/BasicPlatformerController.cs | 2 +- .../Getting Started/Scripts/SpineBeginnerTwo.cs | 4 ++-- .../Getting Started/Scripts/SpineBlinkPlayer.cs | 2 +- .../Scripts/SpineboyBeginnerView.cs | 10 +++++----- .../Assets/Examples/Scripts/AttackSpineboy.cs | 6 +++--- .../Examples/Scripts/FootSoldierExample.cs | 8 ++++---- spine-unity/Assets/Examples/Scripts/Goblins.cs | 12 ++++++------ .../Assets/Examples/Scripts/MixAndMatch.cs | 2 +- spine-unity/Assets/Examples/Scripts/Spineboy.cs | 16 ++++++++-------- 9 files changed, 31 insertions(+), 31 deletions(-) diff --git a/spine-unity/Assets/Examples/Getting Started/Scripts/BasicPlatformerController.cs b/spine-unity/Assets/Examples/Getting Started/Scripts/BasicPlatformerController.cs index 9209dbc73..63590c0fe 100644 --- a/spine-unity/Assets/Examples/Getting Started/Scripts/BasicPlatformerController.cs +++ b/spine-unity/Assets/Examples/Getting Started/Scripts/BasicPlatformerController.cs @@ -93,7 +93,7 @@ namespace Spine.Unity.Examples { void Start () { // Register a callback for Spine Events (in this case, Footstep) - skeletonAnimation.state.Event += HandleEvent; + skeletonAnimation.AnimationState.Event += HandleEvent; } void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) { diff --git a/spine-unity/Assets/Examples/Getting Started/Scripts/SpineBeginnerTwo.cs b/spine-unity/Assets/Examples/Getting Started/Scripts/SpineBeginnerTwo.cs index b53e1613f..ab89ae727 100644 --- a/spine-unity/Assets/Examples/Getting Started/Scripts/SpineBeginnerTwo.cs +++ b/spine-unity/Assets/Examples/Getting Started/Scripts/SpineBeginnerTwo.cs @@ -59,8 +59,8 @@ namespace Spine.Unity.Examples { void Start () { // Make sure you get these AnimationState and Skeleton references in Start or Later. Getting and using them in Awake is not guaranteed by default execution order. skeletonAnimation = GetComponent(); - spineAnimationState = skeletonAnimation.state; - skeleton = skeletonAnimation.skeleton; + spineAnimationState = skeletonAnimation.AnimationState; + skeleton = skeletonAnimation.Skeleton; StartCoroutine(DoDemoRoutine()); } diff --git a/spine-unity/Assets/Examples/Getting Started/Scripts/SpineBlinkPlayer.cs b/spine-unity/Assets/Examples/Getting Started/Scripts/SpineBlinkPlayer.cs index cf9393511..8b815702b 100644 --- a/spine-unity/Assets/Examples/Getting Started/Scripts/SpineBlinkPlayer.cs +++ b/spine-unity/Assets/Examples/Getting Started/Scripts/SpineBlinkPlayer.cs @@ -44,7 +44,7 @@ namespace Spine.Unity.Examples { IEnumerator Start () { var skeletonAnimation = GetComponent(); if (skeletonAnimation == null) yield break; while (true) { - skeletonAnimation.state.SetAnimation(SpineBlinkPlayer.BlinkTrack, blinkAnimation, false); + skeletonAnimation.AnimationState.SetAnimation(SpineBlinkPlayer.BlinkTrack, blinkAnimation, false); yield return new WaitForSeconds(Random.Range(minimumDelay, maximumDelay)); } } diff --git a/spine-unity/Assets/Examples/Getting Started/Scripts/SpineboyBeginnerView.cs b/spine-unity/Assets/Examples/Getting Started/Scripts/SpineboyBeginnerView.cs index 8c382c534..e5a711123 100644 --- a/spine-unity/Assets/Examples/Getting Started/Scripts/SpineboyBeginnerView.cs +++ b/spine-unity/Assets/Examples/Getting Started/Scripts/SpineboyBeginnerView.cs @@ -57,7 +57,7 @@ namespace Spine.Unity.Examples { void Start () { if (skeletonAnimation == null) return; model.ShootEvent += PlayShoot; - skeletonAnimation.state.Event += HandleEvent; + skeletonAnimation.AnimationState.Event += HandleEvent; } void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) { @@ -104,7 +104,7 @@ namespace Spine.Unity.Examples { } } - skeletonAnimation.state.SetAnimation(0, nextAnimation, true); + skeletonAnimation.AnimationState.SetAnimation(0, nextAnimation, true); } void PlayFootstepSound () { @@ -114,7 +114,7 @@ namespace Spine.Unity.Examples { [ContextMenu("Check Tracks")] void CheckTracks () { - var state = skeletonAnimation.state; + var state = skeletonAnimation.AnimationState; Debug.Log(state.GetCurrent(0)); Debug.Log(state.GetCurrent(1)); } @@ -122,7 +122,7 @@ namespace Spine.Unity.Examples { #region Transient Actions public void PlayShoot () { // Play the shoot animation on track 1. - skeletonAnimation.state.SetAnimation(1, shoot, false); + skeletonAnimation.AnimationState.SetAnimation(1, shoot, false); //skeletonAnimation.state.AddEmptyAnimation(1, 0.1f, 0f); gunSource.pitch = GetRandomPitch(gunsoundPitchOffset); gunSource.Play(); @@ -131,7 +131,7 @@ namespace Spine.Unity.Examples { } public void Turn (bool facingLeft) { - skeletonAnimation.skeleton.FlipX = facingLeft; + skeletonAnimation.Skeleton.FlipX = facingLeft; // Maybe play a transient turning animation too, then call ChangeStableAnimation. } #endregion diff --git a/spine-unity/Assets/Examples/Scripts/AttackSpineboy.cs b/spine-unity/Assets/Examples/Scripts/AttackSpineboy.cs index 5579ed32d..ef50581e6 100644 --- a/spine-unity/Assets/Examples/Scripts/AttackSpineboy.cs +++ b/spine-unity/Assets/Examples/Scripts/AttackSpineboy.cs @@ -47,13 +47,13 @@ namespace Spine.Unity.Examples { healthText.text = currentHealth + "/" + maxHealth; if (currentHealth > 0) { - spineboy.state.SetAnimation(0, "hit", false); - spineboy.state.AddAnimation(0, "idle", true, 0); + spineboy.AnimationState.SetAnimation(0, "hit", false); + spineboy.AnimationState.AddAnimation(0, "idle", true, 0); gauge.fillPercent = (float)currentHealth/(float)maxHealth; } else { if (currentHealth >= 0) { gauge.fillPercent = 0; - spineboy.state.SetAnimation(0, "death", false).TrackEnd = float.PositiveInfinity; + spineboy.AnimationState.SetAnimation(0, "death", false).TrackEnd = float.PositiveInfinity; } } } diff --git a/spine-unity/Assets/Examples/Scripts/FootSoldierExample.cs b/spine-unity/Assets/Examples/Scripts/FootSoldierExample.cs index 4ae760744..08cf1a6a7 100644 --- a/spine-unity/Assets/Examples/Scripts/FootSoldierExample.cs +++ b/spine-unity/Assets/Examples/Scripts/FootSoldierExample.cs @@ -80,11 +80,11 @@ namespace Spine.Unity.Examples { } else { if (Input.GetKey(rightKey)) { skeletonAnimation.AnimationName = moveAnimation; - skeletonAnimation.skeleton.FlipX = false; + skeletonAnimation.Skeleton.FlipX = false; transform.Translate(moveSpeed * Time.deltaTime, 0, 0); } else if(Input.GetKey(leftKey)) { skeletonAnimation.AnimationName = moveAnimation; - skeletonAnimation.skeleton.FlipX = true; + skeletonAnimation.Skeleton.FlipX = true; transform.Translate(-moveSpeed * Time.deltaTime, 0, 0); } else { skeletonAnimation.AnimationName = idleAnimation; @@ -95,9 +95,9 @@ namespace Spine.Unity.Examples { IEnumerator Blink() { while (true) { yield return new WaitForSeconds(Random.Range(0.25f, 3f)); - skeletonAnimation.skeleton.SetAttachment(eyesSlot, blinkAttachment); + skeletonAnimation.Skeleton.SetAttachment(eyesSlot, blinkAttachment); yield return new WaitForSeconds(blinkDuration); - skeletonAnimation.skeleton.SetAttachment(eyesSlot, eyesOpenAttachment); + skeletonAnimation.Skeleton.SetAttachment(eyesSlot, eyesOpenAttachment); } } } diff --git a/spine-unity/Assets/Examples/Scripts/Goblins.cs b/spine-unity/Assets/Examples/Scripts/Goblins.cs index 2dc3232c3..1fe1f5b55 100644 --- a/spine-unity/Assets/Examples/Scripts/Goblins.cs +++ b/spine-unity/Assets/Examples/Scripts/Goblins.cs @@ -43,7 +43,7 @@ namespace Spine.Unity.Examples { public void Start () { skeletonAnimation = GetComponent(); - headBone = skeletonAnimation.skeleton.FindBone("head"); + headBone = skeletonAnimation.Skeleton.FindBone("head"); skeletonAnimation.UpdateLocal += UpdateLocal; } @@ -53,16 +53,16 @@ namespace Spine.Unity.Examples { } public void OnMouseDown () { - skeletonAnimation.skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl"); - skeletonAnimation.skeleton.SetSlotsToSetupPose(); + skeletonAnimation.Skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl"); + skeletonAnimation.Skeleton.SetSlotsToSetupPose(); girlSkin = !girlSkin; if (girlSkin) { - skeletonAnimation.skeleton.SetAttachment("right hand item", null); - skeletonAnimation.skeleton.SetAttachment("left hand item", "spear"); + skeletonAnimation.Skeleton.SetAttachment("right hand item", null); + skeletonAnimation.Skeleton.SetAttachment("left hand item", "spear"); } else - skeletonAnimation.skeleton.SetAttachment("left hand item", "dagger"); + skeletonAnimation.Skeleton.SetAttachment("left hand item", "dagger"); } } } \ No newline at end of file diff --git a/spine-unity/Assets/Examples/Scripts/MixAndMatch.cs b/spine-unity/Assets/Examples/Scripts/MixAndMatch.cs index c404dbdc2..35dd08d9a 100644 --- a/spine-unity/Assets/Examples/Scripts/MixAndMatch.cs +++ b/spine-unity/Assets/Examples/Scripts/MixAndMatch.cs @@ -76,7 +76,7 @@ namespace Spine.Unity.Examples { // Case 1: Create an attachment from an atlas. RegionAttachment newHand = handSource.GetAtlas().FindRegion(handRegion).ToRegionAttachment("new hand"); newHand.SetPositionOffset(newHandOffset); - newHand.rotation = newHandRotation; + newHand.Rotation = newHandRotation; newHand.UpdateOffset(); int handSlotIndex = skeleton.FindSlotIndex(handSlot); handTexture = newHand.GetRegion().ToTexture(); diff --git a/spine-unity/Assets/Examples/Scripts/Spineboy.cs b/spine-unity/Assets/Examples/Scripts/Spineboy.cs index 3705ad99e..5afc98e8c 100644 --- a/spine-unity/Assets/Examples/Scripts/Spineboy.cs +++ b/spine-unity/Assets/Examples/Scripts/Spineboy.cs @@ -29,7 +29,6 @@ *****************************************************************************/ using UnityEngine; - using Spine; using Spine.Unity; @@ -39,21 +38,22 @@ namespace Spine.Unity.Examples { public void Start () { skeletonAnimation = GetComponent(); // Get the SkeletonAnimation component for the GameObject this script is attached to. + var animationState = skeletonAnimation.AnimationState; - skeletonAnimation.state.Event += HandleEvent;; // Call our method any time an animation fires an event. - skeletonAnimation.state.End += (entry) => Debug.Log("start: " + entry.trackIndex); // A lambda can be used for the callback instead of a method. + animationState.Event += HandleEvent;; // Call our method any time an animation fires an event. + animationState.End += (entry) => Debug.Log("start: " + entry.TrackIndex); // A lambda can be used for the callback instead of a method. - skeletonAnimation.state.AddAnimation(0, "jump", false, 2); // Queue jump to be played on track 0 two seconds after the starting animation. - skeletonAnimation.state.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation. + animationState.AddAnimation(0, "jump", false, 2); // Queue jump to be played on track 0 two seconds after the starting animation. + animationState.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation. } void HandleEvent (TrackEntry trackEntry, Spine.Event e) { - Debug.Log(trackEntry.trackIndex + " " + trackEntry.animation.name + ": event " + e + ", " + e.Int); + Debug.Log(trackEntry.TrackIndex + " " + trackEntry.Animation.Name + ": event " + e + ", " + e.Int); } public void OnMouseDown () { - skeletonAnimation.state.SetAnimation(0, "jump", false); // Set jump to be played on track 0 immediately. - skeletonAnimation.state.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation. + skeletonAnimation.AnimationState.SetAnimation(0, "jump", false); // Set jump to be played on track 0 immediately. + skeletonAnimation.AnimationState.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation. } }