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[unity] Updated examples.
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At the same time, and in its own timeframe,
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At the same time, and in its own timeframe,
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the "gungrab" and "gunkeep" animations are playing.
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the "gungrab" and "gunkeep" animations are playing.'
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It also shows how to use Spine Events to add sounds
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to your animation.'
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|
singleSubmesh: 0
|
||||||
|
addNormals: 0
|
||||||
|
calculateTangents: 0
|
||||||
|
logErrors: 0
|
||||||
|
disableRenderingOnOverride: 1
|
||||||
|
_animationName: idle
|
||||||
|
loop: 1
|
||||||
|
timeScale: 1
|
||||||
|
--- !u!23 &282891645
|
||||||
|
MeshRenderer:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_PrefabParentObject: {fileID: 0}
|
||||||
|
m_PrefabInternal: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 282891642}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_CastShadows: 1
|
||||||
|
m_ReceiveShadows: 1
|
||||||
|
m_MotionVectors: 1
|
||||||
|
m_LightProbeUsage: 1
|
||||||
|
m_ReflectionProbeUsage: 1
|
||||||
|
m_Materials:
|
||||||
|
- {fileID: 2100000, guid: 128e02fa6a4f5964fa898757a425b354, type: 2}
|
||||||
|
m_StaticBatchInfo:
|
||||||
|
firstSubMesh: 0
|
||||||
|
subMeshCount: 0
|
||||||
|
m_StaticBatchRoot: {fileID: 0}
|
||||||
|
m_ProbeAnchor: {fileID: 0}
|
||||||
|
m_LightProbeVolumeOverride: {fileID: 0}
|
||||||
|
m_ScaleInLightmap: 1
|
||||||
|
m_PreserveUVs: 0
|
||||||
|
m_IgnoreNormalsForChartDetection: 0
|
||||||
|
m_ImportantGI: 0
|
||||||
|
m_SelectedEditorRenderState: 3
|
||||||
|
m_MinimumChartSize: 4
|
||||||
|
m_AutoUVMaxDistance: 0.5
|
||||||
|
m_AutoUVMaxAngle: 89
|
||||||
|
m_LightmapParameters: {fileID: 0}
|
||||||
|
m_SortingLayerID: 0
|
||||||
|
m_SortingLayer: 0
|
||||||
|
m_SortingOrder: 0
|
||||||
|
--- !u!33 &282891646
|
||||||
|
MeshFilter:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_PrefabParentObject: {fileID: 0}
|
||||||
|
m_PrefabInternal: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 282891642}
|
||||||
|
m_Mesh: {fileID: 0}
|
||||||
|
--- !u!4 &282891647
|
||||||
|
Transform:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_PrefabParentObject: {fileID: 0}
|
||||||
|
m_PrefabInternal: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 282891642}
|
||||||
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
|
m_LocalPosition: {x: -8.18, y: -3.48, z: 0}
|
||||||
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
|
m_Children: []
|
||||||
|
m_Father: {fileID: 0}
|
||||||
|
m_RootOrder: 3
|
||||||
|
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||||
--- !u!1 &351144566
|
--- !u!1 &351144566
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
@ -335,7 +454,7 @@ MeshRenderer:
|
|||||||
m_LightmapParameters: {fileID: 0}
|
m_LightmapParameters: {fileID: 0}
|
||||||
m_SortingLayerID: 0
|
m_SortingLayerID: 0
|
||||||
m_SortingLayer: 0
|
m_SortingLayer: 0
|
||||||
m_SortingOrder: 0
|
m_SortingOrder: 10
|
||||||
--- !u!4 &795271517
|
--- !u!4 &795271517
|
||||||
Transform:
|
Transform:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
|||||||
@ -44,28 +44,15 @@ namespace Spine.Unity.Examples {
|
|||||||
|
|
||||||
[SpineAnimation]
|
[SpineAnimation]
|
||||||
public string gunkeep = "gunkeep";
|
public string gunkeep = "gunkeep";
|
||||||
|
|
||||||
[SpineEvent]
|
|
||||||
public string footstepEvent = "footstep";
|
|
||||||
|
|
||||||
public AudioSource footstepAudioSource;
|
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
SkeletonAnimation skeletonAnimation;
|
SkeletonAnimation skeletonAnimation;
|
||||||
|
|
||||||
void Start () {
|
void Start () {
|
||||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||||
skeletonAnimation.AnimationState.Event += HandleEvent;
|
|
||||||
StartCoroutine(GunGrabRoutine());
|
StartCoroutine(GunGrabRoutine());
|
||||||
}
|
}
|
||||||
|
|
||||||
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
|
|
||||||
if (e.Data.Name == footstepEvent) {
|
|
||||||
footstepAudioSource.pitch = 0.5f + Random.Range(-0.2f, 0.2f);
|
|
||||||
footstepAudioSource.Play();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
IEnumerator GunGrabRoutine () {
|
IEnumerator GunGrabRoutine () {
|
||||||
// Play the walk animation on track 0.
|
// Play the walk animation on track 0.
|
||||||
skeletonAnimation.AnimationState.SetAnimation(0, walk, true);
|
skeletonAnimation.AnimationState.SetAnimation(0, walk, true);
|
||||||
|
|||||||
@ -0,0 +1,80 @@
|
|||||||
|
/******************************************************************************
|
||||||
|
* Spine Runtimes Software License v2.5
|
||||||
|
*
|
||||||
|
* Copyright (c) 2013-2016, Esoteric Software
|
||||||
|
* All rights reserved.
|
||||||
|
*
|
||||||
|
* You are granted a perpetual, non-exclusive, non-sublicensable, and
|
||||||
|
* non-transferable license to use, install, execute, and perform the Spine
|
||||||
|
* Runtimes software and derivative works solely for personal or internal
|
||||||
|
* use. Without the written permission of Esoteric Software (see Section 2 of
|
||||||
|
* the Spine Software License Agreement), you may not (a) modify, translate,
|
||||||
|
* adapt, or develop new applications using the Spine Runtimes or otherwise
|
||||||
|
* create derivative works or improvements of the Spine Runtimes or (b) remove,
|
||||||
|
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||||||
|
* or other intellectual property or proprietary rights notices on or in the
|
||||||
|
* Software, including any copy thereof. Redistributions in binary or source
|
||||||
|
* form must include this license and terms.
|
||||||
|
*
|
||||||
|
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
||||||
|
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||||
|
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
|
||||||
|
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||||
|
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
||||||
|
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
|
||||||
|
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
|
||||||
|
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||||
|
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||||
|
* POSSIBILITY OF SUCH DAMAGE.
|
||||||
|
*****************************************************************************/
|
||||||
|
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Spine.Unity.Examples {
|
||||||
|
public class HandleEventWithAudioExample : MonoBehaviour {
|
||||||
|
|
||||||
|
public SkeletonAnimation skeletonAnimation;
|
||||||
|
[SpineEvent(dataField: "skeletonAnimation", fallbackToTextField: true)]
|
||||||
|
public string eventName;
|
||||||
|
|
||||||
|
[Space]
|
||||||
|
public AudioSource audioSource;
|
||||||
|
public AudioClip audioClip;
|
||||||
|
public float basePitch = 1f;
|
||||||
|
public float randomPitchOffset = 0.1f;
|
||||||
|
|
||||||
|
[Space]
|
||||||
|
public bool logDebugMessage = false;
|
||||||
|
|
||||||
|
Spine.EventData eventData;
|
||||||
|
|
||||||
|
void OnValidate () {
|
||||||
|
if (skeletonAnimation == null) GetComponent<SkeletonAnimation>();
|
||||||
|
if (audioSource == null) GetComponent<AudioSource>();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Start () {
|
||||||
|
if (audioSource == null) return;
|
||||||
|
if (skeletonAnimation == null) return;
|
||||||
|
skeletonAnimation.Initialize(false);
|
||||||
|
if (!skeletonAnimation.valid) return;
|
||||||
|
|
||||||
|
eventData = skeletonAnimation.Skeleton.Data.FindEvent(eventName);
|
||||||
|
skeletonAnimation.AnimationState.Event += HandleAnimationStateEvent;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void HandleAnimationStateEvent (TrackEntry trackEntry, Event e) {
|
||||||
|
if (logDebugMessage) Debug.Log("Event fired! " + e.Data.Name);
|
||||||
|
//bool eventMatch = string.Equals(e.Data.Name, eventName, System.StringComparison.Ordinal); // Testing recommendation: String compare.
|
||||||
|
bool eventMatch = (eventData == e.Data); // Performance recommendation: Match cached reference instead of string.
|
||||||
|
if (eventMatch) {
|
||||||
|
audioSource.pitch = basePitch + Random.Range(-randomPitchOffset, randomPitchOffset);
|
||||||
|
audioSource.clip = audioClip;
|
||||||
|
audioSource.Play();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
@ -0,0 +1,12 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1d55a3bd6ac81af44b2f9a4447f2ae72
|
||||||
|
timeCreated: 1516481531
|
||||||
|
licenseType: Free
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -0,0 +1,33 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
namespace Spine.Unity.Examples {
|
||||||
|
public class MaterialPropertyBlockExample : MonoBehaviour {
|
||||||
|
|
||||||
|
public float timeInterval = 1f;
|
||||||
|
public Gradient randomColors = new Gradient();
|
||||||
|
public string colorPropertyName = "_FillColor";
|
||||||
|
|
||||||
|
MaterialPropertyBlock mpb;
|
||||||
|
float timeToNextColor = 0;
|
||||||
|
|
||||||
|
void Start () {
|
||||||
|
mpb = new MaterialPropertyBlock();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update () {
|
||||||
|
if (timeToNextColor <= 0) {
|
||||||
|
timeToNextColor = timeInterval;
|
||||||
|
|
||||||
|
Color newColor = randomColors.Evaluate(UnityEngine.Random.value);
|
||||||
|
mpb.SetColor(colorPropertyName, newColor);
|
||||||
|
GetComponent<MeshRenderer>().SetPropertyBlock(mpb);
|
||||||
|
}
|
||||||
|
|
||||||
|
timeToNextColor -= Time.deltaTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
@ -0,0 +1,12 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0456e5bde0b34594782f280f40128902
|
||||||
|
timeCreated: 1516388202
|
||||||
|
licenseType: Free
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 1258037ca4297c7428842419a266f7a4
|
||||||
|
folderAsset: yes
|
||||||
|
timeCreated: 1502103133
|
||||||
|
licenseType: Free
|
||||||
|
DefaultImporter:
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -0,0 +1,132 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
using Spine;
|
||||||
|
using Spine.Unity;
|
||||||
|
|
||||||
|
namespace Spine.Unity {
|
||||||
|
|
||||||
|
using Animation = Spine.Animation;
|
||||||
|
using AnimationState = Spine.AnimationState;
|
||||||
|
|
||||||
|
public class SkeletonAnimationMulti : MonoBehaviour {
|
||||||
|
const int MainTrackIndex = 0;
|
||||||
|
|
||||||
|
public bool initialFlipX, initialFlipY;
|
||||||
|
public string initialAnimation;
|
||||||
|
public bool initialLoop;
|
||||||
|
[Space]
|
||||||
|
public List<SkeletonDataAsset> skeletonDataAssets = new List<SkeletonDataAsset>();
|
||||||
|
[Header("Settings")]
|
||||||
|
public MeshGenerator.Settings meshGeneratorSettings = MeshGenerator.Settings.Default;
|
||||||
|
|
||||||
|
readonly List<SkeletonAnimation> skeletonAnimations = new List<SkeletonAnimation>();
|
||||||
|
readonly Dictionary<string, Animation> animationNameTable = new Dictionary<string, Animation>();
|
||||||
|
readonly Dictionary<Animation, SkeletonAnimation> animationSkeletonTable = new Dictionary<Animation, SkeletonAnimation>();
|
||||||
|
//Stateful
|
||||||
|
SkeletonAnimation currentSkeletonAnimation;
|
||||||
|
|
||||||
|
void Clear () {
|
||||||
|
foreach (var s in skeletonAnimations)
|
||||||
|
Destroy(s.gameObject);
|
||||||
|
|
||||||
|
skeletonAnimations.Clear();
|
||||||
|
animationNameTable.Clear();
|
||||||
|
animationSkeletonTable.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
void SetActiveSkeleton (SkeletonAnimation skeletonAnimation) {
|
||||||
|
foreach (var sa in skeletonAnimations)
|
||||||
|
sa.gameObject.SetActive(sa == skeletonAnimation);
|
||||||
|
|
||||||
|
currentSkeletonAnimation = skeletonAnimation;
|
||||||
|
}
|
||||||
|
|
||||||
|
#region Lifecycle
|
||||||
|
void Awake () {
|
||||||
|
Initialize(false);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
#region API
|
||||||
|
public Dictionary<Animation, SkeletonAnimation> AnimationSkeletonTable { get { return this.animationSkeletonTable; } }
|
||||||
|
public Dictionary<string, Animation> AnimationNameTable { get { return this.animationNameTable; } }
|
||||||
|
public SkeletonAnimation CurrentSkeletonAnimation { get { return this.currentSkeletonAnimation; } }
|
||||||
|
|
||||||
|
public void Initialize (bool overwrite) {
|
||||||
|
if (skeletonAnimations.Count != 0 && !overwrite) return;
|
||||||
|
|
||||||
|
Clear();
|
||||||
|
|
||||||
|
var settings = this.meshGeneratorSettings;
|
||||||
|
Transform thisTransform = this.transform;
|
||||||
|
foreach (var sda in skeletonDataAssets) {
|
||||||
|
var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(sda);
|
||||||
|
sa.transform.SetParent(thisTransform, false);
|
||||||
|
|
||||||
|
sa.SetMeshSettings(settings);
|
||||||
|
sa.initialFlipX = this.initialFlipX;
|
||||||
|
sa.initialFlipY = this.initialFlipY;
|
||||||
|
var skeleton = sa.skeleton;
|
||||||
|
skeleton.FlipX = this.initialFlipX;
|
||||||
|
skeleton.FlipY = this.initialFlipY;
|
||||||
|
|
||||||
|
sa.Initialize(false);
|
||||||
|
skeletonAnimations.Add(sa);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Build cache
|
||||||
|
var animationNameTable = this.animationNameTable;
|
||||||
|
var animationSkeletonTable = this.animationSkeletonTable;
|
||||||
|
foreach (var skeletonAnimation in skeletonAnimations) {
|
||||||
|
foreach (var animationObject in skeletonAnimation.Skeleton.Data.Animations) {
|
||||||
|
animationNameTable[animationObject.Name] = animationObject;
|
||||||
|
animationSkeletonTable[animationObject] = skeletonAnimation;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
SetActiveSkeleton(skeletonAnimations[0]);
|
||||||
|
SetAnimation(initialAnimation, initialLoop);
|
||||||
|
}
|
||||||
|
|
||||||
|
public Animation FindAnimation (string animationName) {
|
||||||
|
// Analysis disable once LocalVariableHidesMember
|
||||||
|
Animation animation;
|
||||||
|
animationNameTable.TryGetValue(animationName, out animation);
|
||||||
|
return animation;
|
||||||
|
}
|
||||||
|
|
||||||
|
public TrackEntry SetAnimation (string animationName, bool loop) {
|
||||||
|
return SetAnimation(FindAnimation(animationName), loop);
|
||||||
|
}
|
||||||
|
|
||||||
|
public TrackEntry SetAnimation (Animation animation, bool loop) {
|
||||||
|
if (animation == null) return null;
|
||||||
|
|
||||||
|
SkeletonAnimation skeletonAnimation;
|
||||||
|
animationSkeletonTable.TryGetValue(animation, out skeletonAnimation);
|
||||||
|
|
||||||
|
if (skeletonAnimation != null) {
|
||||||
|
SetActiveSkeleton(skeletonAnimation);
|
||||||
|
skeletonAnimation.skeleton.SetToSetupPose();
|
||||||
|
return skeletonAnimation.state.SetAnimation(MainTrackIndex, animation, loop);
|
||||||
|
}
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void SetEmptyAnimation (float mixDuration) {
|
||||||
|
currentSkeletonAnimation.state.SetEmptyAnimation(MainTrackIndex, mixDuration);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ClearAnimation () {
|
||||||
|
currentSkeletonAnimation.state.ClearTrack(MainTrackIndex);
|
||||||
|
}
|
||||||
|
|
||||||
|
public TrackEntry GetCurrent () {
|
||||||
|
return currentSkeletonAnimation.state.GetCurrent(MainTrackIndex);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,12 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a5ea35d82fb1b5d4583e89b4343976b6
|
||||||
|
timeCreated: 1502103123
|
||||||
|
licenseType: Free
|
||||||
|
MonoImporter:
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
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/******************************************************************************
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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@ -29,5 +30,6 @@ Material:
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Loading…
x
Reference in New Issue
Block a user