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[unity] Updated examples.
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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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It also shows how to use Spine Events to add sounds
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to your animation.'
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the "gungrab" and "gunkeep" animations are playing.'
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--- !u!4 &795271517
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Transform:
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m_ObjectHideFlags: 0
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||||
@ -44,28 +44,15 @@ namespace Spine.Unity.Examples {
|
||||
|
||||
[SpineAnimation]
|
||||
public string gunkeep = "gunkeep";
|
||||
|
||||
[SpineEvent]
|
||||
public string footstepEvent = "footstep";
|
||||
|
||||
public AudioSource footstepAudioSource;
|
||||
#endregion
|
||||
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
|
||||
void Start () {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
skeletonAnimation.AnimationState.Event += HandleEvent;
|
||||
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 () {
|
||||
// Play the walk animation on track 0.
|
||||
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 @@
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fileFormatVersion: 2
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guid: 1d55a3bd6ac81af44b2f9a4447f2ae72
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timeCreated: 1516481531
|
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licenseType: Free
|
||||
MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
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@ -0,0 +1,12 @@
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fileFormatVersion: 2
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MonoImporter:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,9 @@
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fileFormatVersion: 2
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guid: 1258037ca4297c7428842419a266f7a4
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||||
folderAsset: yes
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||||
timeCreated: 1502103133
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||||
licenseType: Free
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DefaultImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
@ -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;
|
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@ -29,5 +30,6 @@ Material:
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Loading…
x
Reference in New Issue
Block a user