diff --git a/spine-unity/Assets/Examples/Getting Started/2 Controlling Animation.unity b/spine-unity/Assets/Examples/Getting Started/2 Controlling Animation.unity index 7758c884b..5286c9703 100644 --- a/spine-unity/Assets/Examples/Getting Started/2 Controlling Animation.unity +++ b/spine-unity/Assets/Examples/Getting Started/2 Controlling Animation.unity @@ -405,6 +405,7 @@ MonoBehaviour: shootAnimationName: shoot idleTurnAnimationName: idle-turn runToIdleAnimationName: run-to-idle + runWalkDuration: 1.5 --- !u!1 &926099111 GameObject: m_ObjectHideFlags: 0 diff --git a/spine-unity/Assets/Examples/Scripts/Getting Started Scripts/SpineBeginnerTwo.cs b/spine-unity/Assets/Examples/Scripts/Getting Started Scripts/SpineBeginnerTwo.cs index b6620db7d..0de31c2f8 100644 --- a/spine-unity/Assets/Examples/Scripts/Getting Started Scripts/SpineBeginnerTwo.cs +++ b/spine-unity/Assets/Examples/Scripts/Getting Started Scripts/SpineBeginnerTwo.cs @@ -55,6 +55,8 @@ namespace Spine.Unity.Examples { [SpineAnimation] public string runToIdleAnimationName; + + public float runWalkDuration = 1.5f; #endregion SkeletonAnimation skeletonAnimation; @@ -81,10 +83,10 @@ namespace Spine.Unity.Examples { // Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that. spineAnimationState.SetAnimation(0, walkAnimationName, true); - yield return new WaitForSeconds(1.5f); + yield return new WaitForSeconds(runWalkDuration); spineAnimationState.SetAnimation(0, runAnimationName, true); - yield return new WaitForSeconds(1.5f); + yield return new WaitForSeconds(runWalkDuration); // AddAnimation queues up an animation to play after the previous one ends. spineAnimationState.SetAnimation(0, runToIdleAnimationName, false); diff --git a/spine-unity/Assets/Examples/Scripts/MixAndMatch.cs b/spine-unity/Assets/Examples/Scripts/MixAndMatch.cs index 3bc403c42..5c161dc3d 100644 --- a/spine-unity/Assets/Examples/Scripts/MixAndMatch.cs +++ b/spine-unity/Assets/Examples/Scripts/MixAndMatch.cs @@ -87,7 +87,7 @@ namespace Spine.Unity.Examples { // STEP 1: "EQUIP" ITEMS USING SPRITES // STEP 1.1 Find the original attachment. // Step 1.2 Get a clone of the original attachment. - // Step 1.3 Apply the Sprite image to it. + // Step 1.3 Apply the Sprite image to the clone. // Step 1.4 Add the remapped clone to the new custom skin. // Let's do this for the visor. diff --git a/spine-unity/Assets/Examples/Spine/spineboy-pro/spineboy_SkeletonData.asset b/spine-unity/Assets/Examples/Spine/spineboy-pro/spineboy_SkeletonData.asset index 510a567c3..62ac89491 100644 --- a/spine-unity/Assets/Examples/Spine/spineboy-pro/spineboy_SkeletonData.asset +++ b/spine-unity/Assets/Examples/Spine/spineboy-pro/spineboy_SkeletonData.asset @@ -27,7 +27,7 @@ MonoBehaviour: - walk duration: - 0 - - 0.05 + - 0.1 - 0.3 - 0.3 defaultMix: 0.1 diff --git a/spine-unity/Assets/Examples/Spine/spineboy-unity/spineboy-unity.atlas 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size: 128, 70 + orig: 128, 70 + offset: 0, 0 + index: -1 +front_foot_bend2 + rotate: false + xy: 1214, 409 + size: 108, 93 + orig: 108, 93 + offset: 0, 0 + index: -1 +front_shin + rotate: true + xy: 466, 120 + size: 82, 184 + orig: 82, 184 + offset: 0, 0 + index: -1 +front_thigh + rotate: true + xy: 739, 209 + size: 48, 112 + orig: 48, 112 + offset: 0, 0 + index: -1 +front_upper_arm + rotate: true + xy: 1214, 268 + size: 54, 97 + orig: 54, 97 + offset: 0, 0 + index: -1 +goggles + rotate: false + xy: 739, 336 + size: 261, 166 + orig: 261, 166 + offset: 0, 0 + index: -1 +gun + rotate: false + xy: 1002, 299 + size: 210, 203 + orig: 210, 203 + offset: 0, 0 + index: -1 +head + rotate: false + xy: 466, 204 + size: 271, 298 + orig: 271, 298 + offset: 0, 0 + index: -1 +mouth_grind + rotate: false + xy: 1839, 443 + size: 93, 59 + orig: 93, 59 + offset: 0, 0 + index: -1 +mouth_oooo + rotate: false + xy: 1934, 443 + size: 93, 59 + orig: 93, 59 + offset: 0, 0 + index: -1 +mouth_smile + rotate: 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