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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 01:36:02 +08:00
SpineboyComponent renamed to Spineboy.
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@ -27,6 +27,8 @@ package com.esotericsoftware.spine;
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import com.badlogic.gdx.ApplicationAdapter;
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import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.InputAdapter;
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import com.badlogic.gdx.Input.Keys;
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import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
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import com.badlogic.gdx.graphics.GL10;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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@ -56,6 +58,7 @@ public class AnimationStateTest extends ApplicationAdapter {
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AnimationStateData stateData = new AnimationStateData(skeletonData);
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stateData.setMix("walk", "jump", 0.2f);
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stateData.setMix("jump", "walk", 0.4f);
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stateData.setMix("jump", "jump", 0.2f);
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state = new AnimationState(stateData);
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state.setAnimation("walk", true);
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@ -67,6 +70,19 @@ public class AnimationStateTest extends ApplicationAdapter {
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root.setY(20);
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skeleton.updateWorldTransform();
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Gdx.input.setInputProcessor(new InputAdapter() {
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public boolean touchDown (int screenX, int screenY, int pointer, int button) {
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keyDown(0);
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return true;
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}
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public boolean keyDown (int keycode) {
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state.setAnimation("jump", false);
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state.addAnimation("walk", true);
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return true;
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}
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});
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}
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public void render () {
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@ -99,12 +99,15 @@ public class SkeletonTest extends ApplicationAdapter {
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skeleton.updateWorldTransform();
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Gdx.input.setInputProcessor(new InputAdapter() {
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public boolean touchDown (int screenX, int screenY, int pointer, int button) {
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keyDown(0);
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return true;
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}
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public boolean keyDown (int keycode) {
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if (keycode == Keys.SPACE) {
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if (name.equals("goblins")) {
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skeleton.setSkin(skeleton.getSkin().getName().equals("goblin") ? "goblingirl" : "goblin");
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skeleton.setSlotsToSetupPose();
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}
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if (name.equals("goblins")) {
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skeleton.setSkin(skeleton.getSkin().getName().equals("goblin") ? "goblingirl" : "goblin");
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skeleton.setSlotsToSetupPose();
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}
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return true;
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}
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@ -122,7 +125,7 @@ public class SkeletonTest extends ApplicationAdapter {
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Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
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animation.apply(skeleton, time, true);
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animation.apply(skeleton, time, false);
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skeleton.updateWorldTransform();
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skeleton.update(Gdx.graphics.getDeltaTime());
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@ -1,43 +0,0 @@
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/*******************************************************************************
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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*
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* 1. Redistributions of source code must retain the above copyright notice, this
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* list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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* ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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******************************************************************************/
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using UnityEngine;
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using System.Collections;
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public class SpineboyComponent : MonoBehaviour {
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public void OnMouseDown () {
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SkeletonComponent skeletonComponent = GetComponent<SkeletonComponent>();
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skeletonComponent.animationName = "jump";
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skeletonComponent.loop = false;
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}
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public void Update () {
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SkeletonComponent skeletonComponent = GetComponent<SkeletonComponent>();
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if (!skeletonComponent.loop && skeletonComponent.state.Time >= skeletonComponent.state.Animation.Duration - 0.25) {
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skeletonComponent.animationName = "walk";
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skeletonComponent.loop = true;
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}
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}
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}
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@ -1,7 +0,0 @@
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fileFormatVersion: 2
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guid: 1f998efe00dbbc246afece8f6a849fc6
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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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