import SwiftUI import Spine import SpineCppLite struct AnimationStateEvents: View { @StateObject var controller = SpineController( onInitialized: { controller in controller.skeleton.scaleX = 0.5 controller.skeleton.scaleY = 0.5 controller.skeleton.findSlot(slotName: "gun")?.setColor(r: 1, g: 0, b: 0, a: 1) controller.animationStateData.defaultMix = 0.2 let walk = controller.animationState.setAnimationByName(trackIndex: 0, animationName: "walk", loop: true) controller.animationStateWrapper.setTrackEntryListener(entry: walk) { type, entry, event in print("Walk animation event \(type)"); } controller.animationState.addAnimationByName(trackIndex: 0, animationName: "jump", loop: false, delay: 2) let run = controller.animationState.addAnimationByName(trackIndex: 0, animationName: "run", loop: true, delay: 0) controller.animationStateWrapper.setTrackEntryListener(entry: run) { type, entry, event in print("Run animation event \(type)"); } controller.animationStateWrapper.setStateListener { type, entry, event in if type == SPINE_EVENT_TYPE_EVENT, let event { print("User event: { name: \(event.data.name ?? "--"), intValue: \(event.intValue), floatValue: \(event.floatValue), stringValue: \(event.stringValue ?? "--") }") } } let current = controller.animationState.getCurrent(trackIndex: 0)?.animation.name ?? "--" print("Current: \(current)") } ) var body: some View { VStack { Text("See output in console!") SpineView( from: .bundle(atlasFileName: "spineboy.atlas", skeletonFileName: "spineboy-pro.skel"), controller: controller ) } .navigationTitle("Animation State Listener") .navigationBarTitleDisplayMode(.inline) } } #Preview { AnimationStateEvents() }