using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Spine.Unity.Examples { public class SpineboyFreeze : MonoBehaviour { public SkeletonAnimation skeletonAnimation; public AnimationReferenceAsset freeze; public AnimationReferenceAsset idle; public Color freezeColor; public Color freezeBlackColor; public ParticleSystem particles; public float freezePoint = 0.5f; public string colorProperty = "_Color"; public string blackTintProperty = "_Black"; MaterialPropertyBlock block; MeshRenderer meshRenderer; IEnumerator Start () { block = new MaterialPropertyBlock(); meshRenderer = GetComponent(); particles.Stop(); particles.Clear(); var main = particles.main; main.loop = false; var state = skeletonAnimation.AnimationState; while (true) { yield return new WaitForSeconds(1f); // Play freeze animation state.SetAnimation(0, freeze, false); yield return new WaitForSeconds(freezePoint); // Freeze effects particles.Play(); block.SetColor(colorProperty, freezeColor); block.SetColor(blackTintProperty, freezeBlackColor); meshRenderer.SetPropertyBlock(block); yield return new WaitForSeconds(2f); // Return to Idle state.SetAnimation(0, idle, true); block.SetColor(colorProperty, Color.white); block.SetColor(blackTintProperty, Color.black); meshRenderer.SetPropertyBlock(block); yield return null; } } } }