/****************************************************************************** * Spine Runtimes Software License * Version 2.3 * * Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the * Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) 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 UnityEngine; using System.Collections; using Spine.Unity; public class SpineBeginnerTwo : MonoBehaviour { #region Inspector // [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation. [SpineAnimation] public string runAnimationName; [SpineAnimation] public string idleAnimationName; [SpineAnimation] public string walkAnimationName; [SpineAnimation] public string shootAnimationName; #endregion SkeletonAnimation skeletonAnimation; // Spine.AnimationState and Spine.Skeleton are not Unity-serialized objects. You will not see them as fields in the inspector. public Spine.AnimationState spineAnimationState; public Spine.Skeleton skeleton; void Start () { // Make sure you get these AnimationState and Skeleton references in Start or Later. Getting and using them in Awake is not guaranteed by default execution order. skeletonAnimation = GetComponent(); spineAnimationState = skeletonAnimation.state; skeleton = skeletonAnimation.skeleton; StartCoroutine(DoDemoRoutine()); } /// This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more. IEnumerator DoDemoRoutine () { while (true) { // SetAnimation is the basic way to set an animation. // SetAnimation sets the animation and starts playing it from the beginning. // 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); // skeletonAnimation.AnimationName = runAnimationName; // this line also works for quick testing/simple uses. spineAnimationState.SetAnimation(0, runAnimationName, true); yield return new WaitForSeconds(1.5f); spineAnimationState.SetAnimation(0, idleAnimationName, true); yield return new WaitForSeconds(1f); skeleton.FlipX = true; // skeleton allows you to flip the skeleton. yield return new WaitForSeconds(0.5f); skeleton.FlipX = false; yield return new WaitForSeconds(0.5f); } } }