spine-runtimes/spine-unity/Assets/Spine Examples/Scripts/SpawnFromSkeletonDataExample.cs

43 lines
1.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class SpawnFromSkeletonDataExample : MonoBehaviour {
public SkeletonDataAsset skeletonDataAsset;
[Range(0, 100)]
public int count = 20;
[SpineAnimation(dataField:"skeletonDataAsset")]
public string startingAnimation;
IEnumerator Start () {
if (skeletonDataAsset == null) yield break;
skeletonDataAsset.GetSkeletonData(false); // Preload SkeletonDataAsset.
yield return new WaitForSeconds(1f); // Pretend stuff is happening.
var spineAnimation = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);
for (int i = 0; i < count; i++) {
var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(skeletonDataAsset); // Spawn a new SkeletonAnimation GameObject.
DoExtraStuff(sa, spineAnimation); // optional stuff for fun.
sa.gameObject.name = i.ToString();
yield return new WaitForSeconds(1f/8f);
}
}
void DoExtraStuff (SkeletonAnimation sa, Spine.Animation spineAnimation) {
sa.transform.localPosition = Random.insideUnitCircle * 6f;
sa.transform.SetParent(this.transform, false);
if (spineAnimation != null) {
sa.Initialize(false);
sa.AnimationState.SetAnimation(0, spineAnimation, true);
}
}
}
}