spine-runtimes/spine-ios/Example/Spine iOS Example/AnimationStateEvents.swift

49 lines
2.0 KiB
Swift

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-pma.atlas", skeletonFileName: "spineboy-pro.skel"),
controller: controller
)
}
.navigationTitle("Animation State Listener")
.navigationBarTitleDisplayMode(.inline)
}
}
#Preview {
AnimationStateEvents()
}