2016-03-24 01:58:10 +08:00

67 lines
3.1 KiB
C#

/******************************************************************************
* 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;
using System;
using Spine.Unity;
public class Spineboy : MonoBehaviour {
SkeletonAnimation skeletonAnimation;
public void Start () {
// Get the SkeletonAnimation component for the GameObject this script is attached to.
skeletonAnimation = GetComponent<SkeletonAnimation>();
// Call our method any time an animation fires an event.
skeletonAnimation.state.Event += Event;
// A lambda can be used for the callback instead of a method.
skeletonAnimation.state.End += (state, trackIndex) => {
Debug.Log("start: " + state.GetCurrent(trackIndex));
};
// Queue jump to be played on track 0 two seconds after the starting animation.
skeletonAnimation.state.AddAnimation(0, "jump", false, 2);
// Queue walk to be looped on track 0 after the jump animation.
skeletonAnimation.state.AddAnimation(0, "run", true, 0);
}
public void Event (Spine.AnimationState state, int trackIndex, Spine.Event e) {
Debug.Log(trackIndex + " " + state.GetCurrent(trackIndex) + ": event " + e + ", " + e.Int);
}
public void OnMouseDown () {
// Set jump to be played on track 0 immediately.
skeletonAnimation.state.SetAnimation(0, "jump", false);
// Queue walk to be looped on track 0 after the jump animation.
skeletonAnimation.state.AddAnimation(0, "run", true, 0);
}
}