2014-02-05 18:10:07 +01:00

59 lines
2.8 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software, 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 SOFTARE 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;
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;
// Queue jump to be played on track 0 after the starting animation.
skeletonAnimation.state.AddAnimation(0, "jump", false, 0);
// Queue walk to be looped on track 0 after the jump animation.
skeletonAnimation.state.AddAnimation(0, "walk", 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, "walk", true, 0);
}
}