mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-19 00:06:42 +08:00
59 lines
2.8 KiB
C#
59 lines
2.8 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software, you may not (a) modify, translate, adapt or
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* otherwise create derivative works, improvements of the Software or develop
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* new applications using the Software or (b) remove, delete, alter or obscure
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* any trademarks or any copyright, trademark, patent or other intellectual
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* property or proprietary rights notices on or in the Software, including
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* any copy thereof. Redistributions in binary or source form must include
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* this license and terms. THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
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* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using System.Collections;
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using Spine;
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using System;
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public class Spineboy : MonoBehaviour {
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SkeletonAnimation skeletonAnimation;
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public void Start () {
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// Get the SkeletonAnimation component for the GameObject this script is attached to.
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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// Call our method any time an animation fires an event.
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skeletonAnimation.state.Event += Event;
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// Queue jump to be played on track 0 after the starting animation.
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skeletonAnimation.state.AddAnimation(0, "jump", false, 0);
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// Queue walk to be looped on track 0 after the jump animation.
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skeletonAnimation.state.AddAnimation(0, "walk", true, 0);
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}
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public void Event (Spine.AnimationState state, int trackIndex, Spine.Event e) {
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Debug.Log(trackIndex + " " + state.GetCurrent(trackIndex) + ": event " + e + ", " + e.Int);
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}
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public void OnMouseDown () {
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// Set jump to be played on track 0 immediately.
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skeletonAnimation.state.SetAnimation(0, "jump", false);
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// Queue walk to be looped on track 0 after the jump animation.
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skeletonAnimation.state.AddAnimation(0, "walk", true, 0);
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}
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}
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