mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 09:46:02 +08:00
- Remove AnimationStateWrapper (no longer needed with new SpineSwift API) - Replace Spine.Generated+Extensions.swift with simplified SpineSwiftExtensions.swift - Update SpineiOS to use SpineSwift API instead of direct SpineC calls - Fix namespace conflicts (ContentMode → SpineContentMode, Alignment → SpineAlignment) - Update texture mapping to use atlas page index from RenderCommand pointer - Fix all Example app API calls to match new SpineSwift generated API: - setAnimationByName → setAnimation - addAnimationByName → addAnimation - slot.color → slot.appliedPose.color.set() - EventType enum cases instead of constants - Physics enum with qualified name to avoid conflicts - setSkin2() instead of property assignment - Array iteration using indices instead of for-in - bone.worldX → bone.appliedPose.worldX - Update Objective-C imports from Spine to SpineiOS module Note: SimpleAnimationViewController.m still needs updates for full ObjC compatibility
80 lines
3.5 KiB
Swift
80 lines
3.5 KiB
Swift
/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated April 5, 2025. Replaces all prior versions.
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*
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* Copyright (c) 2013-2025, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC 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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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) 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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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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import SpineiOS
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import SpineSwift
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import SwiftUI
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struct AnimationStateEvents: View {
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@StateObject
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var controller = SpineController(
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onInitialized: { controller in
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controller.skeleton.scaleX = 0.5
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controller.skeleton.scaleY = 0.5
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controller.skeleton.findSlot("gun")?.appliedPose.color.set(1, 0, 0, 1)
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controller.animationStateData.defaultMix = 0.2
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let walk = controller.animationState.setAnimation(0, "walk", true)
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walk.setListener { type, entry, event in
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print("Walk animation event \(type)")
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}
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controller.animationState.addAnimation(0, "jump", false, 2)
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let run = controller.animationState.addAnimation(0, "run", true, 0)
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run.setListener { type, entry, event in
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print("Run animation event \(type)")
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}
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controller.animationState.setListener { type, entry, event in
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if type == .event, let event {
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print(
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"User event: { name: \(event.data.name ?? "--"), intValue: \(event.intValue), floatValue: \(event.floatValue), stringValue: \(event.stringValue ?? "--") }"
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)
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}
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}
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let current = controller.animationState.getCurrent(0)?.animation.name ?? "--"
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print("Current: \(current)")
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}
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)
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var body: some View {
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VStack {
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Text("See output in console!")
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SpineView(
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from: .bundle(atlasFileName: "spineboy-pma.atlas", skeletonFileName: "spineboy-pro.skel"),
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controller: controller
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)
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}
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.navigationTitle("Animation State Listener")
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.navigationBarTitleDisplayMode(.inline)
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}
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}
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#Preview {
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AnimationStateEvents()
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}
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