spine-runtimes/spine-unity/Assets/Examples/Scripts/DataAssetsFromExportsExample.cs
2017-07-20 14:31:15 +08:00

45 lines
1.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class DataAssetsFromExportsExample : MonoBehaviour {
public TextAsset skeletonJson;
public TextAsset atlasText;
public Texture2D[] textures;
public Material materialPropertySource;
AtlasAsset runtimeAtlasAsset;
SkeletonDataAsset runtimeSkeletonDataAsset;
SkeletonAnimation runtimeSkeletonAnimation;
void CreateRuntimeAssetsAndGameObject () {
// 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader);
// 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset)
// 3. Create SkeletonAnimation (needs a valid SkeletonDataAsset)
runtimeAtlasAsset = AtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true);
runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);
}
IEnumerator Start () {
CreateRuntimeAssetsAndGameObject();
runtimeSkeletonDataAsset.GetSkeletonData(false); // preload.
yield return new WaitForSeconds(0.5f);
runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);
// Extra Stuff
runtimeSkeletonAnimation.Initialize(false);
runtimeSkeletonAnimation.Skeleton.SetSkin("base");
runtimeSkeletonAnimation.Skeleton.SetSlotsToSetupPose();
runtimeSkeletonAnimation.AnimationState.SetAnimation(0, "run", true);
runtimeSkeletonAnimation.GetComponent<MeshRenderer>().sortingOrder = 10;
runtimeSkeletonAnimation.transform.Translate(Vector3.down * 2);
}
}
}