spine-3.8-例子-Getting Started:2 Controlling Animation

翻译:

这个场景告诉你一个关于基础动画控制的例子

打开 脚本  SpineBeginnerTwo

找到 Spine GameObject 去了解更多吧

本文主讲动画控制

知识点:动画队列

播完一个 播下一个

spineAnimationState.SetAnimation(0, runToIdleAnimationName, false);
spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);


using UnityEngine;
using System.Collections;
using Spine.Unity;

namespace Spine.Unity.Examples {
	public class SpineBeginnerTwo : MonoBehaviour {

		#region Inspector
		// [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation.
		[SpineAnimation]
		public string runAnimationName; //跑

		[SpineAnimation]
		public string idleAnimationName; //待机

        [SpineAnimation]
		public string walkAnimationName;//走

		[SpineAnimation]
		public string shootAnimationName;//射击

		[Header("Transitions")]
		[SpineAnimation]
		public string idleTurnAnimationName;//待机

		[SpineAnimation]
		public string runToIdleAnimationName;//跑切待机动画名

		public float runWalkDuration = 1.5f; //跑走持续
		#endregion

		SkeletonAnimation skeletonAnimation; //

		// Spine.AnimationState and Spine.Skeleton are not Unity-serialized objects. You will not see them as fields in the inspector.
		// 这俩玩意不是unity序列化物体 你根本在检视界面看不到,(咋这么牛逼)
		//这俩玩意都是 SkeletonAnimation 下属
		public Spine.AnimationState spineAnimationState;
		public Spine.Skeleton skeleton;

		void Start () {
			// Make sure you get these AnimationState and Skeleton references in Start or Later.
			// Getting and using them in Awake is not guaranteed by default execution order.
			skeletonAnimation = GetComponent<SkeletonAnimation>();
			spineAnimationState = skeletonAnimation.AnimationState;
			skeleton = skeletonAnimation.Skeleton;

			StartCoroutine(DoDemoRoutine());
		}

		/// This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.
		IEnumerator DoDemoRoutine () {
			while (true) {
				// SetAnimation is the basic way to set an animation.
				// SetAnimation sets the animation and starts playing it from the beginning.
				// Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.

				spineAnimationState.SetAnimation(0, walkAnimationName, true);
				yield return new WaitForSeconds(runWalkDuration);

				spineAnimationState.SetAnimation(0, runAnimationName, true);
				yield return new WaitForSeconds(runWalkDuration);

				// AddAnimation queues up an animation to play after the previous one ends.
				spineAnimationState.SetAnimation(0, runToIdleAnimationName, false);
				spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
				yield return new WaitForSeconds(1f);

				skeleton.ScaleX = -1;		// skeleton allows you to flip the skeleton.
				spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
				spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
				yield return new WaitForSeconds(0.5f);
				skeleton.ScaleX = 1;
				spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
				spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
				yield return new WaitForSeconds(0.5f);

			}
		}

	}

}

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值