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);
}
}
}
}