Inheritance: FContainer
Beispiel #1
0
    // build the sprite and slots with the skeleton data
    private void BuildSkeleton(SkeletonData skeletonData)
    {
        skeleton = new Skeleton(skeletonData);
        skeleton.UpdateWorldTransform();

        // check if there are multiple skins loaded
        if (skeleton.Data.Skins.Count > 0)
        {
            // load the first skin as default
            SetSkin(skeleton.Data.Skins[0].Name);
        }

        // build all the child sprites in the container, add them based on the slot draw order and create using the default slot/attachment
        for (int i = 0; i < skeleton.DrawOrder.Count; i++)
        {
            GSpineSlot slot = new GSpineSlot(skeleton.DrawOrder[i]);
            slots.Add(slot);
            AddChild(slot);
        }

        AnimationStateData animationStateData = new AnimationStateData(skeleton.Data);

        animation = new Spine.AnimationState(animationStateData);
    }
    // build the sprite and slots with the skeleton data
    private void BuildSkeleton(SkeletonData skeletonData)
    {
        skeleton = new Skeleton(skeletonData);
        skeleton.UpdateWorldTransform();

        // check if there are multiple skins loaded
        if(skeleton.Data.Skins.Count > 0){
            // load the first skin as default
            SetSkin(skeleton.Data.Skins[0].Name);
        }

        // build all the child sprites in the container, add them based on the slot draw order and create using the default slot/attachment
        for(int i = 0; i < skeleton.DrawOrder.Count; i++){
            GSpineSlot slot = new GSpineSlot(skeleton.DrawOrder[i]);
            slots.Add(slot);
            AddChild(slot);
        }

        AnimationStateData animationStateData = new AnimationStateData(skeleton.Data);
        animation = new Spine.AnimationState(animationStateData);
    }