public override void LoadContent() { mBounds = new SkeletonBounds(); mSkeleton = SpineDataManager.Instance.NewSkeleton(mName, mScale); //Fixed Scale from here. Main instanciation. mSkeleton.SetSlotsToSetupPose(); // Without this the skin attachments won't be attached. See SetSkin. mAnimationState = SpineDataManager.Instance.NewAnimationState(mSkeleton.Data); mSkeleton.X = mInitPosition.X; mSkeleton.Y = mInitPosition.Y; mTextures = new Texture2D[4]; mTextures[0] = TextureManager.Instance.GetElementByString(mName); mTextures[1] = TextureManager.Instance.GetElementByString(mName + "Normal"); mTextures[2] = TextureManager.Instance.GetElementByString(mName + "AO"); mTextures[3] = TextureManager.Instance.GetElementByString(mName + "Depth"); mSkeleton.FlipY = true; //mSkeleton.SetSkin("default"); mSkeleton.SetSkin("front"); }
public void LoadContent(ContentLoader content) { SkeletonBounds = new SkeletonBounds(); var Loader = Entity.World.Get <SpineTextureLoader>(); Skeleton = Loader.Load(Image); var NormalsImage = Image + "_normals.png"; if (System.IO.File.Exists(content.RootDirectory + "\\" + NormalsImage)) { NormalMap = content.Load <Texture2D>(NormalsImage); } UpdateSkeletonEffect(); SetSkin(Data.Skin); AnimationStateData = AnimationStateData ?? new AnimationStateData(Skeleton.Data); AnimationMixFn?.Invoke(AnimationStateData); if (AnimationState == null) { AnimationState = new AnimationState(AnimationStateData); AnimationState.Complete += AnimationComplete; AnimationState.Event += AnimationState_Event; } if (!string.IsNullOrEmpty(AnimationName)) { AnimationState.SetAnimation(0, AnimationName, true); AnimationState.Update(AnimationTime); AnimationState.Apply(Skeleton); } AnimationState.End += AnimationState_End; }