void state_End(Spine.AnimationState state, int trackIndex) { if (state.GetCurrent(trackIndex) + "" == "animation") { changeAniamtion = true; } if (state.GetCurrent(trackIndex) + "" == "animation3") { Destroy(this.gameObject); } }
void state_End(Spine.AnimationState state, int trackIndex) { if (state.GetCurrent(trackIndex) + "" == "zoom_out2") { bgAnimationScript.state.SetAnimation(5, "stay", false); } if (state.GetCurrent(trackIndex) + "" == "stay") { Application.LoadLevel("fighting"); } }
void state_End(Spine.AnimationState state, int trackIndex) { if (state.GetCurrent(trackIndex) + "" == "stay") { m_a.state.SetAnimation(1, "zoom_in", false); } if (state.GetCurrent(trackIndex) + "" == "zoom_in") { m_a.state.SetAnimation(2, "zoom_out", false); } if (state.GetCurrent(trackIndex) + "" == "zoom_out") { m_a.state.SetAnimation(3, "stay", false); } }
//void state_Event(Spine.AnimationState state, int trackIndex, Spine.Event e) //{ // if (e + "" == "zhongjian") // { // Debug.Log("zhongjian!"); // Instantiate(m_arrowArea, new Vector2(0, 0), Quaternion.Euler(0, 0, 0)); // return; // } // if (e + "" == "tankai" ) // { // isCheckBlock = true; // checkTime = 0.05f; // //try // //{ // // m_hit = Physics2D.Linecast(this.transform.position, playerObj.transform.position, 1 << LayerMask.NameToLayer("Block")); // // if (m_hit) // // { // // Debug.Log("block my arrow"); // // beenBlock(); // // } // //} // //catch { // // // exception // //} // } //} void state_End(Spine.AnimationState state, int trackIndex) { if (state.GetCurrent(trackIndex) + "" == "animation") { Instantiate(m_arrowStand, new Vector2(4.2f , 4.7f), Quaternion.Euler(0, 0, 0)); m_audioManager.archerkill(); Destroy(this.gameObject); } }
void state_End(Spine.AnimationState state, int trackIndex) { if (state.GetCurrent(trackIndex) + "" == "zoom_out2") { bgAnimationScript.state.SetAnimation(5, "stay", false); GameObject.Find("EnemyCreator").GetComponent<EnemyManager>().isPause = false; m_TouchController.setTouchState("fight"); } }
// call when Spine animation START void AnimationStartListener(Spine.AnimationState state, int trackIndex) { // DEBUG animation name debug_AniName.text = state.GetCurrent(0).ToString(); drawTimelineHeight = (drawTimelineHeight == 10) ? 1:10; switch (state.GetCurrent(0).ToString()) { case "jump" : animTimelineColor = Color.green; break; case "fall" : animTimelineColor = Color.red; break; case "forward" : animTimelineColor = Color.blue; break; case "dashBackward" : animTimelineColor = Color.black; break; default : animTimelineColor = Color.white; break; } }
// call when Spine animation START void AnimationStartListener(Spine.AnimationState state, int trackIndex) { // DEBUG animation name debug_AniName.text = state.GetCurrent(0).ToString(); // get current animation currentAnimation = state.GetCurrent(trackIndex).ToString(); cancelable = false; nonCancelableTime = Time.time + state.GetCurrent(trackIndex).time; }
void state_End(Spine.AnimationState state, int trackIndex) { if(state.GetCurrent(trackIndex) + "" == "skill_touch" && isLaunchSkill){ actionNumber = 6; attackAudioScript.skillLanding(); } if (state.GetCurrent(trackIndex) + "" == "block2") { actionNumber = 7; } if (state.GetCurrent(trackIndex) + "" == "chongsheng") { animationTest.loop = true; actionNumber = 0; playerState = "stand"; GameObject.FindGameObjectWithTag("EnemyManager").GetComponent<EnemyManager>().isPause = false; } }
//Animation Finished public void End(Spine.AnimationState state, int trackIndex) { overridePlaying = true; Finish(state.GetCurrent(trackIndex).ToString()); }
void state_End(Spine.AnimationState state, int trackIndex) { if (state.GetCurrent(trackIndex) + "" == "tankai") { Destroy(this.gameObject); } }
void HandleStart(Spine.AnimationState state, int trackIndex) { //must use first track for now if(trackIndex != 0) return; rootMotionCurve = null; rootMotionCurveY = null; // get current animation Spine.Animation anim = state.GetCurrent(trackIndex).Animation; //find the root bone's translate curve foreach(Timeline t in anim.Timelines){ if(t.GetType() != typeof(TranslateTimeline)) continue; TranslateTimeline tt = (TranslateTimeline)t; if(tt.boneIndex == rootBoneIndex){ //sample the root curve's X value //TODO: cache this data? Maybe implement RootMotionTimeline instead and keep it in SkeletonData rootMotionCurve = new AnimationCurve(); rootMotionCurveY = new AnimationCurve(); float time = 0; float increment = 1f/30f; int frameCount = Mathf.FloorToInt(anim.Duration / increment); for(int i = 0; i <= frameCount; i++){ Vector2 v = GetXYAtTime(tt, time); rootMotionCurve.AddKey(time, v.x); rootMotionCurveY.AddKey(time, v.y); time += increment; } break; } } }
void state_End(Spine.AnimationState state, int trackIndex) { if (state.GetCurrent(trackIndex) + "" == "daojishi") { countDownAnimation.state.SetAnimation(2, "bao", false); } //if (state.GetCurrent(trackIndex) + "" == "bao") //{ // GameObject.Find("Canvas").GetComponent<CreatUISence>().ReviveTimeOut(); //} }
// call when Spine animation START void AnimationStartListener(Spine.AnimationState state, int trackIndex) { // GET CURRENT ANIMATION currentAnimation = state.GetCurrent(trackIndex).ToString(); cancelable = false; // SET GRAVITY SCALE TO ZERO FOR JUMP ACTIONS if (currentAnimation == "jump" || currentAnimation == "airJump") { Debug.Log("GRAVITY = 0"); rigibody.gravityScale = 0; } }
// call when Spine animation START void AnimationStartListener(Spine.AnimationState state, int trackIndex) { //Debug.Log ("[Start]: " + state); // GET CURRENT ANIMATION currentAnimation = state.GetCurrent(trackIndex).ToString(); cancelable = false; queueable = false; queueableTime = Time.time + state.GetCurrent(trackIndex).endTime - queueDuration; // SET isKinematic TO TRUE, SO CHARACTER WILL NOT EFFECT BY GRAVITY if (currentAnimation == "jump" || currentAnimation == "airJump") { rigibody.isKinematic = true; jumpCount += 1; if (jumpCount > 1 ) { jumpFinish = true; } } }
// call when Spine animation COMPLETE void AnimationCompleteListener(Spine.AnimationState state, int trackIndex , int loopCount) { lastAnimation = state.GetCurrent(trackIndex).ToString(); cancelable = true; if (currentAnimation == "ready" || currentAnimation == "forward") return; //Debug.Log ("[COMPLETE]: " + state); //Debug.Log (stateQueue.Count); // IF NEXT STATE IS NOT EXISTS, SET TO READY STATE if (stateQueue.Count == 0 ) { //Debug.Log("RESET STATE TO READY WHEN ANIMATION OVER."); if (grounded) { ResetAnimation(); } else { m_state = AnimState.Fall; SetAnimation(0, "fall", true); } } }
void state_End(Spine.AnimationState state, int trackIndex) { if (state.GetCurrent(trackIndex) + "" == "animation") { Application.LoadLevel("FightOrDie"); } }
public void Event(Spine.AnimationState state, int trackIndex, Spine.Event e) { Debug.Log(trackIndex + " " + state.GetCurrent(trackIndex) + ": event " + e + ", " + e.Int); }
void state_End(Spine.AnimationState state, int trackIndex) { if (state.GetCurrent(trackIndex) + "" == "attack") { Debug.Log("Victor:I do not kown do what now,can you tel me?"); } }