/// <summary> /// /// </summary> /// <param name="asset"></param> /// <param name="width"></param> /// <param name="height"></param> public void SetSpine(SkeletonDataAsset asset, int width, int height, Vector2 anchor) { if (_spineAnimation != null) { FreeSpine(); } _spineAnimation = SkeletonRenderer.NewSpineGameObject <SkeletonAnimation>(asset); Spine.SkeletonData dat = asset.GetSkeletonData(false); _spineAnimation.gameObject.transform.localScale = new Vector3(100, 100, 1); _spineAnimation.gameObject.transform.localPosition = new Vector3(anchor.x, -anchor.y, 0); SetWrapTarget(_spineAnimation.gameObject, false, width, height); OnChangeSpine(null); }
/// <summary> /// /// </summary> /// <param name="asset"></param> /// <param name="width"></param> /// <param name="height"></param> /// <param name="anchor"></param> /// <param name="cloneMaterial"></param> public void SetSpine(SkeletonDataAsset asset, int width, int height, Vector2 anchor, bool cloneMaterial) { if (_spineAnimation != null) { FreeSpine(); } _spineAnimation = SkeletonRenderer.NewSpineGameObject <SkeletonAnimation>(asset); _spineAnimation.gameObject.name = asset.name; Spine.SkeletonData dat = asset.GetSkeletonData(false); _spineAnimation.gameObject.transform.localScale = new Vector3(1 / asset.scale, 1 / asset.scale, 1); _spineAnimation.gameObject.transform.localPosition = new Vector3(anchor.x, -anchor.y, 0); SetWrapTarget(_spineAnimation.gameObject, cloneMaterial, width, height); _spineAnimation.skeleton.R = _color.r; _spineAnimation.skeleton.G = _color.g; _spineAnimation.skeleton.B = _color.b; OnChangeSpine(null); }
/// <summary>Instantiates a new UnityEngine.GameObject and adds a prepared SkeletonAnimation component to it.</summary> /// <returns>The newly instantiated SkeletonAnimation component.</returns> public static SkeletonAnimation NewSkeletonAnimationGameObject(SkeletonDataAsset skeletonDataAsset) { return(SkeletonRenderer.NewSpineGameObject <SkeletonAnimation>(skeletonDataAsset)); }