コード例 #1
0
ファイル: UnitDisplay.cs プロジェクト: inducpham/game-test-01
        public override void OnCreate(Unit data)
        {
            anim.skeletonDataAsset = data.attacker ? presetAttacker.skeleton : presetDefender.skeleton;
            anim.Initialize(true);

            markerAttacker.SetActive(data.attacker == true);
            markerDefender.SetActive(data.attacker == false);

            hpBar.SetInitHp(data.maxHp);
            UpdateHPBar();
        }
コード例 #2
0
        static StackObject *Initialize_6(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj)
        {
            ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain;
            StackObject *ptr_of_this_method;
            StackObject *__ret = ILIntepreter.Minus(__esp, 2);

            ptr_of_this_method = ILIntepreter.Minus(__esp, 1);
            System.Boolean @overwrite = ptr_of_this_method->Value == 1;

            ptr_of_this_method = ILIntepreter.Minus(__esp, 2);
            Spine.Unity.SkeletonAnimation instance_of_this_method = (Spine.Unity.SkeletonAnimation) typeof(Spine.Unity.SkeletonAnimation).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack));
            __intp.Free(ptr_of_this_method);

            instance_of_this_method.Initialize(@overwrite);

            return(__ret);
        }
コード例 #3
0
ファイル: SkillManager.cs プロジェクト: linxscc/bnyx
        public async void NewAnimation(GameObject Rander, SkillData skillData)
        {
            GameObject Animation = Rander.GetChild("Animation", true);

            Spine.Unity.SkeletonAnimation skeletonAnimation = Animation.AddComponent <Spine.Unity.SkeletonAnimation>();
            skeletonAnimation.skeletonDataAsset = await AssetManager.LoadAssetAsync <Spine.Unity.SkeletonDataAsset>(skillData.SkeletonDataAssetPath);

            var skeletonAnimationRenderer = skeletonAnimation.GetComponent <Renderer>();

            skeletonAnimationRenderer.enabled = false;
            DelayFunc(() =>
            {
                skeletonAnimationRenderer.enabled = true;
            }, 0.00001f);
            skeletonAnimation.initialSkinName = skillData.SkinName;
            skeletonAnimation.Initialize(true);
            Spine.TrackEntry TrackEntry = skeletonAnimation.state.SetAnimation(0, skillData.AnimationName, true);
            Animation.AddComponent <SortRenderer>();
        }
コード例 #4
0
 public static void LoadSpinAnimSkeleton(Spine.Unity.SkeletonAnimation anim, Qarth.ResLoader loader, string asset)
 {
     Spine.Unity.SkeletonDataAsset data = loader.LoadSync(asset) as Spine.Unity.SkeletonDataAsset;
     anim.skeletonDataAsset = data;
     anim.Initialize(true);
 }