static void AfterLoad(SkeletonAnimation skeletonAnimation, SkeletonDataAsset skeletonDataAsset, string [] actions = null, bool flip = false) { skeletonAnimation.skeletonDataAsset = skeletonDataAsset; skeletonAnimation.Initialize(true); if (skeletonAnimation.state != null && actions != null) { for (int i = 0; i < actions.Length; i++) { if (!string.IsNullOrEmpty(actions[i])) { if (i == 0) { skeletonAnimation.state.SetAnimation(0, actions[i], (i == (actions.Length - 1))); } else { skeletonAnimation.state.AddAnimation(0, actions[i], (i == (actions.Length - 1)), 0); } } } } if (skeletonAnimation.skeleton != null && flip) { skeletonAnimation.skeleton.FlipX = flip; } MaskableSkeletonAnimation msa = skeletonAnimation.gameObject.GetComponent <MaskableSkeletonAnimation>(); if (msa != null) { msa.UpdateStencil(); } }
public void SetExposure(float exposure) { if (spineObject == null) { return; } MaskableSkeletonAnimation ani = spineObject.GetComponent <MaskableSkeletonAnimation>(); if (ani == null) { ani = spineObject.AddComponent <MaskableSkeletonAnimation>(); } ani.Exposure = exposure; }