void everyAnimationCompleted(Spine.TrackEntry t) { if (Mine != null) { //once ani end if (!Mine.loop) { Mine.skeleton.PoseWithAnimation(basic_animation, 0, true); Mine.AnimationName = basic_animation; Mine.loop = true; Mine.Reload(); Mine.state.Complete += everyAnimationCompleted; } //always call if (event_next_call != null) { event_next_call(this); event_next_call = null; } } }
public void Create(string prefabName, string prefabskin, string basic_animation_name, float size) { Clear(); CurrentPrefabName = prefabName; basic_animation = basic_animation_name; //가장 가까운 링커를 찾는다 MyLinker = this.GetNearestParent <scSpineRenderStageLinker>(); //생성 Mine = MyLinker.Stage.MakeSpineObject(gameObject, prefabName, size); if (Mine != null) { Mine.initialSkinName = prefabskin; SetAnimationBasic(basic_animation, true); Mine.Reload(); Mine.state.Complete += everyAnimationCompleted; } }