private void Start() { spineAnimationState = skeletonAnimation.AnimationState; startPosition = transform.position; myRB = Player.GetPlayerComponent <Rigidbody2D>(); currentState = run; }
private void Start() { _spineAnimator = GetComponent <SpineAnimator>(); ISkeletonAnimation s = _spineAnimator.GetSkeletonAnimation() as ISkeletonAnimation; if (s != null) { s.UpdateLocal += HandleUpdateLocal; } IAnimationStateComponent sa = _spineAnimator.GetSkeletonAnimation() as IAnimationStateComponent; if (sa != null) { this._state = sa.AnimationState; } SetSourceBone(_sourceBoneName); Skeleton skeleton = s.Skeleton; _siblingBones.Clear(); foreach (string bn in _siblingBoneNames) { Bone b = skeleton.FindBone(bn); if (b != null) { _siblingBones.Add(b); } } }
private void MotionCompleteCB(Spine.AnimationState state, int trackIndex, int loopCount) { switch ((eProcessType)trackIndex) { case eProcessType.Type_Attack: switch (enemyStatus.table.attackType) { case eEnemyAttackType.Type_Range: SetShot(); break; case eEnemyAttackType.Type_Suicide: Attack(); if (PoolManager.Instance != null) { PoolManager.Instance.AddEnemyPool(this); } break; case eEnemyAttackType.Type_Slow: break; default: if (SoundManager.Instance != null) { SoundManager.Instance.PlayAudioClip(enemyStatus.table.soundPathArray[(int)eEnemySoundType.Type_Attack]); } Attack(); break; } break; } }
void OnAnimaEvent(Spine.AnimationState state, int trackIndex, Spine.Event e) { if (Event != null) { Event(state.GetCurrent(trackIndex).Animation.Name, e); } }
private void OnAnimationEvent(Spine.AnimationState state, int trackIndex, Spine.Event e) { if (this.OnOpenAnimationEvent != null) { this.OnOpenAnimationEvent(e); } }
public override void OnEnter() { GameObject go = Fsm.GetOwnerDefaultTarget(spineGameObject); if (go != null) { var component = go.GetComponent <IAnimationStateComponent>(); if (component != null) { state = component.AnimationState; if (state != null) { var skeletonComponent = component as ISkeletonComponent; var skeletonData = skeletonComponent.Skeleton.Data; eventData = skeletonData.FindEvent(eventName); if (eventData != null) { state.Event -= HandleEvent; state.Event += HandleEvent; } } else { Debug.LogWarning("Not valid animation skeleton data!"); } } } }
public WaitForSpineEvent NowWaitFor(Spine.AnimationState state, string eventName, bool unsubscribeAfterFiring = true) { ((IEnumerator)this).Reset(); this.Clear(state); this.SubscribeByName(state, eventName, unsubscribeAfterFiring); return(this); }
public void Initialize(bool overwrite) { if ((!this.IsValid || overwrite) && (this.skeletonDataAsset != null)) { Spine.SkeletonData skeletonData = this.skeletonDataAsset.GetSkeletonData(false); if ((skeletonData != null) && ((this.skeletonDataAsset.atlasAssets.Length > 0) && (this.skeletonDataAsset.atlasAssets[0].materials.Length > 0))) { this.state = new Spine.AnimationState(this.skeletonDataAsset.GetAnimationStateData()); if (this.state == null) { this.Clear(); } else { Spine.Skeleton skeleton = new Spine.Skeleton(skeletonData) { flipX = this.initialFlipX, flipY = this.initialFlipY }; this.skeleton = skeleton; this.meshBuffers = new DoubleBuffered <MeshRendererBuffers.SmartMesh>(); base.get_canvasRenderer().SetTexture(this.get_mainTexture()); if (!string.IsNullOrEmpty(this.initialSkinName)) { this.skeleton.SetSkin(this.initialSkinName); } if (!string.IsNullOrEmpty(this.startingAnimation)) { this.state.SetAnimation(0, this.startingAnimation, this.startingLoop); this.Update(0f); } } } } }
static int set_Event(IntPtr L) { try { Spine.AnimationState obj = (Spine.AnimationState)ToLua.CheckObject(L, 1, typeof(Spine.AnimationState)); EventObject arg0 = null; if (LuaDLL.lua_isuserdata(L, 2) != 0) { arg0 = (EventObject)ToLua.ToObject(L, 2); } else { return(LuaDLL.luaL_throw(L, "The event 'Spine.AnimationState.Event' can only appear on the left hand side of += or -= when used outside of the type 'Spine.AnimationState'")); } if (arg0.op == EventOp.Add) { Spine.AnimationState.TrackEntryEventDelegate ev = (Spine.AnimationState.TrackEntryEventDelegate)arg0.func; obj.Event += ev; } else if (arg0.op == EventOp.Sub) { Spine.AnimationState.TrackEntryEventDelegate ev = (Spine.AnimationState.TrackEntryEventDelegate)arg0.func; obj.Event -= ev; } return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
private void OnScoreAnimationEvent(Spine.AnimationState state, int trackIndex, Spine.Event e) { if (e.Data.Name != "Score") { return; } this.scoreAnimation.state.Event -= this.OnScoreAnimationEvent; int opponentScore = this.cakeRaceMode.OpponentScore; int currentScore = this.cakeRaceMode.CurrentScore; float num = this.maxScore.position.x - this.minScore.position.x; float num2 = (this.maxScore.position.x + this.minScore.position.x) / 2f; float num3; if (this.cakeRaceMode.OpponentScore > this.cakeRaceMode.CurrentScore) { num3 = -1f + (float)this.cakeRaceMode.CurrentScore / (float)this.cakeRaceMode.OpponentScore; } else { num3 = 1f - (float)this.cakeRaceMode.OpponentScore / (float)this.cakeRaceMode.CurrentScore; } Vector3 position = this.scoreSliderOverride.position; position.x = num2 + num / 2f * num3; this.scoreSliderOverride.position = position; Singleton <AudioManager> .Instance.Spawn2dOneShotEffect(WPFMonoBehaviour.gameData.commonAudioCollection.scoreImpact); }
private void OnAnimationEvent(Spine.AnimationState state, int trackIndex, Spine.Event e) { string name = e.Data.Name; if (name != null) { if (!(name == "ground_hit")) { if (!(name == "confetti1")) { if (!(name == "confetti2")) { if (name == "jump") { AudioSource[] rewardBounce = WPFMonoBehaviour.gameData.commonAudioCollection.rewardBounce; Singleton <AudioManager> .Instance.Spawn2dOneShotEffect(rewardBounce[UnityEngine.Random.Range(0, rewardBounce.Length)]); } } else { this.confetti2ParticleSystem.Play(); } } else { this.confetti1ParticleSystem.Play(); } } else { AudioSource[] cratePillowHit = WPFMonoBehaviour.gameData.commonAudioCollection.cratePillowHit; Singleton <AudioManager> .Instance.Spawn2dOneShotEffect(cratePillowHit[UnityEngine.Random.Range(0, cratePillowHit.Length)]); } } }
// Spine.TrackEntry void Start() { //mSkeletonAnimation = gameObject.GetComponent<SkeletonAnimation> (); //mSkeletonAnimation.AnimationName = walkName; mAnimationState = mSkeletonAnimation.state; mAnimationState.SetAnimation(0, blinkName, true); }
void Start() { //if (gameObject.tag == "Player") //{ // _animation = GetComponentInChildren<SkeletonAnimation>(); // spineAnimationState = _animation.AnimationState; //} _animation = GetComponentInChildren <SkeletonAnimation>(); spineAnimationState = _animation.AnimationState; SetPosition(); updateHPInterface(); if (MissionManager.Instance._enemyPatrolDest.Count > 0) { if (_unitType == UnitTypes.Enemy_Boss) { _patrolPt = MissionManager.Instance._enemyPatrolDest[0]; } else { _patrolPt = MissionManager.Instance._enemyPatrolDest[Random.Range(0, MissionManager.Instance._enemyPatrolDest.Count)]; } } _Attack = _BaseAttack; _MovementRange = _MovementRange = _BaseMovementRange; _Defense = _BaseDefense; _Agility = _BaseAgility; InvokeRepeating("HealthChange_Smooth", 2.0f, 0.05f); }
void Subscribe(Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribe) { #if PREUNITY_5_3 Debug.LogWarning("Unity 5.3 or later is required for Spine Unity custom yield instructions to function correctly."); #endif if (state == null) { Debug.LogWarning("AnimationState argument was null. Coroutine will continue immediately."); m_WasFired = true; return; } else if (eventDataReference == null) { Debug.LogWarning("eventDataReference argument was null. Coroutine will continue immediately."); m_WasFired = true; return; } m_AnimationState = state; m_TargetEvent = eventDataReference; state.Event += HandleAnimationStateEvent; m_unsubscribeAfterFiring = unsubscribe; }
public virtual void Init(int hp, int damage, ACTION_STATE initState, BasePlayer target) { AnimationStateData stateData = new AnimationStateData(_skeletonAnimation.state.Data.skeletonData); stateData.DefaultMix = 0.1f; stateData.SetMix( AnimationHelper.Instance.GetAnimDetailName(ANIM_ATTACK_BITE_ID), AnimationHelper.Instance.GetAnimDetailName(ANIM_MOVE_BACK_ID), 0.8f); stateData.SetMix( AnimationHelper.Instance.GetAnimDetailName(ANIM_ATTACK_HORN_ID), AnimationHelper.Instance.GetAnimDetailName(ANIM_MOVE_BACK_ID), 0.8f); Spine.AnimationState state = new Spine.AnimationState(stateData); _skeletonAnimation.state = state; DoAnimIdle(); _skeletonAnimation.AnimationState.Event += OnEvent; _skeletonAnimation.AnimationState.Start += OnStartTrack; _maxHp = hp; CurrentHp = _maxHp; Damage = damage; CurrentState = initState; _target = target; _checkHit = true; _healthBar.Init(_maxHp); SetColliderState(); }
void HandleEvent(Spine.AnimationState state, int trackIndex, Spine.Event e) { if (e.Data.Name == footstepEventName) { PlayFootstepSound(); } }
public void Start() { this.skeletonAnimation = base.GetComponent <SkeletonAnimation>(); Spine.AnimationState animationState = this.skeletonAnimation.AnimationState; animationState.Event += new Spine.AnimationState.TrackEntryEventDelegate(this.HandleEvent); if (< > f__am$cache0 == null) {
public override void Initialize() { base.Initialize(); // Call overridden method to initialize the skeleton. state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData()); if (_animationName != null && _animationName.Length > 0) state.SetAnimation(0, _animationName, loop); }
// Use this for initialization void Start() { skeletonAnimation = GetComponent <SkeletonAnimation>(); dialogue = GetComponent <DemonDogDialogue>(); spineAnimationState = skeletonAnimation.AnimationState; skeleton = skeletonAnimation.Skeleton; }
public Animation(string AnimationFile) { skeletonRenderer = new SkeletonRenderer(); String name = AnimationFile; Atlas atlas = new Atlas("Data/" + name + ".atlas", new GLImpTextureLoader()); SkeletonJson json = new SkeletonJson(atlas); skeleton = new Skeleton(json.ReadSkeletonData("Data/" + name + ".json")); skeleton.SetSlotsToSetupPose(); // Define mixing between animations. stateData = new AnimationStateData(skeleton.Data); state = new AnimationState(stateData); //state.SetAnimation("idle", true); skeleton.X = 0; skeleton.Y = 0.1f; skeleton.UpdateWorldTransform(); drawtime = new Stopwatch(); drawtime.Start(); Program.MiddleDrawQueue += Draw; }
void SubscribeByName(Spine.AnimationState state, string eventName, bool unsubscribe) { #if PREUNITY_5_3 Debug.LogWarning("Unity 5.3 or later is required for Spine Unity custom yield instructions to function correctly."); #endif if (state == null) { Debug.LogWarning("AnimationState argument was null. Coroutine will continue immediately."); m_WasFired = true; return; } else if (string.IsNullOrEmpty(eventName)) { Debug.LogWarning("eventName argument was null. Coroutine will continue immediately."); m_WasFired = true; return; } m_AnimationState = state; m_EventName = eventName; state.Event += HandleAnimationStateEventByName; m_unsubscribeAfterFiring = unsubscribe; }
void HandleEvent(Spine.AnimationState state, int trackIndex, Spine.Event e) { if (e.Data.Name == groundcollide) { stepsound.Stop(); stepsound.Play(); } }
override public void Initialize () { if (Initialized) return; base.Initialize(); state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData()); if (_animationName != null && _animationName.Length > 0) state.SetAnimation(0, _animationName, loop); }
void Start () { // Make sure you get these AnimationState and Skeleton references in Start or Later. Getting and using them in Awake is not guaranteed by default execution order. skeletonAnimation = GetComponent<SkeletonAnimation>(); spineAnimationState = skeletonAnimation.state; skeleton = skeletonAnimation.skeleton; StartCoroutine(DoDemoRoutine()); }
// Use this for initialization void Start() { skeletonAnimation = GetComponent <SkeletonAnimation>(); spineAnimationState = skeletonAnimation.state; skeleton = skeletonAnimation.skeleton; Animate_gerakBawah(); spineAnimationState.TimeScale = 1; }
private void OnIntroEnd(Spine.AnimationState state, int trackIndex, int loopCount) { this.skeletonAnimation.state.Complete -= this.OnIntroEnd; this.skeletonAnimation.state.SetAnimation(0, this.idleAnimationName, true); this.canBeHit = true; this.tutorial = this.CreateTutorial(); base.StartCoroutine(this.TutorialCoroutine()); }
private void OnEffectAnimationEnd(Spine.AnimationState state, int trackIndex) { if (this.openingEffectAnimation != null && state.ToString().Equals("Outro")) { this.openingEffectAnimation.state.End -= this.OnEffectAnimationEnd; UnityEngine.Object.Destroy(this.openingEffectAnimation.transform.parent.gameObject); } }
void HandleEvent(Spine.AnimationState state, int trackIndex, Spine.Event e) { if (e.Data.Name == footstepEvent) { footstepAudioSource.pitch = 0.5f + Random.Range(-0.2f, 0.2f); footstepAudioSource.Play(); } }
private void AnimationState_Complete(Spine.AnimationState state, int trackIndex, int loopCount) { if (_needKeepLastAni) { return; } updateAniState(); }
public virtual void Initialize(Animator animator) { if (state == null) { var animationStateComponent = (animator.GetComponent(typeof(IAnimationStateComponent))) as IAnimationStateComponent; state = animationStateComponent.AnimationState; } }
public Entity(Skeleton skeleton, Vector2 position) : this(position) { Skeleton = skeleton; skeletonBoundingBox = ResourceManager.GetSkeletonBoundingBox(skeleton.Data.Name); AnimationState = new AnimationState(new AnimationStateData(skeleton.Data)); RenderShadow = true; }
public IEnumerator Idle(float duration) { yield return(new WaitForSeconds(duration)); spineAnimationState = skeletonAnimation.AnimationState; spineAnimationState.SetAnimation(0, "idle", false); yield break; }
//[SpineAttachment(dataField: "DataAsset")] //public string attachment; private void Start() { skeletonAnimation = GetComponent <SkeletonAnimation>(); spineAnimationState = skeletonAnimation.AnimationState; skeleton = skeletonAnimation.Skeleton; // thisSlotBaseData = skeleton.FindSlot(slot).Bone.Data; }
public WaitForSpineEvent NowWaitFor(Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribeAfterFiring = true) { ((IEnumerator)this).Reset(); Clear(state); Subscribe(state, eventDataReference, unsubscribeAfterFiring); return(this); }
private void OnStarAnimationComplete(Spine.AnimationState state, int trackIndex, int loopCount) { if (this.OnStarAnimationEnd != null) { this.OnStarAnimationEnd(); this.OnStarAnimationEnd = null; } }
public SpineSkeleton(string atlasName, string skeletonName, Rectangle originAndScale) { skeleton = CreateSkeleton(atlasName, skeletonName); skeleton.SetBonesToSetupPose(); stateData = new AnimationStateData(skeleton.Data); state = new AnimationState(stateData); LastOriginAndScale = OriginAndScale = originAndScale; OnDraw<SpineRenderer>(); }
public override void Reset () { base.Reset(); if (!valid) return; state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData()); if (_animationName != null && _animationName.Length > 0) { state.SetAnimation(0, _animationName, loop); Update(0); } }
/* */ private void Initialize() { mesh = new Mesh(); GetComponent<MeshFilter>().mesh = mesh; mesh.name = "tk2dSkeleton Mesh"; mesh.hideFlags = HideFlags.HideAndDontSave; state = new Spine.AnimationState(skeletonDataAsset.GetAnimationStateData()); skeleton = new Skeleton(skeletonDataAsset.GetSkeletonData()); }
void Subscribe (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribe) { if (state == null || eventDataReference == null) { m_WasFired = true; } else { m_AnimationState = state; m_TargetEvent = eventDataReference; state.Event += HandleAnimationStateEvent; m_unsubscribeAfterFiring = unsubscribe; } }
void SubscribeByName (Spine.AnimationState state, string eventName, bool unsubscribe) { if (state == null || string.IsNullOrEmpty(eventName)) { m_WasFired = true; } else { m_AnimationState = state; m_EventName = eventName; state.Event += HandleAnimationStateEventByName; m_unsubscribeAfterFiring = unsubscribe; } }
/* */ private void Clear() { GetComponent<MeshFilter>().mesh = null; DestroyImmediate(mesh); mesh = null; renderer.sharedMaterial = null; skeleton = null; state = null; }
public void SetAnimationStateData (AnimationStateData stateData ) { if (stateData!=null) OwnsAnimationStateData = false; State = new AnimationState(stateData); State.Event += OnEvent; State.Start += OnStart; State.Complete += OnComplete; State.End += OnEnd; }
void Start() { clock = GetComponent<SkeletonAnimation>(); clockState = clock.state; clockState.TimeScale = 1.0f; clockState.SetAnimation(0, "loop", true); armLong = clock.skeleton.FindBone ("arm-long"); armShort = clock.skeleton.FindBone ("arm-short"); needle = clock.skeleton.FindBone ("needle"); Debug.Log (armLong); Debug.Log (armShort); Debug.Log (needle); }
public SpinePlayer(string atlasPath, string jsonPath) { Name = jsonPath; _skeletonRenderer = new SkeletonRenderer(Render.Device); var atlas = new Atlas(atlasPath, new XnaTextureLoader(Render.Device)); var json = new SkeletonJson(atlas); Skeleton = new Skeleton(json.ReadSkeletonData(jsonPath)); Skeleton.SetSlotsToSetupPose(); // Without this the skin attachments won't be attached. See SetSkin. var stateData = new AnimationStateData(Skeleton.Data); State = new AnimationState(stateData); IsVisible = true; }
protected override void LoadContent() { Effect spriteBatchEffect = Content.Load<Effect>("SpriteBatchEffect"); spriteBatch = new SpriteBatchEx(GraphicsDevice, spriteBatchEffect); Bone.yDown = true; skeletonData = Content.Load<SkeletonData>("spineboy/spineboy"); skeleton = new Skeleton(skeletonData); skeleton.SetSlotsToSetupPose(); AnimationStateData stateData = new AnimationStateData(skeleton.Data); animationState = new AnimationState(stateData); animationState.SetAnimation(0, "walk", true); skeleton.UpdateWorldTransform(); }
public Avatar(string AnimationFile) { SkeletonRenderer = new SkeletonRenderer(Vector3.UnitY, Vector3.UnitZ); String name = AnimationFile; Atlas atlas = new Atlas(name + ".atlas", new OpenTKTextureLoader()); SkeletonJson json = new SkeletonJson(atlas); Skeleton = new Skeleton(json.ReadSkeletonData(name + ".json")); Skeleton.SetSlotsToSetupPose(); // Define mixing between animations. StateData = new AnimationStateData(Skeleton.Data); State = new AnimationState(StateData); Skeleton.X = 0; Skeleton.Y = 0; Skeleton.UpdateWorldTransform(); }
void Subscribe (Spine.AnimationState state, Spine.EventData eventDataReference, bool unsubscribe) { #if PREUNITY_5_3 Debug.LogWarning("Unity 5.3 or later is required for Spine Unity custom yield instructions to function correctly."); #endif if (state == null) { Debug.LogWarning("AnimationState argument was null. Coroutine will continue immediately."); m_WasFired = true; return; } else if (eventDataReference == null) { Debug.LogWarning("eventDataReference argument was null. Coroutine will continue immediately."); m_WasFired = true; return; } m_AnimationState = state; m_TargetEvent = eventDataReference; state.Event += HandleAnimationStateEvent; m_unsubscribeAfterFiring = unsubscribe; }
internal void OnEnd(AnimationState state, int index) { if (End != null) End(state, new StartEndArgs(index)); }
internal void OnComplete(AnimationState state, int index, int loopCount) { if (Complete != null) Complete(state, new CompleteArgs(index, loopCount)); }
protected override void LoadContent() { skeletonRenderer = new SkeletonRenderer(GraphicsDevice); String name = "spineboy"; // "goblins"; Atlas atlas = new Atlas("data/" + name + ".atlas", new XnaTextureLoader(GraphicsDevice)); SkeletonJson json = new SkeletonJson(atlas); skeleton = new Skeleton(json.ReadSkeletonData("data/" + name + ".json")); if (name == "goblins") skeleton.SetSkin("goblingirl"); skeleton.SetSlotsToSetupPose(); // Without this the skin attachments won't be attached. See SetSkin. // Define mixing between animations. AnimationStateData stateData = new AnimationStateData(skeleton.Data); if (name == "spineboy") { stateData.SetMix("walk", "jump", 0.2f); stateData.SetMix("jump", "walk", 0.4f); } state = new AnimationState(stateData); if (true) { // Event handling for all animations. state.Start += new EventHandler(Start); state.End += new EventHandler(End); state.Complete += new EventHandler<CompleteArgs>(Complete); state.Event += new EventHandler<EventTriggeredArgs>(Event); state.SetAnimation("drawOrder", true); } else { state.SetAnimation("walk", false); QueueEntry entry = state.AddAnimation("jump", false); entry.End += new EventHandler(End); // Event handling for queued animations. state.AddAnimation("walk", true); } skeleton.X = 320; skeleton.Y = 440; skeleton.UpdateWorldTransform(); headSlot = skeleton.FindSlot("head"); }
internal void OnEvent (AnimationState state, int index, Event e) { if (Event != null) Event(state, index, e); }
internal void OnStart (AnimationState state, int index) { if (Start != null) Start(state, index); }
public void setAnimationStateData(AnimationStateData stateData ) { //NSAssert(stateData, @"stateData cannot be null."); if (stateData!=null) _ownsAnimationStateData = false; _state = new AnimationState(stateData); _state.Event += state_Event; _state.Start += state_Start; _state.Complete += state_Complete; _state.End += state_End; }
void state_Start(AnimationState state, int trackIndex) { if (Start != null) Start(state, trackIndex); }
void state_Event(AnimationState state, int trackIndex, Event e) { if (Event != null) Event(state, trackIndex, e); }
void state_End(AnimationState state, int trackIndex) { if (End != null) End(state, trackIndex); }
private void state_Complete(AnimationState state, int trackIndex, int loopCount) { //spAnimationState_clearTrack if (Complete != null) Complete(state, trackIndex, loopCount); }
internal void OnEvent(AnimationState state, int index, Event e) { if (Event != null) Event(state, new EventTriggeredArgs(index, e)); }
internal void OnStart(AnimationState state, int index) { if (Start != null) Start(state, new StartEndArgs(index)); }
internal void OnEnd (AnimationState state, int index) { if (End != null) End(state, index); }