我们在Unity中使用Spine动画时,调整一个属性可能调用的是不同类,可能简简单单启动一个动画需要写很多个函数,于是我这边对Spine的动画控制做了一个简易的封装,在目前来说使用还是很方便的,也并不难。如果需要什么其他功能也可以随时添加。废话不多说,直接上代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine.Unity;
using System;
using static Spine.AnimationState;
public class SpineAnimCtrl : MonoBehaviour
{
/// <summary>
/// 播放Spine动画
/// </summary>
/// <param name="spine"></param>
/// <param name="trackIndex"></param>
/// <param name="animName"></param>
/// <param name="loop"></param>
/// <param name="skinName"></param>
/// <param name="callBack"></param>
public static void PlayAnim(SkeletonAnimation spine, int trackIndex, string animName, bool loop, string skinName = "", Action callBack = null)
{
Spine.Skeleton skeleton = spine.skeleton;
Spine.AnimationState state = spine.AnimationState;
if (spine != null)
{
if (!string.IsNullOrEmpty(skinName))
skeleton.SetSkin(skinName);
state.SetAnimation(trackIndex, animName, loop);
}
TrackEntryDelegate animCallBack = null;
animCallBack = delegate
{
if (callBack != null)
{
callBack.Invoke();
}
state.Complete -= animCallBack;
animCallBack = null;
};
state.Complete += animCallBack;
}
/// <summary>
/// 播放Spine动画(UI)
/// </summary>
/// <param name="spine"></param>
/// <param name="trackIndex"></param>
/// <param name="animName"></param>
/// <param name="loop"></param>
/// <param name="skinName"></param>
/// <param name="callBack"></param>
public static void PlayAnim(SkeletonGraphic spine, int trackIndex, string animName, bool loop, string skinName = "", Action callBack = null)
{
Spine.Skeleton skeleton = spine.Skeleton;
Spine.AnimationState state = spine.AnimationState;
if (spine != null)
{
if (!string.IsNullOrEmpty(skinName))
skeleton.SetSkin(skinName);
state.SetAnimation(trackIndex, animName, loop);
}
TrackEntryDelegate animCallBack = null;
animCallBack = delegate
{
if (callBack != null)
{
callBack.Invoke();
}
state.Complete -= animCallBack;
animCallBack = null;
};
state.Complete += animCallBack;
}
/// <summary>
/// 停止Spine动画
/// </summary>
/// <param name="spine"></param>
/// <param name="trackIndex"></param>
/// <param name="mixDuration"></param>
public static void StopAnim(SkeletonAnimation spine, int trackIndex, float mixDuration)
{
Spine.AnimationState state = spine.AnimationState;
state.SetEmptyAnimation(trackIndex, mixDuration);
}
/// <summary>
/// 停止Spine动画(UI)
/// </summary>
/// <param name="spine"></param>
/// <param name="trackIndex"></param>
/// <param name="mixDuration"></param>
public static void StopAnim(SkeletonGraphic spine, int trackIndex, float mixDuration)
{
Spine.AnimationState state = spine.AnimationState;
state.SetEmptyAnimation(trackIndex, mixDuration);
}
}