随笔-Unity中一个简易的Spine动画控制器

        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);
    }
}

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Origin blog.csdn.net/zhangchong5522/article/details/126121339