/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, Esoteric Software LLC * * Integration of the Spine Runtimes into software or otherwise creating * derivative works of the Spine Runtimes is permitted under the terms and * conditions of Section 2 of the Spine Editor License Agreement: * http://esotericsoftware.com/spine-editor-license * * Otherwise, it is permitted to integrate the Spine Runtimes into software * or otherwise create derivative works of the Spine Runtimes (collectively, * "Products"), provided that each user of the Products must obtain their own * Spine Editor license and redistribution of the Products in any form must * include this license and copyright notice. * * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ using UnityEngine; using System.Collections; using Spine.Unity; namespace Spine.Unity.Examples { public class Raptor : MonoBehaviour { #region Inspector public AnimationReferenceAsset walk; public AnimationReferenceAsset gungrab; public AnimationReferenceAsset gunkeep; #endregion SkeletonAnimation skeletonAnimation; void Start () { skeletonAnimation = GetComponent(); StartCoroutine(GunGrabRoutine()); } IEnumerator GunGrabRoutine () { // Play the walk animation on track 0. skeletonAnimation.AnimationState.SetAnimation(0, walk, true); // Repeatedly play the gungrab and gunkeep animation on track 1. while (true) { yield return new WaitForSeconds(Random.Range(0.5f, 3f)); skeletonAnimation.AnimationState.SetAnimation(1, gungrab, false); yield return new WaitForSeconds(Random.Range(0.5f, 3f)); skeletonAnimation.AnimationState.SetAnimation(1, gunkeep, false); } } } }