May I suggest that you make the subject the second parameter like you do in the Animation sequencers?Tony Li wrote: ↑Sun May 26, 2019 2:17 pm SpineAnimation(animationName, [trackIndex], [loop], [subject])
Parameters:Examples:
- animationName: Name of an animation asset in the subject's SpineSequencerReferences component.
- trackIndex: (Optional) Track index to use. Default: 0.
- loop: (Optional) Loop or not. Default: true.
- subject: (Optional) Spine GameObject with a SpineSequencerReferences component. Default: speaker.
This example loops the "wave" animation on the speaker. At the 1-second mark, it plays the bow animation one time on the listener.Code: Select all
SpineAnimation(wave); SpineAnimation(bow,0,false,listener)@1
Tweening characters as they appear in the scene
Re: Tweening characters as they appear in the scene
Re: Tweening characters as they appear in the scene
You got it. Since you're the one using Spine right now, if you think that's more intuitive or useful then I'll go with it.
Re: Tweening characters as they appear in the scene
Here's the latest package with the change to SpineAnimation():
DS_Spine_Support_2019-05-27.unitypackage
DS_Spine_Support_2019-05-27.unitypackage
Re: Tweening characters as they appear in the scene
Cool, thanks a lot
Re: Tweening characters as they appear in the scene
I can live with this, but I thought you would care:
I think that's a typo and you didn't mean to say LogWarning() but Log() instead.
Code: Select all
if (DialogueDebug.logInfo) Debug.LogWarning("Dialogue System: Sequencer: SpineAnimation(" + GetParameters() + ")", subject);
Re: Tweening characters as they appear in the scene
Thanks for catching that. I'll fix it for the next version release.