Tweening characters as they appear in the scene

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AoF
Posts: 241
Joined: Sun May 12, 2019 8:36 pm

Re: Tweening characters as they appear in the scene

Post by AoF »

Tony Li wrote: Sun May 26, 2019 2:17 pm SpineAnimation(animationName, [trackIndex], [loop], [subject])

Parameters:
  • 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.
Examples:

Code: Select all

SpineAnimation(wave);
SpineAnimation(bow,0,false,listener)@1
This example loops the "wave" animation on the speaker. At the 1-second mark, it plays the bow animation one time on the listener.
May I suggest that you make the subject the second parameter like you do in the Animation sequencers?
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Tony Li
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Re: Tweening characters as they appear in the scene

Post by Tony Li »

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.
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Tony Li
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Re: Tweening characters as they appear in the scene

Post by Tony Li »

Here's the latest package with the change to SpineAnimation():

DS_Spine_Support_2019-05-27.unitypackage
AoF
Posts: 241
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Re: Tweening characters as they appear in the scene

Post by AoF »

Cool, thanks a lot :)
AoF
Posts: 241
Joined: Sun May 12, 2019 8:36 pm

Re: Tweening characters as they appear in the scene

Post by AoF »

I can live with this, but I thought you would care:

Code: Select all

if (DialogueDebug.logInfo) Debug.LogWarning("Dialogue System: Sequencer: SpineAnimation(" + GetParameters() + ")", subject);
I think that's a typo and you didn't mean to say LogWarning() but Log() instead.
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Tony Li
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Re: Tweening characters as they appear in the scene

Post by Tony Li »

Thanks for catching that. I'll fix it for the next version release.
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