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Re: Tweening characters as they appear in the scene
Posted: Mon May 27, 2019 7:06 pm
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?
Re: Tweening characters as they appear in the scene
Posted: Mon May 27, 2019 7:21 pm
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.
Re: Tweening characters as they appear in the scene
Posted: Mon May 27, 2019 7:58 pm
by Tony Li
Here's the latest package with the change to SpineAnimation():
DS_Spine_Support_2019-05-27.unitypackage
Re: Tweening characters as they appear in the scene
Posted: Mon May 27, 2019 7:59 pm
by AoF
Cool, thanks a lot
Re: Tweening characters as they appear in the scene
Posted: Mon May 27, 2019 10:06 pm
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.
Re: Tweening characters as they appear in the scene
Posted: Mon May 27, 2019 10:26 pm
by Tony Li
Thanks for catching that. I'll fix it for the next version release.