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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:

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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:

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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.