C# 클래스 Spine.Unity.SkeletonAnimation

상속: SkeletonRenderer, ISkeletonAnimation
파일 보기 프로젝트 열기: EsotericSoftware/spine-runtimes 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
loop bool
state Spine.AnimationState
timeScale float

공개 메소드들

메소드 설명
AddToGameObject ( GameObject gameObject, SkeletonDataAsset skeletonDataAsset ) : SkeletonAnimation

Adds and prepares a SkeletonAnimation component to a GameObject at runtime.

Initialize ( bool overwrite ) : void
NewSkeletonAnimationGameObject ( SkeletonDataAsset skeletonDataAsset ) : SkeletonAnimation

Instantiates a new UnityEngine.GameObject and adds a prepared SkeletonAnimation component to it.

Update ( ) : void
Update ( float deltaTime ) : void

보호된 메소드들

메소드 설명
ClearState ( ) : void

메소드 상세

AddToGameObject() 공개 정적인 메소드

Adds and prepares a SkeletonAnimation component to a GameObject at runtime.
public static AddToGameObject ( GameObject gameObject, SkeletonDataAsset skeletonDataAsset ) : SkeletonAnimation
gameObject UnityEngine.GameObject
skeletonDataAsset SkeletonDataAsset
리턴 SkeletonAnimation

ClearState() 보호된 메소드

protected ClearState ( ) : void
리턴 void

Initialize() 공개 메소드

public Initialize ( bool overwrite ) : void
overwrite bool
리턴 void

NewSkeletonAnimationGameObject() 공개 정적인 메소드

Instantiates a new UnityEngine.GameObject and adds a prepared SkeletonAnimation component to it.
public static NewSkeletonAnimationGameObject ( SkeletonDataAsset skeletonDataAsset ) : SkeletonAnimation
skeletonDataAsset SkeletonDataAsset
리턴 SkeletonAnimation

Update() 공개 메소드

public Update ( ) : void
리턴 void

Update() 공개 메소드

public Update ( float deltaTime ) : void
deltaTime float
리턴 void

프로퍼티 상세

loop 공개적으로 프로퍼티

Whether or not AnimationName should loop. This only applies to the initial animation specified in the inspector, or any subsequent Animations played through .AnimationName. Animations set through state.SetAnimation are unaffected.
public bool loop
리턴 bool

state 공개적으로 프로퍼티

This is the Spine.AnimationState object of this SkeletonAnimation. You can control animations through it. Note that this object, like .skeleton, is not guaranteed to exist in Awake. Do all accesses and caching to it in Start
public Spine.AnimationState state
리턴 Spine.AnimationState

timeScale 공개적으로 프로퍼티

The rate at which animations progress over time. 1 means 100%. 0.5 means 50%.
AnimationState and TrackEntry also have their own timeScale. These are combined multiplicatively.
public float timeScale
리턴 float