Last active
August 11, 2020 22:20
-
-
Save pharan/a910e129337b71f57a92 to your computer and use it in GitHub Desktop.
An autoresetting script for Spine-Unity that prevents animations from inheriting changes from previously played animations, by resetting the skeleton back to its setup pose before playing a new animation.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections; | |
public class SkeletonAutoreset : MonoBehaviour { | |
void Start () { | |
var skeletonAnimation = GetComponent<SkeletonAnimation>(); | |
if (skeletonAnimation == null) { | |
Debug.Log("SkeletonAutoreset uses GetComponent and needs to be attached on the same GameObject as the SkeletonAnimation component."); | |
return; | |
} | |
// Skeleton and AnimationState objects are not guaranteed to exist on Awake, so we get them in Start at the earliest. | |
// This still checks for null in case the skeletonAnimation didn't have valid SkeletonData and thus wasn't initialized. | |
var skeleton = skeletonAnimation.skeleton; if (skeleton == null) return; | |
var animationState = skeletonAnimation.state; if (animationState == null) return; | |
// Spine.AnimationState has predefined C# events. | |
// We can subscribe to them and reset the skeleton at key points to mimic the behavior of Spine editor. | |
animationState.Start += delegate { skeleton.SetToSetupPose(); }; | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
The
Start
event doesn't have an Action signature, so it would not be correct to pass it as a handler.You're right about the RequireComponent part.
Though this script is really for demonstration purposes (hence the heavy comments), and is only useful for people who don't use mixing, so I've stopped recommending actually using it as is.