CapersProject/Assets/02.Scripts/Character/SpineController.cs
Nam Tae Gun c2f8f02328 버그 및 로직 수정
+ GameManager CurrentCombatPlayer 버그 및 로직 수정
+ 타이탄 슬라임 스프라이트 변경
+ Tycoon action 추가
+ JumpSlam 스프라이트 형식으로 변경
+ Npc 레이어 추가
2024-06-08 02:31:08 +09:00

80 lines
2.2 KiB
C#

using Sirenix.OdinInspector;
using Spine.Unity;
using UnityEngine;
using AnimationState = Spine.AnimationState;
namespace BlueWater.Players
{
public class SpineController : MonoBehaviour
{
// Variables
#region Variables
// Components
[SerializeField]
private SkeletonAnimation _skeletonAnimation;
private AnimationState _animationState;
// Variables
[SerializeField]
private string _initialSkinName;
#endregion
// Unity events
#region Unity events
private void Awake()
{
InitializeComponents();
}
#endregion
// Initialize methods
#region Initialize methods
[Button("셋팅 초기화")]
public virtual void InitializeComponents()
{
_skeletonAnimation = transform.GetComponentInChildren<SkeletonAnimation>();
_animationState = _skeletonAnimation.AnimationState;
SetSkin(_initialSkinName);
}
#endregion
// Methods
#region Methods
public void PlayAnimation(string animationName, bool isLoopActive, float speed = 1f)
{
if (!_skeletonAnimation && _animationState == null) return;
if (string.IsNullOrEmpty(animationName))
{
Debug.LogError($"{animationName}의 애니메이션은 존재하지 않습니다.");
return;
}
_animationState.TimeScale = speed;
_animationState.SetAnimation(0, animationName, isLoopActive);
}
public void SetSkin(string skinName)
{
if (_skeletonAnimation == null && _animationState == null) return;
if (string.IsNullOrEmpty(skinName))
{
Debug.LogError($"{skinName}의 스킨 이름은 존재하지 않습니다.");
return;
}
_skeletonAnimation.Skeleton.SetSkin(skinName);
_skeletonAnimation.Skeleton.SetSlotsToSetupPose();
_animationState.Apply(_skeletonAnimation.Skeleton);
}
#endregion
}
}