SpinePro中添加事件帧
首先 选中右上角的层级树 然后选择事件选项
最后在右下角看到 新建 点击它 新建一个事件
点击左上角的设置按钮 弹出编辑窗口
编辑窗口
在右上角 动画栏 可以切换对应的动画
点坐边的那个小灰点来切换 亮点代表当前动画
选中帧
添加事件 点击对应事件的🔑图标 在当前帧添加事件
添加成功后 点击左下角播放按钮 可以看到 人物身边有对应事件的文本弹出 表示添加成功
Unity监听Spine帧事件
面板上添加
可以一个事件 添加多个监听
代码中动态添加
一个事件可以添加多个监听
源码
using System.Collections.Generic;
using UnityEngine;
using Spine.Unity;
using Spine;
using System;
using UnityEngine.Events;public class SpineEventHelper : MonoBehaviour
{[Serializable]public class SpineFrameKey{[SpineEvent] public string key;public UnityEvent handler;}[SerializeField] private List<SpineFrameKey> handlers;private Dictionary<string, UnityEvent> keyFrameEventDict = new Dictionary<string, UnityEvent>( );public const string START_EVENT = "START_EVENT", END_EVENT = "END_EVENT";private SkeletonAnimation skeletonAnimation;private void Start( ){Bind( );}private void Bind( ){skeletonAnimation = GetComponent<SkeletonAnimation>( );if ( skeletonAnimation == null ) return;skeletonAnimation.AnimationState.Event += HandleEvent;skeletonAnimation.AnimationState.Start += delegate ( TrackEntry trackEntry ){if ( keyFrameEventDict.TryGetValue( START_EVENT, out UnityEvent @event ) ){@event.Invoke( );}};skeletonAnimation.AnimationState.End += delegate{if ( keyFrameEventDict.TryGetValue( END_EVENT, out UnityEvent @event ) ){@event.Invoke( );}};foreach ( var handler in handlers ){keyFrameEventDict[ handler.key ] = handler.handler;}}/// <summary>/// 添加自定义的帧事件/// </summary>/// <param name="key"> 帧名称 </param>/// <param name="handler"> 处理的方法 </param>public void AddCustomEventHandler( string key, UnityAction handler ){if ( keyFrameEventDict.TryGetValue( key, out UnityEvent ev ) ){ev.AddListener( handler );}else{var ue = new UnityEvent( );ue.AddListener( handler );keyFrameEventDict.Add( key, ue );}}/// 移除自定义的帧事件/// </summary>/// <param name="key"> 指定帧名称 </param>/// <param name="handler"> 处理的方法 如果忽略则移除key的所有帧事件 </param>public void RemoveCustomEventHandler( string key, UnityAction handler = null ){if ( keyFrameEventDict.TryGetValue( key, out UnityEvent ev ) ){if ( handler == null ){ev.RemoveAllListeners( );}else{ev.RemoveListener( handler );}}}/// <summary>/// 添加动画开始事件/// </summary>/// <param name="handler"> 开始处理事件的方法 </param>public void AddStartEventHandler( UnityAction handler ){if ( keyFrameEventDict.TryGetValue( START_EVENT, out UnityEvent ev ) ){ev.AddListener( handler );}else{var ue = new UnityEvent( );ue.AddListener( handler );keyFrameEventDict.Add( START_EVENT, ue );}}/// <summary>/// 移除开始帧事件/// </summary>/// <param name="handler"></param>public void RemoveStartEventHandler( UnityAction handler ){if ( keyFrameEventDict.TryGetValue( START_EVENT, out UnityEvent ev ) ){ev.RemoveListener( handler );}}/// <summary>/// 添加结束帧事件/// </summary>/// <param name="handler"></param>public void AddEndEventHandler( UnityAction handler ){if ( keyFrameEventDict.TryGetValue( END_EVENT, out UnityEvent ev ) ){ev.AddListener( handler );}else{var ue = new UnityEvent( );ue.AddListener( handler );keyFrameEventDict.Add( END_EVENT, ue );}}/// <summary>/// 移除结束帧事件/// </summary>/// <param name="handler"></param>public void RemoveEndEventHandler( UnityAction handler ){if ( keyFrameEventDict.TryGetValue( END_EVENT, out UnityEvent ev ) ){ev.RemoveListener( handler );}}private void HandleEvent( TrackEntry trackEntry, Spine.Event e ){if ( keyFrameEventDict.TryGetValue( e.Data.Name, out UnityEvent @event ) ){@event.Invoke( );}}/// <summary>/// 清理所有帧事件 /// </summary>public void Clear( ){keyFrameEventDict.Clear( );}private void OnDestroy( ){Clear( ); }
}