To achieve the desired effect of switching between two animations (idle and sleeping) with different graphics being turned on and off, you can use skins and skin placeholders in Spine. Here’s a step-by-step guide on how to set this up:
Create Skins:
- Create two skins, one for each animation state (e.g.,
IdleSkin
and SleepingSkin
).
- Assign the appropriate attachments to each skin. For example,
IdleSkin
will have Hand
, Hand2
, and Dewey_arm
, while SleepingSkin
will have Mouth
and Dewey_arm_zzz
.
Set Up Skin Placeholders:
- Use skin placeholders to manage the visibility of attachments. This allows you to switch between different sets of attachments without affecting the animations.
- Place the attachments for each state in their respective skin placeholders.
Key Skin Visibility:
- In your animations, key the visibility of the skin placeholders. For the idle animation, ensure that the placeholders for
Hand
, Hand2
, and Dewey_arm
are visible, and for the sleeping animation, ensure that Mouth
and Dewey_arm_zzz
are visible.
Switch Skins at Runtime:
- At runtime, switch between the skins using your game logic. When the character transitions from idle to sleeping, change the skin from
IdleSkin
to SleepingSkin
.
Here’s an example of how you might set this up in code:
// Assuming you have a reference to your skeleton animation component
SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
// Set the skin to IdleSkin
skeletonAnimation.Skeleton.SetSkin("IdleSkin");
skeletonAnimation.Skeleton.SetToSetupPose();
skeletonAnimation.AnimationState.SetAnimation(0, "idle", true);
// Later, when switching to the sleeping animation
skeletonAnimation.Skeleton.SetSkin("SleepingSkin");
skeletonAnimation.Skeleton.SetToSetupPose();
skeletonAnimation.AnimationState.SetAnimation(0, "sleeping", true);
By using skins and skin placeholders, you can easily manage the visibility of different attachments for each animation state without needing to create multiple root bones or complex setups.
For more detailed information on skins, you can refer to the Spine User Guide on Skins.