using Spine; using Spine.Unity; using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class Tree : CombaSystem { private SkeletonAnimation skelet; private Spine.AnimationState animationState; protected override void Awake() { skelet = GetComponent(); animationState = skelet.AnimationState; //动作完成后的回调 animationState.Complete += OnIdle; } private void OnIdle(TrackEntry trackEntry) { TrackEntry entry = skelet.AnimationState.SetAnimation(0, "animation", true); } public override void TakeDamage() { TrackEntry entry = skelet.AnimationState.SetAnimation(0, "hit", false); } }