using Spine; using Spine.Unity; public class EventLuckyCardsNPC : EventLuckyNPCBase { public SkeletonGraphic skeletonGraphic; private void Start() { skeletonGraphic.AnimationState.Complete += HandleAnimationComplete; } void HandleAnimationComplete(TrackEntry trackEntry) { skeletonGraphic.AnimationState.SetAnimation(0, "luckycards_npc_idle", true); } override public void PlayIdle() { skeletonGraphic.AnimationState.SetAnimation(0, "luckycards_npc_idle", true); } override public void PlayStart() { skeletonGraphic.AnimationState.SetAnimation(0, "luckycards_npc_start", false); } override public void PlayCelebrate01() { skeletonGraphic.AnimationState.SetAnimation(0, "luckycards_npc_celebrate01", false); } override public void PlayCelebrate02() { skeletonGraphic.AnimationState.SetAnimation(0, "luckycards_npc_celebrate02", false); } }