SkeletonGUIRendererComponent

Provides a function that can draw and control skeleton resources created with Spine in the UI. Only resources made with Spine 4.1 can be used.

# Properties

[{"index":"SyncList AnimationNames","0":"Sets the animation for track 1. Animations play in index order. Adding or removing values to property will make the animation play from the beginning again."}]

[{"index":"Color Color","0":"Sets the color."}]

[{"index":"boolean FlipX","0":"Determines whether to invert based on the X axis."}]

[{"index":"boolean FlipY","0":"Determines whether to invert based on the Y axis."}]

[{"index":"boolean Loop","0":"Set the play status to repeat the animation."}]

[{"index":"float PlayRate","0":"Sets the animation play speed."}]

[{"index":"PreserveSpriteType PreserveMode","0":"Sets how skeleton resource ratio, pivot, size, and so on are managed."}]

[{"index":"boolean RaycastTarget","0":"Becomes the subject of screen touch or mouse clicks if the value is set to true. The UI hidden behind will not receive screen touch and mouse click inputs."}]

[{"index":"string SkeletonRUID","0":"Set the skeleton resource RUID."}]

[{"index":"SyncList SkinNames","0":"Sets the skin."}]

##### inherited from Component:

[{"index":"boolean Enable (Sync)","0":"Checks whether Component is activated or not."}]

[{"index":"boolean EnableInHierarchy (ReadOnly) (HideFromInspector)","0":"Displays whether this Component is Enable in the hierarchy. If Entity Enable is false regardless of Component Enable, returns false."}]

[{"index":"Entity Entity (ReadOnly)","0":"The Entity that owns this component."}]

# Methods

[{"index":"void AddAnimation(SkeletonAnimationClip animationClip) (ClientOnly)","0":"Adds an animation to the track. Track 1 can't be used.Sets the track number, animation name, and misc properties to animationClip.Plays the animation from the start again."}]

[{"index":"void AddEmptyAnimation(SkeletonAnimationClip animationClip) (ClientOnly)","0":"Adds an empty animation to the track. Track 1 can't be used. Sets the track number and misc properties to animationClip.Plays the animation from the start again."}]

[{"index":"void ClearTrack(int32 trackIndex) (ClientOnly)","0":"Empties the track. Track 1 can't be used."}]

[{"index":"SkeletonAnimationClip GetCurrentAnimation(int32 trackIndex) (ClientOnly)","0":"Returns the currently playing animation."}]

[{"index":"void SetAnimation(SkeletonAnimationClip animationClip) (ClientOnly)","0":"Empties a track and adds an animation to it. Sets the track number, animation name, and misc properties to animationClip. Track 1 can't be used."}]

[{"index":"void SetAttachment(string slotName, string attachmentName) (ClientOnly)","0":"Adds an attachment to the slot. If attachmentName is nil, the attachment is removed."}]

[{"index":"void SetEmptyAnimation(SkeletonAnimationClip animationClip) (ClientOnly)","0":"Empties a track and adds an empty animation to it. Sets the track number and misc properties to animationClip. Track 1 can't be used."}]

##### inherited from Component:

[{"index":"boolean IsClient()","0":"Returns whether the current execution environment is a client or not."}]

[{"index":"boolean IsServer()","0":"Returns whether the current execution environment is a server or not."}]

# Events

[{"index":"SkeletonAnimationCompleteEvent","0":"This event occurs when the skeleton animation is done playing. If it is set to play on a loop, the event will trigger each time it's completed."}]

[{"index":"SkeletonAnimationEndEvent","0":"This event occurs when an animation ends while transitioning to another skeleton animation."}]

[{"index":"SkeletonAnimationStartEvent","0":"This event occurs when an animation begins playing while a skeleton animation is being transitioned."}]

[{"index":"SkeletonAnimationTimelineEvent","0":"This event occurs upon detecting an event that was registered to the animation timeline while the skeleton animation is playing."}]