Spine events are generally reliable for triggering actions in your code, even when the FPS drops. The Spine runtime is designed to handle events accurately during animation playback. However, there are a few considerations to ensure the reliability of your events:
Event Registration: Make sure you correctly register your event handlers. For example:
skeletonAnimation.AnimationState.Event += OnSpineEvent;
skeletonAnimation.AnimationState.Complete += OnSpineAnimationComplete;
Event Presence: Ensure that the events are correctly set up in your Spine animations. Missing events in the animation setup can lead to missed triggers.
Performance: While Spine events are reliable, extreme FPS drops can affect the timing of event handling. However, the events should still be fired, albeit with potential delays.
Debugging: Use debugging tools to verify that events are being fired as expected. You can set breakpoints or use Debug.Log
statements to monitor event triggers.
Here is an example of how you can handle events:
using UnityEngine;
using Spine.Unity;
public class HandleEvent : MonoBehaviour
{
SkeletonAnimation skeletonAnimation;
[SpineEvent]
public string damageEventName;
void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>();
skeletonAnimation.AnimationState.Event += OnSpineEvent;
skeletonAnimation.AnimationState.Complete += OnSpineAnimationComplete;
}
private void OnSpineEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
if (e.Data.Name == damageEventName) {
EnemyCharacterDealDamage();
}
}
private void OnSpineAnimationComplete (Spine.TrackEntry trackEntry) {
if (currentAnimation == attack1Animation) {
enemyCharacterIsAttackPlayerNow = false;
}
}
private void EnemyCharacterDealDamage() {
// Your damage logic here
}
}
In summary, while Spine events are reliable, always ensure proper setup and registration. Extreme FPS drops might affect timing but should not prevent events from firing.