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fix: spine english version #2338

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33 changes: 18 additions & 15 deletions docs/en/graphics/2D/spine/editor.md
Original file line number Diff line number Diff line change
Expand Up @@ -105,26 +105,29 @@ The manual add method is similar to the quick add method, but you need to manual

<img src="https://intranetproxy.alipay.com/skylark/lark/0/2024/png/76063/1721269154975-11ceb229-2142-4c6c-9552-0afba11ae924.png#clientId=uf07edf19-371c-4&from=paste&height=476&id=u450ac092&originHeight=1460&originWidth=1048&originalType=binary&ratio=2&rotation=0&showTitle=false&size=276525&status=done&style=shadow&taskId=u1924fec4-712d-4f69-b343-2ab8021cc8e&title=&width=342" width="342" alt="Use add component to add spine animation renderer">

添加了 SpineAnimationRenderer 组件后,同样需要指定组件的 Resource,也就是 SpineAnimationRenderer 组件要渲染的 SpineSkeletonData 资产。
After adding the SpineAnimationRenderer component, you also need to specify the resource of the component, which is the SpineSkeletonData asset that the SpineAnimationRenderer component will render.

### SpineAnimationRenderer 组件配置
以上三种添加 Spine 动画的方法实际上本质其实是相同的,都是通过给实体 `添加 SpineAnimationRenderer 组件` ,来让 Spine 动画添加至场景中的。
### SpineAnimationRenderer Configuration

SpineAnimationRenderer 组件的配置如下:
The three methods of adding Spine animations mentioned above are essentially the same, all achieved by adding the `SpineAnimationRenderer` component to the entity to incorporate Spine animations into the scene.

The configuration of the `SpineAnimationRenderer`` component is as follows:

<img src="https://intranetproxy.alipay.com/skylark/lark/0/2024/png/76063/1721269455151-ceaf0b7e-a00b-4ba4-a109-0cdb08c135f2.png#clientId=uf07edf19-371c-4&from=paste&height=199&id=ucac2f7de&originHeight=398&originWidth=1060&originalType=binary&ratio=2&rotation=0&showTitle=false&size=82934&status=done&style=shadow&taskId=ub50cded7-5559-41de-b104-9db3c4bb4f5&title=&width=530" width="503" alt="Spine animation renderer component config">

通过 SpineAnimationRenderer 组件能够配置 Spine 动画的资产以及默认状态:
Through the `SpineAnimationRenderer` component, you can configure the assets and default state of Spine animations.

- Resource: Resource for Spine animations (SpineSkeletonData asset)
- Animation: Default animation to play
- Loop: Whether the default animation loops
- Skin: Default skin name
- Scale: Default scaling factor
- Priority: Rendering priority


## 4. Exporting the Project

- Resource:Spine 动画的资源 ( SpineSkeletonData 资产 )
- Animation:默认播放的动画名称
- Loop:默认播放的动画是否循环
- Skin:默认的皮肤名称
- Scale:默认的缩放系数
- Priority:渲染优先级
Finally, after completing the scene editor, you can refer to the [project export](/en/docs/assets/build/) process to export the editor project.

## 4. 项目导出
最终,完成场景编辑器后,可以参考[项目导出](/en/docs/assets/build/)流程,导出编辑器项目。

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下一章节:[在代码中使用 Galacean Spine 运行时](/en/docs/graphics/2D/spine/runtime)
Next section: [Using Galacean Spine Runtime in Your Code](/en/docs/graphics/2D/spine/runtime)
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