Thanks for your inputs Harald and Nate! I'm working on the same project with Arman and figured I'd elaborate a little on how we solved the wind cascading issue (the original question), for those who might come across a similar problem. I also just felt like it was a generally interesting solution to share.
We've created a prefab in Unity called WindTriggerParent, and it has two children. The parent game object has a movement script attached (explained below) and the WindTrigger child object has a box collider (set to trigger) and a WindTrigger script (also explained below). We attached a sprite render component to it as well just so we could visualize its movement for testing. The other child object - Destination - is just a transform position. It's just meant to mark the end point of our collider's movement.
The idea is that the collider will spawn in a certain spot (we can move it around in the editor like any other game object), then it moves toward the destination point. We are able to customize the collider's speed, easing, number of loops and type of looping.
Here's a breakdown of our WindTriggerMovement.cs script, placed on the WindTriggerParent game object:
We use DOTween to move the collider, which has lots of useful features (such as the LoopType and Ease functions). There's a free version on the unity asset store: https://assetstore.unity.com/packages/tools/animation/dotween-hotween-v2-27676?aid=1100l355n&gclid=Cj0KCQjwsvrpBRCsARIsAKBR_0KHHj_nCRwBjyr6As95xvRePHgBzm0Wr2c2Mvk0pAP9rRyuLl7KUloaAlusEALw_wcB&utm_source=aff
Here's a screenshot of the child game object WindTrigger:
And here's the WindTrigger script that's attached to that game object:
At this point, our trigger and collider are set up and working as intended, but now we need to do some work on the Spine assets in order to get them to interact with our collider.
For this, we've created a SpineProp.cs script. Here's the inspector's item list for additional reference:
And finally, here's the SpineProp.cs script. This file has some code in it that isn't required to have this running, which I tried to outline in the previous image.
Here's the resulting effect: