Skins may be what you need (at least while you can't define and preview stuff like this in Spine editor yet).
This is unfortunately not super straightforward if you don't understand some parts of the runtime.
In spine-csharp, the Skin
object is actually just a wrapper for a Dictionary that maps "attachment identification" (a slot and attachment name) with an actual attachment object.
This means a Skin does define "helmet", "shield", "boots" and point to actual attachments, which can change through code. So at one point "helmet" can be an bronze helmet, and then later can be an iron helmet just by redefining dictionary entries.
The setup in Spine editor is a bit specific so I'll just give you a sample spine project and Unity code in a bit.
01 Mar 2016 6:24 pm
Actually, I managed to retrieve an older demo. I cleaned it up for readability.
The zip comes with a spine project folder and unitypackage.
The spine project shows how you can put multiple attachments for one logical item into one Skin in Spine editor.
This may be more complexity than you need, but it should at least let you know that you're not restricted to having only one attachment per logical "equip".
Select the "(preview only)" skin to see a preview of the animation.
It uses skin placeholders with preview attachments in them.
The other skins under the skins node define each item. The items are defined by adding attachments to relevant skin placeholders while leaving the other placeholders empty.
The unitypackage has an exported version of the spine project, a sample scene, and sample code.
Most of the code you want is in #region Inspector
and GenerateSkin
.
Open the sample scene and take a look at the script's inspector to see what it does for you.
Then read the script's code to see which attributes were used to show those.
I tried to localize all the things you need to do inside GenerateSkin so it's not hard to understand.