1
This commit is contained in:
@@ -1,109 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
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||||
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using UnityEngine;
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using System.Collections;
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using Spine.Unity;
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||||
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namespace Spine.Unity.Examples {
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||||
public class SpineBeginnerTwo : MonoBehaviour {
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#region Inspector
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// [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation.
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[SpineAnimation]
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public string runAnimationName;
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[SpineAnimation]
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public string idleAnimationName;
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[SpineAnimation]
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||||
public string walkAnimationName;
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||||
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||||
[SpineAnimation]
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||||
public string shootAnimationName;
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||||
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||||
[Header("Transitions")]
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||||
[SpineAnimation]
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||||
public string idleTurnAnimationName;
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||||
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||||
[SpineAnimation]
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||||
public string runToIdleAnimationName;
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||||
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public float runWalkDuration = 1.5f;
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||||
#endregion
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||||
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||||
SkeletonAnimation skeletonAnimation;
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||||
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// Spine.AnimationState and Spine.Skeleton are not Unity-serialized objects. You will not see them as fields in the inspector.
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||||
public Spine.AnimationState spineAnimationState;
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||||
public Spine.Skeleton skeleton;
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||||
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||||
void Start () {
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// Make sure you get these AnimationState and Skeleton references in Start or Later.
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// Getting and using them in Awake is not guaranteed by default execution order.
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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spineAnimationState = skeletonAnimation.AnimationState;
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skeleton = skeletonAnimation.Skeleton;
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StartCoroutine(DoDemoRoutine());
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}
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||||
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||||
/// This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.
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||||
IEnumerator DoDemoRoutine () {
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while (true) {
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||||
// SetAnimation is the basic way to set an animation.
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// SetAnimation sets the animation and starts playing it from the beginning.
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// Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.
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||||
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spineAnimationState.SetAnimation(0, walkAnimationName, true);
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yield return new WaitForSeconds(runWalkDuration);
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spineAnimationState.SetAnimation(0, runAnimationName, true);
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yield return new WaitForSeconds(runWalkDuration);
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// AddAnimation queues up an animation to play after the previous one ends.
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spineAnimationState.SetAnimation(0, runToIdleAnimationName, false);
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spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
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yield return new WaitForSeconds(1f);
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skeleton.ScaleX = -1; // skeleton allows you to flip the skeleton.
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spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
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spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
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yield return new WaitForSeconds(0.5f);
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skeleton.ScaleX = 1;
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spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
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spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
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yield return new WaitForSeconds(0.5f);
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||||
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||||
}
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||||
}
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||||
|
||||
}
|
||||
|
||||
}
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||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a57fe3aaf2b1f964182d90c5546754d1
|
||||
timeCreated: 1452593662
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,51 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using Spine.Unity;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineBlinkPlayer : MonoBehaviour {
|
||||
const int BlinkTrack = 1;
|
||||
|
||||
public AnimationReferenceAsset blinkAnimation;
|
||||
public float minimumDelay = 0.15f;
|
||||
public float maximumDelay = 3f;
|
||||
|
||||
IEnumerator Start () {
|
||||
var skeletonAnimation = GetComponent<SkeletonAnimation>(); if (skeletonAnimation == null) yield break;
|
||||
while (true) {
|
||||
skeletonAnimation.AnimationState.SetAnimation(SpineBlinkPlayer.BlinkTrack, blinkAnimation, false);
|
||||
yield return new WaitForSeconds(Random.Range(minimumDelay, maximumDelay));
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
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guid: 5a5ef44bf3e0d864794c0da71c84363d
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timeCreated: 1455509353
|
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licenseType: Free
|
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,68 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyBeginnerInput : MonoBehaviour {
|
||||
#region Inspector
|
||||
public string horizontalAxis = "Horizontal";
|
||||
public string attackButton = "Fire1";
|
||||
public string aimButton = "Fire2";
|
||||
public string jumpButton = "Jump";
|
||||
|
||||
public SpineboyBeginnerModel model;
|
||||
|
||||
void OnValidate () {
|
||||
if (model == null)
|
||||
model = GetComponent<SpineboyBeginnerModel>();
|
||||
}
|
||||
#endregion
|
||||
|
||||
void Update () {
|
||||
if (model == null) return;
|
||||
|
||||
float currentHorizontal = Input.GetAxisRaw(horizontalAxis);
|
||||
model.TryMove(currentHorizontal);
|
||||
|
||||
if (Input.GetButton(attackButton))
|
||||
model.TryShoot();
|
||||
|
||||
if (Input.GetButtonDown(aimButton))
|
||||
model.StartAim();
|
||||
if (Input.GetButtonUp(aimButton))
|
||||
model.StopAim();
|
||||
|
||||
if (Input.GetButtonDown(jumpButton))
|
||||
model.TryJump();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
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guid: 8f685123e0610c347a7b2c03c8a19535
|
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timeCreated: 1452595430
|
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licenseType: Free
|
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,124 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
[SelectionBase]
|
||||
public class SpineboyBeginnerModel : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[Header("Current State")]
|
||||
public SpineBeginnerBodyState state;
|
||||
public bool facingLeft;
|
||||
[Range(-1f, 1f)]
|
||||
public float currentSpeed;
|
||||
|
||||
[Header("Balance")]
|
||||
public float shootInterval = 0.12f;
|
||||
#endregion
|
||||
|
||||
float lastShootTime;
|
||||
public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.
|
||||
public event System.Action StartAimEvent; // Lets other scripts know when Spineboy is aiming.
|
||||
public event System.Action StopAimEvent; // Lets other scripts know when Spineboy is no longer aiming.
|
||||
|
||||
#region API
|
||||
public void TryJump () {
|
||||
StartCoroutine(JumpRoutine());
|
||||
}
|
||||
|
||||
public void TryShoot () {
|
||||
float currentTime = Time.time;
|
||||
|
||||
if (currentTime - lastShootTime > shootInterval) {
|
||||
lastShootTime = currentTime;
|
||||
if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
|
||||
}
|
||||
}
|
||||
|
||||
public void StartAim () {
|
||||
if (StartAimEvent != null) StartAimEvent(); // Fire the "StartAimEvent" event.
|
||||
}
|
||||
|
||||
public void StopAim () {
|
||||
if (StopAimEvent != null) StopAimEvent(); // Fire the "StopAimEvent" event.
|
||||
}
|
||||
|
||||
public void TryMove (float speed) {
|
||||
currentSpeed = speed; // show the "speed" in the Inspector.
|
||||
|
||||
if (speed != 0) {
|
||||
bool speedIsNegative = (speed < 0f);
|
||||
facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
|
||||
}
|
||||
|
||||
if (state != SpineBeginnerBodyState.Jumping) {
|
||||
state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
|
||||
}
|
||||
|
||||
}
|
||||
#endregion
|
||||
|
||||
IEnumerator JumpRoutine () {
|
||||
if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
|
||||
|
||||
state = SpineBeginnerBodyState.Jumping;
|
||||
|
||||
// Fake jumping.
|
||||
{
|
||||
var pos = transform.localPosition;
|
||||
const float jumpTime = 1.2f;
|
||||
const float half = jumpTime * 0.5f;
|
||||
const float jumpPower = 20f;
|
||||
for (float t = 0; t < half; t += Time.deltaTime) {
|
||||
float d = jumpPower * (half - t);
|
||||
transform.Translate((d * Time.deltaTime) * Vector3.up);
|
||||
yield return null;
|
||||
}
|
||||
for (float t = 0; t < half; t += Time.deltaTime) {
|
||||
float d = jumpPower * t;
|
||||
transform.Translate((d * Time.deltaTime) * Vector3.down);
|
||||
yield return null;
|
||||
}
|
||||
transform.localPosition = pos;
|
||||
}
|
||||
|
||||
state = SpineBeginnerBodyState.Idle;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public enum SpineBeginnerBodyState {
|
||||
Idle,
|
||||
Running,
|
||||
Jumping
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
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guid: f999dde27e9711a45b0ee1b0d25217ec
|
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timeCreated: 1452594812
|
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licenseType: Free
|
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MonoImporter:
|
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serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,170 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using Spine.Unity;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyBeginnerView : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[Header("Components")]
|
||||
public SpineboyBeginnerModel model;
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
|
||||
public AnimationReferenceAsset run, idle, aim, shoot, jump;
|
||||
public EventDataReferenceAsset footstepEvent;
|
||||
|
||||
[Header("Audio")]
|
||||
public float footstepPitchOffset = 0.2f;
|
||||
public float gunsoundPitchOffset = 0.13f;
|
||||
public AudioSource footstepSource, gunSource, jumpSource;
|
||||
|
||||
[Header("Effects")]
|
||||
public ParticleSystem gunParticles;
|
||||
#endregion
|
||||
|
||||
SpineBeginnerBodyState previousViewState;
|
||||
|
||||
void Start () {
|
||||
if (skeletonAnimation == null) return;
|
||||
model.ShootEvent += PlayShoot;
|
||||
model.StartAimEvent += StartPlayingAim;
|
||||
model.StopAimEvent += StopPlayingAim;
|
||||
skeletonAnimation.AnimationState.Event += HandleEvent;
|
||||
}
|
||||
|
||||
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
|
||||
if (e.Data == footstepEvent.EventData)
|
||||
PlayFootstepSound();
|
||||
}
|
||||
|
||||
void Update () {
|
||||
if (skeletonAnimation == null) return;
|
||||
if (model == null) return;
|
||||
|
||||
if ((skeletonAnimation.skeleton.ScaleX < 0) != model.facingLeft) { // Detect changes in model.facingLeft
|
||||
Turn(model.facingLeft);
|
||||
}
|
||||
|
||||
// Detect changes in model.state
|
||||
var currentModelState = model.state;
|
||||
|
||||
if (previousViewState != currentModelState) {
|
||||
PlayNewStableAnimation();
|
||||
}
|
||||
|
||||
previousViewState = currentModelState;
|
||||
}
|
||||
|
||||
void PlayNewStableAnimation () {
|
||||
var newModelState = model.state;
|
||||
Animation nextAnimation;
|
||||
|
||||
// Add conditionals to not interrupt transient animations.
|
||||
|
||||
if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) {
|
||||
PlayFootstepSound();
|
||||
}
|
||||
|
||||
if (newModelState == SpineBeginnerBodyState.Jumping) {
|
||||
jumpSource.Play();
|
||||
nextAnimation = jump;
|
||||
} else {
|
||||
if (newModelState == SpineBeginnerBodyState.Running) {
|
||||
nextAnimation = run;
|
||||
} else {
|
||||
nextAnimation = idle;
|
||||
}
|
||||
}
|
||||
|
||||
skeletonAnimation.AnimationState.SetAnimation(0, nextAnimation, true);
|
||||
}
|
||||
|
||||
void PlayFootstepSound () {
|
||||
footstepSource.Play();
|
||||
footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
|
||||
}
|
||||
|
||||
[ContextMenu("Check Tracks")]
|
||||
void CheckTracks () {
|
||||
var state = skeletonAnimation.AnimationState;
|
||||
Debug.Log(state.GetCurrent(0));
|
||||
Debug.Log(state.GetCurrent(1));
|
||||
}
|
||||
|
||||
#region Transient Actions
|
||||
public void PlayShoot () {
|
||||
// Play the shoot animation on track 1.
|
||||
var shootTrack = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
|
||||
shootTrack.AttachmentThreshold = 1f;
|
||||
shootTrack.MixDuration = 0f;
|
||||
var empty1 = skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
|
||||
empty1.AttachmentThreshold = 1f;
|
||||
|
||||
// Play the aim animation on track 2 to aim at the mouse target.
|
||||
var aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, false);
|
||||
aimTrack.AttachmentThreshold = 1f;
|
||||
aimTrack.MixDuration = 0f;
|
||||
var empty2 = skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
|
||||
empty2.AttachmentThreshold = 1f;
|
||||
|
||||
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
|
||||
gunSource.Play();
|
||||
//gunParticles.randomSeed = (uint)Random.Range(0, 100);
|
||||
gunParticles.Play();
|
||||
}
|
||||
|
||||
public void StartPlayingAim () {
|
||||
// Play the aim animation on track 2 to aim at the mouse target.
|
||||
var aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, true);
|
||||
aimTrack.AttachmentThreshold = 1f;
|
||||
aimTrack.MixDuration = 0f;
|
||||
}
|
||||
|
||||
public void StopPlayingAim () {
|
||||
var empty2 = skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
|
||||
empty2.AttachmentThreshold = 1f;
|
||||
}
|
||||
|
||||
public void Turn (bool facingLeft) {
|
||||
skeletonAnimation.Skeleton.ScaleX = facingLeft ? -1f : 1f;
|
||||
// Maybe play a transient turning animation too, then call ChangeStableAnimation.
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Utility
|
||||
public float GetRandomPitch (float maxPitchOffset) {
|
||||
return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b59f510ae90fd1a419f19ed805e6e229
|
||||
timeCreated: 1452594730
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,61 +0,0 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated January 1, 2020. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2020, Esoteric Software LLC
|
||||
*
|
||||
* Integration of the Spine Runtimes into software or otherwise creating
|
||||
* derivative works of the Spine Runtimes is permitted under the terms and
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
||||
*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* or otherwise create derivative works of the Spine Runtimes (collectively,
|
||||
* "Products"), provided that each user of the Products must obtain their own
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
|
||||
* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
||||
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyTargetController : MonoBehaviour {
|
||||
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
|
||||
[SpineBone(dataField:"skeletonAnimation")]
|
||||
public string boneName;
|
||||
public Camera cam;
|
||||
|
||||
Bone bone;
|
||||
|
||||
void OnValidate () {
|
||||
if (skeletonAnimation == null) skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
}
|
||||
|
||||
void Start () {
|
||||
bone = skeletonAnimation.Skeleton.FindBone(boneName);
|
||||
}
|
||||
|
||||
void Update () {
|
||||
var mousePosition = Input.mousePosition;
|
||||
var worldMousePosition = cam.ScreenToWorldPoint(mousePosition);
|
||||
var skeletonSpacePoint = skeletonAnimation.transform.InverseTransformPoint(worldMousePosition);
|
||||
skeletonSpacePoint.x *= skeletonAnimation.Skeleton.ScaleX;
|
||||
skeletonSpacePoint.y *= skeletonAnimation.Skeleton.ScaleY;
|
||||
bone.SetLocalPosition(skeletonSpacePoint);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: af275876c7b01264b85161629a9bc217
|
||||
timeCreated: 1489915484
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user