3
This commit is contained in:
@@ -1,56 +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 System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class DraggableTransform : MonoBehaviour {
|
||||
|
||||
Vector2 mousePreviousWorld, mouseDeltaWorld;
|
||||
Camera mainCamera;
|
||||
|
||||
void Start () {
|
||||
mainCamera = Camera.main;
|
||||
}
|
||||
|
||||
void Update () {
|
||||
Vector2 mouseCurrent = Input.mousePosition;
|
||||
Vector2 mouseCurrentWorld = mainCamera.ScreenToWorldPoint(new Vector3(mouseCurrent.x, mouseCurrent.y, -mainCamera.transform.position.z));
|
||||
|
||||
mouseDeltaWorld = mouseCurrentWorld - mousePreviousWorld;
|
||||
mousePreviousWorld = mouseCurrentWorld;
|
||||
}
|
||||
|
||||
void OnMouseDrag () {
|
||||
transform.Translate(mouseDeltaWorld);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ac0a69923492d1b4aa7ca656033ec6a3
|
||||
timeCreated: 1520587078
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
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||||
defaultReferences: []
|
||||
executionOrder: 0
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,103 +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.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using Spine.Unity;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class FootSoldierExample : MonoBehaviour {
|
||||
[SpineAnimation("Idle")]
|
||||
public string idleAnimation;
|
||||
|
||||
[SpineAnimation]
|
||||
public string attackAnimation;
|
||||
|
||||
[SpineAnimation]
|
||||
public string moveAnimation;
|
||||
|
||||
[SpineSlot]
|
||||
public string eyesSlot;
|
||||
|
||||
[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
|
||||
public string eyesOpenAttachment;
|
||||
|
||||
[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
|
||||
public string blinkAttachment;
|
||||
|
||||
[Range(0, 0.2f)]
|
||||
public float blinkDuration = 0.05f;
|
||||
|
||||
public KeyCode attackKey = KeyCode.Mouse0;
|
||||
public KeyCode rightKey = KeyCode.D;
|
||||
public KeyCode leftKey = KeyCode.A;
|
||||
|
||||
public float moveSpeed = 3;
|
||||
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
|
||||
void Awake () {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
skeletonAnimation.OnRebuild += Apply;
|
||||
}
|
||||
|
||||
void Apply (SkeletonRenderer skeletonRenderer) {
|
||||
StartCoroutine(Blink());
|
||||
}
|
||||
|
||||
void Update () {
|
||||
if (Input.GetKey(attackKey)) {
|
||||
skeletonAnimation.AnimationName = attackAnimation;
|
||||
} else {
|
||||
if (Input.GetKey(rightKey)) {
|
||||
skeletonAnimation.AnimationName = moveAnimation;
|
||||
skeletonAnimation.Skeleton.ScaleX = 1;
|
||||
transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
|
||||
} else if(Input.GetKey(leftKey)) {
|
||||
skeletonAnimation.AnimationName = moveAnimation;
|
||||
skeletonAnimation.Skeleton.ScaleX = -1;
|
||||
transform.Translate(-moveSpeed * Time.deltaTime, 0, 0);
|
||||
} else {
|
||||
skeletonAnimation.AnimationName = idleAnimation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator Blink() {
|
||||
while (true) {
|
||||
yield return new WaitForSeconds(Random.Range(0.25f, 3f));
|
||||
skeletonAnimation.Skeleton.SetAttachment(eyesSlot, blinkAttachment);
|
||||
yield return new WaitForSeconds(blinkDuration);
|
||||
skeletonAnimation.Skeleton.SetAttachment(eyesSlot, eyesOpenAttachment);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,10 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3c826b50b0cfee343be3bdbbf59d0f7c
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
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||||
guid: a34eef132f2b4da45aa8023dbe5934e7
|
||||
folderAsset: yes
|
||||
timeCreated: 1452593684
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,67 +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 Spine;
|
||||
using Spine.Unity;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class Goblins : MonoBehaviour {
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
Bone headBone;
|
||||
bool girlSkin;
|
||||
|
||||
[Range(-360, 360)]
|
||||
public float extraRotation;
|
||||
|
||||
public void Start () {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
headBone = skeletonAnimation.Skeleton.FindBone("head");
|
||||
skeletonAnimation.UpdateLocal += UpdateLocal;
|
||||
}
|
||||
|
||||
// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
|
||||
public void UpdateLocal (ISkeletonAnimation skeletonRenderer) {
|
||||
headBone.Rotation += extraRotation;
|
||||
}
|
||||
|
||||
public void OnMouseDown () {
|
||||
skeletonAnimation.Skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
|
||||
skeletonAnimation.Skeleton.SetSlotsToSetupPose();
|
||||
|
||||
girlSkin = !girlSkin;
|
||||
|
||||
if (girlSkin) {
|
||||
skeletonAnimation.Skeleton.SetAttachment("right-hand-item", null);
|
||||
skeletonAnimation.Skeleton.SetAttachment("left-hand-item", "spear");
|
||||
} else
|
||||
skeletonAnimation.Skeleton.SetAttachment("left-hand-item", "dagger");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,10 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 40a82af6554a7594f9ffa9ac8dde212f
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,83 +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 System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class HandleEventWithAudioExample : MonoBehaviour {
|
||||
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
[SpineEvent(dataField: "skeletonAnimation", fallbackToTextField: true)]
|
||||
public string eventName;
|
||||
|
||||
[Space]
|
||||
public AudioSource audioSource;
|
||||
public AudioClip audioClip;
|
||||
public float basePitch = 1f;
|
||||
public float randomPitchOffset = 0.1f;
|
||||
|
||||
[Space]
|
||||
public bool logDebugMessage = false;
|
||||
|
||||
Spine.EventData eventData;
|
||||
|
||||
void OnValidate () {
|
||||
if (skeletonAnimation == null) GetComponent<SkeletonAnimation>();
|
||||
if (audioSource == null) GetComponent<AudioSource>();
|
||||
}
|
||||
|
||||
void Start () {
|
||||
if (audioSource == null) return;
|
||||
if (skeletonAnimation == null) return;
|
||||
skeletonAnimation.Initialize(false);
|
||||
if (!skeletonAnimation.valid) return;
|
||||
|
||||
eventData = skeletonAnimation.Skeleton.Data.FindEvent(eventName);
|
||||
skeletonAnimation.AnimationState.Event += HandleAnimationStateEvent;
|
||||
}
|
||||
|
||||
private void HandleAnimationStateEvent (TrackEntry trackEntry, Event e) {
|
||||
if (logDebugMessage) Debug.Log("Event fired! " + e.Data.Name);
|
||||
//bool eventMatch = string.Equals(e.Data.Name, eventName, System.StringComparison.Ordinal); // Testing recommendation: String compare.
|
||||
bool eventMatch = (eventData == e.Data); // Performance recommendation: Match cached reference instead of string.
|
||||
if (eventMatch) {
|
||||
Play();
|
||||
}
|
||||
}
|
||||
|
||||
public void Play () {
|
||||
audioSource.pitch = basePitch + Random.Range(-randomPitchOffset, randomPitchOffset);
|
||||
audioSource.clip = audioClip;
|
||||
audioSource.Play();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1d55a3bd6ac81af44b2f9a4447f2ae72
|
||||
timeCreated: 1516481531
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,104 +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 System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class DummyMecanimControllerExample : MonoBehaviour {
|
||||
|
||||
public Animator logicAnimator;
|
||||
public SkeletonAnimationHandleExample animationHandle;
|
||||
|
||||
[Header("Controls")]
|
||||
public KeyCode walkButton = KeyCode.LeftShift;
|
||||
public KeyCode jumpButton = KeyCode.Space;
|
||||
|
||||
[Header("Animator Properties")]
|
||||
public string horizontalSpeedProperty = "Speed";
|
||||
public string verticalSpeedProperty = "VerticalSpeed";
|
||||
public string groundedProperty = "Grounded";
|
||||
|
||||
[Header("Fake Physics")]
|
||||
public float jumpDuration = 1.5f;
|
||||
public Vector2 speed;
|
||||
public bool isGrounded;
|
||||
|
||||
void Awake () {
|
||||
isGrounded = true;
|
||||
}
|
||||
|
||||
void Update () {
|
||||
float x = Input.GetAxisRaw("Horizontal");
|
||||
if (Input.GetKey(walkButton)) {
|
||||
x *= 0.4f;
|
||||
}
|
||||
|
||||
speed.x = x;
|
||||
|
||||
// Flip skeleton.
|
||||
if (x != 0) {
|
||||
animationHandle.SetFlip(x);
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(jumpButton)) {
|
||||
if (isGrounded)
|
||||
StartCoroutine(FakeJump());
|
||||
}
|
||||
|
||||
logicAnimator.SetFloat(horizontalSpeedProperty, Mathf.Abs(speed.x));
|
||||
logicAnimator.SetFloat(verticalSpeedProperty, speed.y);
|
||||
logicAnimator.SetBool(groundedProperty, isGrounded);
|
||||
}
|
||||
|
||||
IEnumerator FakeJump () {
|
||||
// Rise
|
||||
isGrounded = false;
|
||||
speed.y = 10f;
|
||||
float durationLeft = jumpDuration * 0.5f;
|
||||
while (durationLeft > 0) {
|
||||
durationLeft -= Time.deltaTime;
|
||||
if (!Input.GetKey(jumpButton)) break;
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Fall
|
||||
speed.y = -10f;
|
||||
float fallDuration = (jumpDuration * 0.5f) - durationLeft;
|
||||
yield return new WaitForSeconds(fallDuration);
|
||||
|
||||
// Land
|
||||
speed.y = 0f;
|
||||
isGrounded = true;
|
||||
yield return null;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 782062825deffd64ba7e7e9f978788e5
|
||||
timeCreated: 1531300740
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,41 +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 System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class EquipAssetExample : ScriptableObject {
|
||||
public EquipSystemExample.EquipType equipType;
|
||||
public Sprite sprite;
|
||||
public string description;
|
||||
public int yourStats;
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dcf21dc1875a05044835c5a6c969bda4
|
||||
timeCreated: 1522687338
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,60 +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 System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class EquipButtonExample : MonoBehaviour {
|
||||
public EquipAssetExample asset;
|
||||
public EquipSystemExample equipSystem;
|
||||
public Image inventoryImage;
|
||||
|
||||
void OnValidate () {
|
||||
MatchImage();
|
||||
}
|
||||
|
||||
void MatchImage () {
|
||||
if (inventoryImage != null)
|
||||
inventoryImage.sprite = asset.sprite;
|
||||
}
|
||||
|
||||
void Start () {
|
||||
MatchImage();
|
||||
|
||||
var button = GetComponent<Button>();
|
||||
button.onClick.AddListener(
|
||||
delegate { equipSystem.Equip(asset); }
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d818155d239e98d46bb41e307ba270d4
|
||||
timeCreated: 1522744049
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,108 +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 System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class EquipSystemExample : MonoBehaviour, IHasSkeletonDataAsset {
|
||||
|
||||
// Implementing IHasSkeletonDataAsset allows Spine attribute drawers to automatically detect this component as a skeleton data source.
|
||||
public SkeletonDataAsset skeletonDataAsset;
|
||||
SkeletonDataAsset IHasSkeletonDataAsset.SkeletonDataAsset { get { return this.skeletonDataAsset; } }
|
||||
|
||||
public Material sourceMaterial;
|
||||
public bool applyPMA = true;
|
||||
public List<EquipHook> equippables = new List<EquipHook>();
|
||||
|
||||
public EquipsVisualsComponentExample target;
|
||||
public Dictionary<EquipAssetExample, Attachment> cachedAttachments = new Dictionary<EquipAssetExample, Attachment>();
|
||||
|
||||
[System.Serializable]
|
||||
public class EquipHook {
|
||||
public EquipType type;
|
||||
[SpineSlot]
|
||||
public string slot;
|
||||
[SpineSkin]
|
||||
public string templateSkin;
|
||||
[SpineAttachment(skinField:"templateSkin")]
|
||||
public string templateAttachment;
|
||||
}
|
||||
|
||||
public enum EquipType {
|
||||
Gun,
|
||||
Goggles
|
||||
}
|
||||
|
||||
public void Equip (EquipAssetExample asset) {
|
||||
var equipType = asset.equipType;
|
||||
EquipHook howToEquip = equippables.Find(x => x.type == equipType);
|
||||
|
||||
var skeletonData = skeletonDataAsset.GetSkeletonData(true);
|
||||
int slotIndex = skeletonData.FindSlotIndex(howToEquip.slot);
|
||||
var attachment = GenerateAttachmentFromEquipAsset(asset, slotIndex, howToEquip.templateSkin, howToEquip.templateAttachment);
|
||||
target.Equip(slotIndex, howToEquip.templateAttachment, attachment);
|
||||
}
|
||||
|
||||
Attachment GenerateAttachmentFromEquipAsset (EquipAssetExample asset, int slotIndex, string templateSkinName, string templateAttachmentName) {
|
||||
Attachment attachment;
|
||||
cachedAttachments.TryGetValue(asset, out attachment);
|
||||
|
||||
if (attachment == null) {
|
||||
var skeletonData = skeletonDataAsset.GetSkeletonData(true);
|
||||
var templateSkin = skeletonData.FindSkin(templateSkinName);
|
||||
Attachment templateAttachment = templateSkin.GetAttachment(slotIndex, templateAttachmentName);
|
||||
attachment = templateAttachment.GetRemappedClone(asset.sprite, sourceMaterial, premultiplyAlpha: this.applyPMA);
|
||||
// Note: Each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true` creates
|
||||
// a cached Texture copy which can be cleared by calling AtlasUtilities.ClearCache() as shown in the method below.
|
||||
|
||||
cachedAttachments.Add(asset, attachment); // Cache this value for next time this asset is used.
|
||||
}
|
||||
|
||||
return attachment;
|
||||
}
|
||||
|
||||
public void Done () {
|
||||
target.OptimizeSkin();
|
||||
// `GetRepackedSkin()` and each call to `GetRemappedClone()` with parameter `premultiplyAlpha` set to `true`
|
||||
// creates cached Texture copies which can be cleared by calling AtlasUtilities.ClearCache().
|
||||
// You can optionally clear the textures cache after multiple repack operations.
|
||||
// Just be aware that while this cleanup frees up memory, it is also a costly operation
|
||||
// and will likely cause a spike in the framerate.
|
||||
|
||||
//AtlasUtilities.ClearCache();
|
||||
//Resources.UnloadUnusedAssets();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6159005f7c3d5fd4ba33cff41eae5531
|
||||
timeCreated: 1522686506
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,101 +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 System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using Spine.Unity.AttachmentTools;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class EquipsVisualsComponentExample : MonoBehaviour {
|
||||
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
|
||||
[SpineSkin]
|
||||
public string templateSkinName;
|
||||
|
||||
Spine.Skin equipsSkin;
|
||||
Spine.Skin collectedSkin;
|
||||
|
||||
public Material runtimeMaterial;
|
||||
public Texture2D runtimeAtlas;
|
||||
|
||||
void Start () {
|
||||
equipsSkin = new Skin("Equips");
|
||||
|
||||
// OPTIONAL: Add all the attachments from the template skin.
|
||||
var templateSkin = skeletonAnimation.Skeleton.Data.FindSkin(templateSkinName);
|
||||
if (templateSkin != null)
|
||||
equipsSkin.AddAttachments(templateSkin);
|
||||
|
||||
skeletonAnimation.Skeleton.Skin = equipsSkin;
|
||||
RefreshSkeletonAttachments();
|
||||
}
|
||||
|
||||
public void Equip (int slotIndex, string attachmentName, Attachment attachment) {
|
||||
equipsSkin.SetAttachment(slotIndex, attachmentName, attachment);
|
||||
skeletonAnimation.Skeleton.SetSkin(equipsSkin);
|
||||
RefreshSkeletonAttachments();
|
||||
}
|
||||
|
||||
public void OptimizeSkin () {
|
||||
// 1. Collect all the attachments of all active skins.
|
||||
collectedSkin = collectedSkin ?? new Skin("Collected skin");
|
||||
collectedSkin.Clear();
|
||||
collectedSkin.AddAttachments(skeletonAnimation.Skeleton.Data.DefaultSkin);
|
||||
collectedSkin.AddAttachments(equipsSkin);
|
||||
|
||||
// 2. Create a repacked skin.
|
||||
// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
|
||||
if (runtimeMaterial)
|
||||
Destroy(runtimeMaterial);
|
||||
if (runtimeAtlas)
|
||||
Destroy(runtimeAtlas);
|
||||
var repackedSkin = collectedSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial,
|
||||
out runtimeMaterial, out runtimeAtlas, maxAtlasSize : 1024, clearCache: false);
|
||||
collectedSkin.Clear();
|
||||
|
||||
// You can optionally clear the textures cache after each ore multiple repack operations are done.
|
||||
//AtlasUtilities.ClearCache();
|
||||
//Resources.UnloadUnusedAssets();
|
||||
|
||||
// 3. Use the repacked skin.
|
||||
skeletonAnimation.Skeleton.Skin = repackedSkin;
|
||||
RefreshSkeletonAttachments();
|
||||
}
|
||||
|
||||
void RefreshSkeletonAttachments () {
|
||||
skeletonAnimation.Skeleton.SetSlotsToSetupPose();
|
||||
skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton); //skeletonAnimation.Update(0);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5732385e4912c444dae078ddc7d04c89
|
||||
timeCreated: 1522688085
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,5 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 13193c9d213765f4c85f4c1faa615711
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
userData:
|
||||
@@ -1,9 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c2b000c4fc21b39418c2b27dd66e237f
|
||||
folderAsset: yes
|
||||
timeCreated: 1563304075
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user