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unity/Assets/Spine Examples/Scripts/AttackSpineboy.cs
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unity/Assets/Spine Examples/Scripts/AttackSpineboy.cs
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* 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 UnityEngine.UI;
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namespace Spine.Unity.Examples {
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public class AttackSpineboy : MonoBehaviour {
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public SkeletonAnimation spineboy;
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public SkeletonAnimation attackerSpineboy;
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public SpineGauge gauge;
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public Text healthText;
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int currentHealth = 100;
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const int maxHealth = 100;
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public AnimationReferenceAsset shoot, hit, idle, death;
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public UnityEngine.Events.UnityEvent onAttack;
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void Update () {
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if (Input.GetKeyDown(KeyCode.Space)) {
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currentHealth -= 10;
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healthText.text = currentHealth + "/" + maxHealth;
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attackerSpineboy.AnimationState.SetAnimation(1, shoot, false);
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attackerSpineboy.AnimationState.AddEmptyAnimation(1, 0.5f, 2f);
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if (currentHealth > 0) {
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spineboy.AnimationState.SetAnimation(0, hit, false);
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spineboy.AnimationState.AddAnimation(0, idle, true, 0);
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gauge.fillPercent = (float)currentHealth/(float)maxHealth;
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onAttack.Invoke();
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} else {
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if (currentHealth >= 0) {
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gauge.fillPercent = 0;
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spineboy.AnimationState.SetAnimation(0, death, false).TrackEnd = float.PositiveInfinity;
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}
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}
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}
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}
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}
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}
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