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unity/Assets/Spine Examples/Scripts/FootSoldierExample.cs
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unity/Assets/Spine Examples/Scripts/FootSoldierExample.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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// Contributed by: Mitch Thompson
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using UnityEngine;
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using System.Collections;
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using Spine.Unity;
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namespace Spine.Unity.Examples {
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public class FootSoldierExample : MonoBehaviour {
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[SpineAnimation("Idle")]
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public string idleAnimation;
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[SpineAnimation]
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public string attackAnimation;
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[SpineAnimation]
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public string moveAnimation;
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[SpineSlot]
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public string eyesSlot;
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[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
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public string eyesOpenAttachment;
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[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
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public string blinkAttachment;
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[Range(0, 0.2f)]
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public float blinkDuration = 0.05f;
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public KeyCode attackKey = KeyCode.Mouse0;
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public KeyCode rightKey = KeyCode.D;
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public KeyCode leftKey = KeyCode.A;
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public float moveSpeed = 3;
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SkeletonAnimation skeletonAnimation;
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void Awake () {
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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skeletonAnimation.OnRebuild += Apply;
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}
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void Apply (SkeletonRenderer skeletonRenderer) {
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StartCoroutine(Blink());
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}
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void Update () {
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if (Input.GetKey(attackKey)) {
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skeletonAnimation.AnimationName = attackAnimation;
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} else {
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if (Input.GetKey(rightKey)) {
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skeletonAnimation.AnimationName = moveAnimation;
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skeletonAnimation.Skeleton.ScaleX = 1;
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transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
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} else if(Input.GetKey(leftKey)) {
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skeletonAnimation.AnimationName = moveAnimation;
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skeletonAnimation.Skeleton.ScaleX = -1;
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transform.Translate(-moveSpeed * Time.deltaTime, 0, 0);
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} else {
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skeletonAnimation.AnimationName = idleAnimation;
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}
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}
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}
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IEnumerator Blink() {
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while (true) {
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yield return new WaitForSeconds(Random.Range(0.25f, 3f));
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skeletonAnimation.Skeleton.SetAttachment(eyesSlot, blinkAttachment);
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yield return new WaitForSeconds(blinkDuration);
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skeletonAnimation.Skeleton.SetAttachment(eyesSlot, eyesOpenAttachment);
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}
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}
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}
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}
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