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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 System.Collections;
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namespace Spine.Unity.Examples {
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[SelectionBase]
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public class SpineboyBeginnerModel : MonoBehaviour {
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#region Inspector
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[Header("Current State")]
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public SpineBeginnerBodyState state;
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public bool facingLeft;
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[Range(-1f, 1f)]
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public float currentSpeed;
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[Header("Balance")]
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public float shootInterval = 0.12f;
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#endregion
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float lastShootTime;
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public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.
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public event System.Action StartAimEvent; // Lets other scripts know when Spineboy is aiming.
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public event System.Action StopAimEvent; // Lets other scripts know when Spineboy is no longer aiming.
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#region API
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public void TryJump () {
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StartCoroutine(JumpRoutine());
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}
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public void TryShoot () {
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float currentTime = Time.time;
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if (currentTime - lastShootTime > shootInterval) {
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lastShootTime = currentTime;
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if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
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}
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}
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public void StartAim () {
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if (StartAimEvent != null) StartAimEvent(); // Fire the "StartAimEvent" event.
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}
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public void StopAim () {
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if (StopAimEvent != null) StopAimEvent(); // Fire the "StopAimEvent" event.
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}
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public void TryMove (float speed) {
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currentSpeed = speed; // show the "speed" in the Inspector.
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if (speed != 0) {
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bool speedIsNegative = (speed < 0f);
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facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
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}
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if (state != SpineBeginnerBodyState.Jumping) {
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state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
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}
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}
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#endregion
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IEnumerator JumpRoutine () {
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if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
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state = SpineBeginnerBodyState.Jumping;
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// Fake jumping.
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{
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var pos = transform.localPosition;
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const float jumpTime = 1.2f;
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const float half = jumpTime * 0.5f;
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const float jumpPower = 20f;
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for (float t = 0; t < half; t += Time.deltaTime) {
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float d = jumpPower * (half - t);
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transform.Translate((d * Time.deltaTime) * Vector3.up);
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yield return null;
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}
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for (float t = 0; t < half; t += Time.deltaTime) {
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float d = jumpPower * t;
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transform.Translate((d * Time.deltaTime) * Vector3.down);
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yield return null;
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}
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transform.localPosition = pos;
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}
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state = SpineBeginnerBodyState.Idle;
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}
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}
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public enum SpineBeginnerBodyState {
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Idle,
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Running,
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Jumping
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}
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}
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