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unity/Assets/Spine Examples/Scripts/SpineboyPoleGraphic.cs
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unity/Assets/Spine Examples/Scripts/SpineboyPoleGraphic.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 System.Collections;
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using Spine.Unity;
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using Spine.Unity.Examples;
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namespace Spine.Unity.Examples {
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public class SpineboyPoleGraphic : MonoBehaviour {
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public SkeletonGraphic skeletonGraphic;
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[Space(18)]
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public AnimationReferenceAsset run;
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public AnimationReferenceAsset pole;
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public float startX;
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public float endX;
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const float Speed = 18f;
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const float RunTimeScale = 1.5f;
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IEnumerator Start () {
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var state = skeletonGraphic.AnimationState;
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while (true) {
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// Run phase
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SetXPosition(startX);
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skeletonGraphic.enableSeparatorSlots = false; // Disable Separator during run.
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state.SetAnimation(0, run, true);
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state.TimeScale = RunTimeScale;
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while (transform.localPosition.x < endX) {
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transform.Translate(Vector3.right * Speed * Time.deltaTime);
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yield return null;
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}
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// Hit phase
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SetXPosition(endX);
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skeletonGraphic.enableSeparatorSlots = true; // Enable Separator when hit
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var poleTrack = state.SetAnimation(0, pole, false);
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yield return new WaitForSpineAnimationComplete(poleTrack);
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yield return new WaitForSeconds(1f);
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}
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}
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void SetXPosition (float x) {
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var tp = transform.localPosition;
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tp.x = x;
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transform.localPosition = tp;
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}
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}
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}
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