提交Spine插件
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9
Assets/Spine Examples/Getting Started.meta
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9
Assets/Spine Examples/Getting Started.meta
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<b>SkeletonAnimation</b>
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is the Spine component you''ll likely be using most often.
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It uses a Skeleton Data Asset.
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<b>SkeletonData Asset</b>
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(the asset files with the Spine icon)
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SkeletonDataAssets ties together your Spine exports (.json, .png and .atlas.txt)
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See the Spine-Unity Documentation to learn more about the asset files.
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Take a look at the SkeletonAnimation''s Inspector to see your basic options.'
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4294
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7207
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7207
Assets/Spine Examples/Getting Started/5 Basic Platformer.unity
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1584
Assets/Spine Examples/Getting Started/6 SkeletonGraphic.unity
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1584
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5
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@@ -0,0 +1,164 @@
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/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, Esoteric Software LLC
|
||||
*
|
||||
* 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
|
||||
* conditions of Section 2 of the Spine Editor License Agreement:
|
||||
* http://esotericsoftware.com/spine-editor-license
|
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*
|
||||
* Otherwise, it is permitted to integrate the Spine Runtimes into software
|
||||
* 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
|
||||
* Spine Editor license and redistribution of the Products in any form must
|
||||
* include this license and copyright notice.
|
||||
*
|
||||
* THIS SOFTWARE IS 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 THIS SOFTWARE,
|
||||
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
|
||||
using System.Text;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineAnimationTesterTool : MonoBehaviour, IHasSkeletonDataAsset, IHasSkeletonComponent {
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|
||||
public SkeletonAnimation skeletonAnimation;
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public SkeletonDataAsset SkeletonDataAsset { get { return skeletonAnimation.SkeletonDataAsset; } }
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public ISkeletonComponent SkeletonComponent { get { return skeletonAnimation; } }
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|
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public bool useOverrideMixDuration;
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public float overrideMixDuration = 0.2f;
|
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|
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public bool useOverrideAttachmentThreshold = true;
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||||
|
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[Range(0f,1f)]
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public float attachmentThreshold = 0.5f;
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|
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public bool useOverrideDrawOrderThreshold;
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[Range(0f, 1f)]
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public float drawOrderThreshold = 0.5f;
|
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|
||||
[System.Serializable]
|
||||
public struct AnimationControl {
|
||||
[SpineAnimation]
|
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public string animationName;
|
||||
public bool loop;
|
||||
public KeyCode key;
|
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|
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[Space]
|
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public bool useCustomMixDuration;
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public float mixDuration;
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//public bool useChainToControl;
|
||||
//public int chainToControl;
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}
|
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[System.Serializable]
|
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public class ControlledTrack {
|
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public List<AnimationControl> controls = new List<AnimationControl>();
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}
|
||||
|
||||
[Space]
|
||||
public List<ControlledTrack> trackControls = new List<ControlledTrack>();
|
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|
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[Header("UI")]
|
||||
public UnityEngine.UI.Text boundAnimationsText;
|
||||
public UnityEngine.UI.Text skeletonNameText;
|
||||
|
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void OnValidate () {
|
||||
// Fill in the SkeletonData asset name
|
||||
if (skeletonNameText != null) {
|
||||
if (skeletonAnimation != null && skeletonAnimation.skeletonDataAsset != null) {
|
||||
skeletonNameText.text = SkeletonDataAsset.name.Replace("_SkeletonData", "");
|
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}
|
||||
}
|
||||
|
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// Fill in the control list.
|
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if (boundAnimationsText != null) {
|
||||
var boundAnimationsStringBuilder = new StringBuilder();
|
||||
boundAnimationsStringBuilder.AppendLine("Animation Controls:");
|
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|
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for (int trackIndex = 0; trackIndex < trackControls.Count; trackIndex++) {
|
||||
|
||||
if (trackIndex > 0)
|
||||
boundAnimationsStringBuilder.AppendLine();
|
||||
|
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boundAnimationsStringBuilder.AppendFormat("---- Track {0} ---- \n", trackIndex);
|
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foreach (var ba in trackControls[trackIndex].controls) {
|
||||
string animationName = ba.animationName;
|
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if (string.IsNullOrEmpty(animationName))
|
||||
animationName = "SetEmptyAnimation";
|
||||
|
||||
boundAnimationsStringBuilder.AppendFormat("[{0}] {1}\n", ba.key.ToString(), animationName);
|
||||
}
|
||||
|
||||
}
|
||||
|
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boundAnimationsText.text = boundAnimationsStringBuilder.ToString();
|
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|
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}
|
||||
|
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}
|
||||
|
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void Start () {
|
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if (useOverrideMixDuration) {
|
||||
skeletonAnimation.AnimationState.Data.DefaultMix = overrideMixDuration;
|
||||
}
|
||||
}
|
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|
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void Update () {
|
||||
var animationState = skeletonAnimation.AnimationState;
|
||||
|
||||
// For each track
|
||||
for (int trackIndex = 0; trackIndex < trackControls.Count; trackIndex++) {
|
||||
|
||||
// For each control in the track
|
||||
foreach (var control in trackControls[trackIndex].controls) {
|
||||
|
||||
// Check each control, and play the appropriate animation.
|
||||
if (Input.GetKeyDown(control.key)) {
|
||||
TrackEntry trackEntry;
|
||||
if (!string.IsNullOrEmpty(control.animationName)) {
|
||||
trackEntry = animationState.SetAnimation(trackIndex, control.animationName, control.loop);
|
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|
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} else {
|
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float mix = control.useCustomMixDuration ? control.mixDuration : animationState.Data.DefaultMix;
|
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trackEntry = animationState.SetEmptyAnimation(trackIndex, mix);
|
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}
|
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|
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if (trackEntry != null) {
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if (control.useCustomMixDuration)
|
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trackEntry.MixDuration = control.mixDuration;
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|
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if (useOverrideAttachmentThreshold)
|
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trackEntry.AttachmentThreshold = attachmentThreshold;
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|
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if (useOverrideDrawOrderThreshold)
|
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trackEntry.DrawOrderThreshold = drawOrderThreshold;
|
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}
|
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|
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// Don't parse more than one animation per track.
|
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break;
|
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}
|
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}
|
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}
|
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}
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341
Assets/Spine Examples/Other Examples/AtlasRegionAttacher.unity
Normal file
341
Assets/Spine Examples/Other Examples/AtlasRegionAttacher.unity
Normal file
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5
Assets/Spine Examples/Scripts.meta
Normal file
5
Assets/Spine Examples/Scripts.meta
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71
Assets/Spine Examples/Scripts/AttackSpineboy.cs
Normal file
71
Assets/Spine Examples/Scripts/AttackSpineboy.cs
Normal file
@@ -0,0 +1,71 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, 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.
|
||||
*
|
||||
* THIS SOFTWARE IS 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 THIS SOFTWARE,
|
||||
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class AttackSpineboy : MonoBehaviour {
|
||||
|
||||
public SkeletonAnimation spineboy;
|
||||
public SkeletonAnimation attackerSpineboy;
|
||||
public SpineGauge gauge;
|
||||
public Text healthText;
|
||||
|
||||
int currentHealth = 100;
|
||||
const int maxHealth = 100;
|
||||
|
||||
public AnimationReferenceAsset shoot, hit, idle, death;
|
||||
|
||||
public UnityEngine.Events.UnityEvent onAttack;
|
||||
|
||||
void Update () {
|
||||
if (Input.GetKeyDown(KeyCode.Space)) {
|
||||
currentHealth -= 10;
|
||||
healthText.text = currentHealth + "/" + maxHealth;
|
||||
|
||||
attackerSpineboy.AnimationState.SetAnimation(1, shoot, false);
|
||||
attackerSpineboy.AnimationState.AddEmptyAnimation(1, 0.5f, 2f);
|
||||
|
||||
if (currentHealth > 0) {
|
||||
spineboy.AnimationState.SetAnimation(0, hit, false);
|
||||
spineboy.AnimationState.AddAnimation(0, idle, true, 0);
|
||||
gauge.fillPercent = (float)currentHealth/(float)maxHealth;
|
||||
onAttack.Invoke();
|
||||
} else {
|
||||
if (currentHealth >= 0) {
|
||||
gauge.fillPercent = 0;
|
||||
spineboy.AnimationState.SetAnimation(0, death, false).TrackEnd = float.PositiveInfinity;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
12
Assets/Spine Examples/Scripts/AttackSpineboy.cs.meta
Normal file
12
Assets/Spine Examples/Scripts/AttackSpineboy.cs.meta
Normal file
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fileFormatVersion: 2
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assetBundleVariant:
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@@ -0,0 +1,73 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, 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.
|
||||
*
|
||||
* THIS SOFTWARE IS 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 THIS SOFTWARE,
|
||||
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class DataAssetsFromExportsExample : MonoBehaviour {
|
||||
|
||||
public TextAsset skeletonJson;
|
||||
public TextAsset atlasText;
|
||||
public Texture2D[] textures;
|
||||
public Material materialPropertySource;
|
||||
|
||||
SpineAtlasAsset runtimeAtlasAsset;
|
||||
SkeletonDataAsset runtimeSkeletonDataAsset;
|
||||
SkeletonAnimation runtimeSkeletonAnimation;
|
||||
|
||||
void CreateRuntimeAssetsAndGameObject () {
|
||||
// 1. Create the AtlasAsset (needs atlas text asset and textures, and materials/shader);
|
||||
// 2. Create SkeletonDataAsset (needs json or binary asset file, and an AtlasAsset)
|
||||
// 3. Create SkeletonAnimation (needs a valid SkeletonDataAsset)
|
||||
|
||||
runtimeAtlasAsset = SpineAtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true);
|
||||
runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);
|
||||
}
|
||||
|
||||
IEnumerator Start () {
|
||||
CreateRuntimeAssetsAndGameObject();
|
||||
runtimeSkeletonDataAsset.GetSkeletonData(false); // preload.
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);
|
||||
|
||||
// Extra Stuff
|
||||
runtimeSkeletonAnimation.Initialize(false);
|
||||
runtimeSkeletonAnimation.Skeleton.SetSkin("base");
|
||||
runtimeSkeletonAnimation.Skeleton.SetSlotsToSetupPose();
|
||||
runtimeSkeletonAnimation.AnimationState.SetAnimation(0, "run", true);
|
||||
runtimeSkeletonAnimation.GetComponent<MeshRenderer>().sortingOrder = 10;
|
||||
runtimeSkeletonAnimation.transform.Translate(Vector3.down * 2);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,12 @@
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56
Assets/Spine Examples/Scripts/DraggableTransform.cs
Normal file
56
Assets/Spine Examples/Scripts/DraggableTransform.cs
Normal file
@@ -0,0 +1,56 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, 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.
|
||||
*
|
||||
* THIS SOFTWARE IS 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 THIS SOFTWARE,
|
||||
* 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
12
Assets/Spine Examples/Scripts/DraggableTransform.cs.meta
Normal file
12
Assets/Spine Examples/Scripts/DraggableTransform.cs.meta
Normal file
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
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guid: ac0a69923492d1b4aa7ca656033ec6a3
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|
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103
Assets/Spine Examples/Scripts/FootSoldierExample.cs
Normal file
103
Assets/Spine Examples/Scripts/FootSoldierExample.cs
Normal file
@@ -0,0 +1,103 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, 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.
|
||||
*
|
||||
* THIS SOFTWARE IS 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 THIS SOFTWARE,
|
||||
* 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
10
Assets/Spine Examples/Scripts/FootSoldierExample.cs.meta
Normal file
10
Assets/Spine Examples/Scripts/FootSoldierExample.cs.meta
Normal file
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3c826b50b0cfee343be3bdbbf59d0f7c
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a34eef132f2b4da45aa8023dbe5934e7
|
||||
folderAsset: yes
|
||||
timeCreated: 1452593684
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,220 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, 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.
|
||||
*
|
||||
* THIS SOFTWARE IS 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 THIS SOFTWARE,
|
||||
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using Spine.Unity;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
[RequireComponent(typeof(CharacterController))]
|
||||
public class BasicPlatformerController : MonoBehaviour {
|
||||
|
||||
public enum CharacterState {
|
||||
None,
|
||||
Idle,
|
||||
Walk,
|
||||
Run,
|
||||
Crouch,
|
||||
Rise,
|
||||
Fall,
|
||||
Attack
|
||||
}
|
||||
|
||||
[Header("Components")]
|
||||
public CharacterController controller;
|
||||
|
||||
[Header("Controls")]
|
||||
public string XAxis = "Horizontal";
|
||||
public string YAxis = "Vertical";
|
||||
public string JumpButton = "Jump";
|
||||
|
||||
[Header("Moving")]
|
||||
public float walkSpeed = 1.5f;
|
||||
public float runSpeed = 7f;
|
||||
public float gravityScale = 6.6f;
|
||||
|
||||
[Header("Jumping")]
|
||||
public float jumpSpeed = 25;
|
||||
public float minimumJumpDuration = 0.5f;
|
||||
public float jumpInterruptFactor = 0.5f;
|
||||
public float forceCrouchVelocity = 25;
|
||||
public float forceCrouchDuration = 0.5f;
|
||||
|
||||
[Header("Animation")]
|
||||
public SkeletonAnimationHandleExample animationHandle;
|
||||
|
||||
// Events
|
||||
public event UnityAction OnJump, OnLand, OnHardLand;
|
||||
|
||||
Vector2 input = default(Vector2);
|
||||
Vector3 velocity = default(Vector3);
|
||||
float minimumJumpEndTime = 0;
|
||||
float forceCrouchEndTime;
|
||||
bool wasGrounded = false;
|
||||
|
||||
CharacterState previousState, currentState;
|
||||
|
||||
void Update () {
|
||||
float dt = Time.deltaTime;
|
||||
bool isGrounded = controller.isGrounded;
|
||||
bool landed = !wasGrounded && isGrounded;
|
||||
|
||||
// Dummy input.
|
||||
input.x = Input.GetAxis(XAxis);
|
||||
input.y = Input.GetAxis(YAxis);
|
||||
bool inputJumpStop = Input.GetButtonUp(JumpButton);
|
||||
bool inputJumpStart = Input.GetButtonDown(JumpButton);
|
||||
bool doCrouch = (isGrounded && input.y < -0.5f) || (forceCrouchEndTime > Time.time);
|
||||
bool doJumpInterrupt = false;
|
||||
bool doJump = false;
|
||||
bool hardLand = false;
|
||||
|
||||
if (landed) {
|
||||
if (-velocity.y > forceCrouchVelocity) {
|
||||
hardLand = true;
|
||||
doCrouch = true;
|
||||
forceCrouchEndTime = Time.time + forceCrouchDuration;
|
||||
}
|
||||
}
|
||||
|
||||
if (!doCrouch) {
|
||||
if (isGrounded) {
|
||||
if (inputJumpStart) {
|
||||
doJump = true;
|
||||
}
|
||||
} else {
|
||||
doJumpInterrupt = inputJumpStop && Time.time < minimumJumpEndTime;
|
||||
}
|
||||
}
|
||||
|
||||
// Dummy physics and controller using UnityEngine.CharacterController.
|
||||
Vector3 gravityDeltaVelocity = Physics.gravity * gravityScale * dt;
|
||||
|
||||
if (doJump) {
|
||||
velocity.y = jumpSpeed;
|
||||
minimumJumpEndTime = Time.time + minimumJumpDuration;
|
||||
} else if (doJumpInterrupt) {
|
||||
if (velocity.y > 0)
|
||||
velocity.y *= jumpInterruptFactor;
|
||||
}
|
||||
|
||||
velocity.x = 0;
|
||||
if (!doCrouch) {
|
||||
if (input.x != 0) {
|
||||
velocity.x = Mathf.Abs(input.x) > 0.6f ? runSpeed : walkSpeed;
|
||||
velocity.x *= Mathf.Sign(input.x);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!isGrounded) {
|
||||
if (wasGrounded) {
|
||||
if (velocity.y < 0)
|
||||
velocity.y = 0;
|
||||
} else {
|
||||
velocity += gravityDeltaVelocity;
|
||||
}
|
||||
}
|
||||
controller.Move(velocity * dt);
|
||||
wasGrounded = isGrounded;
|
||||
|
||||
// Determine and store character state
|
||||
if (isGrounded) {
|
||||
if (doCrouch) {
|
||||
currentState = CharacterState.Crouch;
|
||||
} else {
|
||||
if (input.x == 0)
|
||||
currentState = CharacterState.Idle;
|
||||
else
|
||||
currentState = Mathf.Abs(input.x) > 0.6f ? CharacterState.Run : CharacterState.Walk;
|
||||
}
|
||||
} else {
|
||||
currentState = velocity.y > 0 ? CharacterState.Rise : CharacterState.Fall;
|
||||
}
|
||||
|
||||
bool stateChanged = previousState != currentState;
|
||||
previousState = currentState;
|
||||
|
||||
// Animation
|
||||
// Do not modify character parameters or state in this phase. Just read them.
|
||||
// Detect changes in state, and communicate with animation handle if it changes.
|
||||
if (stateChanged)
|
||||
HandleStateChanged();
|
||||
|
||||
if (input.x != 0)
|
||||
animationHandle.SetFlip(input.x);
|
||||
|
||||
// Fire events.
|
||||
if (doJump) {
|
||||
OnJump.Invoke();
|
||||
}
|
||||
if (landed) {
|
||||
if (hardLand) {
|
||||
OnHardLand.Invoke();
|
||||
} else {
|
||||
OnLand.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HandleStateChanged () {
|
||||
// When the state changes, notify the animation handle of the new state.
|
||||
string stateName = null;
|
||||
switch (currentState) {
|
||||
case CharacterState.Idle:
|
||||
stateName = "idle";
|
||||
break;
|
||||
case CharacterState.Walk:
|
||||
stateName = "walk";
|
||||
break;
|
||||
case CharacterState.Run:
|
||||
stateName = "run";
|
||||
break;
|
||||
case CharacterState.Crouch:
|
||||
stateName = "crouch";
|
||||
break;
|
||||
case CharacterState.Rise:
|
||||
stateName = "rise";
|
||||
break;
|
||||
case CharacterState.Fall:
|
||||
stateName = "fall";
|
||||
break;
|
||||
case CharacterState.Attack:
|
||||
stateName = "attack";
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
animationHandle.PlayAnimationForState(stateName, 0);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 27b3e3370f55c0a438ef0a10c2eba510
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,52 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, 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.
|
||||
*
|
||||
* THIS SOFTWARE IS 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 THIS SOFTWARE,
|
||||
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class ConstrainedCamera : MonoBehaviour {
|
||||
public Transform target;
|
||||
public Vector3 offset;
|
||||
public Vector3 min;
|
||||
public Vector3 max;
|
||||
public float smoothing = 5f;
|
||||
|
||||
// Update is called once per frame
|
||||
void LateUpdate () {
|
||||
Vector3 goalPoint = target.position + offset;
|
||||
goalPoint.x = Mathf.Clamp(goalPoint.x, min.x, max.x);
|
||||
goalPoint.y = Mathf.Clamp(goalPoint.y, min.y, max.y);
|
||||
goalPoint.z = Mathf.Clamp(goalPoint.z, min.z, max.z);
|
||||
|
||||
transform.position = Vector3.Lerp(transform.position, goalPoint, smoothing * Time.deltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6df2d8b571e22504284108b691b4a3cd
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,66 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, 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.
|
||||
*
|
||||
* THIS SOFTWARE IS 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 THIS SOFTWARE,
|
||||
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using Spine.Unity;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class Raptor : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
public AnimationReferenceAsset walk;
|
||||
public AnimationReferenceAsset gungrab;
|
||||
public AnimationReferenceAsset gunkeep;
|
||||
#endregion
|
||||
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
|
||||
void Start () {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
StartCoroutine(GunGrabRoutine());
|
||||
}
|
||||
|
||||
IEnumerator GunGrabRoutine () {
|
||||
// Play the walk animation on track 0.
|
||||
skeletonAnimation.AnimationState.SetAnimation(0, walk, true);
|
||||
|
||||
// Repeatedly play the gungrab and gunkeep animation on track 1.
|
||||
while (true) {
|
||||
yield return new WaitForSeconds(Random.Range(0.5f, 3f));
|
||||
skeletonAnimation.AnimationState.SetAnimation(1, gungrab, false);
|
||||
|
||||
yield return new WaitForSeconds(Random.Range(0.5f, 3f));
|
||||
skeletonAnimation.AnimationState.SetAnimation(1, gunkeep, false);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8b0d38dc0b91fb443a41838d475ae49b
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,109 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, 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.
|
||||
*
|
||||
* THIS SOFTWARE IS 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 THIS SOFTWARE,
|
||||
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using Spine.Unity;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineBeginnerTwo : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
// [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation.
|
||||
[SpineAnimation]
|
||||
public string runAnimationName;
|
||||
|
||||
[SpineAnimation]
|
||||
public string idleAnimationName;
|
||||
|
||||
[SpineAnimation]
|
||||
public string walkAnimationName;
|
||||
|
||||
[SpineAnimation]
|
||||
public string shootAnimationName;
|
||||
|
||||
[Header("Transitions")]
|
||||
[SpineAnimation]
|
||||
public string idleTurnAnimationName;
|
||||
|
||||
[SpineAnimation]
|
||||
public string runToIdleAnimationName;
|
||||
|
||||
public float runWalkDuration = 1.5f;
|
||||
#endregion
|
||||
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
|
||||
// Spine.AnimationState and Spine.Skeleton are not Unity-serialized objects. You will not see them as fields in the inspector.
|
||||
public Spine.AnimationState spineAnimationState;
|
||||
public Spine.Skeleton skeleton;
|
||||
|
||||
void Start () {
|
||||
// Make sure you get these AnimationState and Skeleton references in Start or Later.
|
||||
// Getting and using them in Awake is not guaranteed by default execution order.
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
spineAnimationState = skeletonAnimation.AnimationState;
|
||||
skeleton = skeletonAnimation.Skeleton;
|
||||
|
||||
StartCoroutine(DoDemoRoutine());
|
||||
}
|
||||
|
||||
/// This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.
|
||||
IEnumerator DoDemoRoutine () {
|
||||
while (true) {
|
||||
// SetAnimation is the basic way to set an animation.
|
||||
// SetAnimation sets the animation and starts playing it from the beginning.
|
||||
// Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.
|
||||
|
||||
spineAnimationState.SetAnimation(0, walkAnimationName, true);
|
||||
yield return new WaitForSeconds(runWalkDuration);
|
||||
|
||||
spineAnimationState.SetAnimation(0, runAnimationName, true);
|
||||
yield return new WaitForSeconds(runWalkDuration);
|
||||
|
||||
// AddAnimation queues up an animation to play after the previous one ends.
|
||||
spineAnimationState.SetAnimation(0, runToIdleAnimationName, false);
|
||||
spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
|
||||
yield return new WaitForSeconds(1f);
|
||||
|
||||
skeleton.ScaleX = -1; // skeleton allows you to flip the skeleton.
|
||||
spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
|
||||
spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
skeleton.ScaleX = 1;
|
||||
spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
|
||||
spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a57fe3aaf2b1f964182d90c5546754d1
|
||||
timeCreated: 1452593662
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,51 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, 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.
|
||||
*
|
||||
* THIS SOFTWARE IS 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 THIS SOFTWARE,
|
||||
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using Spine.Unity;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineBlinkPlayer : MonoBehaviour {
|
||||
const int BlinkTrack = 1;
|
||||
|
||||
public AnimationReferenceAsset blinkAnimation;
|
||||
public float minimumDelay = 0.15f;
|
||||
public float maximumDelay = 3f;
|
||||
|
||||
IEnumerator Start () {
|
||||
var skeletonAnimation = GetComponent<SkeletonAnimation>(); if (skeletonAnimation == null) yield break;
|
||||
while (true) {
|
||||
skeletonAnimation.AnimationState.SetAnimation(SpineBlinkPlayer.BlinkTrack, blinkAnimation, false);
|
||||
yield return new WaitForSeconds(Random.Range(minimumDelay, maximumDelay));
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5a5ef44bf3e0d864794c0da71c84363d
|
||||
timeCreated: 1455509353
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,62 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, 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.
|
||||
*
|
||||
* THIS SOFTWARE IS 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 THIS SOFTWARE,
|
||||
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyBeginnerInput : MonoBehaviour {
|
||||
#region Inspector
|
||||
public string horizontalAxis = "Horizontal";
|
||||
public string attackButton = "Fire1";
|
||||
public string jumpButton = "Jump";
|
||||
|
||||
public SpineboyBeginnerModel model;
|
||||
|
||||
void OnValidate () {
|
||||
if (model == null)
|
||||
model = GetComponent<SpineboyBeginnerModel>();
|
||||
}
|
||||
#endregion
|
||||
|
||||
void Update () {
|
||||
if (model == null) return;
|
||||
|
||||
float currentHorizontal = Input.GetAxisRaw(horizontalAxis);
|
||||
model.TryMove(currentHorizontal);
|
||||
|
||||
if (Input.GetButton(attackButton))
|
||||
model.TryShoot();
|
||||
|
||||
if (Input.GetButtonDown(jumpButton))
|
||||
model.TryJump();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8f685123e0610c347a7b2c03c8a19535
|
||||
timeCreated: 1452595430
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,114 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, 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.
|
||||
*
|
||||
* THIS SOFTWARE IS 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 THIS SOFTWARE,
|
||||
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
[SelectionBase]
|
||||
public class SpineboyBeginnerModel : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[Header("Current State")]
|
||||
public SpineBeginnerBodyState state;
|
||||
public bool facingLeft;
|
||||
[Range(-1f, 1f)]
|
||||
public float currentSpeed;
|
||||
|
||||
[Header("Balance")]
|
||||
public float shootInterval = 0.12f;
|
||||
#endregion
|
||||
|
||||
float lastShootTime;
|
||||
public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.
|
||||
|
||||
#region API
|
||||
public void TryJump () {
|
||||
StartCoroutine(JumpRoutine());
|
||||
}
|
||||
|
||||
public void TryShoot () {
|
||||
float currentTime = Time.time;
|
||||
|
||||
if (currentTime - lastShootTime > shootInterval) {
|
||||
lastShootTime = currentTime;
|
||||
if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
|
||||
}
|
||||
}
|
||||
|
||||
public void TryMove (float speed) {
|
||||
currentSpeed = speed; // show the "speed" in the Inspector.
|
||||
|
||||
if (speed != 0) {
|
||||
bool speedIsNegative = (speed < 0f);
|
||||
facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
|
||||
}
|
||||
|
||||
if (state != SpineBeginnerBodyState.Jumping) {
|
||||
state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
|
||||
}
|
||||
|
||||
}
|
||||
#endregion
|
||||
|
||||
IEnumerator JumpRoutine () {
|
||||
if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
|
||||
|
||||
state = SpineBeginnerBodyState.Jumping;
|
||||
|
||||
// Fake jumping.
|
||||
{
|
||||
var pos = transform.localPosition;
|
||||
const float jumpTime = 1.2f;
|
||||
const float half = jumpTime * 0.5f;
|
||||
const float jumpPower = 20f;
|
||||
for (float t = 0; t < half; t += Time.deltaTime) {
|
||||
float d = jumpPower * (half - t);
|
||||
transform.Translate((d * Time.deltaTime) * Vector3.up);
|
||||
yield return null;
|
||||
}
|
||||
for (float t = 0; t < half; t += Time.deltaTime) {
|
||||
float d = jumpPower * t;
|
||||
transform.Translate((d * Time.deltaTime) * Vector3.down);
|
||||
yield return null;
|
||||
}
|
||||
transform.localPosition = pos;
|
||||
}
|
||||
|
||||
state = SpineBeginnerBodyState.Idle;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public enum SpineBeginnerBodyState {
|
||||
Idle,
|
||||
Running,
|
||||
Jumping
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f999dde27e9711a45b0ee1b0d25217ec
|
||||
timeCreated: 1452594812
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,148 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, 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.
|
||||
*
|
||||
* THIS SOFTWARE IS 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 THIS SOFTWARE,
|
||||
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using Spine.Unity;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyBeginnerView : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[Header("Components")]
|
||||
public SpineboyBeginnerModel model;
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
|
||||
public AnimationReferenceAsset run, idle, shoot, jump;
|
||||
public EventDataReferenceAsset footstepEvent;
|
||||
|
||||
[Header("Audio")]
|
||||
public float footstepPitchOffset = 0.2f;
|
||||
public float gunsoundPitchOffset = 0.13f;
|
||||
public AudioSource footstepSource, gunSource, jumpSource;
|
||||
|
||||
[Header("Effects")]
|
||||
public ParticleSystem gunParticles;
|
||||
#endregion
|
||||
|
||||
SpineBeginnerBodyState previousViewState;
|
||||
|
||||
void Start () {
|
||||
if (skeletonAnimation == null) return;
|
||||
model.ShootEvent += PlayShoot;
|
||||
skeletonAnimation.AnimationState.Event += HandleEvent;
|
||||
}
|
||||
|
||||
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
|
||||
if (e.Data == footstepEvent.EventData)
|
||||
PlayFootstepSound();
|
||||
}
|
||||
|
||||
void Update () {
|
||||
if (skeletonAnimation == null) return;
|
||||
if (model == null) return;
|
||||
|
||||
if ((skeletonAnimation.skeleton.ScaleX < 0) != model.facingLeft) { // Detect changes in model.facingLeft
|
||||
Turn(model.facingLeft);
|
||||
}
|
||||
|
||||
// Detect changes in model.state
|
||||
var currentModelState = model.state;
|
||||
|
||||
if (previousViewState != currentModelState) {
|
||||
PlayNewStableAnimation();
|
||||
}
|
||||
|
||||
previousViewState = currentModelState;
|
||||
}
|
||||
|
||||
void PlayNewStableAnimation () {
|
||||
var newModelState = model.state;
|
||||
Animation nextAnimation;
|
||||
|
||||
// Add conditionals to not interrupt transient animations.
|
||||
|
||||
if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) {
|
||||
PlayFootstepSound();
|
||||
}
|
||||
|
||||
if (newModelState == SpineBeginnerBodyState.Jumping) {
|
||||
jumpSource.Play();
|
||||
nextAnimation = jump;
|
||||
} else {
|
||||
if (newModelState == SpineBeginnerBodyState.Running) {
|
||||
nextAnimation = run;
|
||||
} else {
|
||||
nextAnimation = idle;
|
||||
}
|
||||
}
|
||||
|
||||
skeletonAnimation.AnimationState.SetAnimation(0, nextAnimation, true);
|
||||
}
|
||||
|
||||
void PlayFootstepSound () {
|
||||
footstepSource.Play();
|
||||
footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
|
||||
}
|
||||
|
||||
[ContextMenu("Check Tracks")]
|
||||
void CheckTracks () {
|
||||
var state = skeletonAnimation.AnimationState;
|
||||
Debug.Log(state.GetCurrent(0));
|
||||
Debug.Log(state.GetCurrent(1));
|
||||
}
|
||||
|
||||
#region Transient Actions
|
||||
public void PlayShoot () {
|
||||
// Play the shoot animation on track 1.
|
||||
var track = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
|
||||
track.AttachmentThreshold = 1f;
|
||||
track.MixDuration = 0f;
|
||||
var empty = skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
|
||||
empty.AttachmentThreshold = 1f;
|
||||
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
|
||||
gunSource.Play();
|
||||
//gunParticles.randomSeed = (uint)Random.Range(0, 100);
|
||||
gunParticles.Play();
|
||||
}
|
||||
|
||||
public void Turn (bool facingLeft) {
|
||||
skeletonAnimation.Skeleton.ScaleX = facingLeft ? -1f : 1f;
|
||||
// Maybe play a transient turning animation too, then call ChangeStableAnimation.
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Utility
|
||||
public float GetRandomPitch (float maxPitchOffset) {
|
||||
return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b59f510ae90fd1a419f19ed805e6e229
|
||||
timeCreated: 1452594730
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,61 @@
|
||||
/******************************************************************************
|
||||
* Spine Runtimes License Agreement
|
||||
* Last updated May 1, 2019. Replaces all prior versions.
|
||||
*
|
||||
* Copyright (c) 2013-2019, 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.
|
||||
*
|
||||
* THIS SOFTWARE IS 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 THIS SOFTWARE,
|
||||
* EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyTargetController : MonoBehaviour {
|
||||
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
|
||||
[SpineBone(dataField:"skeletonAnimation")]
|
||||
public string boneName;
|
||||
public new Camera camera;
|
||||
|
||||
Bone bone;
|
||||
|
||||
void OnValidate () {
|
||||
if (skeletonAnimation == null) skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
}
|
||||
|
||||
void Start () {
|
||||
bone = skeletonAnimation.Skeleton.FindBone(boneName);
|
||||
}
|
||||
|
||||
void Update () {
|
||||
var mousePosition = Input.mousePosition;
|
||||
var worldMousePosition = camera.ScreenToWorldPoint(mousePosition);
|
||||
var skeletonSpacePoint = skeletonAnimation.transform.InverseTransformPoint(worldMousePosition);
|
||||
skeletonSpacePoint.x *= skeletonAnimation.Skeleton.ScaleX;
|
||||
skeletonSpacePoint.y *= skeletonAnimation.Skeleton.ScaleY;
|
||||
bone.SetLocalPosition(skeletonSpacePoint);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user