提交Spine插件
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated May 1, 2019. Replaces all prior versions.
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*
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* Copyright (c) 2013-2019, 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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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY EXPRESS
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* OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
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* NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS
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* INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
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* 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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namespace Spine.Unity.Examples {
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public class SpineboyBeginnerView : MonoBehaviour {
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#region Inspector
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[Header("Components")]
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public SpineboyBeginnerModel model;
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public SkeletonAnimation skeletonAnimation;
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public AnimationReferenceAsset run, idle, shoot, jump;
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public EventDataReferenceAsset footstepEvent;
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[Header("Audio")]
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public float footstepPitchOffset = 0.2f;
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public float gunsoundPitchOffset = 0.13f;
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public AudioSource footstepSource, gunSource, jumpSource;
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[Header("Effects")]
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public ParticleSystem gunParticles;
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#endregion
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SpineBeginnerBodyState previousViewState;
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void Start () {
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if (skeletonAnimation == null) return;
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model.ShootEvent += PlayShoot;
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skeletonAnimation.AnimationState.Event += HandleEvent;
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}
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void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
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if (e.Data == footstepEvent.EventData)
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PlayFootstepSound();
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}
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void Update () {
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if (skeletonAnimation == null) return;
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if (model == null) return;
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if ((skeletonAnimation.skeleton.ScaleX < 0) != model.facingLeft) { // Detect changes in model.facingLeft
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Turn(model.facingLeft);
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}
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// Detect changes in model.state
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var currentModelState = model.state;
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if (previousViewState != currentModelState) {
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PlayNewStableAnimation();
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}
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previousViewState = currentModelState;
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}
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void PlayNewStableAnimation () {
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var newModelState = model.state;
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Animation nextAnimation;
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// Add conditionals to not interrupt transient animations.
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if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) {
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PlayFootstepSound();
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}
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if (newModelState == SpineBeginnerBodyState.Jumping) {
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jumpSource.Play();
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nextAnimation = jump;
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} else {
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if (newModelState == SpineBeginnerBodyState.Running) {
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nextAnimation = run;
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} else {
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nextAnimation = idle;
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}
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}
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skeletonAnimation.AnimationState.SetAnimation(0, nextAnimation, true);
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}
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void PlayFootstepSound () {
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footstepSource.Play();
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footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
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}
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[ContextMenu("Check Tracks")]
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void CheckTracks () {
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var state = skeletonAnimation.AnimationState;
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Debug.Log(state.GetCurrent(0));
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Debug.Log(state.GetCurrent(1));
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}
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#region Transient Actions
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public void PlayShoot () {
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// Play the shoot animation on track 1.
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var track = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
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track.AttachmentThreshold = 1f;
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track.MixDuration = 0f;
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var empty = skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
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empty.AttachmentThreshold = 1f;
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gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
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gunSource.Play();
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//gunParticles.randomSeed = (uint)Random.Range(0, 100);
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gunParticles.Play();
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}
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public void Turn (bool facingLeft) {
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skeletonAnimation.Skeleton.ScaleX = facingLeft ? -1f : 1f;
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// Maybe play a transient turning animation too, then call ChangeStableAnimation.
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}
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#endregion
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#region Utility
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public float GetRandomPitch (float maxPitchOffset) {
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return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
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}
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#endregion
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}
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}
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