提交Spine插件
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Assets/Spine Examples/Scripts/Goblins.cs
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67
Assets/Spine Examples/Scripts/Goblins.cs
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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 Spine;
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using Spine.Unity;
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namespace Spine.Unity.Examples {
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public class Goblins : MonoBehaviour {
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SkeletonAnimation skeletonAnimation;
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Bone headBone;
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bool girlSkin;
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[Range(-360, 360)]
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public float extraRotation;
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public void Start () {
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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headBone = skeletonAnimation.Skeleton.FindBone("head");
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skeletonAnimation.UpdateLocal += UpdateLocal;
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}
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// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
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public void UpdateLocal (ISkeletonAnimation skeletonRenderer) {
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headBone.Rotation += extraRotation;
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}
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public void OnMouseDown () {
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skeletonAnimation.Skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
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skeletonAnimation.Skeleton.SetSlotsToSetupPose();
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girlSkin = !girlSkin;
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if (girlSkin) {
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skeletonAnimation.Skeleton.SetAttachment("right hand item", null);
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skeletonAnimation.Skeleton.SetAttachment("left hand item", "spear");
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} else
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skeletonAnimation.Skeleton.SetAttachment("left hand item", "dagger");
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}
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}
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}
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