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 System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Spine.Unity.Examples {
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public class DummyMecanimControllerExample : MonoBehaviour {
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public Animator logicAnimator;
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public SkeletonAnimationHandleExample animationHandle;
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[Header("Controls")]
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public KeyCode walkButton = KeyCode.LeftShift;
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public KeyCode jumpButton = KeyCode.Space;
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[Header("Animator Properties")]
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public string horizontalSpeedProperty = "Speed";
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public string verticalSpeedProperty = "VerticalSpeed";
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public string groundedProperty = "Grounded";
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[Header("Fake Physics")]
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public float jumpDuration = 1.5f;
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public Vector2 speed;
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public bool isGrounded;
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void Awake () {
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isGrounded = true;
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}
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void Update () {
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float x = Input.GetAxisRaw("Horizontal");
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if (Input.GetKey(walkButton)) {
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x *= 0.4f;
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}
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speed.x = x;
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// Flip skeleton.
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if (x != 0) {
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animationHandle.SetFlip(x);
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}
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if (Input.GetKeyDown(jumpButton)) {
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if (isGrounded)
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StartCoroutine(FakeJump());
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}
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logicAnimator.SetFloat(horizontalSpeedProperty, Mathf.Abs(speed.x));
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logicAnimator.SetFloat(verticalSpeedProperty, speed.y);
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logicAnimator.SetBool(groundedProperty, isGrounded);
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}
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IEnumerator FakeJump () {
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// Rise
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isGrounded = false;
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speed.y = 10f;
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float durationLeft = jumpDuration * 0.5f;
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while (durationLeft > 0) {
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durationLeft -= Time.deltaTime;
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if (!Input.GetKey(jumpButton)) break;
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yield return null;
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}
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// Fall
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speed.y = -10f;
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float fallDuration = (jumpDuration * 0.5f) - durationLeft;
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yield return new WaitForSeconds(fallDuration);
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// Land
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speed.y = 0f;
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isGrounded = true;
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yield return null;
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}
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}
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}
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