提交Spine插件
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Assets/Spine Examples/Scripts/SpineboyFacialExpression.cs
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Assets/Spine Examples/Scripts/SpineboyFacialExpression.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 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 SpineboyFacialExpression : MonoBehaviour {
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public SpineboyFootplanter footPlanter;
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[SpineSlot]
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public string eyeSlotName, mouthSlotName;
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[SpineAttachment(slotField:"eyeSlotName")]
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public string shockEyeName, normalEyeName;
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[SpineAttachment(slotField: "mouthSlotName")]
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public string shockMouthName, normalMouthName;
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public Slot eyeSlot, mouthSlot;
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public Attachment shockEye, normalEye, shockMouth, normalMouth;
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public float balanceThreshold = 2.5f;
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public float shockDuration = 1f;
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[Header("Debug")]
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public float shockTimer = 0f;
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void Start () {
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var skeletonAnimation = GetComponent<SkeletonAnimation>();
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var skeleton = skeletonAnimation.Skeleton;
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eyeSlot = skeleton.FindSlot(eyeSlotName);
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mouthSlot = skeleton.FindSlot(mouthSlotName);
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int eyeSlotIndex = skeleton.FindSlotIndex(eyeSlotName);
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shockEye = skeleton.GetAttachment(eyeSlotIndex, shockEyeName);
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normalEye = skeleton.GetAttachment(eyeSlotIndex, normalEyeName);
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int mouthSlotIndex = skeleton.FindSlotIndex(mouthSlotName);
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shockMouth = skeleton.GetAttachment(mouthSlotIndex, shockMouthName);
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normalMouth = skeleton.GetAttachment(mouthSlotIndex, normalMouthName);
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}
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void Update () {
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if (Mathf.Abs(footPlanter.Balance) > balanceThreshold)
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shockTimer = shockDuration;
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if (shockTimer > 0)
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shockTimer -= Time.deltaTime;
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if (shockTimer > 0) {
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eyeSlot.Attachment = shockEye;
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mouthSlot.Attachment = shockMouth;
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} else {
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eyeSlot.Attachment = normalEye;
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mouthSlot.Attachment = normalMouth;
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}
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}
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}
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}
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