AttackSpineboy.cs 2.8 KB

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  1. /******************************************************************************
  2. * Spine Runtimes License Agreement
  3. * Last updated January 1, 2020. Replaces all prior versions.
  4. *
  5. * Copyright (c) 2013-2020, Esoteric Software LLC
  6. *
  7. * Integration of the Spine Runtimes into software or otherwise creating
  8. * derivative works of the Spine Runtimes is permitted under the terms and
  9. * conditions of Section 2 of the Spine Editor License Agreement:
  10. * http://esotericsoftware.com/spine-editor-license
  11. *
  12. * Otherwise, it is permitted to integrate the Spine Runtimes into software
  13. * or otherwise create derivative works of the Spine Runtimes (collectively,
  14. * "Products"), provided that each user of the Products must obtain their own
  15. * Spine Editor license and redistribution of the Products in any form must
  16. * include this license and copyright notice.
  17. *
  18. * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
  19. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  20. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  21. * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
  22. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  23. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
  24. * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
  25. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  26. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
  27. * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  28. *****************************************************************************/
  29. using UnityEngine;
  30. using UnityEngine.UI;
  31. namespace Spine.Unity.Examples {
  32. public class AttackSpineboy : MonoBehaviour {
  33. public SkeletonAnimation spineboy;
  34. public SkeletonAnimation attackerSpineboy;
  35. public SpineGauge gauge;
  36. public Text healthText;
  37. int currentHealth = 100;
  38. const int maxHealth = 100;
  39. public AnimationReferenceAsset shoot, hit, idle, death;
  40. public UnityEngine.Events.UnityEvent onAttack;
  41. void Update () {
  42. if (Input.GetKeyDown(KeyCode.Space)) {
  43. currentHealth -= 10;
  44. healthText.text = currentHealth + "/" + maxHealth;
  45. attackerSpineboy.AnimationState.SetAnimation(1, shoot, false);
  46. attackerSpineboy.AnimationState.AddEmptyAnimation(1, 0.5f, 2f);
  47. if (currentHealth > 0) {
  48. spineboy.AnimationState.SetAnimation(0, hit, false);
  49. spineboy.AnimationState.AddAnimation(0, idle, true, 0);
  50. gauge.fillPercent = (float)currentHealth / (float)maxHealth;
  51. onAttack.Invoke();
  52. } else {
  53. if (currentHealth >= 0) {
  54. gauge.fillPercent = 0;
  55. spineboy.AnimationState.SetAnimation(0, death, false).TrackEnd = float.PositiveInfinity;
  56. }
  57. }
  58. }
  59. }
  60. }
  61. }