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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2020, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * Otherwise, it is permitted to integrate the Spine Runtimes into software
- * or otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
- * Spine Editor license and redistribution of the Products in any form must
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
- * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- using System.Collections;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- [SelectionBase]
- public class SpineboyBeginnerModel : MonoBehaviour {
- #region Inspector
- [Header("Current State")]
- public SpineBeginnerBodyState state;
- public bool facingLeft;
- [Range(-1f, 1f)]
- public float currentSpeed;
- [Header("Balance")]
- public float shootInterval = 0.12f;
- #endregion
- float lastShootTime;
- public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.
- public event System.Action StartAimEvent; // Lets other scripts know when Spineboy is aiming.
- public event System.Action StopAimEvent; // Lets other scripts know when Spineboy is no longer aiming.
- #region API
- public void TryJump () {
- StartCoroutine(JumpRoutine());
- }
- public void TryShoot () {
- float currentTime = Time.time;
- if (currentTime - lastShootTime > shootInterval) {
- lastShootTime = currentTime;
- if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
- }
- }
- public void StartAim () {
- if (StartAimEvent != null) StartAimEvent(); // Fire the "StartAimEvent" event.
- }
- public void StopAim () {
- if (StopAimEvent != null) StopAimEvent(); // Fire the "StopAimEvent" event.
- }
- public void TryMove (float speed) {
- currentSpeed = speed; // show the "speed" in the Inspector.
- if (speed != 0) {
- bool speedIsNegative = (speed < 0f);
- facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
- }
- if (state != SpineBeginnerBodyState.Jumping) {
- state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
- }
- }
- #endregion
- IEnumerator JumpRoutine () {
- if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
- state = SpineBeginnerBodyState.Jumping;
- // Fake jumping.
- {
- var pos = transform.localPosition;
- const float jumpTime = 1.2f;
- const float half = jumpTime * 0.5f;
- const float jumpPower = 20f;
- for (float t = 0; t < half; t += Time.deltaTime) {
- float d = jumpPower * (half - t);
- transform.Translate((d * Time.deltaTime) * Vector3.up);
- yield return null;
- }
- for (float t = 0; t < half; t += Time.deltaTime) {
- float d = jumpPower * t;
- transform.Translate((d * Time.deltaTime) * Vector3.down);
- yield return null;
- }
- transform.localPosition = pos;
- }
- state = SpineBeginnerBodyState.Idle;
- }
- }
- public enum SpineBeginnerBodyState {
- Idle,
- Running,
- Jumping
- }
- }
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