1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889 |
- /******************************************************************************
- * 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 System.Collections.Generic;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- public class SpineboyFacialExpression : MonoBehaviour {
- public SpineboyFootplanter footPlanter;
- [SpineSlot]
- public string eyeSlotName, mouthSlotName;
- [SpineAttachment(slotField: "eyeSlotName")]
- public string shockEyeName, normalEyeName;
- [SpineAttachment(slotField: "mouthSlotName")]
- public string shockMouthName, normalMouthName;
- public Slot eyeSlot, mouthSlot;
- public Attachment shockEye, normalEye, shockMouth, normalMouth;
- public float balanceThreshold = 2.5f;
- public float shockDuration = 1f;
- [Header("Debug")]
- public float shockTimer = 0f;
- void Start () {
- var skeletonAnimation = GetComponent<SkeletonAnimation>();
- var skeleton = skeletonAnimation.Skeleton;
- eyeSlot = skeleton.FindSlot(eyeSlotName);
- mouthSlot = skeleton.FindSlot(mouthSlotName);
- int eyeSlotIndex = skeleton.Data.FindSlot(eyeSlotName).Index;
- shockEye = skeleton.GetAttachment(eyeSlotIndex, shockEyeName);
- normalEye = skeleton.GetAttachment(eyeSlotIndex, normalEyeName);
- int mouthSlotIndex = skeleton.Data.FindSlot(mouthSlotName).Index;
- shockMouth = skeleton.GetAttachment(mouthSlotIndex, shockMouthName);
- normalMouth = skeleton.GetAttachment(mouthSlotIndex, normalMouthName);
- }
- void Update () {
- if (Mathf.Abs(footPlanter.Balance) > balanceThreshold)
- shockTimer = shockDuration;
- if (shockTimer > 0)
- shockTimer -= Time.deltaTime;
- if (shockTimer > 0) {
- eyeSlot.Attachment = shockEye;
- mouthSlot.Attachment = shockMouth;
- } else {
- eyeSlot.Attachment = normalEye;
- mouthSlot.Attachment = normalMouth;
- }
- }
- }
- }
|