SpineboyFacialExpression.cs 3.4 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 System.Collections;
  30. using System.Collections.Generic;
  31. using UnityEngine;
  32. namespace Spine.Unity.Examples {
  33. public class SpineboyFacialExpression : MonoBehaviour {
  34. public SpineboyFootplanter footPlanter;
  35. [SpineSlot]
  36. public string eyeSlotName, mouthSlotName;
  37. [SpineAttachment(slotField: "eyeSlotName")]
  38. public string shockEyeName, normalEyeName;
  39. [SpineAttachment(slotField: "mouthSlotName")]
  40. public string shockMouthName, normalMouthName;
  41. public Slot eyeSlot, mouthSlot;
  42. public Attachment shockEye, normalEye, shockMouth, normalMouth;
  43. public float balanceThreshold = 2.5f;
  44. public float shockDuration = 1f;
  45. [Header("Debug")]
  46. public float shockTimer = 0f;
  47. void Start () {
  48. var skeletonAnimation = GetComponent<SkeletonAnimation>();
  49. var skeleton = skeletonAnimation.Skeleton;
  50. eyeSlot = skeleton.FindSlot(eyeSlotName);
  51. mouthSlot = skeleton.FindSlot(mouthSlotName);
  52. int eyeSlotIndex = skeleton.Data.FindSlot(eyeSlotName).Index;
  53. shockEye = skeleton.GetAttachment(eyeSlotIndex, shockEyeName);
  54. normalEye = skeleton.GetAttachment(eyeSlotIndex, normalEyeName);
  55. int mouthSlotIndex = skeleton.Data.FindSlot(mouthSlotName).Index;
  56. shockMouth = skeleton.GetAttachment(mouthSlotIndex, shockMouthName);
  57. normalMouth = skeleton.GetAttachment(mouthSlotIndex, normalMouthName);
  58. }
  59. void Update () {
  60. if (Mathf.Abs(footPlanter.Balance) > balanceThreshold)
  61. shockTimer = shockDuration;
  62. if (shockTimer > 0)
  63. shockTimer -= Time.deltaTime;
  64. if (shockTimer > 0) {
  65. eyeSlot.Attachment = shockEye;
  66. mouthSlot.Attachment = shockMouth;
  67. } else {
  68. eyeSlot.Attachment = normalEye;
  69. mouthSlot.Attachment = normalMouth;
  70. }
  71. }
  72. }
  73. }