SpineboyFreeze.cs 3.2 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 SpineboyFreeze : MonoBehaviour {
  34. public SkeletonAnimation skeletonAnimation;
  35. public AnimationReferenceAsset freeze;
  36. public AnimationReferenceAsset idle;
  37. public Color freezeColor;
  38. public Color freezeBlackColor;
  39. public ParticleSystem particles;
  40. public float freezePoint = 0.5f;
  41. public string colorProperty = "_Color";
  42. public string blackTintProperty = "_Black";
  43. MaterialPropertyBlock block;
  44. MeshRenderer meshRenderer;
  45. IEnumerator Start () {
  46. block = new MaterialPropertyBlock();
  47. meshRenderer = GetComponent<MeshRenderer>();
  48. particles.Stop();
  49. particles.Clear();
  50. var main = particles.main;
  51. main.loop = false;
  52. var state = skeletonAnimation.AnimationState;
  53. while (true) {
  54. yield return new WaitForSeconds(1f);
  55. // Play freeze animation
  56. state.SetAnimation(0, freeze, false);
  57. yield return new WaitForSeconds(freezePoint);
  58. // Freeze effects
  59. particles.Play();
  60. block.SetColor(colorProperty, freezeColor);
  61. block.SetColor(blackTintProperty, freezeBlackColor);
  62. meshRenderer.SetPropertyBlock(block);
  63. yield return new WaitForSeconds(2f);
  64. // Return to Idle
  65. state.SetAnimation(0, idle, true);
  66. block.SetColor(colorProperty, Color.white);
  67. block.SetColor(blackTintProperty, Color.black);
  68. meshRenderer.SetPropertyBlock(block);
  69. yield return null;
  70. }
  71. }
  72. }
  73. }