SpineboyPole.cs 3.0 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 Spine.Unity;
  30. using Spine.Unity.Examples;
  31. using System.Collections;
  32. using UnityEngine;
  33. namespace Spine.Unity.Examples {
  34. public class SpineboyPole : MonoBehaviour {
  35. public SkeletonAnimation skeletonAnimation;
  36. public SkeletonRenderSeparator separator;
  37. [Space(18)]
  38. public AnimationReferenceAsset run;
  39. public AnimationReferenceAsset pole;
  40. public float startX;
  41. public float endX;
  42. const float Speed = 18f;
  43. const float RunTimeScale = 1.5f;
  44. IEnumerator Start () {
  45. var state = skeletonAnimation.state;
  46. while (true) {
  47. // Run phase
  48. SetXPosition(startX);
  49. separator.enabled = false; // Disable Separator during run.
  50. state.SetAnimation(0, run, true);
  51. state.TimeScale = RunTimeScale;
  52. while (transform.localPosition.x < endX) {
  53. transform.Translate(Vector3.right * Speed * Time.deltaTime);
  54. yield return null;
  55. }
  56. // Hit phase
  57. SetXPosition(endX);
  58. separator.enabled = true; // Enable Separator when hit
  59. var poleTrack = state.SetAnimation(0, pole, false);
  60. yield return new WaitForSpineAnimationComplete(poleTrack);
  61. yield return new WaitForSeconds(1f);
  62. }
  63. }
  64. void SetXPosition (float x) {
  65. var tp = transform.localPosition;
  66. tp.x = x;
  67. transform.localPosition = tp;
  68. }
  69. }
  70. }