123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103 |
- /******************************************************************************
- * 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.
- *****************************************************************************/
- // Contributed by: Mitch Thompson
- using Spine.Unity;
- using System.Collections;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- public class FootSoldierExample : MonoBehaviour {
- [SpineAnimation("Idle")]
- public string idleAnimation;
- [SpineAnimation]
- public string attackAnimation;
- [SpineAnimation]
- public string moveAnimation;
- [SpineSlot]
- public string eyesSlot;
- [SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
- public string eyesOpenAttachment;
- [SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
- public string blinkAttachment;
- [Range(0, 0.2f)]
- public float blinkDuration = 0.05f;
- public KeyCode attackKey = KeyCode.Mouse0;
- public KeyCode rightKey = KeyCode.D;
- public KeyCode leftKey = KeyCode.A;
- public float moveSpeed = 3;
- SkeletonAnimation skeletonAnimation;
- void Awake () {
- skeletonAnimation = GetComponent<SkeletonAnimation>();
- skeletonAnimation.OnRebuild += Apply;
- }
- void Apply (SkeletonRenderer skeletonRenderer) {
- StartCoroutine(Blink());
- }
- void Update () {
- if (Input.GetKey(attackKey)) {
- skeletonAnimation.AnimationName = attackAnimation;
- } else {
- if (Input.GetKey(rightKey)) {
- skeletonAnimation.AnimationName = moveAnimation;
- skeletonAnimation.Skeleton.ScaleX = 1;
- transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
- } else if (Input.GetKey(leftKey)) {
- skeletonAnimation.AnimationName = moveAnimation;
- skeletonAnimation.Skeleton.ScaleX = -1;
- transform.Translate(-moveSpeed * Time.deltaTime, 0, 0);
- } else {
- skeletonAnimation.AnimationName = idleAnimation;
- }
- }
- }
- IEnumerator Blink () {
- while (true) {
- yield return new WaitForSeconds(Random.Range(0.25f, 3f));
- skeletonAnimation.Skeleton.SetAttachment(eyesSlot, blinkAttachment);
- yield return new WaitForSeconds(blinkDuration);
- skeletonAnimation.Skeleton.SetAttachment(eyesSlot, eyesOpenAttachment);
- }
- }
- }
- }
|