FootSoldierExample.cs 3.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103
  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. // Contributed by: Mitch Thompson
  30. using Spine.Unity;
  31. using System.Collections;
  32. using UnityEngine;
  33. namespace Spine.Unity.Examples {
  34. public class FootSoldierExample : MonoBehaviour {
  35. [SpineAnimation("Idle")]
  36. public string idleAnimation;
  37. [SpineAnimation]
  38. public string attackAnimation;
  39. [SpineAnimation]
  40. public string moveAnimation;
  41. [SpineSlot]
  42. public string eyesSlot;
  43. [SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
  44. public string eyesOpenAttachment;
  45. [SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
  46. public string blinkAttachment;
  47. [Range(0, 0.2f)]
  48. public float blinkDuration = 0.05f;
  49. public KeyCode attackKey = KeyCode.Mouse0;
  50. public KeyCode rightKey = KeyCode.D;
  51. public KeyCode leftKey = KeyCode.A;
  52. public float moveSpeed = 3;
  53. SkeletonAnimation skeletonAnimation;
  54. void Awake () {
  55. skeletonAnimation = GetComponent<SkeletonAnimation>();
  56. skeletonAnimation.OnRebuild += Apply;
  57. }
  58. void Apply (SkeletonRenderer skeletonRenderer) {
  59. StartCoroutine(Blink());
  60. }
  61. void Update () {
  62. if (Input.GetKey(attackKey)) {
  63. skeletonAnimation.AnimationName = attackAnimation;
  64. } else {
  65. if (Input.GetKey(rightKey)) {
  66. skeletonAnimation.AnimationName = moveAnimation;
  67. skeletonAnimation.Skeleton.ScaleX = 1;
  68. transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
  69. } else if (Input.GetKey(leftKey)) {
  70. skeletonAnimation.AnimationName = moveAnimation;
  71. skeletonAnimation.Skeleton.ScaleX = -1;
  72. transform.Translate(-moveSpeed * Time.deltaTime, 0, 0);
  73. } else {
  74. skeletonAnimation.AnimationName = idleAnimation;
  75. }
  76. }
  77. }
  78. IEnumerator Blink () {
  79. while (true) {
  80. yield return new WaitForSeconds(Random.Range(0.25f, 3f));
  81. skeletonAnimation.Skeleton.SetAttachment(eyesSlot, blinkAttachment);
  82. yield return new WaitForSeconds(blinkDuration);
  83. skeletonAnimation.Skeleton.SetAttachment(eyesSlot, eyesOpenAttachment);
  84. }
  85. }
  86. }
  87. }