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- /******************************************************************************
- * 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.
- *****************************************************************************/
- using Spine.Unity;
- using UnityEngine;
- using UnityEngine.Events;
- namespace Spine.Unity.Examples {
- [RequireComponent(typeof(CharacterController))]
- public class BasicPlatformerController : MonoBehaviour {
- public enum CharacterState {
- None,
- Idle,
- Walk,
- Run,
- Crouch,
- Rise,
- Fall,
- Attack
- }
- [Header("Components")]
- public CharacterController controller;
- [Header("Controls")]
- public string XAxis = "Horizontal";
- public string YAxis = "Vertical";
- public string JumpButton = "Jump";
- [Header("Moving")]
- public float walkSpeed = 1.5f;
- public float runSpeed = 7f;
- public float gravityScale = 6.6f;
- [Header("Jumping")]
- public float jumpSpeed = 25;
- public float minimumJumpDuration = 0.5f;
- public float jumpInterruptFactor = 0.5f;
- public float forceCrouchVelocity = 25;
- public float forceCrouchDuration = 0.5f;
- [Header("Animation")]
- public SkeletonAnimationHandleExample animationHandle;
- // Events
- public event UnityAction OnJump, OnLand, OnHardLand;
- Vector2 input = default(Vector2);
- Vector3 velocity = default(Vector3);
- float minimumJumpEndTime = 0;
- float forceCrouchEndTime;
- bool wasGrounded = false;
- CharacterState previousState, currentState;
- void Update () {
- float dt = Time.deltaTime;
- bool isGrounded = controller.isGrounded;
- bool landed = !wasGrounded && isGrounded;
- // Dummy input.
- input.x = Input.GetAxis(XAxis);
- input.y = Input.GetAxis(YAxis);
- bool inputJumpStop = Input.GetButtonUp(JumpButton);
- bool inputJumpStart = Input.GetButtonDown(JumpButton);
- bool doCrouch = (isGrounded && input.y < -0.5f) || (forceCrouchEndTime > Time.time);
- bool doJumpInterrupt = false;
- bool doJump = false;
- bool hardLand = false;
- if (landed) {
- if (-velocity.y > forceCrouchVelocity) {
- hardLand = true;
- doCrouch = true;
- forceCrouchEndTime = Time.time + forceCrouchDuration;
- }
- }
- if (!doCrouch) {
- if (isGrounded) {
- if (inputJumpStart) {
- doJump = true;
- }
- } else {
- doJumpInterrupt = inputJumpStop && Time.time < minimumJumpEndTime;
- }
- }
- // Dummy physics and controller using UnityEngine.CharacterController.
- Vector3 gravityDeltaVelocity = Physics.gravity * gravityScale * dt;
- if (doJump) {
- velocity.y = jumpSpeed;
- minimumJumpEndTime = Time.time + minimumJumpDuration;
- } else if (doJumpInterrupt) {
- if (velocity.y > 0)
- velocity.y *= jumpInterruptFactor;
- }
- velocity.x = 0;
- if (!doCrouch) {
- if (input.x != 0) {
- velocity.x = Mathf.Abs(input.x) > 0.6f ? runSpeed : walkSpeed;
- velocity.x *= Mathf.Sign(input.x);
- }
- }
- if (!isGrounded) {
- if (wasGrounded) {
- if (velocity.y < 0)
- velocity.y = 0;
- } else {
- velocity += gravityDeltaVelocity;
- }
- }
- controller.Move(velocity * dt);
- wasGrounded = isGrounded;
- // Determine and store character state
- if (isGrounded) {
- if (doCrouch) {
- currentState = CharacterState.Crouch;
- } else {
- if (input.x == 0)
- currentState = CharacterState.Idle;
- else
- currentState = Mathf.Abs(input.x) > 0.6f ? CharacterState.Run : CharacterState.Walk;
- }
- } else {
- currentState = velocity.y > 0 ? CharacterState.Rise : CharacterState.Fall;
- }
- bool stateChanged = previousState != currentState;
- previousState = currentState;
- // Animation
- // Do not modify character parameters or state in this phase. Just read them.
- // Detect changes in state, and communicate with animation handle if it changes.
- if (stateChanged)
- HandleStateChanged();
- if (input.x != 0)
- animationHandle.SetFlip(input.x);
- // Fire events.
- if (doJump) {
- OnJump.Invoke();
- }
- if (landed) {
- if (hardLand) {
- OnHardLand.Invoke();
- } else {
- OnLand.Invoke();
- }
- }
- }
- void HandleStateChanged () {
- // When the state changes, notify the animation handle of the new state.
- string stateName = null;
- switch (currentState) {
- case CharacterState.Idle:
- stateName = "idle";
- break;
- case CharacterState.Walk:
- stateName = "walk";
- break;
- case CharacterState.Run:
- stateName = "run";
- break;
- case CharacterState.Crouch:
- stateName = "crouch";
- break;
- case CharacterState.Rise:
- stateName = "rise";
- break;
- case CharacterState.Fall:
- stateName = "fall";
- break;
- case CharacterState.Attack:
- stateName = "attack";
- break;
- default:
- break;
- }
- animationHandle.PlayAnimationForState(stateName, 0);
- }
- }
- }
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