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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 System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- namespace Spine.Unity.Examples {
- public class DummyMecanimControllerExample : MonoBehaviour {
- public Animator logicAnimator;
- public SkeletonAnimationHandleExample animationHandle;
- [Header("Controls")]
- public KeyCode walkButton = KeyCode.LeftShift;
- public KeyCode jumpButton = KeyCode.Space;
- [Header("Animator Properties")]
- public string horizontalSpeedProperty = "Speed";
- public string verticalSpeedProperty = "VerticalSpeed";
- public string groundedProperty = "Grounded";
- [Header("Fake Physics")]
- public float jumpDuration = 1.5f;
- public Vector2 speed;
- public bool isGrounded;
- void Awake () {
- isGrounded = true;
- }
- void Update () {
- float x = Input.GetAxisRaw("Horizontal");
- if (Input.GetKey(walkButton)) {
- x *= 0.4f;
- }
- speed.x = x;
- // Flip skeleton.
- if (x != 0) {
- animationHandle.SetFlip(x);
- }
- if (Input.GetKeyDown(jumpButton)) {
- if (isGrounded)
- StartCoroutine(FakeJump());
- }
- logicAnimator.SetFloat(horizontalSpeedProperty, Mathf.Abs(speed.x));
- logicAnimator.SetFloat(verticalSpeedProperty, speed.y);
- logicAnimator.SetBool(groundedProperty, isGrounded);
- }
- IEnumerator FakeJump () {
- // Rise
- isGrounded = false;
- speed.y = 10f;
- float durationLeft = jumpDuration * 0.5f;
- while (durationLeft > 0) {
- durationLeft -= Time.deltaTime;
- if (!Input.GetKey(jumpButton)) break;
- yield return null;
- }
- // Fall
- speed.y = -10f;
- float fallDuration = (jumpDuration * 0.5f) - durationLeft;
- yield return new WaitForSeconds(fallDuration);
- // Land
- speed.y = 0f;
- isGrounded = true;
- yield return null;
- }
- }
- }
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