DummyMecanimControllerExample.cs 3.5 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
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  28. *****************************************************************************/
  29. using System.Collections;
  30. using System.Collections.Generic;
  31. using UnityEngine;
  32. namespace Spine.Unity.Examples {
  33. public class DummyMecanimControllerExample : MonoBehaviour {
  34. public Animator logicAnimator;
  35. public SkeletonAnimationHandleExample animationHandle;
  36. [Header("Controls")]
  37. public KeyCode walkButton = KeyCode.LeftShift;
  38. public KeyCode jumpButton = KeyCode.Space;
  39. [Header("Animator Properties")]
  40. public string horizontalSpeedProperty = "Speed";
  41. public string verticalSpeedProperty = "VerticalSpeed";
  42. public string groundedProperty = "Grounded";
  43. [Header("Fake Physics")]
  44. public float jumpDuration = 1.5f;
  45. public Vector2 speed;
  46. public bool isGrounded;
  47. void Awake () {
  48. isGrounded = true;
  49. }
  50. void Update () {
  51. float x = Input.GetAxisRaw("Horizontal");
  52. if (Input.GetKey(walkButton)) {
  53. x *= 0.4f;
  54. }
  55. speed.x = x;
  56. // Flip skeleton.
  57. if (x != 0) {
  58. animationHandle.SetFlip(x);
  59. }
  60. if (Input.GetKeyDown(jumpButton)) {
  61. if (isGrounded)
  62. StartCoroutine(FakeJump());
  63. }
  64. logicAnimator.SetFloat(horizontalSpeedProperty, Mathf.Abs(speed.x));
  65. logicAnimator.SetFloat(verticalSpeedProperty, speed.y);
  66. logicAnimator.SetBool(groundedProperty, isGrounded);
  67. }
  68. IEnumerator FakeJump () {
  69. // Rise
  70. isGrounded = false;
  71. speed.y = 10f;
  72. float durationLeft = jumpDuration * 0.5f;
  73. while (durationLeft > 0) {
  74. durationLeft -= Time.deltaTime;
  75. if (!Input.GetKey(jumpButton)) break;
  76. yield return null;
  77. }
  78. // Fall
  79. speed.y = -10f;
  80. float fallDuration = (jumpDuration * 0.5f) - durationLeft;
  81. yield return new WaitForSeconds(fallDuration);
  82. // Land
  83. speed.y = 0f;
  84. isGrounded = true;
  85. yield return null;
  86. }
  87. }
  88. }