[unity] Update Examples.

This commit is contained in:
pharan 2017-06-15 12:40:06 +08:00
parent a2e3d999bc
commit 0231f29d96
70 changed files with 10652 additions and 1909 deletions

View File

@ -260,25 +260,27 @@ TextMesh:
m_PrefabParentObject: {fileID: 0} m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0} m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 199409354} m_GameObject: {fileID: 199409354}
m_Text: 'Spine GameObjects are GameObjects m_Text: '"Spine GameObjects" are GameObjects with
with these components on it: a SkeletonAnimation
- MeshFilter (or SkeletonRenderer, SkeletonGraphic or SkeletonAnimator)
- MeshRenderer and its requisite Components.
- SkeletonAnimation
<b>SkeletonAnimation</b> <b>SkeletonAnimation</b>
is the Spine component you''ll likely be using most often. is the Spine component you''ll likely be using most often.
It uses a Skeleton Data Asset.
It uses a Skeleton Data Asset (the Unity asset files with the Spine icon).
Skeleton Data Asset ties together your Spine exports (.json, .png and .atlas.txt) <b>SkeletonData Asset</b>
(the asset files with the Spine icon)
SkeletonDataAssets ties together your Spine exports (.json, .png and .atlas.txt)
See the Spine-Unity Documentation to learn more about the asset files. See the Spine-Unity Documentation to learn more about the asset files.
@ -556,7 +558,7 @@ TextMesh:
m_PrefabParentObject: {fileID: 0} m_PrefabParentObject: {fileID: 0}
m_PrefabInternal: {fileID: 0} m_PrefabInternal: {fileID: 0}
m_GameObject: {fileID: 1945923976} m_GameObject: {fileID: 1945923976}
m_Text: Enter <b>PLAY MODE</b> in Unity to see Spineboy animate. m_Text: Enter <b>PLAY MODE</b> in Unity to see Spine-Unity Girl animate.
m_OffsetZ: 0 m_OffsetZ: 0
m_CharacterSize: 0.12 m_CharacterSize: 0.12
m_LineSpacing: 1 m_LineSpacing: 1

View File

@ -147,7 +147,7 @@ TextMesh:
m_GameObject: {fileID: 199409354} m_GameObject: {fileID: 199409354}
m_Text: 'This scene will show you an example m_Text: 'This scene will show you an example
of basic animation control through code. of basic animation code.
Open the SpineBeginnerTwo script attached Open the SpineBeginnerTwo script attached
@ -317,8 +317,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d247ba06193faa74d9335f5481b2b56c, type: 3} m_Script: {fileID: 11500000, guid: d247ba06193faa74d9335f5481b2b56c, type: 3}
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
skeletonDataAsset: {fileID: 11400000, guid: a467507a4ffb1d542a558739b2fede77, type: 2} skeletonDataAsset: {fileID: 11400000, guid: 45a15bf53b040de42b2adbc759a40203, type: 2}
initialSkinName: base initialSkinName: default
initialFlipX: 0 initialFlipX: 0
initialFlipY: 0 initialFlipY: 0
separatorSlotNames: [] separatorSlotNames: []
@ -349,7 +349,7 @@ MeshRenderer:
m_LightProbeUsage: 1 m_LightProbeUsage: 1
m_ReflectionProbeUsage: 1 m_ReflectionProbeUsage: 1
m_Materials: m_Materials:
- {fileID: 2100000, guid: 1455e88fdb81ccc45bdeaedd657bad4d, type: 2} - {fileID: 2100000, guid: 86873d92b9c6412428e6e2d4f827c88b, type: 2}
m_StaticBatchInfo: m_StaticBatchInfo:
firstSubMesh: 0 firstSubMesh: 0
subMeshCount: 0 subMeshCount: 0
@ -403,6 +403,8 @@ MonoBehaviour:
idleAnimationName: idle idleAnimationName: idle
walkAnimationName: walk walkAnimationName: walk
shootAnimationName: shoot shootAnimationName: shoot
idleTurnAnimationName: idle-turn
runToIdleAnimationName: run-to-idle
--- !u!1 &926099111 --- !u!1 &926099111
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0

View File

@ -152,7 +152,7 @@ MonoBehaviour:
state: 0 state: 0
facingLeft: 0 facingLeft: 0
currentSpeed: 0 currentSpeed: 0
shootInterval: 0.1 shootInterval: 0.15
--- !u!1 &320097517 --- !u!1 &320097517
GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -854,7 +854,14 @@ TextMesh:
See the PLAYER INPUT, PLAYER Spineboy and VIEW Spineboy See the PLAYER INPUT, PLAYER Spineboy and VIEW Spineboy
GameObjects and the scripts on them, to learn more.' GameObjects and the scripts on them, to learn more.
You may opt to arrange your scripts in a different way, of course.
But compartmentalizing concerns among scripts by the right amount can
help you manage your script logic better.'
m_OffsetZ: 0 m_OffsetZ: 0
m_CharacterSize: 0.12 m_CharacterSize: 0.12
m_LineSpacing: 1 m_LineSpacing: 1
@ -1234,8 +1241,10 @@ ParticleSystem:
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startDelay: startDelay:
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scalar: 0 scalar: 0
minScalar: 0
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serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -1268,8 +1277,10 @@ ParticleSystem:
serializedVersion: 3 serializedVersion: 3
enabled: 1 enabled: 1
startLifetime: startLifetime:
serializedVersion: 2
minMaxState: 3 minMaxState: 3
scalar: 0.5 scalar: 0.5
minScalar: 0.3
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -1295,8 +1306,10 @@ ParticleSystem:
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m_RotationOrder: 0 m_RotationOrder: 0
startSpeed: startSpeed:
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minMaxState: 3 minMaxState: 3
scalar: 35 scalar: 35
minScalar: 5
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -1324,6 +1337,8 @@ ParticleSystem:
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serializedVersion: 2 serializedVersion: 2
minMaxState: 2 minMaxState: 2
minColor: {r: 1, g: 0.98039216, b: 0.7294118, a: 1}
maxColor: {r: 1, g: 0.5019608, b: 0.11764706, a: 1}
maxGradient: maxGradient:
serializedVersion: 2 serializedVersion: 2
key0: {r: 1, g: 1, b: 1, a: 1} key0: {r: 1, g: 1, b: 1, a: 1}
@ -1382,11 +1397,11 @@ ParticleSystem:
m_Mode: 0 m_Mode: 0
m_NumColorKeys: 2 m_NumColorKeys: 2
m_NumAlphaKeys: 2 m_NumAlphaKeys: 2
minColor: {r: 1, g: 0.98039216, b: 0.7294118, a: 1}
maxColor: {r: 1, g: 0.5019608, b: 0.11764706, a: 1}
startSize: startSize:
serializedVersion: 2
minMaxState: 3 minMaxState: 3
scalar: 0.5 scalar: 0.5
minScalar: 0.2
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -1412,8 +1427,10 @@ ParticleSystem:
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m_RotationOrder: 0 m_RotationOrder: 0
startSizeY: startSizeY:
serializedVersion: 2
minMaxState: 3 minMaxState: 3
scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -1439,8 +1456,10 @@ ParticleSystem:
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m_RotationOrder: 0 m_RotationOrder: 0
startSizeZ: startSizeZ:
serializedVersion: 2
minMaxState: 3 minMaxState: 3
scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -1466,8 +1485,10 @@ ParticleSystem:
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m_RotationOrder: 0 m_RotationOrder: 0
startRotationX: startRotationX:
serializedVersion: 2
minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -1505,8 +1526,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
startRotationY: startRotationY:
serializedVersion: 2
minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -1544,8 +1567,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
startRotation: startRotation:
serializedVersion: 2
minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -1587,8 +1612,10 @@ ParticleSystem:
size3D: 0 size3D: 0
rotation3D: 0 rotation3D: 0
gravityModifier: gravityModifier:
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minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -1639,8 +1666,10 @@ ParticleSystem:
mode: 0 mode: 0
spread: 0 spread: 0
speed: speed:
serializedVersion: 2
minMaxState: 0 minMaxState: 0
scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -1682,8 +1711,10 @@ ParticleSystem:
mode: 0 mode: 0
spread: 0 spread: 0
speed: speed:
serializedVersion: 2
minMaxState: 0 minMaxState: 0
scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -1736,8 +1767,10 @@ ParticleSystem:
enabled: 1 enabled: 1
serializedVersion: 4 serializedVersion: 4
rateOverTime: rateOverTime:
serializedVersion: 2
minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -1775,8 +1808,10 @@ ParticleSystem:
m_PostInfinity: 2 m_PostInfinity: 2
m_RotationOrder: 4 m_RotationOrder: 4
rateOverDistance: rateOverDistance:
serializedVersion: 2
minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -1823,8 +1858,10 @@ ParticleSystem:
SizeModule: SizeModule:
enabled: 1 enabled: 1
curve: curve:
serializedVersion: 2
minMaxState: 1 minMaxState: 1
scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -1868,8 +1905,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
y: y:
serializedVersion: 2
minMaxState: 1 minMaxState: 1
scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -1907,8 +1946,10 @@ ParticleSystem:
m_PostInfinity: 2 m_PostInfinity: 2
m_RotationOrder: 4 m_RotationOrder: 4
z: z:
serializedVersion: 2
minMaxState: 1 minMaxState: 1
scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -1949,8 +1990,10 @@ ParticleSystem:
RotationModule: RotationModule:
enabled: 0 enabled: 0
x: x:
serializedVersion: 2
minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -1988,8 +2031,10 @@ ParticleSystem:
m_PostInfinity: 2 m_PostInfinity: 2
m_RotationOrder: 4 m_RotationOrder: 4
y: y:
serializedVersion: 2
minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2027,8 +2072,10 @@ ParticleSystem:
m_PostInfinity: 2 m_PostInfinity: 2
m_RotationOrder: 4 m_RotationOrder: 4
curve: curve:
serializedVersion: 2
minMaxState: 0 minMaxState: 0
scalar: 0.7853982 scalar: 0.7853982
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2071,6 +2118,8 @@ ParticleSystem:
gradient: gradient:
serializedVersion: 2 serializedVersion: 2
minMaxState: 1 minMaxState: 1
minColor: {r: 1, g: 1, b: 1, a: 1}
maxColor: {r: 1, g: 1, b: 1, a: 1}
maxGradient: maxGradient:
serializedVersion: 2 serializedVersion: 2
key0: {r: 1, g: 1, b: 1, a: 1} key0: {r: 1, g: 1, b: 1, a: 1}
@ -2129,13 +2178,13 @@ ParticleSystem:
m_Mode: 0 m_Mode: 0
m_NumColorKeys: 2 m_NumColorKeys: 2
m_NumAlphaKeys: 2 m_NumAlphaKeys: 2
minColor: {r: 1, g: 1, b: 1, a: 1}
maxColor: {r: 1, g: 1, b: 1, a: 1}
UVModule: UVModule:
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scalar: 0.9999 scalar: 0.9999
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2173,8 +2222,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
startFrame: startFrame:
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minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2223,8 +2274,10 @@ ParticleSystem:
VelocityModule: VelocityModule:
enabled: 0 enabled: 0
x: x:
serializedVersion: 2
minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2262,8 +2315,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
y: y:
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minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2301,8 +2356,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
z: z:
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minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2344,8 +2401,10 @@ ParticleSystem:
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m_Mode: 0 m_Mode: 0
m_Curve: m_Curve:
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scalar: 0 scalar: 0
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serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2385,8 +2444,10 @@ ParticleSystem:
ForceModule: ForceModule:
enabled: 0 enabled: 0
x: x:
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minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2424,8 +2485,10 @@ ParticleSystem:
m_PostInfinity: 2 m_PostInfinity: 2
m_RotationOrder: 4 m_RotationOrder: 4
y: y:
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minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2463,8 +2526,10 @@ ParticleSystem:
m_PostInfinity: 2 m_PostInfinity: 2
m_RotationOrder: 4 m_RotationOrder: 4
z: z:
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minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2509,8 +2574,10 @@ ParticleSystem:
ClampVelocityModule: ClampVelocityModule:
enabled: 1 enabled: 1
x: x:
serializedVersion: 2
minMaxState: 0 minMaxState: 0
scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2548,8 +2615,10 @@ ParticleSystem:
m_PostInfinity: 2 m_PostInfinity: 2
m_RotationOrder: 4 m_RotationOrder: 4
y: y:
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minMaxState: 0 minMaxState: 0
scalar: 1 scalar: 1
minScalar: 0
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serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2587,8 +2656,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
z: z:
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minMaxState: 0 minMaxState: 0
scalar: 1 scalar: 1
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m_Curve: m_Curve:
@ -2626,8 +2697,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
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scalar: 20 scalar: 20
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m_Curve: m_Curve:
@ -2670,8 +2743,10 @@ ParticleSystem:
NoiseModule: NoiseModule:
enabled: 0 enabled: 0
strength: strength:
serializedVersion: 2
minMaxState: 0 minMaxState: 0
scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2709,8 +2784,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
strengthY: strengthY:
serializedVersion: 2
minMaxState: 0 minMaxState: 0
scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2748,8 +2825,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
strengthZ: strengthZ:
serializedVersion: 2
minMaxState: 0 minMaxState: 0
scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2794,8 +2873,10 @@ ParticleSystem:
octaveScale: 2 octaveScale: 2
quality: 2 quality: 2
scrollSpeed: scrollSpeed:
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minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2833,8 +2914,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
remap: remap:
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minMaxState: 1 minMaxState: 1
scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2872,8 +2955,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
remapY: remapY:
serializedVersion: 2
minMaxState: 1 minMaxState: 1
scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2911,8 +2996,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
remapZ: remapZ:
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scalar: 1 scalar: 1
minScalar: 0
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serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2953,8 +3040,10 @@ ParticleSystem:
SizeBySpeedModule: SizeBySpeedModule:
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curve: curve:
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minMaxState: 1 minMaxState: 1
scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -2992,8 +3081,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
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scalar: 1 scalar: 1
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@ -3031,8 +3122,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
z: z:
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minMaxState: 1 minMaxState: 1
scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
m_Curve: m_Curve:
@ -3074,8 +3167,10 @@ ParticleSystem:
RotationBySpeedModule: RotationBySpeedModule:
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x: x:
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scalar: 0 scalar: 0
minScalar: 0
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m_Curve: m_Curve:
@ -3113,8 +3208,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
y: y:
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scalar: 0 scalar: 0
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@ -3152,8 +3249,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
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scalar: 0.7853982 scalar: 0.7853982
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@ -3197,6 +3296,8 @@ ParticleSystem:
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maxGradient: maxGradient:
serializedVersion: 2 serializedVersion: 2
key0: {r: 1, g: 1, b: 1, a: 1} key0: {r: 1, g: 1, b: 1, a: 1}
@ -3255,8 +3356,6 @@ ParticleSystem:
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m_NumAlphaKeys: 2 m_NumAlphaKeys: 2
minColor: {r: 1, g: 1, b: 1, a: 1}
maxColor: {r: 1, g: 1, b: 1, a: 1}
range: {x: 0, y: 1} range: {x: 0, y: 1}
CollisionModule: CollisionModule:
enabled: 0 enabled: 0
@ -3270,8 +3369,10 @@ ParticleSystem:
plane4: {fileID: 0} plane4: {fileID: 0}
plane5: {fileID: 0} plane5: {fileID: 0}
m_Dampen: m_Dampen:
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scalar: 0 scalar: 0
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m_Curve: m_Curve:
@ -3309,8 +3410,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
m_Bounce: m_Bounce:
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scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
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@ -3348,8 +3451,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
m_EnergyLossOnCollision: m_EnergyLossOnCollision:
serializedVersion: 2
minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
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maxCurve: maxCurve:
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m_Curve: m_Curve:
@ -3427,8 +3532,10 @@ ParticleSystem:
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intensity: 1 intensity: 1
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@ -1776,8 +1830,10 @@ ParticleSystem:
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@ -1815,8 +1871,10 @@ ParticleSystem:
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@ -1861,8 +1919,10 @@ ParticleSystem:
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minMaxState: 0 minMaxState: 0
scalar: 1 scalar: 1
minScalar: 0
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@ -1900,8 +1960,10 @@ ParticleSystem:
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@ -1939,8 +2001,10 @@ ParticleSystem:
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@ -1978,8 +2042,10 @@ ParticleSystem:
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@ -2022,8 +2088,10 @@ ParticleSystem:
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strength: strength:
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minMaxState: 0 minMaxState: 0
scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
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@ -2061,8 +2129,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
strengthY: strengthY:
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minMaxState: 0 minMaxState: 0
scalar: 1 scalar: 1
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@ -2100,8 +2170,10 @@ ParticleSystem:
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scalar: 1 scalar: 1
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@ -2146,8 +2218,10 @@ ParticleSystem:
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quality: 2 quality: 2
scrollSpeed: scrollSpeed:
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minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
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scalar: 1 scalar: 1
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@ -2224,8 +2300,10 @@ ParticleSystem:
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minMaxState: 1 minMaxState: 1
scalar: 1 scalar: 1
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@ -2263,8 +2341,10 @@ ParticleSystem:
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scalar: 1 scalar: 1
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@ -2305,8 +2385,10 @@ ParticleSystem:
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curve: curve:
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minMaxState: 1 minMaxState: 1
scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
serializedVersion: 2 serializedVersion: 2
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@ -2344,8 +2426,10 @@ ParticleSystem:
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scalar: 1 scalar: 1
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@ -2383,8 +2467,10 @@ ParticleSystem:
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scalar: 1 scalar: 1
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@ -2426,8 +2512,10 @@ ParticleSystem:
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minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
maxCurve: maxCurve:
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@ -2465,8 +2553,10 @@ ParticleSystem:
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scalar: 0 scalar: 0
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maxCurve: maxCurve:
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@ -2504,8 +2594,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
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@ -2549,6 +2641,8 @@ ParticleSystem:
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@ -2607,8 +2701,6 @@ ParticleSystem:
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m_NumAlphaKeys: 2 m_NumAlphaKeys: 2
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@ -2622,8 +2714,10 @@ ParticleSystem:
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minMaxState: 0 minMaxState: 0
scalar: 0 scalar: 0
minScalar: 0
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@ -2661,8 +2755,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
m_Bounce: m_Bounce:
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@ -2700,8 +2796,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
m_EnergyLossOnCollision: m_EnergyLossOnCollision:
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@ -2779,8 +2877,10 @@ ParticleSystem:
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intensity: 1 intensity: 1
rangeCurve: rangeCurve:
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scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
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@ -2818,8 +2918,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
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scalar: 1 scalar: 1
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@ -2861,8 +2963,10 @@ ParticleSystem:
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ratio: 1 ratio: 1
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scalar: 1 scalar: 1
minScalar: 0
maxCurve: maxCurve:
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@ -2909,6 +3013,8 @@ ParticleSystem:
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@ -2967,11 +3073,11 @@ ParticleSystem:
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@ -3011,6 +3117,8 @@ ParticleSystem:
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@ -3069,8 +3177,6 @@ ParticleSystem:
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@ -3078,6 +3184,8 @@ ParticleSystem:
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@ -3136,11 +3244,11 @@ ParticleSystem:
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@ -3178,8 +3286,10 @@ ParticleSystem:
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m_RotationOrder: 4 m_RotationOrder: 4
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scalar: 0 scalar: 0
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@ -3217,8 +3327,10 @@ ParticleSystem:
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@ -3256,8 +3368,10 @@ ParticleSystem:
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@ -3299,6 +3413,8 @@ ParticleSystem:
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@ -3357,11 +3473,11 @@ ParticleSystem:
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@ -3399,8 +3515,10 @@ ParticleSystem:
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@ -3438,8 +3556,10 @@ ParticleSystem:
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@ -3477,8 +3597,10 @@ ParticleSystem:
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View File

@ -41,6 +41,8 @@ namespace Spine.Unity.Examples {
int currentHealth = 100; int currentHealth = 100;
const int maxHealth = 100; const int maxHealth = 100;
public UnityEngine.Events.UnityEvent onAttack;
void Update () { void Update () {
if (Input.GetKeyDown(KeyCode.Space)) { if (Input.GetKeyDown(KeyCode.Space)) {
currentHealth -= 10; currentHealth -= 10;
@ -50,6 +52,7 @@ namespace Spine.Unity.Examples {
spineboy.AnimationState.SetAnimation(0, "hit", false); spineboy.AnimationState.SetAnimation(0, "hit", false);
spineboy.AnimationState.AddAnimation(0, "idle", true, 0); spineboy.AnimationState.AddAnimation(0, "idle", true, 0);
gauge.fillPercent = (float)currentHealth/(float)maxHealth; gauge.fillPercent = (float)currentHealth/(float)maxHealth;
onAttack.Invoke();
} else { } else {
if (currentHealth >= 0) { if (currentHealth >= 0) {
gauge.fillPercent = 0; gauge.fillPercent = 0;

View File

@ -37,15 +37,15 @@ namespace Spine.Unity.Examples {
[RequireComponent(typeof(CharacterController))] [RequireComponent(typeof(CharacterController))]
public class BasicPlatformerController : MonoBehaviour { public class BasicPlatformerController : MonoBehaviour {
[Header("Controls")] [Header("Controls")]
public string XAxis = "Horizontal"; public string XAxis = "Horizontal";
public string YAxis = "Vertical"; public string YAxis = "Vertical";
public string JumpButton = "Jump"; public string JumpButton = "Jump";
[Header("Moving")] [Header("Moving")]
public float walkSpeed = 4; public float walkSpeed = 1.5f;
public float runSpeed = 10; public float runSpeed = 7f;
public float gravity = 65; public float gravityScale = 6.6f;
[Header("Jumping")] [Header("Jumping")]
public float jumpSpeed = 25; public float jumpSpeed = 25;
@ -55,7 +55,6 @@ namespace Spine.Unity.Examples {
public float forceCrouchDuration = 0.5f; public float forceCrouchDuration = 0.5f;
[Header("Graphics")] [Header("Graphics")]
public Transform graphicsRoot;
public SkeletonAnimation skeletonAnimation; public SkeletonAnimation skeletonAnimation;
[Header("Animation")] [Header("Animation")]
@ -72,32 +71,30 @@ namespace Spine.Unity.Examples {
[SpineAnimation(dataField: "skeletonAnimation")] [SpineAnimation(dataField: "skeletonAnimation")]
public string crouchName = "Crouch"; public string crouchName = "Crouch";
[Header("Audio")] [Header("Effects")]
public AudioSource jumpAudioSource; public AudioSource jumpAudioSource;
public AudioSource hardfallAudioSource; public AudioSource hardfallAudioSource;
public AudioSource footstepAudioSource; public AudioSource footstepAudioSource;
public ParticleSystem landParticles;
[SpineEvent] [SpineEvent]
public string footstepEventName = "Footstep"; public string footstepEventName = "Footstep";
CharacterController controller; CharacterController controller;
Vector2 velocity = Vector2.zero; Vector3 velocity = default(Vector3);
Vector2 lastVelocity = Vector2.zero;
bool lastGrounded = false;
float jumpEndTime = 0; float jumpEndTime = 0;
bool jumpInterrupt = false; bool jumpInterrupt = false;
float forceCrouchEndTime; float forceCrouchEndTime;
Quaternion flippedRotation = Quaternion.Euler(0, 180, 0); Vector2 input;
bool wasGrounded = false;
void Awake () { void Awake () {
controller = GetComponent<CharacterController>(); controller = GetComponent<CharacterController>();
} }
void Start () { void Start () {
// Register a callback for Spine Events (in this case, Footstep)
skeletonAnimation.AnimationState.Event += HandleEvent; skeletonAnimation.AnimationState.Event += HandleEvent;
} }
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) { void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
// Play some sound if footstep event fired
if (e.Data.Name == footstepEventName) { if (e.Data.Name == footstepEventName) {
footstepAudioSource.Stop(); footstepAudioSource.Stop();
footstepAudioSource.pitch = GetRandomPitch(0.2f); footstepAudioSource.pitch = GetRandomPitch(0.2f);
@ -105,100 +102,85 @@ namespace Spine.Unity.Examples {
} }
} }
void Update () { static float GetRandomPitch (float maxOffset) {
//control inputs return 1f + Random.Range(-maxOffset, maxOffset);
float x = Input.GetAxis(XAxis); }
float y = Input.GetAxis(YAxis);
//check for force crouch void Update () {
bool crouching = (controller.isGrounded && y < -0.5f) || (forceCrouchEndTime > Time.time); input.x = Input.GetAxis(XAxis);
velocity.x = 0; input.y = Input.GetAxis(YAxis);
bool crouching = (controller.isGrounded && input.y < -0.5f) || (forceCrouchEndTime > Time.time);
velocity.x = 0;
float dt = Time.deltaTime;
//Calculate control velocity
if (!crouching) { if (!crouching) {
if (Input.GetButtonDown(JumpButton) && controller.isGrounded) { if (Input.GetButtonDown(JumpButton) && controller.isGrounded) {
//jump
jumpAudioSource.Stop(); jumpAudioSource.Stop();
jumpAudioSource.Play(); jumpAudioSource.Play();
velocity.y = jumpSpeed; velocity.y = jumpSpeed;
jumpEndTime = Time.time + jumpDuration; jumpEndTime = Time.time + jumpDuration;
} else if (Time.time < jumpEndTime && Input.GetButtonUp(JumpButton)) { } else {
jumpInterrupt = true; jumpInterrupt |= Time.time < jumpEndTime && Input.GetButtonUp(JumpButton);
} }
if (input.x != 0) {
if (x != 0) { velocity.x = Mathf.Abs(input.x) > 0.6f ? runSpeed : walkSpeed;
//walk or run velocity.x *= Mathf.Sign(input.x);
velocity.x = Mathf.Abs(x) > 0.6f ? runSpeed : walkSpeed;
velocity.x *= Mathf.Sign(x);
} }
if (jumpInterrupt) { if (jumpInterrupt) {
//interrupt jump and smoothly cut Y velocity
if (velocity.y > 0) { if (velocity.y > 0) {
velocity.y = Mathf.MoveTowards(velocity.y, 0, Time.deltaTime * 100); velocity.y = Mathf.MoveTowards(velocity.y, 0, dt * jumpInterruptFactor);
} else { } else {
jumpInterrupt = false; jumpInterrupt = false;
} }
} }
} }
//apply gravity F = mA (Learn it, love it, live it) var gravityDeltaVelocity = Physics.gravity * gravityScale * dt;
velocity.y -= gravity * Time.deltaTime;
//move
controller.Move(new Vector3(velocity.x, velocity.y, 0) * Time.deltaTime);
if (controller.isGrounded) { if (controller.isGrounded) {
//cancel out Y velocity if on ground
velocity.y = -gravity * Time.deltaTime;
jumpInterrupt = false; jumpInterrupt = false;
} else {
if (wasGrounded) {
if (velocity.y < 0)
velocity.y = 0;
} else {
velocity += gravityDeltaVelocity;
}
} }
wasGrounded = controller.isGrounded;
Vector2 deltaVelocity = lastVelocity - velocity;
if (!lastGrounded && controller.isGrounded) { controller.Move(velocity * dt);
//detect hard fall
if ((gravity * Time.deltaTime) - deltaVelocity.y > forceCrouchVelocity) { if (!wasGrounded && controller.isGrounded) {
if (-velocity.y > forceCrouchVelocity) {
forceCrouchEndTime = Time.time + forceCrouchDuration; forceCrouchEndTime = Time.time + forceCrouchDuration;
hardfallAudioSource.Play(); hardfallAudioSource.Play();
} else { } else {
//play footstep audio if light fall because why not
footstepAudioSource.Play(); footstepAudioSource.Play();
} }
landParticles.Emit((int)(velocity.y / -9f) + 2);
} }
//graphics updates
if (controller.isGrounded) { if (controller.isGrounded) {
if (crouching) { //crouch if (crouching) {
skeletonAnimation.AnimationName = crouchName; skeletonAnimation.AnimationName = crouchName;
} else { } else {
if (x == 0) //idle if (input.x == 0)
skeletonAnimation.AnimationName = idleName; skeletonAnimation.AnimationName = idleName;
else //move else
skeletonAnimation.AnimationName = Mathf.Abs(x) > 0.6f ? runName : walkName; skeletonAnimation.AnimationName = Mathf.Abs(input.x) > 0.6f ? runName : walkName;
} }
} else { } else {
if (velocity.y > 0) //jump skeletonAnimation.AnimationName = velocity.y > 0 ? jumpName : fallName;
skeletonAnimation.AnimationName = jumpName;
else //fall
skeletonAnimation.AnimationName = fallName;
} }
//flip left or right if (input.x != 0)
if (x > 0) skeletonAnimation.Skeleton.FlipX = input.x < 0;
graphicsRoot.localRotation = Quaternion.identity;
else if (x < 0)
graphicsRoot.localRotation = flippedRotation;
//store previous state
lastVelocity = velocity;
lastGrounded = controller.isGrounded;
}
static float GetRandomPitch (float maxOffset) {
return 1f + Random.Range(-maxOffset, maxOffset);
} }
} }
} }

View File

@ -1,85 +1,85 @@
/****************************************************************************** /******************************************************************************
* Spine Runtimes Software License v2.5 * Spine Runtimes Software License v2.5
* *
* Copyright (c) 2013-2016, Esoteric Software * Copyright (c) 2013-2016, Esoteric Software
* All rights reserved. * All rights reserved.
* *
* You are granted a perpetual, non-exclusive, non-sublicensable, and * You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine * non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal * Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of * use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate, * the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise * adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove, * create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent, * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the * or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source * Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms. * form must include this license and terms.
* *
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE. * POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/ *****************************************************************************/
using UnityEngine; using UnityEngine;
using System.Collections; using System.Collections;
using Spine.Unity; using Spine.Unity;
namespace Spine.Unity.Examples { namespace Spine.Unity.Examples {
public class Raptor : MonoBehaviour { public class Raptor : MonoBehaviour {
#region Inspector #region Inspector
[SpineAnimation] [SpineAnimation]
public string walk = "walk"; public string walk = "walk";
[SpineAnimation] [SpineAnimation]
public string gungrab = "gungrab"; public string gungrab = "gungrab";
[SpineAnimation] [SpineAnimation]
public string gunkeep = "gunkeep"; public string gunkeep = "gunkeep";
[SpineEvent] [SpineEvent]
public string footstepEvent = "footstep"; public string footstepEvent = "footstep";
public AudioSource footstepAudioSource; public AudioSource footstepAudioSource;
#endregion #endregion
SkeletonAnimation skeletonAnimation; SkeletonAnimation skeletonAnimation;
void Start () { void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>(); skeletonAnimation = GetComponent<SkeletonAnimation>();
skeletonAnimation.state.Event += HandleEvent; skeletonAnimation.AnimationState.Event += HandleEvent;
StartCoroutine(GunGrabRoutine()); StartCoroutine(GunGrabRoutine());
} }
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) { void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
if (e.Data.Name == footstepEvent) { if (e.Data.Name == footstepEvent) {
footstepAudioSource.pitch = 0.5f + Random.Range(-0.2f, 0.2f); footstepAudioSource.pitch = 0.5f + Random.Range(-0.2f, 0.2f);
footstepAudioSource.Play(); footstepAudioSource.Play();
} }
} }
IEnumerator GunGrabRoutine () { IEnumerator GunGrabRoutine () {
// Play the walk animation on track 0. // Play the walk animation on track 0.
skeletonAnimation.state.SetAnimation(0, walk, true); skeletonAnimation.AnimationState.SetAnimation(0, walk, true);
// Repeatedly play the gungrab and gunkeep animation on track 1. // Repeatedly play the gungrab and gunkeep animation on track 1.
while (true) { while (true) {
yield return new WaitForSeconds(Random.Range(0.5f, 3f)); yield return new WaitForSeconds(Random.Range(0.5f, 3f));
skeletonAnimation.state.SetAnimation(1, gungrab, false); skeletonAnimation.AnimationState.SetAnimation(1, gungrab, false);
yield return new WaitForSeconds(Random.Range(0.5f, 3f)); yield return new WaitForSeconds(Random.Range(0.5f, 3f));
skeletonAnimation.state.SetAnimation(1, gunkeep, false); skeletonAnimation.AnimationState.SetAnimation(1, gunkeep, false);
} }
} }
} }
} }

View File

@ -1,103 +1,108 @@
/****************************************************************************** /******************************************************************************
* Spine Runtimes Software License v2.5 * Spine Runtimes Software License v2.5
* *
* Copyright (c) 2013-2016, Esoteric Software * Copyright (c) 2013-2016, Esoteric Software
* All rights reserved. * All rights reserved.
* *
* You are granted a perpetual, non-exclusive, non-sublicensable, and * You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine * non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal * Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of * use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate, * the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise * adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove, * create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent, * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the * or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source * Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms. * form must include this license and terms.
* *
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE. * POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/ *****************************************************************************/
using UnityEngine; using UnityEngine;
using System.Collections; using System.Collections;
using Spine.Unity; using Spine.Unity;
namespace Spine.Unity.Examples { namespace Spine.Unity.Examples {
public class SpineBeginnerTwo : MonoBehaviour { public class SpineBeginnerTwo : MonoBehaviour {
#region Inspector #region Inspector
// [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation. // [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation.
[SpineAnimation] [SpineAnimation]
public string runAnimationName; public string runAnimationName;
[SpineAnimation] [SpineAnimation]
public string idleAnimationName; public string idleAnimationName;
[SpineAnimation] [SpineAnimation]
public string walkAnimationName; public string walkAnimationName;
[SpineAnimation] [SpineAnimation]
public string shootAnimationName; public string shootAnimationName;
#endregion
[Header("Transitions")]
SkeletonAnimation skeletonAnimation; [SpineAnimation]
public string idleTurnAnimationName;
// Spine.AnimationState and Spine.Skeleton are not Unity-serialized objects. You will not see them as fields in the inspector.
public Spine.AnimationState spineAnimationState; [SpineAnimation]
public Spine.Skeleton skeleton; public string runToIdleAnimationName;
#endregion
void Start () {
// Make sure you get these AnimationState and Skeleton references in Start or Later. Getting and using them in Awake is not guaranteed by default execution order. SkeletonAnimation skeletonAnimation;
skeletonAnimation = GetComponent<SkeletonAnimation>();
spineAnimationState = skeletonAnimation.AnimationState; // Spine.AnimationState and Spine.Skeleton are not Unity-serialized objects. You will not see them as fields in the inspector.
skeleton = skeletonAnimation.Skeleton; public Spine.AnimationState spineAnimationState;
public Spine.Skeleton skeleton;
StartCoroutine(DoDemoRoutine());
} void Start () {
// Make sure you get these AnimationState and Skeleton references in Start or Later.
/// <summary>This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.</summary> // Getting and using them in Awake is not guaranteed by default execution order.
IEnumerator DoDemoRoutine () { skeletonAnimation = GetComponent<SkeletonAnimation>();
spineAnimationState = skeletonAnimation.AnimationState;
while (true) { skeleton = skeletonAnimation.Skeleton;
// SetAnimation is the basic way to set an animation.
// SetAnimation sets the animation and starts playing it from the beginning. StartCoroutine(DoDemoRoutine());
// Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that. }
spineAnimationState.SetAnimation(0, walkAnimationName, true); /// This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.
yield return new WaitForSeconds(1.5f); IEnumerator DoDemoRoutine () {
while (true) {
// skeletonAnimation.AnimationName = runAnimationName; // this line also works for quick testing/simple uses. // SetAnimation is the basic way to set an animation.
spineAnimationState.SetAnimation(0, runAnimationName, true); // SetAnimation sets the animation and starts playing it from the beginning.
yield return new WaitForSeconds(1.5f); // Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.
spineAnimationState.SetAnimation(0, idleAnimationName, true); spineAnimationState.SetAnimation(0, walkAnimationName, true);
yield return new WaitForSeconds(1f); yield return new WaitForSeconds(1.5f);
skeleton.FlipX = true; // skeleton allows you to flip the skeleton. spineAnimationState.SetAnimation(0, runAnimationName, true);
yield return new WaitForSeconds(0.5f); yield return new WaitForSeconds(1.5f);
skeleton.FlipX = false;
yield return new WaitForSeconds(0.5f); // AddAnimation queues up an animation to play after the previous one ends.
spineAnimationState.SetAnimation(0, runToIdleAnimationName, false);
} spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
} yield return new WaitForSeconds(1f);
void Track_Complete (TrackEntry trackEntry) { Debug.Log("Complete " + trackEntry.Animation.Name); } skeleton.FlipX = true; // skeleton allows you to flip the skeleton.
spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
void Track_End (TrackEntry trackEntry) { Debug.Log("End " + trackEntry.Animation.Name); } spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
yield return new WaitForSeconds(0.5f);
void HandleStart (TrackEntry trackEntry) { Debug.Log("Start " + trackEntry.Animation.Name); } skeleton.FlipX = false;
spineAnimationState.SetAnimation(0, idleTurnAnimationName, false);
spineAnimationState.AddAnimation(0, idleAnimationName, true, 0);
} yield return new WaitForSeconds(0.5f);
} }
}
}
}

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@ -1,53 +1,53 @@
/****************************************************************************** /******************************************************************************
* Spine Runtimes Software License v2.5 * Spine Runtimes Software License v2.5
* *
* Copyright (c) 2013-2016, Esoteric Software * Copyright (c) 2013-2016, Esoteric Software
* All rights reserved. * All rights reserved.
* *
* You are granted a perpetual, non-exclusive, non-sublicensable, and * You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine * non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal * Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of * use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate, * the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise * adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove, * create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent, * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the * or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source * Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms. * form must include this license and terms.
* *
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE. * POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/ *****************************************************************************/
using UnityEngine; using UnityEngine;
using System.Collections; using System.Collections;
using Spine.Unity; using Spine.Unity;
namespace Spine.Unity.Examples { namespace Spine.Unity.Examples {
public class SpineBlinkPlayer : MonoBehaviour { public class SpineBlinkPlayer : MonoBehaviour {
const int BlinkTrack = 1; const int BlinkTrack = 1;
[SpineAnimation] [SpineAnimation]
public string blinkAnimation; public string blinkAnimation;
public float minimumDelay = 0.15f; public float minimumDelay = 0.15f;
public float maximumDelay = 3f; public float maximumDelay = 3f;
IEnumerator Start () { IEnumerator Start () {
var skeletonAnimation = GetComponent<SkeletonAnimation>(); if (skeletonAnimation == null) yield break; var skeletonAnimation = GetComponent<SkeletonAnimation>(); if (skeletonAnimation == null) yield break;
while (true) { while (true) {
skeletonAnimation.AnimationState.SetAnimation(SpineBlinkPlayer.BlinkTrack, blinkAnimation, false); skeletonAnimation.AnimationState.SetAnimation(SpineBlinkPlayer.BlinkTrack, blinkAnimation, false);
yield return new WaitForSeconds(Random.Range(minimumDelay, maximumDelay)); yield return new WaitForSeconds(Random.Range(minimumDelay, maximumDelay));
} }
} }
} }
} }

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@ -1,63 +1,63 @@
/****************************************************************************** /******************************************************************************
* Spine Runtimes Software License v2.5 * Spine Runtimes Software License v2.5
* *
* Copyright (c) 2013-2016, Esoteric Software * Copyright (c) 2013-2016, Esoteric Software
* All rights reserved. * All rights reserved.
* *
* You are granted a perpetual, non-exclusive, non-sublicensable, and * You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine * non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal * Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of * use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate, * the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise * adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove, * create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent, * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the * or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source * Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms. * form must include this license and terms.
* *
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE. * POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/ *****************************************************************************/
using UnityEngine; using UnityEngine;
using System.Collections; using System.Collections;
namespace Spine.Unity.Examples { namespace Spine.Unity.Examples {
public class SpineboyBeginnerInput : MonoBehaviour { public class SpineboyBeginnerInput : MonoBehaviour {
#region Inspector #region Inspector
public string horizontalAxis = "Horizontal"; public string horizontalAxis = "Horizontal";
public string attackButton = "Fire1"; public string attackButton = "Fire1";
public string jumpButton = "Jump"; public string jumpButton = "Jump";
public SpineboyBeginnerModel model; public SpineboyBeginnerModel model;
void OnValidate () { void OnValidate () {
if (model == null) if (model == null)
model = GetComponent<SpineboyBeginnerModel>(); model = GetComponent<SpineboyBeginnerModel>();
} }
#endregion #endregion
void Update () { void Update () {
if (model == null) return; if (model == null) return;
float currentHorizontal = Input.GetAxisRaw(horizontalAxis); float currentHorizontal = Input.GetAxisRaw(horizontalAxis);
model.TryMove(currentHorizontal); model.TryMove(currentHorizontal);
if (Input.GetButton(attackButton)) if (Input.GetButton(attackButton))
model.TryShoot(); model.TryShoot();
if (Input.GetButtonDown(jumpButton)) if (Input.GetButtonDown(jumpButton))
model.TryJump(); model.TryJump();
} }
} }
} }

View File

@ -1,115 +1,115 @@
/****************************************************************************** /******************************************************************************
* Spine Runtimes Software License v2.5 * Spine Runtimes Software License v2.5
* *
* Copyright (c) 2013-2016, Esoteric Software * Copyright (c) 2013-2016, Esoteric Software
* All rights reserved. * All rights reserved.
* *
* You are granted a perpetual, non-exclusive, non-sublicensable, and * You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine * non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal * Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of * use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate, * the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise * adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove, * create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent, * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the * or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source * Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms. * form must include this license and terms.
* *
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE. * POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/ *****************************************************************************/
using UnityEngine; using UnityEngine;
using System.Collections; using System.Collections;
namespace Spine.Unity.Examples { namespace Spine.Unity.Examples {
[SelectionBase] [SelectionBase]
public class SpineboyBeginnerModel : MonoBehaviour { public class SpineboyBeginnerModel : MonoBehaviour {
#region Inspector #region Inspector
[Header("Current State")] [Header("Current State")]
public SpineBeginnerBodyState state; public SpineBeginnerBodyState state;
public bool facingLeft; public bool facingLeft;
[Range(-1f, 1f)] [Range(-1f, 1f)]
public float currentSpeed; public float currentSpeed;
[Header("Balance")] [Header("Balance")]
public float shootInterval = 0.12f; public float shootInterval = 0.12f;
#endregion #endregion
float lastShootTime; float lastShootTime;
public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates. public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.
#region API #region API
public void TryJump () { public void TryJump () {
StartCoroutine(JumpRoutine()); StartCoroutine(JumpRoutine());
} }
public void TryShoot () { public void TryShoot () {
float currentTime = Time.time; float currentTime = Time.time;
if (currentTime - lastShootTime > shootInterval) { if (currentTime - lastShootTime > shootInterval) {
lastShootTime = currentTime; lastShootTime = currentTime;
if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event. if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
} }
} }
public void TryMove (float speed) { public void TryMove (float speed) {
currentSpeed = speed; // show the "speed" in the Inspector. currentSpeed = speed; // show the "speed" in the Inspector.
if (speed != 0) { if (speed != 0) {
bool speedIsNegative = (speed < 0f); bool speedIsNegative = (speed < 0f);
facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0. facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
} }
if (state != SpineBeginnerBodyState.Jumping) { if (state != SpineBeginnerBodyState.Jumping) {
state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running; state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
} }
} }
#endregion #endregion
IEnumerator JumpRoutine () { IEnumerator JumpRoutine () {
if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping. if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
state = SpineBeginnerBodyState.Jumping; state = SpineBeginnerBodyState.Jumping;
// Fake jumping. // Fake jumping.
{ {
var pos = transform.localPosition; var pos = transform.localPosition;
const float jumpTime = 1.2f; const float jumpTime = 1.2f;
const float half = jumpTime * 0.5f; const float half = jumpTime * 0.5f;
const float jumpPower = 20f; const float jumpPower = 20f;
for (float t = 0; t < half; t += Time.deltaTime) { for (float t = 0; t < half; t += Time.deltaTime) {
float d = jumpPower * (half - t); float d = jumpPower * (half - t);
transform.Translate((d * Time.deltaTime) * Vector3.up); transform.Translate((d * Time.deltaTime) * Vector3.up);
yield return null; yield return null;
} }
for (float t = 0; t < half; t += Time.deltaTime) { for (float t = 0; t < half; t += Time.deltaTime) {
float d = jumpPower * t; float d = jumpPower * t;
transform.Translate((d * Time.deltaTime) * Vector3.down); transform.Translate((d * Time.deltaTime) * Vector3.down);
yield return null; yield return null;
} }
transform.localPosition = pos; transform.localPosition = pos;
} }
state = SpineBeginnerBodyState.Idle; state = SpineBeginnerBodyState.Idle;
} }
} }
public enum SpineBeginnerBodyState { public enum SpineBeginnerBodyState {
Idle, Idle,
Running, Running,
Jumping Jumping
} }
} }

View File

@ -1,149 +1,149 @@
/****************************************************************************** /******************************************************************************
* Spine Runtimes Software License v2.5 * Spine Runtimes Software License v2.5
* *
* Copyright (c) 2013-2016, Esoteric Software * Copyright (c) 2013-2016, Esoteric Software
* All rights reserved. * All rights reserved.
* *
* You are granted a perpetual, non-exclusive, non-sublicensable, and * You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine * non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal * Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of * use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate, * the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise * adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove, * create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent, * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the * or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source * Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms. * form must include this license and terms.
* *
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE. * POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/ *****************************************************************************/
using UnityEngine; using UnityEngine;
using System.Collections; using System.Collections;
using Spine.Unity; using Spine.Unity;
namespace Spine.Unity.Examples { namespace Spine.Unity.Examples {
public class SpineboyBeginnerView : MonoBehaviour { public class SpineboyBeginnerView : MonoBehaviour {
#region Inspector #region Inspector
[Header("Components")] [Header("Components")]
public SpineboyBeginnerModel model; public SpineboyBeginnerModel model;
public SkeletonAnimation skeletonAnimation; public SkeletonAnimation skeletonAnimation;
[SpineAnimation] public string run, idle, shoot, jump; [SpineAnimation] public string run, idle, shoot, jump;
[SpineEvent] public string footstepEventName; [SpineEvent] public string footstepEventName;
[Header("Audio")] [Header("Audio")]
public float footstepPitchOffset = 0.2f; public float footstepPitchOffset = 0.2f;
public float gunsoundPitchOffset = 0.13f; public float gunsoundPitchOffset = 0.13f;
public AudioSource footstepSource, gunSource, jumpSource; public AudioSource footstepSource, gunSource, jumpSource;
[Header("Effects")] [Header("Effects")]
public ParticleSystem gunParticles; public ParticleSystem gunParticles;
#endregion #endregion
SpineBeginnerBodyState previousViewState; SpineBeginnerBodyState previousViewState;
void Start () { void Start () {
if (skeletonAnimation == null) return; if (skeletonAnimation == null) return;
model.ShootEvent += PlayShoot; model.ShootEvent += PlayShoot;
skeletonAnimation.AnimationState.Event += HandleEvent; skeletonAnimation.AnimationState.Event += HandleEvent;
} }
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) { void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
if (e.Data.Name == footstepEventName) if (e.Data.Name == footstepEventName)
PlayFootstepSound(); PlayFootstepSound();
} }
void Update () { void Update () {
if (skeletonAnimation == null) return; if (skeletonAnimation == null) return;
if (model == null) return; if (model == null) return;
if (skeletonAnimation.skeleton.FlipX != model.facingLeft) { // Detect changes in model.facingLeft if (skeletonAnimation.skeleton.FlipX != model.facingLeft) { // Detect changes in model.facingLeft
Turn(model.facingLeft); Turn(model.facingLeft);
} }
// Detect changes in model.state // Detect changes in model.state
var currentModelState = model.state; var currentModelState = model.state;
if (previousViewState != currentModelState) { if (previousViewState != currentModelState) {
PlayNewStableAnimation(); PlayNewStableAnimation();
} }
previousViewState = currentModelState; previousViewState = currentModelState;
} }
void PlayNewStableAnimation () { void PlayNewStableAnimation () {
var newModelState = model.state; var newModelState = model.state;
string nextAnimation; string nextAnimation;
// Add conditionals to not interrupt transient animations. // Add conditionals to not interrupt transient animations.
if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) { if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) {
PlayFootstepSound(); PlayFootstepSound();
} }
if (newModelState == SpineBeginnerBodyState.Jumping) { if (newModelState == SpineBeginnerBodyState.Jumping) {
jumpSource.Play(); jumpSource.Play();
nextAnimation = jump; nextAnimation = jump;
} else { } else {
if (newModelState == SpineBeginnerBodyState.Running) { if (newModelState == SpineBeginnerBodyState.Running) {
nextAnimation = run; nextAnimation = run;
} else { } else {
nextAnimation = idle; nextAnimation = idle;
} }
} }
skeletonAnimation.AnimationState.SetAnimation(0, nextAnimation, true); skeletonAnimation.AnimationState.SetAnimation(0, nextAnimation, true);
} }
void PlayFootstepSound () { void PlayFootstepSound () {
footstepSource.Play(); footstepSource.Play();
footstepSource.pitch = GetRandomPitch(footstepPitchOffset); footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
} }
[ContextMenu("Check Tracks")] [ContextMenu("Check Tracks")]
void CheckTracks () { void CheckTracks () {
var state = skeletonAnimation.AnimationState; var state = skeletonAnimation.AnimationState;
Debug.Log(state.GetCurrent(0)); Debug.Log(state.GetCurrent(0));
Debug.Log(state.GetCurrent(1)); Debug.Log(state.GetCurrent(1));
} }
#region Transient Actions #region Transient Actions
public void PlayShoot () { public void PlayShoot () {
// Play the shoot animation on track 1. // Play the shoot animation on track 1.
var track = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false); var track = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
track.AttachmentThreshold = 1f; track.AttachmentThreshold = 1f;
track.MixDuration = 0f; track.MixDuration = 0f;
var empty = skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f); var empty = skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
empty.AttachmentThreshold = 1f; empty.AttachmentThreshold = 1f;
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset); gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
gunSource.Play(); gunSource.Play();
//gunParticles.randomSeed = (uint)Random.Range(0, 100); //gunParticles.randomSeed = (uint)Random.Range(0, 100);
gunParticles.Play(); gunParticles.Play();
} }
public void Turn (bool facingLeft) { public void Turn (bool facingLeft) {
skeletonAnimation.Skeleton.FlipX = facingLeft; skeletonAnimation.Skeleton.FlipX = facingLeft;
// Maybe play a transient turning animation too, then call ChangeStableAnimation. // Maybe play a transient turning animation too, then call ChangeStableAnimation.
} }
#endregion #endregion
#region Utility #region Utility
public float GetRandomPitch (float maxPitchOffset) { public float GetRandomPitch (float maxPitchOffset) {
return 1f + Random.Range(-maxPitchOffset, maxPitchOffset); return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
} }
#endregion #endregion
} }
} }

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@ -0,0 +1,48 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class HurtFlashEffect : MonoBehaviour {
const int DefaultFlashCount = 3;
public int flashCount = DefaultFlashCount;
public Color flashColor = Color.white;
[Range(1f/120f, 1f/15f)]
public float interval = 1f/60f;
public string fillPhaseProperty = "_FillPhase";
public string fillColorProperty = "_FillColor";
MaterialPropertyBlock mpb;
MeshRenderer meshRenderer;
public void Flash () {
if (mpb == null) mpb = new MaterialPropertyBlock();
if (meshRenderer == null) meshRenderer = GetComponent<MeshRenderer>();
meshRenderer.GetPropertyBlock(mpb);
StartCoroutine(FlashRoutine());
}
IEnumerator FlashRoutine () {
if (flashCount < 0) flashCount = DefaultFlashCount;
int fillPhase = Shader.PropertyToID(fillPhaseProperty);
int fillColor = Shader.PropertyToID(fillColorProperty);
var wait = new WaitForSeconds(interval);
for (int i = 0; i < flashCount; i++) {
mpb.SetColor(fillColor, flashColor);
mpb.SetFloat(fillPhase, 1f);
meshRenderer.SetPropertyBlock(mpb);
yield return wait;
mpb.SetFloat(fillPhase, 0f);
meshRenderer.SetPropertyBlock(mpb);
yield return wait;
}
yield return null;
}
}

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@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 395f769061839bf488f157c37d23835d
timeCreated: 1497416645
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,292 +1,292 @@
dragon.png dragon.png
size: 1017,1022 size: 1024,1024
format: RGBA8888 format: RGBA8888
filter: Linear,Linear filter: Linear,Linear
repeat: none repeat: none
L_rear_thigh chin
rotate: false
xy: 895, 20
size: 91, 148
orig: 91, 149
offset: 0, 0
index: -1
L_wing01
rotate: false
xy: 814, 672
size: 191, 256
orig: 191, 256
offset: 0, 0
index: -1
L_wing02
rotate: false
xy: 714, 189
size: 179, 269
orig: 179, 269
offset: 0, 0
index: -1
L_wing03
rotate: false
xy: 785, 463
size: 186, 207
orig: 186, 207
offset: 0, 0
index: -1
L_wing05
rotate: true rotate: true
xy: 2, 9 xy: 856, 140
size: 218, 213 size: 214, 146
orig: 218, 213 orig: 214, 146
offset: 0, 0 offset: 0, 0
index: -1 index: -1
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dragon2.png dragon2.png
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View File

@ -1,44 +1,174 @@
{ {
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{ "name": "tail2", "parent": "tail1", "length": 54.5, "rotation": 12, "x": 65.65, "y": 0.23, "color": "ffe400ff" },
{ "name": "tail3", "parent": "tail2", "length": 41.78, "rotation": 1.8, "x": 54.5, "y": 0.37, "color": "ffe400ff" },
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], ],
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{ "name": "L_rear_leg", "bone": "L_rear_leg", "attachment": "L_rear_leg" }, { "name": "left-rear-leg", "bone": "left-rear-leg", "attachment": "left-rear-leg" },
{ "name": "L_rear_thigh", "bone": "L_rear_thigh", "attachment": "L_rear_thigh" }, { "name": "left-rear-thigh", "bone": "left-rear-thigh", "attachment": "left-rear-thigh" },
{ "name": "L_wing", "bone": "L_wing", "attachment": "L_wing01" }, { "name": "left-wing", "bone": "left-wing", "attachment": "left-wing01" },
{ "name": "tail6", "bone": "tail6", "attachment": "tail06" }, { "name": "tail6", "bone": "tail6", "attachment": "tail06" },
{ "name": "tail5", "bone": "tail5", "attachment": "tail05" }, { "name": "tail5", "bone": "tail5", "attachment": "tail05" },
{ "name": "tail4", "bone": "tail4", "attachment": "tail04" }, { "name": "tail4", "bone": "tail4", "attachment": "tail04" },
@ -46,106 +176,30 @@
{ "name": "tail2", "bone": "tail2", "attachment": "tail02" }, { "name": "tail2", "bone": "tail2", "attachment": "tail02" },
{ "name": "tail1", "bone": "tail1", "attachment": "tail01" }, { "name": "tail1", "bone": "tail1", "attachment": "tail01" },
{ "name": "back", "bone": "back", "attachment": "back" }, { "name": "back", "bone": "back", "attachment": "back" },
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{ "name": "L_front_leg", "bone": "L_front_leg", "attachment": "L_front_leg" }, { "name": "left-front-leg", "bone": "left-front-leg", "attachment": "left-front-leg" },
{ "name": "L_front_toe1", "bone": "L_front_toe1", "attachment": "front_toeA" }, { "name": "left-front-toe1", "bone": "left-front-toe1", "attachment": "front-toe-a" },
{ "name": "L_front_toe4", "bone": "L_front_toe4", "attachment": "front_toeB" }, { "name": "left-front-toe4", "bone": "left-front-toe4", "attachment": "front-toe-b" },
{ "name": "L_front_toe3", "bone": "L_front_toe3", "attachment": "front_toeB" }, { "name": "left-front-toe3", "bone": "left-front-toe3", "attachment": "front-toe-b" },
{ "name": "L_front_toe2", "bone": "L_front_toe2", "attachment": "front_toeB" }, { "name": "left-front-toe2", "bone": "left-front-toe2", "attachment": "front-toe-b" },
{ "name": "chest", "bone": "chest", "attachment": "chest" }, { "name": "chest", "bone": "chest", "attachment": "chest" },
{ "name": "R_rear_toe1", "bone": "R_rear_toe1", "attachment": "rear-toe" }, { "name": "right-rear-toe1", "bone": "right-rear-toe1", "attachment": "right-rear-toe" },
{ "name": "R_rear_toe2", "bone": "R_rear_toe2", "attachment": "rear-toe" }, { "name": "right-rear-toe2", "bone": "right-rear-toe2", "attachment": "right-rear-toe" },
{ "name": "R_rear_toe3", "bone": "R_rear_toe3", "attachment": "rear-toe" }, { "name": "right-rear-toe3", "bone": "right-rear-toe3", "attachment": "right-rear-toe" },
{ "name": "R_rear_leg", "bone": "R_rear_leg", "attachment": "R_rear_leg" }, { "name": "right-rear-leg", "bone": "right-rear-leg", "attachment": "right-rear-leg" },
{ "name": "R_rear_thigh", "bone": "R_rear_thigh", "attachment": "R_rear_thigh" }, { "name": "right-rear-thigh", "bone": "right-rear-thigh", "attachment": "right-rear-thigh" },
{ "name": "R_front_toe1", "bone": "R_front_toe1", "attachment": "front_toeB" }, { "name": "right-front-toe1", "bone": "right-front-toe1", "attachment": "front-toe-b" },
{ "name": "R_front_thigh", "bone": "R_front_thigh", "attachment": "R_front_thigh" }, { "name": "right-front-thigh", "bone": "right-front-thigh", "attachment": "right-front-thigh" },
{ "name": "R_front_leg", "bone": "R_front_leg", "attachment": "R_front_leg" }, { "name": "right-front-leg", "bone": "right-front-leg", "attachment": "right-front-leg" },
{ "name": "R_front_toe2", "bone": "R_front_toe2", "attachment": "front_toeB" }, { "name": "right-front-toe2", "bone": "right-front-toe2", "attachment": "front-toe-b" },
{ "name": "R_front_toe3", "bone": "R_front_toe3", "attachment": "front_toeB" }, { "name": "right-front-toe3", "bone": "right-front-toe3", "attachment": "front-toe-b" },
{ "name": "chin", "bone": "chin", "attachment": "chin" }, { "name": "chin", "bone": "chin", "attachment": "chin" },
{ "name": "R_wing", "bone": "R_wing", "attachment": "R_wing01" }, { "name": "right-wing", "bone": "right-wing", "attachment": "right-wing01" },
{ "name": "head", "bone": "head", "attachment": "head" }, { "name": "head", "bone": "head", "attachment": "head" },
{ "name": "logo", "bone": "root", "attachment": "logo" } { "name": "thiagobrayner", "bone": "root", "attachment": "thiagobrayner" }
], ],
"skins": { "skins": {
"default": { "default": {
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"L_front_leg": { "x": 14.69, "y": 0.49, "rotation": 16, "width": 84, "height": 57 }
},
"L_front_thigh": {
"L_front_thigh": { "x": 27.66, "y": -11.59, "rotation": 58.66, "width": 84, "height": 72 }
},
"L_front_toe1": {
"front_toeA": { "x": 31.93, "y": 0.61, "rotation": 109.56, "width": 29, "height": 50 }
},
"L_front_toe2": {
"front_toeB": { "x": 26.84, "y": -4.95, "rotation": 109.51, "width": 56, "height": 57 }
},
"L_front_toe3": {
"front_toeB": { "x": 18.22, "y": -7.22, "scaleX": 0.881, "scaleY": 0.941, "rotation": 99.71, "width": 56, "height": 57 }
},
"L_front_toe4": {
"front_toeB": { "x": 23.21, "y": -11.69, "scaleX": 0.881, "rotation": 79.89, "width": 56, "height": 57 }
},
"L_rear_leg": {
"L_rear_leg": { "x": 67.29, "y": 12.63, "rotation": -162.65, "width": 206, "height": 177 }
},
"L_rear_thigh": {
"L_rear_thigh": { "x": 56.03, "y": 27.39, "rotation": 74.94, "width": 91, "height": 149 }
},
"L_wing": {
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"L_wing02": { "x": 126.38, "y": -31.69, "rotation": -86.19, "width": 179, "height": 269 },
"L_wing03": { "x": 110.27, "y": -90.89, "rotation": -86.19, "width": 186, "height": 207 },
"L_wing04": { "x": -61.62, "y": -83.27, "rotation": -86.19, "width": 188, "height": 135 },
"L_wing05": { "x": -90.02, "y": -78.14, "rotation": -86.19, "width": 218, "height": 213 },
"L_wing06": { "x": -143.77, "y": -83.72, "rotation": -86.19, "width": 192, "height": 331 },
"L_wing07": { "x": -133.05, "y": -33.9, "rotation": -86.19, "width": 159, "height": 255 },
"L_wing08": { "x": 50.15, "y": -15.71, "rotation": -86.19, "width": 164, "height": 181 },
"L_wing09": { "x": 85.94, "y": -11.33, "rotation": -86.19, "width": 204, "height": 167 }
},
"R_front_leg": {
"R_front_leg": { "x": 17.8, "y": 4.23, "rotation": 37.63, "width": 101, "height": 89 }
},
"R_front_thigh": {
"R_front_thigh": { "x": 35.29, "y": 2.11, "rotation": 130.33, "width": 108, "height": 108 }
},
"R_front_toe1": {
"front_toeB": { "x": 24.5, "y": -2.61, "rotation": 104.18, "width": 56, "height": 57 }
},
"R_front_toe2": {
"front_toeB": { "x": 26.39, "y": 1.17, "rotation": 104.58, "width": 56, "height": 57 }
},
"R_front_toe3": {
"front_toeB": { "x": 30.67, "y": -0.07, "rotation": 112.3, "width": 56, "height": 57 }
},
"R_rear_leg": {
"R_rear_leg": { "x": 60.88, "y": -5.73, "rotation": -127.67, "width": 116, "height": 100 }
},
"R_rear_thigh": {
"R_rear_thigh": { "x": 53.25, "y": 12.58, "rotation": 103.29, "width": 91, "height": 149 }
},
"R_rear_toe1": {
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},
"R_rear_toe2": {
"rear-toe": { "x": 57.03, "y": -7.23, "rotation": 134.43, "width": 109, "height": 77 }
},
"R_rear_toe3": {
"rear-toe": { "x": 47.46, "y": -7.64, "rotation": 134.34, "width": 109, "height": 77 }
},
"R_wing": {
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"R_wing02": { "x": 171.15, "y": -19.33, "rotation": -130.34, "width": 203, "height": 305 },
"R_wing03": { "x": 166.46, "y": 29.24, "rotation": -130.34, "width": 272, "height": 247 },
"R_wing04": { "x": 42.94, "y": 134.06, "rotation": -130.34, "width": 279, "height": 144 },
"R_wing05": { "x": -8.84, "y": 142.59, "rotation": -130.34, "width": 251, "height": 229 },
"R_wing06": { "x": -123.33, "y": 111.22, "rotation": -130.34, "width": 200, "height": 366 },
"R_wing07": { "x": -40.17, "y": 118.03, "rotation": -130.34, "width": 200, "height": 263 },
"R_wing08": { "x": 48.02, "y": 28.76, "rotation": -130.34, "width": 234, "height": 254 },
"R_wing09": { "x": 128.1, "y": 21.13, "rotation": -130.34, "width": 248, "height": 204 }
},
"back": { "back": {
"back": { "x": 35.85, "y": 19.99, "rotation": -151.83, "width": 190, "height": 185 } "back": { "x": 35.85, "y": 19.99, "rotation": -151.83, "width": 190, "height": 185 }
}, },
@ -158,8 +212,81 @@
"head": { "head": {
"head": { "x": 76.69, "y": 32.21, "rotation": -47.13, "width": 296, "height": 260 } "head": { "x": 76.69, "y": 32.21, "rotation": -47.13, "width": 296, "height": 260 }
}, },
"logo": { "left-front-leg": {
"logo": { "y": -176.72, "width": 897, "height": 92 } "left-front-leg": { "x": 14.69, "y": 0.49, "rotation": 16, "width": 84, "height": 57 }
},
"left-front-thigh": {
"left-front-thigh": { "x": 27.66, "y": -11.59, "rotation": 58.66, "width": 84, "height": 72 }
},
"left-front-toe1": {
"front-toe-a": { "x": 31.93, "y": 0.61, "rotation": 109.56, "width": 29, "height": 50 }
},
"left-front-toe2": {
"front-toe-b": { "x": 26.84, "y": -4.95, "rotation": 109.51, "width": 56, "height": 57 }
},
"left-front-toe3": {
"front-toe-b": { "x": 18.22, "y": -7.22, "scaleX": 0.881, "scaleY": 0.941, "rotation": 99.71, "width": 56, "height": 57 }
},
"left-front-toe4": {
"front-toe-b": { "x": 23.21, "y": -11.69, "scaleX": 0.881, "rotation": 79.89, "width": 56, "height": 57 }
},
"left-rear-leg": {
"left-rear-leg": { "x": 67.29, "y": 12.63, "rotation": -162.65, "width": 206, "height": 177 }
},
"left-rear-thigh": {
"left-rear-thigh": { "x": 56.03, "y": 27.39, "rotation": 74.94, "width": 91, "height": 149 }
},
"left-wing": {
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"left-wing02": { "x": 126.38, "y": -31.69, "rotation": -86.19, "width": 179, "height": 269 },
"left-wing03": { "x": 110.27, "y": -90.89, "rotation": -86.19, "width": 186, "height": 207 },
"left-wing04": { "x": -61.62, "y": -83.27, "rotation": -86.19, "width": 188, "height": 135 },
"left-wing05": { "x": -90.02, "y": -78.14, "rotation": -86.19, "width": 218, "height": 213 },
"left-wing06": { "x": -143.77, "y": -83.72, "rotation": -86.19, "width": 192, "height": 331 },
"left-wing07": { "x": -133.05, "y": -33.9, "rotation": -86.19, "width": 159, "height": 255 },
"left-wing08": { "x": 50.15, "y": -15.71, "rotation": -86.19, "width": 164, "height": 181 },
"left-wing09": { "x": 85.94, "y": -11.33, "rotation": -86.19, "width": 204, "height": 167 }
},
"right-front-leg": {
"right-front-leg": { "x": 17.8, "y": 4.23, "rotation": 37.63, "width": 101, "height": 89 }
},
"right-front-thigh": {
"right-front-thigh": { "x": 35.29, "y": 2.11, "rotation": 130.33, "width": 108, "height": 108 }
},
"right-front-toe1": {
"front-toe-b": { "x": 24.5, "y": -2.61, "rotation": 104.18, "width": 56, "height": 57 }
},
"right-front-toe2": {
"front-toe-b": { "x": 26.39, "y": 1.17, "rotation": 104.58, "width": 56, "height": 57 }
},
"right-front-toe3": {
"front-toe-b": { "x": 30.67, "y": -0.07, "rotation": 112.3, "width": 56, "height": 57 }
},
"right-rear-leg": {
"right-rear-leg": { "x": 60.88, "y": -5.73, "rotation": -127.67, "width": 116, "height": 100 }
},
"right-rear-thigh": {
"right-rear-thigh": { "x": 53.25, "y": 12.58, "rotation": 103.29, "width": 91, "height": 149 }
},
"right-rear-toe1": {
"right-rear-toe": { "x": 54.76, "y": -5.72, "rotation": 134.79, "width": 109, "height": 77 }
},
"right-rear-toe2": {
"right-rear-toe": { "x": 57.03, "y": -7.23, "rotation": 134.43, "width": 109, "height": 77 }
},
"right-rear-toe3": {
"right-rear-toe": { "x": 47.46, "y": -7.64, "rotation": 134.34, "width": 109, "height": 77 }
},
"right-wing": {
"right-wing01": { "x": 170.08, "y": -23.68, "rotation": -130.34, "width": 219, "height": 310 },
"right-wing02": { "x": 171.15, "y": -19.33, "rotation": -130.34, "width": 203, "height": 305 },
"right-wing03": { "x": 166.46, "y": 29.24, "rotation": -130.34, "width": 272, "height": 247 },
"right-wing04": { "x": 42.94, "y": 134.06, "rotation": -130.34, "width": 279, "height": 144 },
"right-wing05": { "x": -8.84, "y": 142.59, "rotation": -130.34, "width": 251, "height": 229 },
"right-wing06": { "x": -123.33, "y": 111.22, "rotation": -130.34, "width": 200, "height": 366 },
"right-wing07": { "x": -40.17, "y": 118.03, "rotation": -130.34, "width": 200, "height": 263 },
"right-wing08": { "x": 48.02, "y": 28.76, "rotation": -130.34, "width": 234, "height": 254 },
"right-wing09": { "x": 128.1, "y": 21.13, "rotation": -130.34, "width": 248, "height": 204 }
}, },
"tail1": { "tail1": {
"tail01": { "x": 22.6, "y": -4.5, "rotation": 163.85, "width": 120, "height": 153 } "tail01": { "x": 22.6, "y": -4.5, "rotation": 163.85, "width": 120, "height": 153 }
@ -178,55 +305,58 @@
}, },
"tail6": { "tail6": {
"tail06": { "x": 28.02, "y": -16.83, "rotation": -175.45, "width": 95, "height": 68 } "tail06": { "x": 28.02, "y": -16.83, "rotation": -175.45, "width": 95, "height": 68 }
},
"thiagobrayner": {
"thiagobrayner": { "y": -95, "width": 350, "height": 31 }
} }
} }
}, },
"animations": { "animations": {
"flying": { "flying": {
"slots": { "slots": {
"L_wing": { "left-wing": {
"attachment": [ "attachment": [
{ "time": 0, "name": "L_wing01" }, { "time": 0, "name": "left-wing01" },
{ "time": 0.0667, "name": "L_wing02" }, { "time": 0.0667, "name": "left-wing02" },
{ "time": 0.1333, "name": "L_wing03" }, { "time": 0.1333, "name": "left-wing03" },
{ "time": 0.2, "name": "L_wing04" }, { "time": 0.2, "name": "left-wing04" },
{ "time": 0.2667, "name": "L_wing05" }, { "time": 0.2667, "name": "left-wing05" },
{ "time": 0.3333, "name": "L_wing06" }, { "time": 0.3333, "name": "left-wing06" },
{ "time": 0.4, "name": "L_wing07" }, { "time": 0.4, "name": "left-wing07" },
{ "time": 0.4667, "name": "L_wing08" }, { "time": 0.4667, "name": "left-wing08" },
{ "time": 0.5333, "name": "L_wing09" }, { "time": 0.5333, "name": "left-wing09" },
{ "time": 0.6, "name": "L_wing01" }, { "time": 0.6, "name": "left-wing01" },
{ "time": 0.7333, "name": "L_wing02" }, { "time": 0.7333, "name": "left-wing02" },
{ "time": 0.8, "name": "L_wing03" }, { "time": 0.8, "name": "left-wing03" },
{ "time": 0.8333, "name": "L_wing04" }, { "time": 0.8333, "name": "left-wing04" },
{ "time": 0.8667, "name": "L_wing05" }, { "time": 0.8667, "name": "left-wing05" },
{ "time": 0.9, "name": "L_wing06" }, { "time": 0.9, "name": "left-wing06" },
{ "time": 0.9333, "name": "L_wing07" }, { "time": 0.9333, "name": "left-wing07" },
{ "time": 0.9667, "name": "L_wing08" }, { "time": 0.9667, "name": "left-wing08" },
{ "time": 1, "name": "L_wing01" } { "time": 1, "name": "left-wing01" }
] ]
}, },
"R_wing": { "right-wing": {
"attachment": [ "attachment": [
{ "time": 0, "name": "R_wing01" }, { "time": 0, "name": "right-wing01" },
{ "time": 0.0667, "name": "R_wing02" }, { "time": 0.0667, "name": "right-wing02" },
{ "time": 0.1333, "name": "R_wing03" }, { "time": 0.1333, "name": "right-wing03" },
{ "time": 0.2, "name": "R_wing04" }, { "time": 0.2, "name": "right-wing04" },
{ "time": 0.2667, "name": "R_wing05" }, { "time": 0.2667, "name": "right-wing05" },
{ "time": 0.3333, "name": "R_wing06" }, { "time": 0.3333, "name": "right-wing06" },
{ "time": 0.4, "name": "R_wing07" }, { "time": 0.4, "name": "right-wing07" },
{ "time": 0.4667, "name": "R_wing08" }, { "time": 0.4667, "name": "right-wing08" },
{ "time": 0.5333, "name": "R_wing09" }, { "time": 0.5333, "name": "right-wing09" },
{ "time": 0.6, "name": "R_wing01" }, { "time": 0.6, "name": "right-wing01" },
{ "time": 0.7333, "name": "R_wing02" }, { "time": 0.7333, "name": "right-wing02" },
{ "time": 0.7667, "name": "R_wing02" }, { "time": 0.7667, "name": "right-wing02" },
{ "time": 0.8, "name": "R_wing03" }, { "time": 0.8, "name": "right-wing03" },
{ "time": 0.8333, "name": "R_wing04" }, { "time": 0.8333, "name": "right-wing04" },
{ "time": 0.8667, "name": "R_wing05" }, { "time": 0.8667, "name": "right-wing05" },
{ "time": 0.9, "name": "R_wing06" }, { "time": 0.9, "name": "right-wing06" },
{ "time": 0.9333, "name": "R_wing07" }, { "time": 0.9333, "name": "right-wing07" },
{ "time": 0.9667, "name": "R_wing08" }, { "time": 0.9667, "name": "right-wing08" },
{ "time": 1, "name": "R_wing01" } { "time": 1, "name": "right-wing01" }
] ]
} }
}, },
@ -307,7 +437,7 @@
{ "time": 1, "x": 1, "y": 1 } { "time": 1, "x": 1, "y": 1 }
] ]
}, },
"R_rear_thigh": { "right-rear-thigh": {
"rotate": [ "rotate": [
{ "time": 0, "angle": 0, "curve": "stepped" }, { "time": 0, "angle": 0, "curve": "stepped" },
{ "time": 0.5, "angle": 0, "curve": "stepped" }, { "time": 0.5, "angle": 0, "curve": "stepped" },
@ -424,7 +554,7 @@
{ "time": 1, "x": 1, "y": 1 } { "time": 1, "x": 1, "y": 1 }
] ]
}, },
"R_rear_leg": { "right-rear-leg": {
"rotate": [ "rotate": [
{ "time": 0, "angle": 0 }, { "time": 0, "angle": 0 },
{ "time": 0.1667, "angle": -14.22 }, { "time": 0.1667, "angle": -14.22 },
@ -442,7 +572,7 @@
{ "time": 1, "x": 1, "y": 1 } { "time": 1, "x": 1, "y": 1 }
] ]
}, },
"R_rear_toe3": { "right-rear-toe3": {
"rotate": [ "rotate": [
{ "time": 0, "angle": 0 }, { "time": 0, "angle": 0 },
{ "time": 0.5, "angle": -36.06 }, { "time": 0.5, "angle": -36.06 },
@ -459,7 +589,7 @@
{ "time": 1, "x": 1, "y": 1 } { "time": 1, "x": 1, "y": 1 }
] ]
}, },
"R_rear_toe2": { "right-rear-toe2": {
"rotate": [ "rotate": [
{ "time": 0, "angle": 0 }, { "time": 0, "angle": 0 },
{ "time": 0.5, "angle": -20.32 }, { "time": 0.5, "angle": -20.32 },
@ -476,7 +606,7 @@
{ "time": 1, "x": 1, "y": 1 } { "time": 1, "x": 1, "y": 1 }
] ]
}, },
"R_rear_toe1": { "right-rear-toe1": {
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{ "time": 0, "angle": 0 }, { "time": 0, "angle": 0 },
{ "time": 0.5, "angle": -18.71 }, { "time": 0.5, "angle": -18.71 },
@ -537,7 +667,7 @@
{ "time": 1, "x": 1, "y": 1 } { "time": 1, "x": 1, "y": 1 }
] ]
}, },
"L_front_thigh": { "left-front-thigh": {
"rotate": [ "rotate": [
{ "time": 0, "angle": 0 }, { "time": 0, "angle": 0 },
{ "time": 0.1667, "angle": -19.19 }, { "time": 0.1667, "angle": -19.19 },
@ -556,7 +686,7 @@
{ "time": 1, "x": 1, "y": 1 } { "time": 1, "x": 1, "y": 1 }
] ]
}, },
"R_front_thigh": { "right-front-thigh": {
"rotate": [ "rotate": [
{ "time": 0, "angle": 0 }, { "time": 0, "angle": 0 },
{ "time": 0.1667, "angle": -12.96 }, { "time": 0.1667, "angle": -12.96 },
@ -574,7 +704,7 @@
{ "time": 1, "x": 1, "y": 1 } { "time": 1, "x": 1, "y": 1 }
] ]
}, },
"L_front_leg": { "left-front-leg": {
"rotate": [ "rotate": [
{ "time": 0, "angle": 0 }, { "time": 0, "angle": 0 },
{ "time": 0.1667, "angle": 37.77 }, { "time": 0.1667, "angle": 37.77 },
@ -592,7 +722,7 @@
{ "time": 1, "x": 1, "y": 1 } { "time": 1, "x": 1, "y": 1 }
] ]
}, },
"L_front_toe1": { "left-front-toe1": {
"rotate": [ "rotate": [
{ "time": 0, "angle": 0 }, { "time": 0, "angle": 0 },
{ "time": 0.1667, "angle": -16.09 }, { "time": 0.1667, "angle": -16.09 },
@ -610,7 +740,7 @@
{ "time": 1, "x": 1, "y": 1 } { "time": 1, "x": 1, "y": 1 }
] ]
}, },
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