[unity] Updated examples.

This commit is contained in:
pharan 2018-04-04 17:17:06 +08:00
parent 781057ddb1
commit 0a61f34c61
47 changed files with 11980 additions and 98 deletions

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View File

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@ -417,6 +480,8 @@ Camera:
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@ -430,21 +495,21 @@ Transform:
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attackerSpineboy: {fileID: 282891644}
gauge: {fileID: 795271514}
healthText: {fileID: 1847717249}
onAttack:
@ -567,7 +568,7 @@ RectTransform:
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View File

@ -35,6 +35,7 @@ namespace Spine.Unity.Examples {
public class AttackSpineboy : MonoBehaviour {
public SkeletonAnimation spineboy;
public SkeletonAnimation attackerSpineboy;
public SpineGauge gauge;
public Text healthText;
@ -48,6 +49,9 @@ namespace Spine.Unity.Examples {
currentHealth -= 10;
healthText.text = currentHealth + "/" + maxHealth;
attackerSpineboy.AnimationState.SetAnimation(1, "shoot", false);
attackerSpineboy.AnimationState.AddEmptyAnimation(1, 0.5f, 2f);
if (currentHealth > 0) {
spineboy.AnimationState.SetAnimation(0, "hit", false);
spineboy.AnimationState.AddAnimation(0, "idle", true, 0);

View File

@ -0,0 +1,27 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class DraggableTransform : MonoBehaviour {
Vector2 mousePreviousWorld, mouseDeltaWorld;
Camera mainCamera;
void Start () {
mainCamera = Camera.main;
}
void Update () {
Vector2 mouseCurrent = Input.mousePosition;
Vector2 mouseCurrentWorld = mainCamera.ScreenToWorldPoint(new Vector3(mouseCurrent.x, mouseCurrent.y, -mainCamera.transform.position.z));
mouseDeltaWorld = mouseCurrentWorld - mousePreviousWorld;
mousePreviousWorld = mouseCurrentWorld;
}
void OnMouseDrag () {
transform.Translate(mouseDeltaWorld);
}
}
}

View File

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@ -0,0 +1,14 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
[CreateAssetMenu]
public class EquipAssetExample : ScriptableObject {
public EquipSystemExample.EquipType equipType;
public Sprite sprite;
public string description;
public int yourStats;
}
}

View File

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
namespace Spine.Unity.Examples {
public class EquipButtonExample : MonoBehaviour {
public EquipAssetExample asset;
public EquipSystemExample equipSystem;
public Image inventoryImage;
void OnValidate () {
MatchImage();
}
void MatchImage () {
if (inventoryImage != null)
inventoryImage.sprite = asset.sprite;
}
void Start () {
MatchImage();
var button = GetComponent<Button>();
button.onClick.AddListener(
delegate { equipSystem.Equip(asset); }
);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine.Unity.Modules.AttachmentTools;
namespace Spine.Unity.Examples {
public class EquipSystemExample : MonoBehaviour, IHasSkeletonDataAsset {
// Implementing IHasSkeletonDataAsset allows Spine attribute drawers to automatically detect this component as a skeleton data source.
public SkeletonDataAsset skeletonDataAsset;
SkeletonDataAsset IHasSkeletonDataAsset.SkeletonDataAsset { get { return this.skeletonDataAsset; } }
public Material sourceMaterial;
public bool applyPMA = true;
public List<EquipHook> equippables = new List<EquipHook>();
public EquipsVisualsComponentExample target;
public Dictionary<EquipAssetExample, Attachment> cachedAttachments = new Dictionary<EquipAssetExample, Attachment>();
[System.Serializable]
public class EquipHook {
public EquipType type;
[SpineSlot]
public string slot;
[SpineSkin]
public string templateSkin;
[SpineAttachment(skinField:"templateSkin")]
public string templateAttachment;
}
public enum EquipType {
Gun,
Goggles
}
public void Equip (EquipAssetExample asset) {
var equipType = asset.equipType;
EquipHook howToEquip = equippables.Find(x => x.type == equipType);
var skeletonData = skeletonDataAsset.GetSkeletonData(true);
int slotIndex = skeletonData.FindSlotIndex(howToEquip.slot);
var attachment = GenerateAttachmentFromEquipAsset(asset, slotIndex, howToEquip.templateSkin, howToEquip.templateAttachment);
target.Equip(slotIndex, howToEquip.templateAttachment, attachment);
}
Attachment GenerateAttachmentFromEquipAsset (EquipAssetExample asset, int slotIndex, string templateSkinName, string templateAttachmentName) {
Attachment attachment;
cachedAttachments.TryGetValue(asset, out attachment);
if (attachment == null) {
var skeletonData = skeletonDataAsset.GetSkeletonData(true);
var templateSkin = skeletonData.FindSkin(templateSkinName);
Attachment templateAttachment = templateSkin.GetAttachment(slotIndex, templateAttachmentName);
attachment = templateAttachment.GetRemappedClone(asset.sprite, sourceMaterial, premultiplyAlpha: this.applyPMA);
cachedAttachments.Add(asset, attachment); // Cache this value for next time this asset is used.
}
return attachment;
}
public void Done () {
target.OptimizeSkin();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine.Unity.Modules.AttachmentTools;
namespace Spine.Unity.Examples {
public class EquipsVisualsComponentExample : MonoBehaviour {
public SkeletonAnimation skeletonAnimation;
[SpineSkin]
public string templateSkinName;
Spine.Skin equipsSkin;
Spine.Skin collectedSkin;
public Material runtimeMaterial;
public Texture2D runtimeAtlas;
void Start () {
equipsSkin = new Skin("Equips");
// OPTIONAL: Add all the attachments from the template skin.
var templateSkin = skeletonAnimation.Skeleton.Data.FindSkin(templateSkinName);
if (templateSkin != null)
equipsSkin.Append(templateSkin);
skeletonAnimation.Skeleton.Skin = equipsSkin;
RefreshSkeletonAttachments();
}
public void Equip (int slotIndex, string attachmentName, Attachment attachment) {
equipsSkin.AddAttachment(slotIndex, attachmentName, attachment);
skeletonAnimation.Skeleton.SetSkin(equipsSkin);
RefreshSkeletonAttachments();
}
public void OptimizeSkin () {
// 1. Collect all the attachments of all active skins.
collectedSkin = collectedSkin ?? new Skin("Collected skin");
collectedSkin.Clear();
collectedSkin.Append(skeletonAnimation.Skeleton.Data.DefaultSkin);
collectedSkin.Append(equipsSkin);
// 2. Create a repacked skin.
var repackedSkin = collectedSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].materials[0], out runtimeMaterial, out runtimeAtlas);
collectedSkin.Clear();
// 3. Use the repacked skin.
skeletonAnimation.Skeleton.Skin = repackedSkin;
RefreshSkeletonAttachments();
}
void RefreshSkeletonAttachments () {
skeletonAnimation.Skeleton.SetSlotsToSetupPose();
skeletonAnimation.AnimationState.Apply(skeletonAnimation.Skeleton); //skeletonAnimation.Update(0);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class SpineboyBodyTilt : MonoBehaviour {
[Header("Settings")]
public SpineboyFootplanter planter;
[SpineBone]
public string hip = "hip", head = "head";
public float hipTiltScale = 7;
public float headTiltScale = 0.7f;
public float hipRotationMoveScale = 60f;
[Header("Debug")]
public float hipRotationTarget;
public float hipRotationSmoothed;
public float baseHeadRotation;
Bone hipBone, headBone;
void Start () {
var skeletonAnimation = GetComponent<SkeletonAnimation>();
var skeleton = skeletonAnimation.Skeleton;
hipBone = skeleton.FindBone(hip);
headBone = skeleton.FindBone(head);
baseHeadRotation = headBone.rotation;
skeletonAnimation.UpdateLocal += UpdateLocal;
}
private void UpdateLocal (ISkeletonAnimation animated) {
hipRotationTarget = planter.Balance * hipTiltScale;
hipRotationSmoothed = Mathf.MoveTowards(hipRotationSmoothed, hipRotationTarget, Time.deltaTime * hipRotationMoveScale * Mathf.Abs(2f * planter.Balance / planter.offBalanceThreshold));
hipBone.rotation = hipRotationSmoothed;
headBone.rotation = baseHeadRotation + (-hipRotationSmoothed * headTiltScale);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class SpineboyFacialExpression : MonoBehaviour {
public SpineboyFootplanter footPlanter;
[SpineSlot]
public string eyeSlotName, mouthSlotName;
[SpineAttachment(slotField:"eyeSlotName")]
public string shockEyeName, normalEyeName;
[SpineAttachment(slotField: "mouthSlotName")]
public string shockMouthName, normalMouthName;
public Slot eyeSlot, mouthSlot;
public Attachment shockEye, normalEye, shockMouth, normalMouth;
public float balanceThreshold = 2.5f;
public float shockDuration = 1f;
[Header("Debug")]
public float shockTimer = 0f;
void Start () {
var skeletonAnimation = GetComponent<SkeletonAnimation>();
var skeleton = skeletonAnimation.Skeleton;
eyeSlot = skeleton.FindSlot(eyeSlotName);
mouthSlot = skeleton.FindSlot(mouthSlotName);
int eyeSlotIndex = skeleton.FindSlotIndex(eyeSlotName);
shockEye = skeleton.GetAttachment(eyeSlotIndex, shockEyeName);
normalEye = skeleton.GetAttachment(eyeSlotIndex, normalEyeName);
int mouthSlotIndex = skeleton.FindSlotIndex(mouthSlotName);
shockMouth = skeleton.GetAttachment(mouthSlotIndex, shockMouthName);
normalMouth = skeleton.GetAttachment(mouthSlotIndex, normalMouthName);
}
void Update () {
if (Mathf.Abs(footPlanter.Balance) > balanceThreshold)
shockTimer = shockDuration;
if (shockTimer > 0)
shockTimer -= Time.deltaTime;
if (shockTimer > 0) {
eyeSlot.attachment = shockEye;
mouthSlot.attachment = shockMouth;
} else {
eyeSlot.attachment = normalEye;
mouthSlot.attachment = normalMouth;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Spine;
using Spine.Unity;
namespace Spine.Unity.Examples {
public class SpineboyFootplanter : MonoBehaviour {
public float timeScale = 0.5f;
[SpineBone] public string nearBoneName, farBoneName;
[Header("Settings")]
public Vector2 footSize;
public float footRayRaise = 2f;
public float comfyDistance = 1f;
public float centerOfGravityXOffset = -0.25f;
public float feetTooFarApartThreshold = 3f;
public float offBalanceThreshold = 1.4f;
public float minimumSpaceBetweenFeet = 0.5f;
public float maxNewStepDisplacement = 2f;
public float shuffleDistance = 1f;
public float baseLerpSpeed = 3.5f;
public FootMovement forward, backward;
[Header("Debug")]
[SerializeField] float balance;
[SerializeField] float distanceBetweenFeet;
[SerializeField] Foot nearFoot, farFoot;
Skeleton skeleton;
Bone nearFootBone, farFootBone;
[System.Serializable]
public class FootMovement {
public AnimationCurve xMoveCurve;
public AnimationCurve raiseCurve;
public float maxRaise;
public float minDistanceCompensate;
public float maxDistanceCompensate;
}
[System.Serializable]
public class Foot {
public Vector2 worldPos;
public float displacementFromCenter;
public float distanceFromCenter;
[Space]
public float lerp;
public Vector2 worldPosPrev;
public Vector2 worldPosNext;
public bool IsStepInProgress { get { return lerp < 1f; } }
public bool IsPrettyMuchDoneStepping { get { return lerp > 0.7f; } }
public void UpdateDistance (float centerOfGravityX) {
displacementFromCenter = worldPos.x - centerOfGravityX;
distanceFromCenter = Mathf.Abs(displacementFromCenter);
}
public void StartNewStep (float newDistance, float centerOfGravityX, float tentativeY, float footRayRaise, RaycastHit2D[] hits, Vector2 footSize) {
lerp = 0f;
worldPosPrev = worldPos;
float newX = centerOfGravityX - newDistance;
Vector2 origin = new Vector2(newX, tentativeY + footRayRaise);
//int hitCount = Physics2D.BoxCastNonAlloc(origin, footSize, 0f, Vector2.down, hits);
int hitCount = Physics2D.BoxCast(origin, footSize, 0f, Vector2.down, new ContactFilter2D { useTriggers = false }, hits);
worldPosNext = hitCount > 0 ? hits[0].point : new Vector2(newX, tentativeY);
}
public void UpdateStepProgress (float deltaTime, float stepSpeed, float shuffleDistance, FootMovement forwardMovement, FootMovement backwardMovement) {
if (!this.IsStepInProgress)
return;
lerp += deltaTime * stepSpeed;
float strideSignedSize = worldPosNext.x - worldPosPrev.x;
float strideSign = Mathf.Sign(strideSignedSize);
float strideSize = (Mathf.Abs(strideSignedSize));
var movement = strideSign > 0 ? forwardMovement : backwardMovement;
worldPos.x = Mathf.Lerp(worldPosPrev.x, worldPosNext.x, movement.xMoveCurve.Evaluate(lerp));
float groundLevel = Mathf.Lerp(worldPosPrev.y, worldPosNext.y, lerp);
if (strideSize > shuffleDistance) {
float strideSizeFootRaise = Mathf.Clamp((strideSize * 0.5f), 1f, 2f);
worldPos.y = groundLevel + (movement.raiseCurve.Evaluate(lerp) * movement.maxRaise * strideSizeFootRaise);
} else {
lerp += Time.deltaTime;
worldPos.y = groundLevel;
}
if (lerp > 1f)
lerp = 1f;
}
public static float GetNewDisplacement (float otherLegDisplacementFromCenter, float comfyDistance, float minimumFootDistanceX, float maxNewStepDisplacement, FootMovement forwardMovement, FootMovement backwardMovement) {
var movement = Mathf.Sign(otherLegDisplacementFromCenter) < 0 ? forwardMovement : backwardMovement;
float randomCompensate = Random.Range(movement.minDistanceCompensate, movement.maxDistanceCompensate);
float newDisplacement = (otherLegDisplacementFromCenter * randomCompensate);
if (Mathf.Abs(newDisplacement) > maxNewStepDisplacement || Mathf.Abs(otherLegDisplacementFromCenter) < minimumFootDistanceX)
newDisplacement = comfyDistance * Mathf.Sign(newDisplacement) * randomCompensate;
return newDisplacement;
}
}
public float Balance { get { return balance; } }
void Start () {
Time.timeScale = timeScale;
var tpos = transform.position;
// Default starting positions.
nearFoot.worldPos = tpos;
nearFoot.worldPos .x -= comfyDistance;
nearFoot.worldPosPrev = nearFoot.worldPosNext = nearFoot.worldPos;
farFoot.worldPos = tpos;
farFoot.worldPos.x += comfyDistance;
farFoot.worldPosPrev = farFoot.worldPosNext = farFoot.worldPos;
var skeletonAnimation = GetComponent<SkeletonAnimation>();
skeleton = skeletonAnimation.Skeleton;
skeletonAnimation.UpdateLocal += UpdateLocal;
nearFootBone = skeleton.FindBone(nearBoneName);
farFootBone = skeleton.FindBone(farBoneName);
nearFoot.lerp = 1f;
farFoot.lerp = 1f;
}
RaycastHit2D[] hits = new RaycastHit2D[1];
private void UpdateLocal (ISkeletonAnimation animated) {
Transform thisTransform = transform;
Vector2 thisTransformPosition = thisTransform.position;
float centerOfGravityX = thisTransformPosition.x + centerOfGravityXOffset;
nearFoot.UpdateDistance(centerOfGravityX);
farFoot.UpdateDistance(centerOfGravityX);
balance = nearFoot.displacementFromCenter + farFoot.displacementFromCenter;
distanceBetweenFeet = Mathf.Abs(nearFoot.worldPos.x - farFoot.worldPos.x);
// Detect time to make a new step
bool isTooOffBalance = Mathf.Abs(balance) > offBalanceThreshold;
bool isFeetTooFarApart = distanceBetweenFeet > feetTooFarApartThreshold;
bool timeForNewStep = isFeetTooFarApart || isTooOffBalance;
if (timeForNewStep) {
// Choose which foot to use for next step.
Foot stepFoot, otherFoot;
bool stepLegIsNearLeg = nearFoot.distanceFromCenter > farFoot.distanceFromCenter;
if (stepLegIsNearLeg) {
stepFoot = nearFoot;
otherFoot = farFoot;
} else {
stepFoot = farFoot;
otherFoot = nearFoot;
}
// Start a new step.
if (!stepFoot.IsStepInProgress && otherFoot.IsPrettyMuchDoneStepping) {
float newDisplacement = Foot.GetNewDisplacement(otherFoot.displacementFromCenter, comfyDistance, minimumSpaceBetweenFeet, maxNewStepDisplacement, forward, backward);
stepFoot.StartNewStep(newDisplacement, centerOfGravityX, thisTransformPosition.y, footRayRaise, hits, footSize);
}
}
float deltaTime = Time.deltaTime;
float stepSpeed = baseLerpSpeed;
stepSpeed += (Mathf.Abs(balance) - 0.6f) * 2.5f;
// Animate steps that are in progress.
nearFoot.UpdateStepProgress(deltaTime, stepSpeed, shuffleDistance, forward, backward);
farFoot.UpdateStepProgress(deltaTime, stepSpeed, shuffleDistance, forward, backward);
nearFootBone.SetPosition(thisTransform.InverseTransformPoint(nearFoot.worldPos));
farFootBone.SetPosition(thisTransform.InverseTransformPoint(farFoot.worldPos));
}
void OnDrawGizmos () {
if (Application.isPlaying) {
const float Radius = 0.15f;
Gizmos.color = Color.green;
Gizmos.DrawSphere(nearFoot.worldPos, Radius);
Gizmos.DrawWireSphere(nearFoot.worldPosNext, Radius);
Gizmos.color = Color.magenta;
Gizmos.DrawSphere(farFoot.worldPos, Radius);
Gizmos.DrawWireSphere(farFoot.worldPosNext, Radius);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class SpineboyFreeze : MonoBehaviour {
public SkeletonAnimation skeletonAnimation;
[SpineAnimation]
public string freeze;
[SpineAnimation]
public string idle;
public Color freezeColor;
public Color freezeBlackColor;
public ParticleSystem particles;
public float freezePoint = 0.5f;
public string colorProperty = "_Color";
public string blackTintProperty = "_Black";
MaterialPropertyBlock block;
MeshRenderer meshRenderer;
IEnumerator Start () {
block = new MaterialPropertyBlock();
meshRenderer = GetComponent<MeshRenderer>();
particles.Stop();
particles.Clear();
var main = particles.main;
main.loop = false;
var state = skeletonAnimation.AnimationState;
while (true) {
yield return new WaitForSeconds(1f);
// Play freeze animation
state.SetAnimation(0, freeze, false);
yield return new WaitForSeconds(freezePoint);
// Freeze effects
particles.Play();
block.SetColor(colorProperty, freezeColor);
block.SetColor(blackTintProperty, freezeBlackColor);
meshRenderer.SetPropertyBlock(block);
yield return new WaitForSeconds(2f);
// Return to Idle
state.SetAnimation(0, idle, true);
block.SetColor(colorProperty, Color.white);
block.SetColor(blackTintProperty, Color.black);
meshRenderer.SetPropertyBlock(block);
yield return null;
}
}
}
}

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