[unity] Updated some example scenes, code and assets.

This commit is contained in:
pharan 2018-12-27 21:49:19 +08:00
parent 4c45413dff
commit 0aa617c44a
24 changed files with 439 additions and 258 deletions

View File

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m_Text: 'Hero''s Basic Platformer Controller setup has
Input, View and Logic condensed into one script.
The use pattern is built around using the built-in
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This is a quick way to get things working and a
good place to start if you''re new to platforming.
But you can always build your own platformer character
controller if you want better control of the physics code.'
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@ -29,6 +29,7 @@
*****************************************************************************/ *****************************************************************************/
using UnityEngine; using UnityEngine;
using UnityEngine.Events;
using Spine.Unity; using Spine.Unity;
namespace Spine.Unity.Examples { namespace Spine.Unity.Examples {
@ -36,6 +37,20 @@ namespace Spine.Unity.Examples {
[RequireComponent(typeof(CharacterController))] [RequireComponent(typeof(CharacterController))]
public class BasicPlatformerController : MonoBehaviour { public class BasicPlatformerController : MonoBehaviour {
public enum CharacterState {
None,
Idle,
Walk,
Run,
Crouch,
Rise,
Fall,
Attack
}
[Header("Components")]
public CharacterController controller;
[Header("Controls")] [Header("Controls")]
public string XAxis = "Horizontal"; public string XAxis = "Horizontal";
public string YAxis = "Vertical"; public string YAxis = "Vertical";
@ -53,38 +68,19 @@ namespace Spine.Unity.Examples {
public float forceCrouchVelocity = 25; public float forceCrouchVelocity = 25;
public float forceCrouchDuration = 0.5f; public float forceCrouchDuration = 0.5f;
[Header("Visuals")]
public SkeletonAnimation skeletonAnimation;
[Header("Animation")] [Header("Animation")]
public TransitionDictionaryExample transitions; public SkeletonAnimationHandleExample animationHandle;
public AnimationReferenceAsset walk;
public AnimationReferenceAsset run;
public AnimationReferenceAsset idle;
public AnimationReferenceAsset jump;
public AnimationReferenceAsset fall;
public AnimationReferenceAsset crouch;
public AnimationReferenceAsset runFromFall;
[Header("Effects")] // Events
public AudioSource jumpAudioSource; public event UnityAction OnJump, OnLand, OnHardLand;
public AudioSource hardfallAudioSource;
public ParticleSystem landParticles;
public HandleEventWithAudioExample footstepHandler;
CharacterController controller;
Vector2 input = default(Vector2); Vector2 input = default(Vector2);
Vector3 velocity = default(Vector3); Vector3 velocity = default(Vector3);
float minimumJumpEndTime = 0; float minimumJumpEndTime = 0;
float forceCrouchEndTime; float forceCrouchEndTime;
bool wasGrounded = false; bool wasGrounded = false;
AnimationReferenceAsset targetAnimation; CharacterState previousState, currentState;
AnimationReferenceAsset previousTargetAnimation;
void Awake () {
controller = GetComponent<CharacterController>();
}
void Update () { void Update () {
float dt = Time.deltaTime; float dt = Time.deltaTime;
@ -122,7 +118,6 @@ namespace Spine.Unity.Examples {
// Dummy physics and controller using UnityEngine.CharacterController. // Dummy physics and controller using UnityEngine.CharacterController.
Vector3 gravityDeltaVelocity = Physics.gravity * gravityScale * dt; Vector3 gravityDeltaVelocity = Physics.gravity * gravityScale * dt;
if (doJump) { if (doJump) {
velocity.y = jumpSpeed; velocity.y = jumpSpeed;
minimumJumpEndTime = Time.time + minimumJumpDuration; minimumJumpEndTime = Time.time + minimumJumpDuration;
@ -149,60 +144,77 @@ namespace Spine.Unity.Examples {
} }
} }
controller.Move(velocity * dt); controller.Move(velocity * dt);
wasGrounded = isGrounded;
// Animation // Determine and store character state
// Determine target animation.
if (isGrounded) { if (isGrounded) {
if (doCrouch) { if (doCrouch) {
targetAnimation = crouch; currentState = CharacterState.Crouch;
} else { } else {
if (input.x == 0) if (input.x == 0)
targetAnimation = idle; currentState = CharacterState.Idle;
else else
targetAnimation = Mathf.Abs(input.x) > 0.6f ? run : walk; currentState = Mathf.Abs(input.x) > 0.6f ? CharacterState.Run : CharacterState.Walk;
} }
} else { } else {
targetAnimation = velocity.y > 0 ? jump : fall; currentState = velocity.y > 0 ? CharacterState.Rise : CharacterState.Fall;
} }
// Handle change in target animation. bool stateChanged = previousState != currentState;
if (previousTargetAnimation != targetAnimation) { previousState = currentState;
Animation transition = null;
if (transitions != null && previousTargetAnimation != null) {
transition = transitions.GetTransition(previousTargetAnimation, targetAnimation);
}
if (transition != null) { // Animation
skeletonAnimation.AnimationState.SetAnimation(0, transition, false).MixDuration = 0.05f; // Do not modify character parameters or state in this phase. Just read them.
skeletonAnimation.AnimationState.AddAnimation(0, targetAnimation, true, 0f); // Detect changes in state, and communicate with animation handle if it changes.
} else { if (stateChanged)
skeletonAnimation.AnimationState.SetAnimation(0, targetAnimation, true); HandleStateChanged();
}
}
previousTargetAnimation = targetAnimation;
// Face intended direction.
if (input.x != 0) if (input.x != 0)
skeletonAnimation.Skeleton.ScaleX = Mathf.Sign(input.x); animationHandle.SetFlip(input.x);
// Fire events.
// Effects
if (doJump) { if (doJump) {
jumpAudioSource.Stop(); OnJump.Invoke();
jumpAudioSource.Play();
} }
if (landed) { if (landed) {
if (hardLand) { if (hardLand) {
hardfallAudioSource.Play(); OnHardLand.Invoke();
} else { } else {
footstepHandler.Play(); OnLand.Invoke();
}
}
} }
landParticles.Emit((int)(velocity.y / -9f) + 2); void HandleStateChanged () {
// When the state changes, notify the animation handle of the new state.
string stateName = null;
switch (currentState) {
case CharacterState.Idle:
stateName = "idle";
break;
case CharacterState.Walk:
stateName = "walk";
break;
case CharacterState.Run:
stateName = "run";
break;
case CharacterState.Crouch:
stateName = "crouch";
break;
case CharacterState.Rise:
stateName = "rise";
break;
case CharacterState.Fall:
stateName = "fall";
break;
case CharacterState.Attack:
stateName = "attack";
break;
default:
break;
} }
wasGrounded = isGrounded; animationHandle.PlayAnimationForState(stateName, 0);
} }
} }

View File

@ -0,0 +1,48 @@
/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using UnityEngine.Events;
namespace Spine.Unity.Examples {
public class HeroEffectsHandlerExample : MonoBehaviour {
public BasicPlatformerController eventSource;
public UnityEvent OnJump, OnLand, OnHardLand;
public void Awake () {
if (eventSource == null)
return;
eventSource.OnLand += OnLand.Invoke;
eventSource.OnJump += OnJump.Invoke;
eventSource.OnHardLand += OnHardLand.Invoke;
}
}
}

View File

@ -0,0 +1,12 @@
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userData:
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@ -1,14 +1,47 @@
using System.Collections; /******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes or (b) remove,
* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
* or other intellectual property or proprietary rights notices on or in the
* Software, including any copy thereof. Redistributions in binary or source
* form must include this license and terms.
*
* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
namespace Spine.Unity.Examples { namespace Spine.Unity.Examples {
public class SkeletonAnimationHandleExample : MonoBehaviour {
// This is an example of an animation handle. This is implemented with strings as state names.
// Strings can serve as the identifier when Mecanim is used as the state machine and state source.
// If you don't use Mecanim, using custom ScriptableObjects may be a more efficient way to store information about the state and its connection with specific Spine animations.
// This animation handle implementation also comes with a dummy implementation of transition-handling.
public class SkeletonAnimationHandleExample : MonoBehaviour {
public SkeletonAnimation skeletonAnimation; public SkeletonAnimation skeletonAnimation;
public List<StateNameToAnimationReference> statesAndAnimations = new List<StateNameToAnimationReference>(); public List<StateNameToAnimationReference> statesAndAnimations = new List<StateNameToAnimationReference>();
public List<AnimationTransition> transitions = new List<AnimationTransition>(); public List<AnimationTransition> transitions = new List<AnimationTransition>(); // Alternately, an AnimationPair-Animation Dictionary (commented out) can be used for more efficient lookups.
[System.Serializable] [System.Serializable]
public class StateNameToAnimationReference { public class StateNameToAnimationReference {
@ -17,31 +50,46 @@ namespace Spine.Unity.Examples {
} }
[System.Serializable] [System.Serializable]
public struct AnimationTransition { public class AnimationTransition {
public AnimationReferenceAsset from; public AnimationReferenceAsset from;
public AnimationReferenceAsset to; public AnimationReferenceAsset to;
public AnimationReferenceAsset transition; public AnimationReferenceAsset transition;
} }
readonly Dictionary<Spine.AnimationStateData.AnimationPair, Spine.Animation> transitionDictionary = new Dictionary<AnimationStateData.AnimationPair, Animation>(Spine.AnimationStateData.AnimationPairComparer.Instance); //readonly Dictionary<Spine.AnimationStateData.AnimationPair, Spine.Animation> transitionDictionary = new Dictionary<AnimationStateData.AnimationPair, Animation>(Spine.AnimationStateData.AnimationPairComparer.Instance);
public Spine.Animation TargetAnimation { get; private set; }
void Awake () { void Awake () {
// Initialize AnimationReferenceAssets
foreach (var entry in statesAndAnimations) {
entry.animation.Initialize();
}
foreach (var entry in transitions) { foreach (var entry in transitions) {
// If uninitialized
entry.from.Initialize(); entry.from.Initialize();
entry.to.Initialize(); entry.to.Initialize();
entry.transition.Initialize(); entry.transition.Initialize();
transitionDictionary.Add(new AnimationStateData.AnimationPair(entry.from.Animation, entry.to.Animation), entry.transition.Animation);
}
} }
// Build Dictionary
//foreach (var entry in transitions) {
// transitionDictionary.Add(new AnimationStateData.AnimationPair(entry.from.Animation, entry.to.Animation), entry.transition.Animation);
//}
}
/// <summary>Sets the horizontal flip state of the skeleton based on a nonzero float. If negative, the skeleton is flipped. If positive, the skeleton is not flipped.</summary>
public void SetFlip (float horizontal) { public void SetFlip (float horizontal) {
if (horizontal != 0) { if (horizontal != 0) {
skeletonAnimation.Skeleton.ScaleX = horizontal > 0 ? 1f : -1f; skeletonAnimation.Skeleton.ScaleX = horizontal > 0 ? 1f : -1f;
} }
} }
/// <summary>Plays an animation based on the state name.</summary>
public void PlayAnimationForState (string stateShortName, int layerIndex) {
PlayAnimationForState(StringToHash(stateShortName), layerIndex);
}
/// <summary>Plays an animation based on the hash of the state name.</summary>
public void PlayAnimationForState (int shortNameHash, int layerIndex) { public void PlayAnimationForState (int shortNameHash, int layerIndex) {
var foundAnimation = GetAnimationForState(shortNameHash); var foundAnimation = GetAnimationForState(shortNameHash);
if (foundAnimation == null) if (foundAnimation == null)
@ -50,21 +98,25 @@ namespace Spine.Unity.Examples {
PlayNewAnimation(foundAnimation, layerIndex); PlayNewAnimation(foundAnimation, layerIndex);
} }
/// <summary>Gets a Spine Animation based on the state name.</summary>
public Spine.Animation GetAnimationForState (string stateShortName) {
return GetAnimationForState(StringToHash(stateShortName));
}
/// <summary>Gets a Spine Animation based on the hash of the state name.</summary>
public Spine.Animation GetAnimationForState (int shortNameHash) { public Spine.Animation GetAnimationForState (int shortNameHash) {
var foundState = statesAndAnimations.Find(entry => Animator.StringToHash(entry.stateName) == shortNameHash); var foundState = statesAndAnimations.Find(entry => StringToHash(entry.stateName) == shortNameHash);
return (foundState == null) ? null : foundState.animation; return (foundState == null) ? null : foundState.animation;
} }
void PlayNewAnimation (Spine.Animation target, int layerIndex) { /// <summary>Play an animation. If a transition animation is defined, the transition is played before the target animation being passed.</summary>
public void PlayNewAnimation (Spine.Animation target, int layerIndex) {
Spine.Animation transition = null; Spine.Animation transition = null;
Spine.Animation current = null; Spine.Animation current = null;
var currentTrackEntry = skeletonAnimation.AnimationState.GetCurrent(layerIndex); current = GetCurrentAnimation(layerIndex);
if (currentTrackEntry != null) {
current = currentTrackEntry.Animation;
if (current != null) if (current != null)
transitionDictionary.TryGetValue(new AnimationStateData.AnimationPair(current, target), out transition); transition = TryGetTransition(current, target);
}
if (transition != null) { if (transition != null) {
skeletonAnimation.AnimationState.SetAnimation(layerIndex, transition, false); skeletonAnimation.AnimationState.SetAnimation(layerIndex, transition, false);
@ -72,6 +124,42 @@ namespace Spine.Unity.Examples {
} else { } else {
skeletonAnimation.AnimationState.SetAnimation(layerIndex, target, true); skeletonAnimation.AnimationState.SetAnimation(layerIndex, target, true);
} }
this.TargetAnimation = target;
}
/// <summary>Play a non-looping animation once then continue playing the state animation.</summary>
public void PlayOneShot (Spine.Animation oneShot, int layerIndex) {
var state = skeletonAnimation.AnimationState;
state.SetAnimation(0, oneShot, false);
var transition = TryGetTransition(oneShot, TargetAnimation);
if (transition != null)
state.AddAnimation(0, transition, false, 0f);
state.AddAnimation(0, this.TargetAnimation, true, 0f);
}
Spine.Animation TryGetTransition (Spine.Animation from, Spine.Animation to) {
foreach (var transition in transitions) {
if (transition.from.Animation == from && transition.to.Animation == to) {
return transition.transition.Animation;
}
}
return null;
//Spine.Animation foundTransition = null;
//transitionDictionary.TryGetValue(new AnimationStateData.AnimationPair(from, to), out foundTransition);
//return foundTransition;
}
Spine.Animation GetCurrentAnimation (int layerIndex) {
var currentTrackEntry = skeletonAnimation.AnimationState.GetCurrent(layerIndex);
return (currentTrackEntry != null) ? currentTrackEntry.Animation : null;
}
int StringToHash (string s) {
return Animator.StringToHash(s);
} }
} }
} }

View File

@ -69,8 +69,8 @@ namespace Spine.Unity {
sa.initialFlipX = this.initialFlipX; sa.initialFlipX = this.initialFlipX;
sa.initialFlipY = this.initialFlipY; sa.initialFlipY = this.initialFlipY;
var skeleton = sa.skeleton; var skeleton = sa.skeleton;
skeleton.ScaleX = this.initialFlipX ? 1 : -1; skeleton.ScaleX = this.initialFlipX ? -1 : 1;
skeleton.ScaleY = this.initialFlipY ? 1 : -1; skeleton.ScaleY = this.initialFlipY ? -1 : 1;
sa.Initialize(false); sa.Initialize(false);
skeletonAnimations.Add(sa); skeletonAnimations.Add(sa);

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