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Without the written + * permission of Esoteric Software (typically granted by licensing Spine), you + * may not (a) modify, translate, adapt or otherwise create derivative works, + * improvements of the Software or develop new applications using the Software + * 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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; + * OR BUSINESS INTERRUPTION) 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. + *****************************************************************************/ + +/***************************************************************************** + * Basic Platformer Controller created by Mitch Thompson + * Full irrevocable rights and permissions granted to Esoteric Software +*****************************************************************************/ + +using UnityEngine; +using System.Collections; + +[RequireComponent(typeof(CharacterController))] +public class BasicPlatformerController : MonoBehaviour { + + [Header("Controls")] + public string XAxis = "Horizontal"; + public string YAxis = "Vertical"; + public string JumpButton = "Jump"; + + [Header("Moving")] + public float walkSpeed = 4; + public float runSpeed = 10; + public float gravity = 65; + + [Header("Jumping")] + public float jumpSpeed = 25; + public float jumpDuration = 0.5f; + public float jumpInterruptFactor = 100; + public float forceCrouchVelocity = 25; + public float forceCrouchDuration = 0.5f; + + [Header("Graphics")] + public Transform graphicsRoot; + public SkeletonAnimation skeletonAnimation; + + [Header("Animation")] + public string walkName = "Walk"; + public string runName = "Run"; + public string idleName = "Idle"; + public string jumpName = "Jump"; + public string fallName = "Fall"; + public string crouchName = "Crouch"; + + [Header("Audio")] + public AudioSource jumpAudioSource; + public AudioSource hardfallAudioSource; + public AudioSource footstepAudioSource; + public string footstepEventName = "Footstep"; + + + + CharacterController controller; + Vector2 velocity = Vector2.zero; + Vector2 lastVelocity = Vector2.zero; + bool lastGrounded = false; + float jumpEndTime = 0; + bool jumpInterrupt = false; + float forceCrouchEndTime; + + + Quaternion flippedRotation = Quaternion.Euler(0, 180, 0); + + void Awake() + { + controller = GetComponent(); + } + + void Start(){ + //register a callback for Spine Events (in this case, Footstep) + skeletonAnimation.state.Event += HandleEvent; + } + + void HandleEvent (Spine.AnimationState state, int trackIndex, Spine.Event e) + { + //play some sound if footstep event fired + if(e.Data.Name == footstepEventName){ + footstepAudioSource.Stop(); + footstepAudioSource.Play(); + } + } + + void Update() + { + //control inputs + float x = Input.GetAxis(XAxis); + float y = Input.GetAxis(YAxis); + //check for force crouch + bool crouching = (controller.isGrounded && y < -0.5f) || (forceCrouchEndTime > Time.time); + velocity.x = 0; + + //Calculate control velocity + if (!crouching) { + if (Input.GetButtonDown(JumpButton) && controller.isGrounded) + { + //jump + jumpAudioSource.Stop(); + jumpAudioSource.Play(); + velocity.y = jumpSpeed; + jumpEndTime = Time.time + jumpDuration; + } + else if (Time.time < jumpEndTime && Input.GetButtonUp(JumpButton)) + { + jumpInterrupt = true; + } + + + if (x != 0) + { + //walk or run + velocity.x = Mathf.Abs(x) > 0.6f ? runSpeed : walkSpeed; + velocity.x *= Mathf.Sign(x); + } + + if (jumpInterrupt) + { + //interrupt jump and smoothly cut Y velocity + if (velocity.y > 0) + { + velocity.y = Mathf.MoveTowards(velocity.y, 0, Time.deltaTime * 100); + } + else + { + jumpInterrupt = false; + } + } + } + + //apply gravity F = mA (Learn it, love it, live it) + velocity.y -= gravity * Time.deltaTime; + + //move + controller.Move(new Vector3(velocity.x, velocity.y, 0) * Time.deltaTime); + + if (controller.isGrounded) + { + //cancel out Y velocity if on ground + velocity.y = -gravity * Time.deltaTime; + jumpInterrupt = false; + } + + + Vector2 deltaVelocity = lastVelocity - velocity; + + if (!lastGrounded && controller.isGrounded) + { + //detect hard fall + if ((gravity*Time.deltaTime) - deltaVelocity.y > forceCrouchVelocity) + { + forceCrouchEndTime = Time.time + forceCrouchDuration; + hardfallAudioSource.Play(); + } + else{ + //play footstep audio if light fall because why not + footstepAudioSource.Play(); + } + + } + + //graphics updates + if (controller.isGrounded) + { + if (crouching) //crouch + { + skeletonAnimation.AnimationName = crouchName; + } + else + { + + if (x == 0) //idle + skeletonAnimation.AnimationName = idleName; + else //move + skeletonAnimation.AnimationName = Mathf.Abs(x) > 0.6f ? runName : walkName; + } + } + else + { + if (velocity.y > 0) //jump + skeletonAnimation.AnimationName = jumpName; + else //fall + skeletonAnimation.AnimationName = fallName; + + } + + //flip left or right + if (x > 0) + graphicsRoot.localRotation = Quaternion.identity; + else if (x < 0) + graphicsRoot.localRotation = flippedRotation; + + + //store previous state + lastVelocity = velocity; + lastGrounded = controller.isGrounded; + } +} diff --git a/spine-unity/Assets/Examples/Scripts/BasicPlatformerController.cs.meta b/spine-unity/Assets/Examples/Scripts/BasicPlatformerController.cs.meta new file mode 100644 index 000000000..18fbb8ef4 --- /dev/null +++ b/spine-unity/Assets/Examples/Scripts/BasicPlatformerController.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 27b3e3370f55c0a438ef0a10c2eba510 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/spine-unity/Assets/Examples/Scripts/ConstrainedCamera.cs b/spine-unity/Assets/Examples/Scripts/ConstrainedCamera.cs new file mode 100644 index 000000000..2dc8a1dff --- /dev/null +++ b/spine-unity/Assets/Examples/Scripts/ConstrainedCamera.cs @@ -0,0 +1,62 @@ +/****************************************************************************** + * Spine Runtimes Software License + * Version 2.1 + * + * Copyright (c) 2013, Esoteric Software + * All rights reserved. + * + * You are granted a perpetual, non-exclusive, non-sublicensable and + * non-transferable license to install, execute and perform the Spine Runtimes + * Software (the "Software") solely for internal use. Without the written + * permission of Esoteric Software (typically granted by licensing Spine), you + * may not (a) modify, translate, adapt or otherwise create derivative works, + * improvements of the Software or develop new applications using the Software + * 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 SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, + * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; + * OR BUSINESS INTERRUPTION) 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. + *****************************************************************************/ + +/***************************************************************************** + * Constrained Camera created by Mitch Thompson + * Full irrevocable rights and permissions granted to Esoteric Software +*****************************************************************************/ + +using UnityEngine; +using System.Collections; + +public class ConstrainedCamera : MonoBehaviour { + public Transform target; + public Vector3 offset; + + public Vector3 min; + public Vector3 max; + + public float smoothing = 5f; + + // Use this for initialization + void Start () { + + } + + // Update is called once per frame + void LateUpdate () { + Vector3 goalPoint = target.position + offset; + goalPoint.x = Mathf.Clamp(goalPoint.x, min.x, max.x); + goalPoint.y = Mathf.Clamp(goalPoint.y, min.y, max.y); + goalPoint.z = Mathf.Clamp(goalPoint.z, min.z, max.z); + + transform.position = Vector3.Lerp(transform.position, goalPoint, smoothing * Time.deltaTime); + } +} diff --git a/spine-unity/Assets/Examples/Scripts/ConstrainedCamera.cs.meta b/spine-unity/Assets/Examples/Scripts/ConstrainedCamera.cs.meta new file mode 100644 index 000000000..127befb45 --- /dev/null +++ b/spine-unity/Assets/Examples/Scripts/ConstrainedCamera.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6df2d8b571e22504284108b691b4a3cd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: 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