mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-04 14:24:53 +08:00
[unity] Rename Examples to Spine Examples
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parent
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1606933335
@ -267,7 +267,7 @@ MonoBehaviour:
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zSpacing: 0
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useClipping: 1
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immutableTriangles: 0
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pmaVertexColors: 1
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pmaVertexColors: 0
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clearStateOnDisable: 0
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tintBlack: 0
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singleSubmesh: 0
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@ -348,7 +348,7 @@ MonoBehaviour:
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audioClip: {fileID: 8300000, guid: e885484e1bc99fb47a0ac3f6bfa586b1, type: 3}
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basePitch: 0.5
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randomPitchOffset: 0.25
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debugMessage: 0
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logDebugMessage: 0
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--- !u!114 &1256911799
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -1,68 +1,68 @@
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using Spine;
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using Spine.Unity;
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namespace Spine.Unity.Examples {
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public class Goblins : MonoBehaviour {
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SkeletonAnimation skeletonAnimation;
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Bone headBone;
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bool girlSkin;
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[Range(-360, 360)]
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public float extraRotation;
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public void Start () {
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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headBone = skeletonAnimation.Skeleton.FindBone("head");
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skeletonAnimation.UpdateLocal += UpdateLocal;
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}
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// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
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public void UpdateLocal (ISkeletonAnimation skeletonRenderer) {
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headBone.Rotation += extraRotation;
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}
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public void OnMouseDown () {
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skeletonAnimation.Skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
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skeletonAnimation.Skeleton.SetSlotsToSetupPose();
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girlSkin = !girlSkin;
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if (girlSkin) {
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skeletonAnimation.Skeleton.SetAttachment("right hand item", null);
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skeletonAnimation.Skeleton.SetAttachment("left hand item", "spear");
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} else
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skeletonAnimation.Skeleton.SetAttachment("left hand item", "dagger");
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}
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}
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
|
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using Spine;
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using Spine.Unity;
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namespace Spine.Unity.Examples {
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public class Goblins : MonoBehaviour {
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SkeletonAnimation skeletonAnimation;
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Bone headBone;
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bool girlSkin;
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[Range(-360, 360)]
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public float extraRotation;
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public void Start () {
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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headBone = skeletonAnimation.Skeleton.FindBone("head");
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skeletonAnimation.UpdateLocal += UpdateLocal;
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}
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// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
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public void UpdateLocal (ISkeletonAnimation skeletonRenderer) {
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headBone.Rotation += extraRotation;
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}
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public void OnMouseDown () {
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skeletonAnimation.Skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
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skeletonAnimation.Skeleton.SetSlotsToSetupPose();
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girlSkin = !girlSkin;
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if (girlSkin) {
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skeletonAnimation.Skeleton.SetAttachment("right hand item", null);
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skeletonAnimation.Skeleton.SetAttachment("left hand item", "spear");
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} else
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skeletonAnimation.Skeleton.SetAttachment("left hand item", "dagger");
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}
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}
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}
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@ -1,103 +1,103 @@
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
|
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
|
||||
* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using System.Collections;
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using Spine.Unity;
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namespace Spine.Unity.Examples {
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public class RaggedySpineboy : MonoBehaviour {
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public LayerMask groundMask;
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public float restoreDuration = 0.5f;
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public Vector2 launchVelocity = new Vector2(50,100);
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Spine.Unity.Modules.SkeletonRagdoll2D ragdoll;
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Collider2D naturalCollider;
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void Start () {
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ragdoll = GetComponent<Spine.Unity.Modules.SkeletonRagdoll2D>();
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naturalCollider = GetComponent<Collider2D>();
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}
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void AddRigidbody () {
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var rb = gameObject.AddComponent<Rigidbody2D>();
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rb.freezeRotation = true;
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naturalCollider.enabled = true;
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}
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void RemoveRigidbody () {
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Destroy(GetComponent<Rigidbody2D>());
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naturalCollider.enabled = false;
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}
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void OnMouseUp () {
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if (naturalCollider.enabled)
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Launch();
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}
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void Launch () {
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RemoveRigidbody();
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ragdoll.Apply();
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ragdoll.RootRigidbody.velocity = new Vector2(Random.Range(-launchVelocity.x, launchVelocity.x), launchVelocity.y);
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StartCoroutine(WaitUntilStopped());
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}
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IEnumerator Restore () {
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Vector3 estimatedPos = ragdoll.EstimatedSkeletonPosition;
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Vector3 rbPosition = ragdoll.RootRigidbody.position;
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Vector3 skeletonPoint = estimatedPos;
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RaycastHit2D hit = Physics2D.Raycast((Vector2)rbPosition, (Vector2)(estimatedPos - rbPosition), Vector3.Distance(estimatedPos, rbPosition), groundMask);
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if (hit.collider != null)
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skeletonPoint = hit.point;
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ragdoll.RootRigidbody.isKinematic = true;
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ragdoll.SetSkeletonPosition(skeletonPoint);
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yield return ragdoll.SmoothMix(0, restoreDuration);
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ragdoll.Remove();
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AddRigidbody();
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}
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IEnumerator WaitUntilStopped () {
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yield return new WaitForSeconds(0.5f);
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float t = 0;
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while (t < 0.5f) {
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t = (ragdoll.RootRigidbody.velocity.magnitude > 0.09f) ? 0 : t + Time.deltaTime;
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yield return null;
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}
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StartCoroutine(Restore());
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}
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}
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}
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* 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
|
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* use. Without the written permission of Esoteric Software (see Section 2 of
|
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* 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
|
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* form must include this license and terms.
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||||
*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
|
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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||||
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using System.Collections;
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using Spine.Unity;
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namespace Spine.Unity.Examples {
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public class RaggedySpineboy : MonoBehaviour {
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public LayerMask groundMask;
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public float restoreDuration = 0.5f;
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public Vector2 launchVelocity = new Vector2(50,100);
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Spine.Unity.Modules.SkeletonRagdoll2D ragdoll;
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Collider2D naturalCollider;
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void Start () {
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ragdoll = GetComponent<Spine.Unity.Modules.SkeletonRagdoll2D>();
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naturalCollider = GetComponent<Collider2D>();
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}
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void AddRigidbody () {
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var rb = gameObject.AddComponent<Rigidbody2D>();
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rb.freezeRotation = true;
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naturalCollider.enabled = true;
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}
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void RemoveRigidbody () {
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Destroy(GetComponent<Rigidbody2D>());
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naturalCollider.enabled = false;
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}
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void OnMouseUp () {
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if (naturalCollider.enabled)
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Launch();
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}
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void Launch () {
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RemoveRigidbody();
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ragdoll.Apply();
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ragdoll.RootRigidbody.velocity = new Vector2(Random.Range(-launchVelocity.x, launchVelocity.x), launchVelocity.y);
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StartCoroutine(WaitUntilStopped());
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}
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IEnumerator Restore () {
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Vector3 estimatedPos = ragdoll.EstimatedSkeletonPosition;
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Vector3 rbPosition = ragdoll.RootRigidbody.position;
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Vector3 skeletonPoint = estimatedPos;
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RaycastHit2D hit = Physics2D.Raycast((Vector2)rbPosition, (Vector2)(estimatedPos - rbPosition), Vector3.Distance(estimatedPos, rbPosition), groundMask);
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if (hit.collider != null)
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skeletonPoint = hit.point;
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ragdoll.RootRigidbody.isKinematic = true;
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ragdoll.SetSkeletonPosition(skeletonPoint);
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yield return ragdoll.SmoothMix(0, restoreDuration);
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ragdoll.Remove();
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AddRigidbody();
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}
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IEnumerator WaitUntilStopped () {
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yield return new WaitForSeconds(0.5f);
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float t = 0;
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while (t < 0.5f) {
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t = (ragdoll.RootRigidbody.velocity.magnitude > 0.09f) ? 0 : t + Time.deltaTime;
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yield return null;
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}
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StartCoroutine(Restore());
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}
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}
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}
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