[unity] Rename Examples to Spine Examples

This commit is contained in:
pharan 2018-02-11 18:13:52 +08:00
parent 398884f294
commit 1606933335
323 changed files with 408 additions and 404 deletions

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@ -267,7 +267,7 @@ MonoBehaviour:
zSpacing: 0
useClipping: 1
immutableTriangles: 0
pmaVertexColors: 1
pmaVertexColors: 0
clearStateOnDisable: 0
tintBlack: 0
singleSubmesh: 0
@ -348,7 +348,7 @@ MonoBehaviour:
audioClip: {fileID: 8300000, guid: e885484e1bc99fb47a0ac3f6bfa586b1, type: 3}
basePitch: 0.5
randomPitchOffset: 0.25
debugMessage: 0
logDebugMessage: 0
--- !u!114 &1256911799
MonoBehaviour:
m_ObjectHideFlags: 0

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@ -1,68 +1,68 @@
/******************************************************************************
* 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 Spine;
using Spine.Unity;
namespace Spine.Unity.Examples {
public class Goblins : MonoBehaviour {
SkeletonAnimation skeletonAnimation;
Bone headBone;
bool girlSkin;
[Range(-360, 360)]
public float extraRotation;
public void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>();
headBone = skeletonAnimation.Skeleton.FindBone("head");
skeletonAnimation.UpdateLocal += UpdateLocal;
}
// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
public void UpdateLocal (ISkeletonAnimation skeletonRenderer) {
headBone.Rotation += extraRotation;
}
public void OnMouseDown () {
skeletonAnimation.Skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
skeletonAnimation.Skeleton.SetSlotsToSetupPose();
girlSkin = !girlSkin;
if (girlSkin) {
skeletonAnimation.Skeleton.SetAttachment("right hand item", null);
skeletonAnimation.Skeleton.SetAttachment("left hand item", "spear");
} else
skeletonAnimation.Skeleton.SetAttachment("left hand item", "dagger");
}
}
/******************************************************************************
* 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 Spine;
using Spine.Unity;
namespace Spine.Unity.Examples {
public class Goblins : MonoBehaviour {
SkeletonAnimation skeletonAnimation;
Bone headBone;
bool girlSkin;
[Range(-360, 360)]
public float extraRotation;
public void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>();
headBone = skeletonAnimation.Skeleton.FindBone("head");
skeletonAnimation.UpdateLocal += UpdateLocal;
}
// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
public void UpdateLocal (ISkeletonAnimation skeletonRenderer) {
headBone.Rotation += extraRotation;
}
public void OnMouseDown () {
skeletonAnimation.Skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
skeletonAnimation.Skeleton.SetSlotsToSetupPose();
girlSkin = !girlSkin;
if (girlSkin) {
skeletonAnimation.Skeleton.SetAttachment("right hand item", null);
skeletonAnimation.Skeleton.SetAttachment("left hand item", "spear");
} else
skeletonAnimation.Skeleton.SetAttachment("left hand item", "dagger");
}
}
}

View File

@ -1,103 +1,103 @@
/******************************************************************************
* 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 System.Collections;
using Spine.Unity;
namespace Spine.Unity.Examples {
public class RaggedySpineboy : MonoBehaviour {
public LayerMask groundMask;
public float restoreDuration = 0.5f;
public Vector2 launchVelocity = new Vector2(50,100);
Spine.Unity.Modules.SkeletonRagdoll2D ragdoll;
Collider2D naturalCollider;
void Start () {
ragdoll = GetComponent<Spine.Unity.Modules.SkeletonRagdoll2D>();
naturalCollider = GetComponent<Collider2D>();
}
void AddRigidbody () {
var rb = gameObject.AddComponent<Rigidbody2D>();
rb.freezeRotation = true;
naturalCollider.enabled = true;
}
void RemoveRigidbody () {
Destroy(GetComponent<Rigidbody2D>());
naturalCollider.enabled = false;
}
void OnMouseUp () {
if (naturalCollider.enabled)
Launch();
}
void Launch () {
RemoveRigidbody();
ragdoll.Apply();
ragdoll.RootRigidbody.velocity = new Vector2(Random.Range(-launchVelocity.x, launchVelocity.x), launchVelocity.y);
StartCoroutine(WaitUntilStopped());
}
IEnumerator Restore () {
Vector3 estimatedPos = ragdoll.EstimatedSkeletonPosition;
Vector3 rbPosition = ragdoll.RootRigidbody.position;
Vector3 skeletonPoint = estimatedPos;
RaycastHit2D hit = Physics2D.Raycast((Vector2)rbPosition, (Vector2)(estimatedPos - rbPosition), Vector3.Distance(estimatedPos, rbPosition), groundMask);
if (hit.collider != null)
skeletonPoint = hit.point;
ragdoll.RootRigidbody.isKinematic = true;
ragdoll.SetSkeletonPosition(skeletonPoint);
yield return ragdoll.SmoothMix(0, restoreDuration);
ragdoll.Remove();
AddRigidbody();
}
IEnumerator WaitUntilStopped () {
yield return new WaitForSeconds(0.5f);
float t = 0;
while (t < 0.5f) {
t = (ragdoll.RootRigidbody.velocity.magnitude > 0.09f) ? 0 : t + Time.deltaTime;
yield return null;
}
StartCoroutine(Restore());
}
}
}
/******************************************************************************
* 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 System.Collections;
using Spine.Unity;
namespace Spine.Unity.Examples {
public class RaggedySpineboy : MonoBehaviour {
public LayerMask groundMask;
public float restoreDuration = 0.5f;
public Vector2 launchVelocity = new Vector2(50,100);
Spine.Unity.Modules.SkeletonRagdoll2D ragdoll;
Collider2D naturalCollider;
void Start () {
ragdoll = GetComponent<Spine.Unity.Modules.SkeletonRagdoll2D>();
naturalCollider = GetComponent<Collider2D>();
}
void AddRigidbody () {
var rb = gameObject.AddComponent<Rigidbody2D>();
rb.freezeRotation = true;
naturalCollider.enabled = true;
}
void RemoveRigidbody () {
Destroy(GetComponent<Rigidbody2D>());
naturalCollider.enabled = false;
}
void OnMouseUp () {
if (naturalCollider.enabled)
Launch();
}
void Launch () {
RemoveRigidbody();
ragdoll.Apply();
ragdoll.RootRigidbody.velocity = new Vector2(Random.Range(-launchVelocity.x, launchVelocity.x), launchVelocity.y);
StartCoroutine(WaitUntilStopped());
}
IEnumerator Restore () {
Vector3 estimatedPos = ragdoll.EstimatedSkeletonPosition;
Vector3 rbPosition = ragdoll.RootRigidbody.position;
Vector3 skeletonPoint = estimatedPos;
RaycastHit2D hit = Physics2D.Raycast((Vector2)rbPosition, (Vector2)(estimatedPos - rbPosition), Vector3.Distance(estimatedPos, rbPosition), groundMask);
if (hit.collider != null)
skeletonPoint = hit.point;
ragdoll.RootRigidbody.isKinematic = true;
ragdoll.SetSkeletonPosition(skeletonPoint);
yield return ragdoll.SmoothMix(0, restoreDuration);
ragdoll.Remove();
AddRigidbody();
}
IEnumerator WaitUntilStopped () {
yield return new WaitForSeconds(0.5f);
float t = 0;
while (t < 0.5f) {
t = (ragdoll.RootRigidbody.velocity.magnitude > 0.09f) ? 0 : t + Time.deltaTime;
yield return null;
}
StartCoroutine(Restore());
}
}
}

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