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[unity] Update Examples.
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@ -178,6 +178,12 @@ TextMesh:
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m_Text: 'The Raptor script shows how you can play animations simultaneously.
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This also shows how to use AnimationReferenceAssets as
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an alternative to using animation name strings.
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Here, the "walk" animation is looping.
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At the same time, and in its own timeframe,
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Click and Drag Spineboy Left and Right
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'
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Transform:
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|
||||
@ -42,6 +42,8 @@ namespace Spine.Unity.Examples {
|
||||
int currentHealth = 100;
|
||||
const int maxHealth = 100;
|
||||
|
||||
public AnimationReferenceAsset shoot, hit, idle, death;
|
||||
|
||||
public UnityEngine.Events.UnityEvent onAttack;
|
||||
|
||||
void Update () {
|
||||
@ -49,18 +51,18 @@ namespace Spine.Unity.Examples {
|
||||
currentHealth -= 10;
|
||||
healthText.text = currentHealth + "/" + maxHealth;
|
||||
|
||||
attackerSpineboy.AnimationState.SetAnimation(1, "shoot", false);
|
||||
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);
|
||||
spineboy.AnimationState.SetAnimation(0, hit, false);
|
||||
spineboy.AnimationState.AddAnimation(0, idle, true, 0);
|
||||
gauge.fillPercent = (float)currentHealth/(float)maxHealth;
|
||||
onAttack.Invoke();
|
||||
} else {
|
||||
if (currentHealth >= 0) {
|
||||
gauge.fillPercent = 0;
|
||||
spineboy.AnimationState.SetAnimation(0, "death", false).TrackEnd = float.PositiveInfinity;
|
||||
spineboy.AnimationState.SetAnimation(0, death, false).TrackEnd = float.PositiveInfinity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -36,14 +36,9 @@ namespace Spine.Unity.Examples {
|
||||
public class Raptor : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[SpineAnimation]
|
||||
public string walk = "walk";
|
||||
|
||||
[SpineAnimation]
|
||||
public string gungrab = "gungrab";
|
||||
|
||||
[SpineAnimation]
|
||||
public string gunkeep = "gunkeep";
|
||||
public AnimationReferenceAsset walk;
|
||||
public AnimationReferenceAsset gungrab;
|
||||
public AnimationReferenceAsset gunkeep;
|
||||
#endregion
|
||||
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
|
||||
@ -36,8 +36,7 @@ namespace Spine.Unity.Examples {
|
||||
public class SpineBlinkPlayer : MonoBehaviour {
|
||||
const int BlinkTrack = 1;
|
||||
|
||||
[SpineAnimation]
|
||||
public string blinkAnimation;
|
||||
public AnimationReferenceAsset blinkAnimation;
|
||||
public float minimumDelay = 0.15f;
|
||||
public float maximumDelay = 3f;
|
||||
|
||||
|
||||
@ -40,8 +40,8 @@ namespace Spine.Unity.Examples {
|
||||
public SpineboyBeginnerModel model;
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
|
||||
[SpineAnimation] public string run, idle, shoot, jump;
|
||||
[SpineEvent] public string footstepEventName;
|
||||
public AnimationReferenceAsset run, idle, shoot, jump;
|
||||
public EventDataReferenceAsset footstepEvent;
|
||||
|
||||
[Header("Audio")]
|
||||
public float footstepPitchOffset = 0.2f;
|
||||
@ -61,7 +61,7 @@ namespace Spine.Unity.Examples {
|
||||
}
|
||||
|
||||
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
|
||||
if (e.Data.Name == footstepEventName)
|
||||
if (e.Data == footstepEvent.EventData)
|
||||
PlayFootstepSound();
|
||||
}
|
||||
|
||||
@ -85,7 +85,7 @@ namespace Spine.Unity.Examples {
|
||||
|
||||
void PlayNewStableAnimation () {
|
||||
var newModelState = model.state;
|
||||
string nextAnimation;
|
||||
Animation nextAnimation;
|
||||
|
||||
// Add conditionals to not interrupt transient animations.
|
||||
|
||||
|
||||
@ -3,12 +3,10 @@ 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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -0,0 +1,15 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
public class ReloadSceneOnKeyDown : MonoBehaviour {
|
||||
|
||||
public KeyCode reloadKey = KeyCode.R;
|
||||
|
||||
void Update () {
|
||||
if (Input.GetKeyDown(reloadKey))
|
||||
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex, LoadSceneMode.Single);
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d655607dd16c7f644a73bd10fc7370b1
|
||||
timeCreated: 1523294158
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,106 @@
|
||||
/******************************************************************************
|
||||
* 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;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
|
||||
// This is a sample component for C# vertex effects for Spine rendering components.
|
||||
// Using shaders and materials to control vertex properties is still more performant
|
||||
// than using this API, but in cases where your vertex effect logic cannot be
|
||||
// expressed as shader code, these vertex effects can be useful.
|
||||
public class TwoByTwoTransformEffectExample : MonoBehaviour {
|
||||
|
||||
public Vector2 xAxis = new Vector2(1, 0);
|
||||
public Vector2 yAxis = new Vector2(0, 1);
|
||||
|
||||
SkeletonRenderer skeletonRenderer;
|
||||
|
||||
void OnEnable () {
|
||||
skeletonRenderer = GetComponent<SkeletonRenderer>();
|
||||
if (skeletonRenderer == null) return;
|
||||
|
||||
// Use the OnPostProcessVertices callback to modify the vertices at the correct time.
|
||||
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
|
||||
skeletonRenderer.OnPostProcessVertices += ProcessVertices;
|
||||
|
||||
Debug.Log("2x2 Transform Effect Enabled.");
|
||||
}
|
||||
|
||||
void ProcessVertices (MeshGeneratorBuffers buffers) {
|
||||
if (!this.enabled)
|
||||
return;
|
||||
|
||||
int vertexCount = buffers.vertexCount; // For efficiency, limit your effect to the actual mesh vertex count using vertexCount
|
||||
|
||||
// Modify vertex positions by accessing Vector3[] vertexBuffer
|
||||
var vertices = buffers.vertexBuffer;
|
||||
Vector3 transformedPos = default(Vector3);
|
||||
for (int i = 0; i < vertexCount; i++) {
|
||||
Vector3 originalPos = vertices[i];
|
||||
transformedPos.x = (xAxis.x * originalPos.x) + (yAxis.x * originalPos.y);
|
||||
transformedPos.y = (xAxis.y * originalPos.x) + (yAxis.y * originalPos.y);
|
||||
vertices[i] = transformedPos;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void OnDisable () {
|
||||
if (skeletonRenderer == null) return;
|
||||
skeletonRenderer.OnPostProcessVertices -= ProcessVertices;
|
||||
Debug.Log("2x2 Transform Effect Disabled.");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[UnityEditor.CustomEditor(typeof(Spine.Unity.Examples.TwoByTwoTransformEffectExample))]
|
||||
public class TwoByTwoTransformEffectExampleEditor : UnityEditor.Editor {
|
||||
|
||||
Spine.Unity.Examples.TwoByTwoTransformEffectExample Target { get { return target as Spine.Unity.Examples.TwoByTwoTransformEffectExample; } }
|
||||
|
||||
void OnSceneGUI () {
|
||||
var transform = Target.transform;
|
||||
LocalVectorHandle(ref Target.xAxis, transform, Color.red);
|
||||
LocalVectorHandle(ref Target.yAxis, transform, Color.green);
|
||||
}
|
||||
|
||||
static void LocalVectorHandle (ref Vector2 v, Transform transform, Color color) {
|
||||
Color originalColor = UnityEditor.Handles.color;
|
||||
UnityEditor.Handles.color = color;
|
||||
UnityEditor.Handles.DrawLine(transform.position, transform.TransformPoint(v));
|
||||
v = transform.InverseTransformPoint(UnityEditor.Handles.FreeMoveHandle(transform.TransformPoint(v), Quaternion.identity, 0.3f, Vector3.zero, UnityEditor.Handles.CubeHandleCap));
|
||||
UnityEditor.Handles.color = originalColor;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
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||||
guid: 8afb2340fbd3fe14f9f4e07cba073e17
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||||
timeCreated: 1523229765
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
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defaultReferences: []
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||||
executionOrder: 0
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icon: {instanceID: 0}
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userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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||||
@ -39,13 +39,10 @@ namespace Spine.Unity.Examples {
|
||||
#region Inspector
|
||||
[Range(0,1)]
|
||||
public float fillPercent = 0;
|
||||
|
||||
[SpineAnimation]
|
||||
public string fillAnimationName;
|
||||
public AnimationReferenceAsset fillAnimation;
|
||||
#endregion
|
||||
|
||||
SkeletonRenderer skeletonRenderer;
|
||||
Spine.Animation fillAnimation;
|
||||
|
||||
void Awake () {
|
||||
skeletonRenderer = GetComponent<SkeletonRenderer>();
|
||||
@ -59,13 +56,7 @@ namespace Spine.Unity.Examples {
|
||||
if (skeletonRenderer == null) return;
|
||||
var skeleton = skeletonRenderer.skeleton; if (skeleton == null) return;
|
||||
|
||||
// Make super-sure that fillAnimation isn't null.
|
||||
if (fillAnimation == null) {
|
||||
fillAnimation = skeleton.Data.FindAnimation(fillAnimationName);
|
||||
if (fillAnimation == null) return;
|
||||
}
|
||||
|
||||
fillAnimation.Apply(skeleton, 0, percent, false, null, 1f, MixPose.Setup, MixDirection.In);
|
||||
fillAnimation.Animation.Apply(skeleton, 0, percent, false, null, 1f, MixPose.Setup, MixDirection.In);
|
||||
|
||||
skeleton.Update(Time.deltaTime);
|
||||
skeleton.UpdateWorldTransform();
|
||||
|
||||
@ -6,10 +6,8 @@ namespace Spine.Unity.Examples {
|
||||
public class SpineboyFreeze : MonoBehaviour {
|
||||
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
[SpineAnimation]
|
||||
public string freeze;
|
||||
[SpineAnimation]
|
||||
public string idle;
|
||||
public AnimationReferenceAsset freeze;
|
||||
public AnimationReferenceAsset idle;
|
||||
|
||||
public Color freezeColor;
|
||||
public Color freezeBlackColor;
|
||||
|
||||
@ -40,10 +40,8 @@ namespace Spine.Unity.Examples {
|
||||
public SkeletonRenderSeparator separator;
|
||||
|
||||
[Space(18)]
|
||||
[SpineAnimation]
|
||||
public string run;
|
||||
[SpineAnimation]
|
||||
public string pole;
|
||||
public AnimationReferenceAsset run;
|
||||
public AnimationReferenceAsset pole;
|
||||
public float startX;
|
||||
public float endX;
|
||||
|
||||
|
||||
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|
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fileFormatVersion: 2
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||||
folderAsset: yes
|
||||
timeCreated: 1523324866
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
||||
@ -0,0 +1,15 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
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Reference in New Issue
Block a user