[unity] Update Examples.

This commit is contained in:
pharan 2018-04-17 08:05:46 +08:00
parent 36db4e381d
commit 207d51ae93
75 changed files with 1043 additions and 156 deletions

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This also shows how to use AnimationReferenceAssets as
an alternative to using animation name strings.
Here, the "walk" animation is looping.
At the same time, and in its own timeframe,
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Click and Drag Spineboy Left and Right
'
Press <b>R</b> to reload scene.'
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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;
}
}
}

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@ -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;

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@ -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;

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@ -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.

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@ -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;
}
}

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@ -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);
}
}

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@ -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

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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();

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@ -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;

View File

@ -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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