Separate Unity 4 and 3.5 examples.

This commit is contained in:
NathanSweet 2013-04-22 11:54:57 +02:00
parent e98caf2c50
commit 643439dc9c
19 changed files with 48 additions and 1 deletions

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/*******************************************************************************
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice, this
* list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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.
******************************************************************************/
using UnityEngine;
using System.Collections;
public class SpineboyComponent : MonoBehaviour {
public void OnMouseDown () {
SkeletonComponent skeletonComponent = GetComponent<SkeletonComponent>();
skeletonComponent.animationName = "jump";
skeletonComponent.loop = false;
}
public void Update () {
SkeletonComponent skeletonComponent = GetComponent<SkeletonComponent>();
if (!skeletonComponent.loop && skeletonComponent.state.Time >= skeletonComponent.state.Animation.Duration - 0.25) {
skeletonComponent.animationName = "walk";
skeletonComponent.loop = true;
}
}
}