diff --git a/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerViewGraphic.cs b/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerViewGraphic.cs new file mode 100644 index 000000000..1b180aca3 --- /dev/null +++ b/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerViewGraphic.cs @@ -0,0 +1,167 @@ +/****************************************************************************** + * Spine Runtimes License Agreement + * Last updated September 24, 2021. Replaces all prior versions. + * + * Copyright (c) 2013-2023, Esoteric Software LLC + * + * Integration of the Spine Runtimes into software or otherwise creating + * derivative works of the Spine Runtimes is permitted under the terms and + * conditions of Section 2 of the Spine Editor License Agreement: + * http://esotericsoftware.com/spine-editor-license + * + * Otherwise, it is permitted to integrate the Spine Runtimes into software + * or otherwise create derivative works of the Spine Runtimes (collectively, + * "Products"), provided that each user of the Products must obtain their own + * Spine Editor license and redistribution of the Products in any form must + * include this license and copyright notice. + * + * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 + * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + *****************************************************************************/ + +using Spine.Unity; +using System.Collections; +using UnityEngine; + +namespace Spine.Unity.Examples { + public class SpineboyBeginnerViewGraphic : MonoBehaviour { + + #region Inspector + [Header("Components")] + public SpineboyBeginnerModel model; + public SkeletonGraphic skeletonGraphic; + + public AnimationReferenceAsset run, idle, aim, shoot, jump; + public EventDataReferenceAsset footstepEvent; + + [Header("Audio")] + public float footstepPitchOffset = 0.2f; + public float gunsoundPitchOffset = 0.13f; + public AudioSource footstepSource, gunSource, jumpSource; + + [Header("Effects")] + public ParticleSystem gunParticles; + #endregion + + SpineBeginnerBodyState previousViewState; + + void Start () { + if (skeletonGraphic == null) return; + model.ShootEvent += PlayShoot; + model.StartAimEvent += StartPlayingAim; + model.StopAimEvent += StopPlayingAim; + skeletonGraphic.AnimationState.Event += HandleEvent; + } + + void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) { + if (e.Data == footstepEvent.EventData) + PlayFootstepSound(); + } + + void Update () { + if (skeletonGraphic == null) return; + if (model == null) return; + + if ((skeletonGraphic.Skeleton.ScaleX < 0) != model.facingLeft) { // Detect changes in model.facingLeft + Turn(model.facingLeft); + } + + // Detect changes in model.state + SpineBeginnerBodyState currentModelState = model.state; + + if (previousViewState != currentModelState) { + PlayNewStableAnimation(); + } + + previousViewState = currentModelState; + } + + void PlayNewStableAnimation () { + SpineBeginnerBodyState newModelState = model.state; + Animation nextAnimation; + + // Add conditionals to not interrupt transient animations. + + if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) { + PlayFootstepSound(); + } + + if (newModelState == SpineBeginnerBodyState.Jumping) { + jumpSource.Play(); + nextAnimation = jump; + } else { + if (newModelState == SpineBeginnerBodyState.Running) { + nextAnimation = run; + } else { + nextAnimation = idle; + } + } + + skeletonGraphic.AnimationState.SetAnimation(0, nextAnimation, true); + } + + void PlayFootstepSound () { + footstepSource.Play(); + footstepSource.pitch = GetRandomPitch(footstepPitchOffset); + } + + [ContextMenu("Check Tracks")] + void CheckTracks () { + AnimationState state = skeletonGraphic.AnimationState; + Debug.Log(state.GetCurrent(0)); + Debug.Log(state.GetCurrent(1)); + } + + #region Transient Actions + public void PlayShoot () { + // Play the shoot animation on track 1. + TrackEntry shootTrack = skeletonGraphic.AnimationState.SetAnimation(1, shoot, false); + shootTrack.AttachmentThreshold = 1f; + shootTrack.MixDuration = 0f; + skeletonGraphic.AnimationState.AddEmptyAnimation(1, 0.5f, 0.1f); + + // Play the aim animation on track 2 to aim at the mouse target. + TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, false); + aimTrack.AttachmentThreshold = 1f; + aimTrack.MixDuration = 0f; + skeletonGraphic.AnimationState.AddEmptyAnimation(2, 0.5f, 0.1f); + + gunSource.pitch = GetRandomPitch(gunsoundPitchOffset); + gunSource.Play(); + //gunParticles.randomSeed = (uint)Random.Range(0, 100); + gunParticles.Play(); + } + + public void StartPlayingAim () { + // Play the aim animation on track 2 to aim at the mouse target. + TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, true); + aimTrack.AttachmentThreshold = 1f; + aimTrack.MixDuration = 0f; + } + + public void StopPlayingAim () { + skeletonGraphic.AnimationState.AddEmptyAnimation(2, 0.5f, 0.1f); + } + + public void Turn (bool facingLeft) { + skeletonGraphic.Skeleton.ScaleX = facingLeft ? -1f : 1f; + // Maybe play a transient turning animation too, then call ChangeStableAnimation. + } + #endregion + + #region Utility + public float GetRandomPitch (float maxPitchOffset) { + return 1f + Random.Range(-maxPitchOffset, maxPitchOffset); + } + #endregion + } + +} diff --git a/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerViewGraphic.cs.meta b/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerViewGraphic.cs.meta new file mode 100644 index 000000000..ad8bda7c8 --- /dev/null +++ b/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerViewGraphic.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 795971ea6ab1f214eac09ad8814226e6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyTargetControllerGraphic.cs b/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyTargetControllerGraphic.cs new file mode 100644 index 000000000..c51740341 --- /dev/null +++ b/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyTargetControllerGraphic.cs @@ -0,0 +1,64 @@ +/****************************************************************************** + * Spine Runtimes License Agreement + * Last updated September 24, 2021. Replaces all prior versions. + * + * Copyright (c) 2013-2023, Esoteric Software LLC + * + * Integration of the Spine Runtimes into software or otherwise creating + * derivative works of the Spine Runtimes is permitted under the terms and + * conditions of Section 2 of the Spine Editor License Agreement: + * http://esotericsoftware.com/spine-editor-license + * + * Otherwise, it is permitted to integrate the Spine Runtimes into software + * or otherwise create derivative works of the Spine Runtimes (collectively, + * "Products"), provided that each user of the Products must obtain their own + * Spine Editor license and redistribution of the Products in any form must + * include this license and copyright notice. + * + * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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 + * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + *****************************************************************************/ + +using UnityEngine; + +namespace Spine.Unity.Examples { + public class SpineboyTargetControllerGraphic : MonoBehaviour { + + public SkeletonGraphic skeletonGraphic; + + [SpineBone(dataField: "skeletonGraphic")] + public string boneName; + public Camera cam; + public Canvas canvas; + + Bone bone; + + void OnValidate () { + if (skeletonGraphic == null) skeletonGraphic = GetComponent(); + } + + void Start () { + bone = skeletonGraphic.Skeleton.FindBone(boneName); + } + + void Update () { + Vector3 mousePosition = Input.mousePosition; + Vector2 localRectPosition; + RectTransformUtility.ScreenPointToLocalPointInRectangle( + skeletonGraphic.rectTransform, mousePosition, null, out localRectPosition); + Vector3 skeletonSpacePoint = localRectPosition / canvas.referencePixelsPerUnit; + skeletonSpacePoint.x *= skeletonGraphic.Skeleton.ScaleX; + skeletonSpacePoint.y *= skeletonGraphic.Skeleton.ScaleY; + bone.SetLocalPosition(skeletonSpacePoint); + } + } + +} diff --git a/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyTargetControllerGraphic.cs.meta b/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyTargetControllerGraphic.cs.meta new file mode 100644 index 000000000..127824379 --- /dev/null +++ b/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyTargetControllerGraphic.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e58811512f2bea64988af3798e27f1d8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/Spine Examples/package.json b/spine-unity/Assets/Spine Examples/package.json index cb4ae78f0..08f694f00 100644 --- a/spine-unity/Assets/Spine Examples/package.json +++ b/spine-unity/Assets/Spine Examples/package.json @@ -2,7 +2,7 @@ "name": "com.esotericsoftware.spine.spine-unity-examples", "displayName": "spine-unity Runtime Examples", "description": "This plugin provides example scenes and scripts for the spine-unity runtime.", - "version": "4.1.11", + "version": "4.1.12", "unity": "2018.3", "author": { "name": "Esoteric Software",