mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
[unity] Updated examples, modules and editors.
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@ -358,7 +358,7 @@ RectTransform:
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m_RootOrder: 0
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m_AnchorMin: {x: 0, y: 1}
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m_AnchorMax: {x: 1, y: 1}
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m_AnchoredPosition: {x: 0.000004069, y: 1363}
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m_AnchoredPosition: {x: 0.000004069, y: 0}
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m_SizeDelta: {x: 0, y: 1872}
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m_Pivot: {x: 0, y: 1}
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--- !u!1 &611702901
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@ -996,7 +996,7 @@ MonoBehaviour:
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m_TargetGraphic: {fileID: 2091633436}
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m_HandleRect: {fileID: 2091633435}
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m_Direction: 2
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m_Value: 0
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m_Value: 1
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m_Size: 0.2719017
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m_NumberOfSteps: 0
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m_OnValueChanged:
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@ -31,188 +31,174 @@
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// Contributed by: Mitch Thompson
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using UnityEngine;
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using System.Collections;
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using Spine.Unity;
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[RequireComponent(typeof(CharacterController))]
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public class BasicPlatformerController : MonoBehaviour {
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namespace Spine.Unity.Examples {
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[RequireComponent(typeof(CharacterController))]
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public class BasicPlatformerController : MonoBehaviour {
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#if UNITY_4_5
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[Header("Controls")]
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#endif
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public string XAxis = "Horizontal";
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public string YAxis = "Vertical";
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public string JumpButton = "Jump";
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[Header("Controls")]
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public string XAxis = "Horizontal";
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public string YAxis = "Vertical";
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public string JumpButton = "Jump";
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#if UNITY_4_5
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[Header("Moving")]
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#endif
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public float walkSpeed = 4;
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public float runSpeed = 10;
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public float gravity = 65;
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[Header("Moving")]
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public float walkSpeed = 4;
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public float runSpeed = 10;
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public float gravity = 65;
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#if UNITY_4_5
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[Header("Jumping")]
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#endif
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public float jumpSpeed = 25;
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public float jumpDuration = 0.5f;
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public float jumpInterruptFactor = 100;
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public float forceCrouchVelocity = 25;
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public float forceCrouchDuration = 0.5f;
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[Header("Jumping")]
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public float jumpSpeed = 25;
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public float jumpDuration = 0.5f;
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public float jumpInterruptFactor = 100;
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public float forceCrouchVelocity = 25;
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public float forceCrouchDuration = 0.5f;
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#if UNITY_4_5
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[Header("Graphics")]
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#endif
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public Transform graphicsRoot;
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public SkeletonAnimation skeletonAnimation;
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[Header("Graphics")]
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public Transform graphicsRoot;
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public SkeletonAnimation skeletonAnimation;
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#if UNITY_4_5
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[Header("Animation")]
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#endif
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string walkName = "Walk";
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string runName = "Run";
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string idleName = "Idle";
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string jumpName = "Jump";
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string fallName = "Fall";
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string crouchName = "Crouch";
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[Header("Animation")]
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string walkName = "Walk";
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string runName = "Run";
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string idleName = "Idle";
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string jumpName = "Jump";
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string fallName = "Fall";
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string crouchName = "Crouch";
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#if UNITY_4_5
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[Header("Audio")]
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#endif
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public AudioSource jumpAudioSource;
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public AudioSource hardfallAudioSource;
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public AudioSource footstepAudioSource;
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[SpineEvent]
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public string footstepEventName = "Footstep";
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CharacterController controller;
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Vector2 velocity = Vector2.zero;
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Vector2 lastVelocity = Vector2.zero;
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bool lastGrounded = false;
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float jumpEndTime = 0;
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bool jumpInterrupt = false;
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float forceCrouchEndTime;
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Quaternion flippedRotation = Quaternion.Euler(0, 180, 0);
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[Header("Audio")]
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public AudioSource jumpAudioSource;
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public AudioSource hardfallAudioSource;
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public AudioSource footstepAudioSource;
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[SpineEvent]
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public string footstepEventName = "Footstep";
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CharacterController controller;
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Vector2 velocity = Vector2.zero;
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Vector2 lastVelocity = Vector2.zero;
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bool lastGrounded = false;
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float jumpEndTime = 0;
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bool jumpInterrupt = false;
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float forceCrouchEndTime;
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Quaternion flippedRotation = Quaternion.Euler(0, 180, 0);
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void Awake () {
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controller = GetComponent<CharacterController>();
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}
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void Start () {
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// Register a callback for Spine Events (in this case, Footstep)
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skeletonAnimation.state.Event += HandleEvent;
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}
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void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
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// Play some sound if footstep event fired
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if (e.Data.Name == footstepEventName) {
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footstepAudioSource.Stop();
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footstepAudioSource.pitch = GetRandomPitch(0.2f);
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footstepAudioSource.Play();
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}
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}
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void Update () {
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//control inputs
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float x = Input.GetAxis(XAxis);
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float y = Input.GetAxis(YAxis);
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//check for force crouch
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bool crouching = (controller.isGrounded && y < -0.5f) || (forceCrouchEndTime > Time.time);
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velocity.x = 0;
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//Calculate control velocity
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if (!crouching) {
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if (Input.GetButtonDown(JumpButton) && controller.isGrounded) {
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//jump
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jumpAudioSource.Stop();
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jumpAudioSource.Play();
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velocity.y = jumpSpeed;
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jumpEndTime = Time.time + jumpDuration;
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} else if (Time.time < jumpEndTime && Input.GetButtonUp(JumpButton)) {
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jumpInterrupt = true;
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}
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if (x != 0) {
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//walk or run
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velocity.x = Mathf.Abs(x) > 0.6f ? runSpeed : walkSpeed;
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velocity.x *= Mathf.Sign(x);
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}
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if (jumpInterrupt) {
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//interrupt jump and smoothly cut Y velocity
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if (velocity.y > 0) {
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velocity.y = Mathf.MoveTowards(velocity.y, 0, Time.deltaTime * 100);
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} else {
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jumpInterrupt = false;
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}
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}
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void Awake () {
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controller = GetComponent<CharacterController>();
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}
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//apply gravity F = mA (Learn it, love it, live it)
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velocity.y -= gravity * Time.deltaTime;
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//move
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controller.Move(new Vector3(velocity.x, velocity.y, 0) * Time.deltaTime);
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if (controller.isGrounded) {
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//cancel out Y velocity if on ground
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velocity.y = -gravity * Time.deltaTime;
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jumpInterrupt = false;
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void Start () {
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// Register a callback for Spine Events (in this case, Footstep)
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skeletonAnimation.state.Event += HandleEvent;
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}
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Vector2 deltaVelocity = lastVelocity - velocity;
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if (!lastGrounded && controller.isGrounded) {
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//detect hard fall
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if ((gravity * Time.deltaTime) - deltaVelocity.y > forceCrouchVelocity) {
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forceCrouchEndTime = Time.time + forceCrouchDuration;
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hardfallAudioSource.Play();
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} else {
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//play footstep audio if light fall because why not
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void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
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// Play some sound if footstep event fired
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if (e.Data.Name == footstepEventName) {
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footstepAudioSource.Stop();
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footstepAudioSource.pitch = GetRandomPitch(0.2f);
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footstepAudioSource.Play();
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}
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}
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//graphics updates
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if (controller.isGrounded) {
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if (crouching) { //crouch
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skeletonAnimation.AnimationName = crouchName;
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} else {
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if (x == 0) //idle
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skeletonAnimation.AnimationName = idleName;
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else //move
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skeletonAnimation.AnimationName = Mathf.Abs(x) > 0.6f ? runName : walkName;
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void Update () {
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//control inputs
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float x = Input.GetAxis(XAxis);
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float y = Input.GetAxis(YAxis);
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//check for force crouch
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bool crouching = (controller.isGrounded && y < -0.5f) || (forceCrouchEndTime > Time.time);
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velocity.x = 0;
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//Calculate control velocity
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if (!crouching) {
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if (Input.GetButtonDown(JumpButton) && controller.isGrounded) {
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//jump
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jumpAudioSource.Stop();
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jumpAudioSource.Play();
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velocity.y = jumpSpeed;
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jumpEndTime = Time.time + jumpDuration;
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} else if (Time.time < jumpEndTime && Input.GetButtonUp(JumpButton)) {
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jumpInterrupt = true;
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}
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if (x != 0) {
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//walk or run
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velocity.x = Mathf.Abs(x) > 0.6f ? runSpeed : walkSpeed;
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velocity.x *= Mathf.Sign(x);
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}
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if (jumpInterrupt) {
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//interrupt jump and smoothly cut Y velocity
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if (velocity.y > 0) {
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velocity.y = Mathf.MoveTowards(velocity.y, 0, Time.deltaTime * 100);
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} else {
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jumpInterrupt = false;
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}
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}
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}
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} else {
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if (velocity.y > 0) //jump
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skeletonAnimation.AnimationName = jumpName;
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else //fall
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skeletonAnimation.AnimationName = fallName;
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}
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//flip left or right
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if (x > 0)
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graphicsRoot.localRotation = Quaternion.identity;
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else if (x < 0)
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//apply gravity F = mA (Learn it, love it, live it)
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velocity.y -= gravity * Time.deltaTime;
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//move
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controller.Move(new Vector3(velocity.x, velocity.y, 0) * Time.deltaTime);
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if (controller.isGrounded) {
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//cancel out Y velocity if on ground
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velocity.y = -gravity * Time.deltaTime;
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jumpInterrupt = false;
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}
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Vector2 deltaVelocity = lastVelocity - velocity;
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if (!lastGrounded && controller.isGrounded) {
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//detect hard fall
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if ((gravity * Time.deltaTime) - deltaVelocity.y > forceCrouchVelocity) {
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forceCrouchEndTime = Time.time + forceCrouchDuration;
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hardfallAudioSource.Play();
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} else {
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//play footstep audio if light fall because why not
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footstepAudioSource.Play();
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}
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}
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//graphics updates
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if (controller.isGrounded) {
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if (crouching) { //crouch
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skeletonAnimation.AnimationName = crouchName;
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} else {
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if (x == 0) //idle
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skeletonAnimation.AnimationName = idleName;
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else //move
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skeletonAnimation.AnimationName = Mathf.Abs(x) > 0.6f ? runName : walkName;
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}
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} else {
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if (velocity.y > 0) //jump
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skeletonAnimation.AnimationName = jumpName;
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else //fall
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skeletonAnimation.AnimationName = fallName;
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}
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//flip left or right
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if (x > 0)
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graphicsRoot.localRotation = Quaternion.identity;
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else if (x < 0)
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graphicsRoot.localRotation = flippedRotation;
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//store previous state
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lastVelocity = velocity;
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lastGrounded = controller.isGrounded;
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//store previous state
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lastVelocity = velocity;
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lastGrounded = controller.isGrounded;
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}
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static float GetRandomPitch (float maxOffset) {
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return 1f + Random.Range(-maxOffset, maxOffset);
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}
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}
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#region Utility
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static float GetRandomPitch (float maxOffset) {
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return 1f + Random.Range(-maxOffset, maxOffset);
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}
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#endregion
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}
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}
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@ -31,22 +31,23 @@
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// Contributed by: Mitch Thompson
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using UnityEngine;
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using System.Collections;
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public class ConstrainedCamera : MonoBehaviour {
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public Transform target;
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public Vector3 offset;
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public Vector3 min;
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public Vector3 max;
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public float smoothing = 5f;
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namespace Spine.Unity.Examples {
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public class ConstrainedCamera : MonoBehaviour {
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public Transform target;
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public Vector3 offset;
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public Vector3 min;
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public Vector3 max;
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public float smoothing = 5f;
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// Update is called once per frame
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void LateUpdate () {
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Vector3 goalPoint = target.position + offset;
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goalPoint.x = Mathf.Clamp(goalPoint.x, min.x, max.x);
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goalPoint.y = Mathf.Clamp(goalPoint.y, min.y, max.y);
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goalPoint.z = Mathf.Clamp(goalPoint.z, min.z, max.z);
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// Update is called once per frame
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void LateUpdate () {
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Vector3 goalPoint = target.position + offset;
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goalPoint.x = Mathf.Clamp(goalPoint.x, min.x, max.x);
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goalPoint.y = Mathf.Clamp(goalPoint.y, min.y, max.y);
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goalPoint.z = Mathf.Clamp(goalPoint.z, min.z, max.z);
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transform.position = Vector3.Lerp(transform.position, goalPoint, smoothing * Time.deltaTime);
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transform.position = Vector3.Lerp(transform.position, goalPoint, smoothing * Time.deltaTime);
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}
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}
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}
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}
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@ -32,54 +32,54 @@ using UnityEngine;
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using System.Collections;
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using Spine.Unity;
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public class Raptor : MonoBehaviour {
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namespace Spine.Unity.Examples {
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public class Raptor : MonoBehaviour {
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#region Inspector
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[SpineAnimation]
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public string walk = "walk";
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#region Inspector
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[SpineAnimation]
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public string walk = "walk";
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[SpineAnimation]
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public string gungrab = "gungrab";
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[SpineAnimation]
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public string gungrab = "gungrab";
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[SpineAnimation]
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public string gunkeep = "gunkeep";
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[SpineAnimation]
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public string gunkeep = "gunkeep";
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[SpineEvent]
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public string footstepEvent = "footstep";
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[SpineEvent]
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public string footstepEvent = "footstep";
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public AudioSource footstepAudioSource;
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#endregion
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public AudioSource footstepAudioSource;
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#endregion
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SkeletonAnimation skeletonAnimation;
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SkeletonAnimation skeletonAnimation;
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void Start () {
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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skeletonAnimation.state.Event += HandleEvent;
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StartCoroutine(GunGrabRoutine());
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}
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void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
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if (e.Data.Name == footstepEvent) {
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footstepAudioSource.pitch = 0.5f + Random.Range(-0.2f, 0.2f);
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footstepAudioSource.Play();
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void Start () {
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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skeletonAnimation.state.Event += HandleEvent;
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StartCoroutine(GunGrabRoutine());
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}
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}
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IEnumerator GunGrabRoutine () {
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// Play the walk animation on track 0.
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skeletonAnimation.state.SetAnimation(0, walk, true);
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void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
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if (e.Data.Name == footstepEvent) {
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footstepAudioSource.pitch = 0.5f + Random.Range(-0.2f, 0.2f);
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footstepAudioSource.Play();
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}
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}
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// Repeatedly play the gungrab and gunkeep animation on track 1.
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while (true) {
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yield return new WaitForSeconds(Random.Range(0.5f, 3f));
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skeletonAnimation.state.SetAnimation(1, gungrab, false);
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IEnumerator GunGrabRoutine () {
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// Play the walk animation on track 0.
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skeletonAnimation.state.SetAnimation(0, walk, true);
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yield return new WaitForSeconds(Random.Range(0.5f, 3f));
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skeletonAnimation.state.SetAnimation(1, gunkeep, false);
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// Repeatedly play the gungrab and gunkeep animation on track 1.
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while (true) {
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yield return new WaitForSeconds(Random.Range(0.5f, 3f));
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skeletonAnimation.state.SetAnimation(1, gungrab, false);
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yield return new WaitForSeconds(Random.Range(0.5f, 3f));
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skeletonAnimation.state.SetAnimation(1, gunkeep, false);
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}
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}
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}
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}
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}
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@ -32,61 +32,64 @@ using UnityEngine;
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using System.Collections;
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using Spine.Unity;
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public class SpineBeginnerTwo : MonoBehaviour {
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namespace Spine.Unity.Examples {
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public class SpineBeginnerTwo : MonoBehaviour {
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#region Inspector
|
||||
// [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation.
|
||||
[SpineAnimation]
|
||||
public string runAnimationName;
|
||||
#region Inspector
|
||||
// [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation.
|
||||
[SpineAnimation]
|
||||
public string runAnimationName;
|
||||
|
||||
[SpineAnimation]
|
||||
public string idleAnimationName;
|
||||
[SpineAnimation]
|
||||
public string idleAnimationName;
|
||||
|
||||
[SpineAnimation]
|
||||
public string walkAnimationName;
|
||||
[SpineAnimation]
|
||||
public string walkAnimationName;
|
||||
|
||||
[SpineAnimation]
|
||||
public string shootAnimationName;
|
||||
#endregion
|
||||
[SpineAnimation]
|
||||
public string shootAnimationName;
|
||||
#endregion
|
||||
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
|
||||
// Spine.AnimationState and Spine.Skeleton are not Unity-serialized objects. You will not see them as fields in the inspector.
|
||||
public Spine.AnimationState spineAnimationState;
|
||||
public Spine.Skeleton skeleton;
|
||||
// Spine.AnimationState and Spine.Skeleton are not Unity-serialized objects. You will not see them as fields in the inspector.
|
||||
public Spine.AnimationState spineAnimationState;
|
||||
public Spine.Skeleton skeleton;
|
||||
|
||||
void Start () {
|
||||
// Make sure you get these AnimationState and Skeleton references in Start or Later. Getting and using them in Awake is not guaranteed by default execution order.
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
spineAnimationState = skeletonAnimation.state;
|
||||
skeleton = skeletonAnimation.skeleton;
|
||||
void Start () {
|
||||
// Make sure you get these AnimationState and Skeleton references in Start or Later. Getting and using them in Awake is not guaranteed by default execution order.
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
spineAnimationState = skeletonAnimation.state;
|
||||
skeleton = skeletonAnimation.skeleton;
|
||||
|
||||
StartCoroutine(DoDemoRoutine());
|
||||
}
|
||||
|
||||
/// <summary>This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.</summary>
|
||||
IEnumerator DoDemoRoutine () {
|
||||
|
||||
while (true) {
|
||||
// SetAnimation is the basic way to set an animation.
|
||||
// SetAnimation sets the animation and starts playing it from the beginning.
|
||||
// Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.
|
||||
StartCoroutine(DoDemoRoutine());
|
||||
}
|
||||
|
||||
spineAnimationState.SetAnimation(0, walkAnimationName, true);
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
/// <summary>This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.</summary>
|
||||
IEnumerator DoDemoRoutine () {
|
||||
|
||||
// skeletonAnimation.AnimationName = runAnimationName; // this line also works for quick testing/simple uses.
|
||||
spineAnimationState.SetAnimation(0, runAnimationName, true);
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
while (true) {
|
||||
// SetAnimation is the basic way to set an animation.
|
||||
// SetAnimation sets the animation and starts playing it from the beginning.
|
||||
// Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.
|
||||
|
||||
spineAnimationState.SetAnimation(0, idleAnimationName, true);
|
||||
yield return new WaitForSeconds(1f);
|
||||
spineAnimationState.SetAnimation(0, walkAnimationName, true);
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
|
||||
skeleton.FlipX = true; // skeleton allows you to flip the skeleton.
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
skeleton.FlipX = false;
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
// skeletonAnimation.AnimationName = runAnimationName; // this line also works for quick testing/simple uses.
|
||||
spineAnimationState.SetAnimation(0, runAnimationName, true);
|
||||
yield return new WaitForSeconds(1.5f);
|
||||
|
||||
spineAnimationState.SetAnimation(0, idleAnimationName, true);
|
||||
yield return new WaitForSeconds(1f);
|
||||
|
||||
skeleton.FlipX = true; // skeleton allows you to flip the skeleton.
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
skeleton.FlipX = false;
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -32,20 +32,22 @@ using UnityEngine;
|
||||
using System.Collections;
|
||||
using Spine.Unity;
|
||||
|
||||
public class SpineBlinkPlayer : MonoBehaviour {
|
||||
const int BlinkTrack = 1;
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineBlinkPlayer : MonoBehaviour {
|
||||
const int BlinkTrack = 1;
|
||||
|
||||
[SpineAnimation]
|
||||
public string blinkAnimation;
|
||||
public float minimumDelay = 0.15f;
|
||||
public float maximumDelay = 3f;
|
||||
[SpineAnimation]
|
||||
public string blinkAnimation;
|
||||
public float minimumDelay = 0.15f;
|
||||
public float maximumDelay = 3f;
|
||||
|
||||
IEnumerator Start () {
|
||||
var skeletonAnimation = GetComponent<SkeletonAnimation>(); if (skeletonAnimation == null) yield break;
|
||||
while (true) {
|
||||
skeletonAnimation.state.SetAnimation(SpineBlinkPlayer.BlinkTrack, blinkAnimation, false);
|
||||
yield return new WaitForSeconds(Random.Range(minimumDelay, maximumDelay));
|
||||
IEnumerator Start () {
|
||||
var skeletonAnimation = GetComponent<SkeletonAnimation>(); if (skeletonAnimation == null) yield break;
|
||||
while (true) {
|
||||
skeletonAnimation.state.SetAnimation(SpineBlinkPlayer.BlinkTrack, blinkAnimation, false);
|
||||
yield return new WaitForSeconds(Random.Range(minimumDelay, maximumDelay));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@ -31,34 +31,33 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class SpineboyBeginnerInput : MonoBehaviour {
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyBeginnerInput : MonoBehaviour {
|
||||
#region Inspector
|
||||
public string horizontalAxis = "Horizontal";
|
||||
public string attackButton = "Fire1";
|
||||
public string jumpButton = "Jump";
|
||||
|
||||
#region Inspector
|
||||
public string horizontalAxis = "Horizontal";
|
||||
public string attackButton = "Fire1";
|
||||
public string jumpButton = "Jump";
|
||||
public SpineboyBeginnerModel model;
|
||||
|
||||
public SpineboyBeginnerModel model;
|
||||
void OnValidate () {
|
||||
if (model == null)
|
||||
model = GetComponent<SpineboyBeginnerModel>();
|
||||
}
|
||||
#endregion
|
||||
|
||||
void OnValidate () {
|
||||
if (model == null)
|
||||
model = GetComponent<SpineboyBeginnerModel>();
|
||||
void Update () {
|
||||
if (model == null) return;
|
||||
|
||||
float currentHorizontal = Input.GetAxisRaw(horizontalAxis);
|
||||
model.TryMove(currentHorizontal);
|
||||
|
||||
if (Input.GetButton(attackButton))
|
||||
model.TryShoot();
|
||||
|
||||
if (Input.GetButtonDown(jumpButton))
|
||||
model.TryJump();
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
void Update () {
|
||||
if (model == null) return;
|
||||
|
||||
float currentHorizontal = Input.GetAxisRaw(horizontalAxis);
|
||||
model.TryMove(currentHorizontal);
|
||||
|
||||
if (Input.GetButton(attackButton))
|
||||
model.TryShoot();
|
||||
|
||||
if (Input.GetButtonDown(jumpButton))
|
||||
model.TryJump();
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
@ -31,83 +31,85 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
[SelectionBase]
|
||||
public class SpineboyBeginnerModel : MonoBehaviour {
|
||||
namespace Spine.Unity.Examples {
|
||||
[SelectionBase]
|
||||
public class SpineboyBeginnerModel : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[Header("Current State")]
|
||||
public SpineBeginnerBodyState state;
|
||||
public bool facingLeft;
|
||||
[Range(-1f, 1f)]
|
||||
public float currentSpeed;
|
||||
#region Inspector
|
||||
[Header("Current State")]
|
||||
public SpineBeginnerBodyState state;
|
||||
public bool facingLeft;
|
||||
[Range(-1f, 1f)]
|
||||
public float currentSpeed;
|
||||
|
||||
[Header("Balance")]
|
||||
public float shootInterval = 0.12f;
|
||||
#endregion
|
||||
[Header("Balance")]
|
||||
public float shootInterval = 0.12f;
|
||||
#endregion
|
||||
|
||||
float lastShootTime;
|
||||
public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.
|
||||
float lastShootTime;
|
||||
public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.
|
||||
|
||||
#region API
|
||||
public void TryJump () {
|
||||
StartCoroutine(JumpRoutine());
|
||||
}
|
||||
|
||||
public void TryShoot () {
|
||||
float currentTime = Time.time;
|
||||
|
||||
if (currentTime - lastShootTime > shootInterval) {
|
||||
lastShootTime = currentTime;
|
||||
if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
|
||||
}
|
||||
}
|
||||
|
||||
public void TryMove (float speed) {
|
||||
currentSpeed = speed; // show the "speed" in the Inspector.
|
||||
|
||||
if (speed != 0) {
|
||||
bool speedIsNegative = (speed < 0f);
|
||||
facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
|
||||
}
|
||||
|
||||
if (state != SpineBeginnerBodyState.Jumping) {
|
||||
state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
|
||||
#region API
|
||||
public void TryJump () {
|
||||
StartCoroutine(JumpRoutine());
|
||||
}
|
||||
|
||||
}
|
||||
#endregion
|
||||
public void TryShoot () {
|
||||
float currentTime = Time.time;
|
||||
|
||||
IEnumerator JumpRoutine () {
|
||||
if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
|
||||
|
||||
state = SpineBeginnerBodyState.Jumping;
|
||||
|
||||
// Terribly-coded Fake jumping.
|
||||
{
|
||||
var pos = transform.localPosition;
|
||||
const float jumpTime = 1.2f;
|
||||
const float half = jumpTime * 0.5f;
|
||||
const float jumpPower = 20f;
|
||||
for (float t = 0; t < half; t += Time.deltaTime) {
|
||||
float d = jumpPower * (half - t);
|
||||
transform.Translate((d * Time.deltaTime) * Vector3.up);
|
||||
yield return null;
|
||||
if (currentTime - lastShootTime > shootInterval) {
|
||||
lastShootTime = currentTime;
|
||||
if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
|
||||
}
|
||||
for (float t = 0; t < half; t += Time.deltaTime) {
|
||||
float d = jumpPower * t;
|
||||
transform.Translate((d * Time.deltaTime) * Vector3.down);
|
||||
yield return null;
|
||||
}
|
||||
transform.localPosition = pos;
|
||||
}
|
||||
|
||||
state = SpineBeginnerBodyState.Idle;
|
||||
public void TryMove (float speed) {
|
||||
currentSpeed = speed; // show the "speed" in the Inspector.
|
||||
|
||||
if (speed != 0) {
|
||||
bool speedIsNegative = (speed < 0f);
|
||||
facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
|
||||
}
|
||||
|
||||
if (state != SpineBeginnerBodyState.Jumping) {
|
||||
state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
|
||||
}
|
||||
|
||||
}
|
||||
#endregion
|
||||
|
||||
IEnumerator JumpRoutine () {
|
||||
if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
|
||||
|
||||
state = SpineBeginnerBodyState.Jumping;
|
||||
|
||||
// Fake jumping.
|
||||
{
|
||||
var pos = transform.localPosition;
|
||||
const float jumpTime = 1.2f;
|
||||
const float half = jumpTime * 0.5f;
|
||||
const float jumpPower = 20f;
|
||||
for (float t = 0; t < half; t += Time.deltaTime) {
|
||||
float d = jumpPower * (half - t);
|
||||
transform.Translate((d * Time.deltaTime) * Vector3.up);
|
||||
yield return null;
|
||||
}
|
||||
for (float t = 0; t < half; t += Time.deltaTime) {
|
||||
float d = jumpPower * t;
|
||||
transform.Translate((d * Time.deltaTime) * Vector3.down);
|
||||
yield return null;
|
||||
}
|
||||
transform.localPosition = pos;
|
||||
}
|
||||
|
||||
state = SpineBeginnerBodyState.Idle;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public enum SpineBeginnerBodyState {
|
||||
Idle,
|
||||
Running,
|
||||
Jumping
|
||||
public enum SpineBeginnerBodyState {
|
||||
Idle,
|
||||
Running,
|
||||
Jumping
|
||||
}
|
||||
}
|
||||
|
||||
@ -32,113 +32,115 @@ using UnityEngine;
|
||||
using System.Collections;
|
||||
using Spine.Unity;
|
||||
|
||||
public class SpineboyBeginnerView : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[Header("Components")]
|
||||
public SpineboyBeginnerModel model;
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
//public ParticleSystem gunParticles;
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyBeginnerView : MonoBehaviour {
|
||||
|
||||
[SpineAnimation] public string run, idle, shoot, jump;
|
||||
[SpineEvent] public string footstepEventName;
|
||||
#region Inspector
|
||||
[Header("Components")]
|
||||
public SpineboyBeginnerModel model;
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
|
||||
[Header("Audio")]
|
||||
public float footstepPitchOffset = 0.2f;
|
||||
public float gunsoundPitchOffset = 0.13f;
|
||||
public AudioSource footstepSource, gunSource, jumpSource;
|
||||
[SpineAnimation] public string run, idle, shoot, jump;
|
||||
[SpineEvent] public string footstepEventName;
|
||||
|
||||
[Header("Effects")]
|
||||
public ParticleSystem gunParticles;
|
||||
#endregion
|
||||
[Header("Audio")]
|
||||
public float footstepPitchOffset = 0.2f;
|
||||
public float gunsoundPitchOffset = 0.13f;
|
||||
public AudioSource footstepSource, gunSource, jumpSource;
|
||||
|
||||
SpineBeginnerBodyState previousViewState;
|
||||
[Header("Effects")]
|
||||
public ParticleSystem gunParticles;
|
||||
#endregion
|
||||
|
||||
void Start () {
|
||||
if (skeletonAnimation == null) return;
|
||||
model.ShootEvent += PlayShoot;
|
||||
skeletonAnimation.state.Event += HandleEvent;
|
||||
}
|
||||
SpineBeginnerBodyState previousViewState;
|
||||
|
||||
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
|
||||
if (e.Data.Name == footstepEventName)
|
||||
PlayFootstepSound();
|
||||
}
|
||||
|
||||
void Update () {
|
||||
if (skeletonAnimation == null) return;
|
||||
if (model == null) return;
|
||||
|
||||
if (skeletonAnimation.skeleton.FlipX != model.facingLeft) { // Detect changes in model.facingLeft
|
||||
Turn(model.facingLeft);
|
||||
void Start () {
|
||||
if (skeletonAnimation == null) return;
|
||||
model.ShootEvent += PlayShoot;
|
||||
skeletonAnimation.state.Event += HandleEvent;
|
||||
}
|
||||
|
||||
// Detect changes in model.state
|
||||
var currentModelState = model.state;
|
||||
|
||||
if (previousViewState != currentModelState) {
|
||||
PlayNewStableAnimation();
|
||||
}
|
||||
|
||||
previousViewState = currentModelState;
|
||||
}
|
||||
|
||||
void PlayNewStableAnimation () {
|
||||
var newModelState = model.state;
|
||||
string nextAnimation;
|
||||
|
||||
// Add conditionals to not interrupt transient animations.
|
||||
|
||||
if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) {
|
||||
PlayFootstepSound();
|
||||
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
|
||||
if (e.Data.Name == footstepEventName)
|
||||
PlayFootstepSound();
|
||||
}
|
||||
|
||||
if (newModelState == SpineBeginnerBodyState.Jumping) {
|
||||
jumpSource.Play();
|
||||
nextAnimation = jump;
|
||||
} else {
|
||||
if (newModelState == SpineBeginnerBodyState.Running) {
|
||||
nextAnimation = run;
|
||||
} else {
|
||||
nextAnimation = idle;
|
||||
void Update () {
|
||||
if (skeletonAnimation == null) return;
|
||||
if (model == null) return;
|
||||
|
||||
if (skeletonAnimation.skeleton.FlipX != model.facingLeft) { // Detect changes in model.facingLeft
|
||||
Turn(model.facingLeft);
|
||||
}
|
||||
|
||||
// Detect changes in model.state
|
||||
var currentModelState = model.state;
|
||||
|
||||
if (previousViewState != currentModelState) {
|
||||
PlayNewStableAnimation();
|
||||
}
|
||||
|
||||
previousViewState = currentModelState;
|
||||
}
|
||||
|
||||
skeletonAnimation.state.SetAnimation(0, nextAnimation, true);
|
||||
void PlayNewStableAnimation () {
|
||||
var newModelState = model.state;
|
||||
string 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;
|
||||
}
|
||||
}
|
||||
|
||||
skeletonAnimation.state.SetAnimation(0, nextAnimation, true);
|
||||
}
|
||||
|
||||
void PlayFootstepSound () {
|
||||
footstepSource.Play();
|
||||
footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
|
||||
}
|
||||
|
||||
[ContextMenu("Check Tracks")]
|
||||
void CheckTracks () {
|
||||
var state = skeletonAnimation.state;
|
||||
Debug.Log(state.GetCurrent(0));
|
||||
Debug.Log(state.GetCurrent(1));
|
||||
}
|
||||
|
||||
#region Transient Actions
|
||||
public void PlayShoot () {
|
||||
// Play the shoot animation on track 1.
|
||||
skeletonAnimation.state.SetAnimation(1, shoot, false);
|
||||
//skeletonAnimation.state.AddEmptyAnimation(1, 0.1f, 0f);
|
||||
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
|
||||
gunSource.Play();
|
||||
gunParticles.randomSeed = (uint)Random.Range(0, 100);
|
||||
gunParticles.Play();
|
||||
}
|
||||
|
||||
public void Turn (bool facingLeft) {
|
||||
skeletonAnimation.skeleton.FlipX = facingLeft;
|
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// Maybe play a transient turning animation too, then call ChangeStableAnimation.
|
||||
}
|
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#endregion
|
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#region Utility
|
||||
public float GetRandomPitch (float maxPitchOffset) {
|
||||
return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
|
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}
|
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#endregion
|
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}
|
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void PlayFootstepSound () {
|
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|
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|
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}
|
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[ContextMenu("Check Tracks")]
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void CheckTracks () {
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|
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Debug.Log(state.GetCurrent(0));
|
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Debug.Log(state.GetCurrent(1));
|
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}
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#region Transient Actions
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public void PlayShoot () {
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// Play the shoot animation on track 1.
|
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|
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|
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|
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gunSource.Play();
|
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gunParticles.randomSeed = (uint)Random.Range(0, 100);
|
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gunParticles.Play();
|
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}
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skeletonAnimation.skeleton.FlipX = facingLeft;
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// Maybe play a transient turning animation too, then call ChangeStableAnimation.
|
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}
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#endregion
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#region Utility
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public float GetRandomPitch (float maxPitchOffset) {
|
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return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
|
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m_LocalScale: {x: 0.02, y: 0.02, z: 0.1}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_Children:
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- {fileID: 2142418131}
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m_Father: {fileID: 0}
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@ -232,9 +238,9 @@ MonoBehaviour:
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renderMeshes: 1
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immutableTriangles: 0
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pmaVertexColors: 1
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clearStateOnDisable: 0
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calculateNormals: 0
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calculateTangents: 0
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frontFacing: 0
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logErrors: 0
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disableRenderingOnOverride: 1
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@ -249,18 +255,21 @@ MeshRenderer:
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m_Enabled: 0
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m_CastShadows: 1
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m_ReceiveShadows: 0
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m_MotionVectors: 1
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m_LightProbeUsage: 0
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m_ReflectionProbeUsage: 1
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m_Materials:
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- {fileID: 0}
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- {fileID: 2100000, guid: 4083cd422558e2540a62bbafb94f57b5, type: 2}
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- {fileID: 2100000, guid: 1455e88fdb81ccc45bdeaedd657bad4d, type: 2}
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m_SubsetIndices:
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m_UseLightProbes: 0
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m_ReflectionProbeUsage: 1
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m_ProbeAnchor: {fileID: 0}
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m_LightProbeVolumeOverride: {fileID: 0}
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m_ScaleInLightmap: 1
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m_PreserveUVs: 0
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m_IgnoreNormalsForChartDetection: 0
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m_ImportantGI: 0
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m_SelectedWireframeHidden: 0
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m_MinimumChartSize: 4
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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@ -283,6 +292,7 @@ Transform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 6.75, y: -0.08, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_Children:
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- {fileID: 1769987563}
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- {fileID: 1619823304}
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@ -327,17 +337,20 @@ MeshRenderer:
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m_Enabled: 1
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m_CastShadows: 1
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m_ReceiveShadows: 1
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m_MotionVectors: 1
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m_LightProbeUsage: 1
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m_ReflectionProbeUsage: 1
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m_Materials:
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- {fileID: 2100000, guid: 4083cd422558e2540a62bbafb94f57b5, type: 2}
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- {fileID: 2100000, guid: 1455e88fdb81ccc45bdeaedd657bad4d, type: 2}
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m_SubsetIndices:
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m_StaticBatchRoot: {fileID: 0}
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m_UseLightProbes: 1
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m_ReflectionProbeUsage: 1
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m_ProbeAnchor: {fileID: 0}
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m_LightProbeVolumeOverride: {fileID: 0}
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m_ScaleInLightmap: 1
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m_PreserveUVs: 0
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m_IgnoreNormalsForChartDetection: 0
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m_ImportantGI: 0
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m_SelectedWireframeHidden: 0
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m_MinimumChartSize: 4
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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@ -360,6 +373,7 @@ Transform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_Children: []
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m_Father: {fileID: 1918225119}
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m_RootOrder: 0
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@ -390,6 +404,7 @@ Transform:
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: -1.3629907, y: 3.7230203, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_Children: []
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m_Father: {fileID: 93048079}
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m_RootOrder: 2
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@ -402,17 +417,20 @@ ParticleSystemRenderer:
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m_Enabled: 1
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m_CastShadows: 1
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m_ReceiveShadows: 1
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m_MotionVectors: 1
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m_LightProbeUsage: 1
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m_ReflectionProbeUsage: 0
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m_Materials:
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- {fileID: 10754, guid: 0000000000000000e000000000000000, type: 0}
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- {fileID: 10754, guid: 0000000000000000f000000000000000, type: 0}
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m_SubsetIndices:
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m_StaticBatchRoot: {fileID: 0}
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m_UseLightProbes: 1
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m_ReflectionProbeUsage: 0
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m_ProbeAnchor: {fileID: 0}
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m_LightProbeVolumeOverride: {fileID: 0}
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m_ScaleInLightmap: 1
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m_PreserveUVs: 0
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m_IgnoreNormalsForChartDetection: 0
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m_ImportantGI: 0
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m_SelectedWireframeHidden: 0
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m_MinimumChartSize: 4
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m_AutoUVMaxDistance: 0.5
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m_AutoUVMaxAngle: 89
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@ -449,14 +467,15 @@ MonoBehaviour:
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boneName: front_fist
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followZPosition: 0
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followBoneRotation: 0
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resetOnAwake: 1
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followSkeletonFlip: 0
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initializeOnAwake: 1
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--- !u!198 &565117365
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ParticleSystem:
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m_ObjectHideFlags: 0
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_GameObject: {fileID: 565117361}
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serializedVersion: 2
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serializedVersion: 4
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lengthInSec: 5
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startDelay:
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scalar: 0
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@ -494,12 +513,13 @@ ParticleSystem:
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m_RotationOrder: 4
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minMaxState: 0
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speed: 1
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randomSeed: 0
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looping: 1
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prewarm: 0
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playOnAwake: 1
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moveWithTransform: 0
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autoRandomSeed: 1
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scalingMode: 1
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randomSeed: 0
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InitialModule:
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serializedVersion: 2
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enabled: 1
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@ -574,6 +594,7 @@ ParticleSystem:
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m_RotationOrder: 4
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minMaxState: 0
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startColor:
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serializedVersion: 2
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maxGradient:
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key0:
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serializedVersion: 2
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@ -660,12 +681,8 @@ ParticleSystem:
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atime7: 0
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m_NumAlphaKeys: 2
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minColor:
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rgba: 4294967295
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rgba: 4278224127
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startSize:
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scalar: 0.5
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@ -702,6 +719,76 @@ ParticleSystem:
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m_PostInfinity: 2
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m_RotationOrder: 4
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minMaxState: 0
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startSizeY:
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scalar: 1
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maxCurve:
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serializedVersion: 2
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m_Curve:
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m_Curve:
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scalar: 0
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@ -810,6 +897,7 @@ ParticleSystem:
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randomizeRotationDirection: 0
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ShapeModule:
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@ -925,6 +1013,77 @@ ParticleSystem:
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separateAxes: 0
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RotationModule:
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enabled: 0
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x:
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@ -1036,6 +1195,7 @@ ParticleSystem:
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ColorModule:
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enabled: 0
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gradient:
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serializedVersion: 2
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maxGradient:
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key0:
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serializedVersion: 2
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@ -1122,17 +1282,13 @@ ParticleSystem:
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atime7: 0
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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minColor:
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rgba: 4294967295
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rgba: 4294967295
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maxColor: {r: 1, g: 1, b: 1, a: 1}
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UVModule:
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maxCurve:
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m_Curve:
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@ -1166,11 +1322,47 @@ ParticleSystem:
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m_PostInfinity: 2
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m_RotationOrder: 4
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minMaxState: 1
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startFrame:
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tilesX: 1
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tilesY: 1
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animationType: 0
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rowIndex: 0
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cycles: 1
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uvChannelMask: -1
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randomRow: 1
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VelocityModule:
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enabled: 0
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@ -1612,7 +1804,78 @@ ParticleSystem:
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m_PostInfinity: 2
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y:
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maxCurve:
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z:
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scalar: 1
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maxCurve:
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m_Curve:
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minCurve:
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minMaxState: 1
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range: {x: 0, y: 1}
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separateAxes: 0
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RotationBySpeedModule:
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enabled: 0
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x:
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@ -1725,6 +1988,7 @@ ParticleSystem:
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ColorBySpeedModule:
|
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enabled: 0
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gradient:
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serializedVersion: 2
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maxGradient:
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key0:
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serializedVersion: 2
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@ -1811,17 +2075,13 @@ ParticleSystem:
|
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atime7: 0
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m_NumColorKeys: 2
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m_NumAlphaKeys: 2
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minColor:
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serializedVersion: 2
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rgba: 4294967295
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maxColor:
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serializedVersion: 2
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rgba: 4294967295
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minColor: {r: 1, g: 1, b: 1, a: 1}
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maxColor: {r: 1, g: 1, b: 1, a: 1}
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minMaxState: 1
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range: {x: 0, y: 1}
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CollisionModule:
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enabled: 0
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serializedVersion: 2
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serializedVersion: 3
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type: 0
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collisionMode: 0
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plane0: {fileID: 0}
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@ -1936,6 +2196,7 @@ ParticleSystem:
|
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m_RotationOrder: 4
|
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minMaxState: 0
|
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@ -1,4 +1,4 @@
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/******************************************************************************
|
||||
/******************************************************************************
|
||||
* Spine Runtimes Software License v2.5
|
||||
*
|
||||
* Copyright (c) 2013-2016, Esoteric Software
|
||||
@ -28,22 +28,36 @@
|
||||
* POSSIBILITY OF SUCH DAMAGE.
|
||||
*****************************************************************************/
|
||||
|
||||
// Contributed by: Mitch Thompson
|
||||
|
||||
using UnityEngine;
|
||||
using Spine.Unity;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Chimera : MonoBehaviour {
|
||||
namespace Spine.Unity.Examples {
|
||||
public class AttackSpineboy : MonoBehaviour {
|
||||
|
||||
public SkeletonDataAsset skeletonDataSource;
|
||||
public SkeletonAnimation spineboy;
|
||||
public SpineGauge gauge;
|
||||
public Text healthText;
|
||||
|
||||
[SpineAttachment(currentSkinOnly: false, returnAttachmentPath: true, dataField: "skeletonDataSource")]
|
||||
public string attachmentPath;
|
||||
int currentHealth = 100;
|
||||
const int maxHealth = 100;
|
||||
|
||||
[SpineSlot]
|
||||
public string targetSlot;
|
||||
void Update () {
|
||||
if (Input.GetKeyDown(KeyCode.Space)) {
|
||||
currentHealth -= 10;
|
||||
healthText.text = currentHealth + "/" + maxHealth;
|
||||
|
||||
void Start() {
|
||||
GetComponent<SkeletonRenderer>().skeleton.FindSlot(targetSlot).Attachment = SpineAttachment.GetAttachment(attachmentPath, skeletonDataSource);
|
||||
if (currentHealth > 0) {
|
||||
spineboy.state.SetAnimation(0, "hit", false);
|
||||
spineboy.state.AddAnimation(0, "idle", true, 0);
|
||||
gauge.fillPercent = (float)currentHealth/(float)maxHealth;
|
||||
} else {
|
||||
if (currentHealth >= 0) {
|
||||
gauge.fillPercent = 0;
|
||||
spineboy.state.SetAnimation(0, "death", false).TrackEnd = float.PositiveInfinity;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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|
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}
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@ -1,5 +1,7 @@
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timeCreated: 1480095094
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licenseType: Free
|
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
|
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@ -34,69 +34,71 @@ using UnityEngine;
|
||||
using System.Collections;
|
||||
using Spine.Unity;
|
||||
|
||||
public class FootSoldierExample : MonoBehaviour {
|
||||
[SpineAnimation("Idle")]
|
||||
public string idleAnimation;
|
||||
namespace Spine.Unity.Examples {
|
||||
public class FootSoldierExample : MonoBehaviour {
|
||||
[SpineAnimation("Idle")]
|
||||
public string idleAnimation;
|
||||
|
||||
[SpineAnimation]
|
||||
public string attackAnimation;
|
||||
[SpineAnimation]
|
||||
public string attackAnimation;
|
||||
|
||||
[SpineAnimation]
|
||||
public string moveAnimation;
|
||||
[SpineAnimation]
|
||||
public string moveAnimation;
|
||||
|
||||
[SpineSlot]
|
||||
public string eyesSlot;
|
||||
[SpineSlot]
|
||||
public string eyesSlot;
|
||||
|
||||
[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
|
||||
public string eyesOpenAttachment;
|
||||
[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
|
||||
public string eyesOpenAttachment;
|
||||
|
||||
[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
|
||||
public string blinkAttachment;
|
||||
[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
|
||||
public string blinkAttachment;
|
||||
|
||||
[Range(0, 0.2f)]
|
||||
public float blinkDuration = 0.05f;
|
||||
[Range(0, 0.2f)]
|
||||
public float blinkDuration = 0.05f;
|
||||
|
||||
public KeyCode attackKey = KeyCode.Mouse0;
|
||||
public KeyCode rightKey = KeyCode.D;
|
||||
public KeyCode leftKey = KeyCode.A;
|
||||
public KeyCode attackKey = KeyCode.Mouse0;
|
||||
public KeyCode rightKey = KeyCode.D;
|
||||
public KeyCode leftKey = KeyCode.A;
|
||||
|
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public float moveSpeed = 3;
|
||||
public float moveSpeed = 3;
|
||||
|
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private SkeletonAnimation skeletonAnimation;
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
|
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void Awake() {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
skeletonAnimation.OnRebuild += Apply;
|
||||
}
|
||||
void Awake () {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
skeletonAnimation.OnRebuild += Apply;
|
||||
}
|
||||
|
||||
void Apply(SkeletonRenderer skeletonRenderer) {
|
||||
StartCoroutine("Blink");
|
||||
}
|
||||
void Apply (SkeletonRenderer skeletonRenderer) {
|
||||
StartCoroutine("Blink");
|
||||
}
|
||||
|
||||
void Update() {
|
||||
if (Input.GetKey(attackKey)) {
|
||||
skeletonAnimation.AnimationName = attackAnimation;
|
||||
} else {
|
||||
if (Input.GetKey(rightKey)) {
|
||||
skeletonAnimation.AnimationName = moveAnimation;
|
||||
skeletonAnimation.skeleton.FlipX = false;
|
||||
transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
|
||||
} else if(Input.GetKey(leftKey)) {
|
||||
skeletonAnimation.AnimationName = moveAnimation;
|
||||
skeletonAnimation.skeleton.FlipX = true;
|
||||
transform.Translate(-moveSpeed * Time.deltaTime, 0, 0);
|
||||
void Update () {
|
||||
if (Input.GetKey(attackKey)) {
|
||||
skeletonAnimation.AnimationName = attackAnimation;
|
||||
} else {
|
||||
skeletonAnimation.AnimationName = idleAnimation;
|
||||
if (Input.GetKey(rightKey)) {
|
||||
skeletonAnimation.AnimationName = moveAnimation;
|
||||
skeletonAnimation.skeleton.FlipX = false;
|
||||
transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
|
||||
} else if(Input.GetKey(leftKey)) {
|
||||
skeletonAnimation.AnimationName = moveAnimation;
|
||||
skeletonAnimation.skeleton.FlipX = true;
|
||||
transform.Translate(-moveSpeed * Time.deltaTime, 0, 0);
|
||||
} else {
|
||||
skeletonAnimation.AnimationName = idleAnimation;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator Blink() {
|
||||
while (true) {
|
||||
yield return new WaitForSeconds(Random.Range(0.25f, 3f));
|
||||
skeletonAnimation.skeleton.SetAttachment(eyesSlot, blinkAttachment);
|
||||
yield return new WaitForSeconds(blinkDuration);
|
||||
skeletonAnimation.skeleton.SetAttachment(eyesSlot, eyesOpenAttachment);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator Blink() {
|
||||
while (true) {
|
||||
yield return new WaitForSeconds(Random.Range(0.25f, 3f));
|
||||
skeletonAnimation.skeleton.SetAttachment(eyesSlot, blinkAttachment);
|
||||
yield return new WaitForSeconds(blinkDuration);
|
||||
skeletonAnimation.skeleton.SetAttachment(eyesSlot, eyesOpenAttachment);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -29,36 +29,40 @@
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
|
||||
public class Goblins : MonoBehaviour {
|
||||
private bool girlSkin;
|
||||
private SkeletonAnimation skeletonAnimation;
|
||||
private Bone headBone;
|
||||
|
||||
public void Start () {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
headBone = skeletonAnimation.skeleton.FindBone("head");
|
||||
skeletonAnimation.UpdateLocal += UpdateLocal;
|
||||
}
|
||||
namespace Spine.Unity.Examples {
|
||||
public class Goblins : MonoBehaviour {
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
Bone headBone;
|
||||
bool girlSkin;
|
||||
|
||||
// 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 += 15;
|
||||
}
|
||||
|
||||
public void OnMouseDown () {
|
||||
skeletonAnimation.skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
|
||||
skeletonAnimation.skeleton.SetSlotsToSetupPose();
|
||||
[Range(-360, 360)]
|
||||
public float extraRotation;
|
||||
|
||||
girlSkin = !girlSkin;
|
||||
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;
|
||||
}
|
||||
|
||||
if (girlSkin) {
|
||||
skeletonAnimation.skeleton.SetAttachment("right hand item", null);
|
||||
skeletonAnimation.skeleton.SetAttachment("left hand item", "spear");
|
||||
} else
|
||||
skeletonAnimation.skeleton.SetAttachment("left hand item", "dagger");
|
||||
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");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
112
spine-unity/Assets/Examples/Scripts/MixAndMatch.cs
Normal file
112
spine-unity/Assets/Examples/Scripts/MixAndMatch.cs
Normal file
@ -0,0 +1,112 @@
|
||||
/******************************************************************************
|
||||
* 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.Unity.Modules.AttachmentTools;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class MixAndMatch : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[Header("From AtlasAsset")]
|
||||
public AtlasAsset handSource;
|
||||
[SpineAtlasRegion("handSource")] public string handRegion = "hand";
|
||||
[SpineAttachment] public string handAttachmentName;
|
||||
[SpineSlot] public string handSlot;
|
||||
public Vector2 newHandOffset;
|
||||
public float newHandRotation;
|
||||
public Texture2D handTexture;
|
||||
|
||||
[Header("From Sprite")]
|
||||
public Sprite dagger;
|
||||
public string daggerName = "dagger";
|
||||
[SpineSlot] public string weaponSlot;
|
||||
|
||||
[Header("MeshAttachment.SetRegion")]
|
||||
public bool applyHeadRegion = false;
|
||||
public AtlasAsset headSource;
|
||||
[SpineAtlasRegion("headSource")] public string headRegion;
|
||||
[SpineSlot] public string headSlot;
|
||||
[SpineAttachment] public string headAttachmentName;
|
||||
|
||||
[Header("Runtime Repack")]
|
||||
public bool repack = true;
|
||||
public Shader repackedShader;
|
||||
|
||||
[Header("Do not assign")]
|
||||
public Texture2D runtimeAtlas;
|
||||
public Material runtimeMaterial;
|
||||
|
||||
#endregion
|
||||
|
||||
void Start () {
|
||||
var skeletonAnimation = GetComponent<SkeletonAnimation>();
|
||||
var skeleton = skeletonAnimation.Skeleton;
|
||||
|
||||
// All attachment changes will be applied to the skin. We use a clone so other instances will not be affected.
|
||||
var newSkin = skeleton.UnshareSkin(true, false, skeletonAnimation.AnimationState);
|
||||
|
||||
// Case 1: Create an attachment from an atlas.
|
||||
RegionAttachment newHand = handSource.GetAtlas().FindRegion(handRegion).ToRegionAttachment("new hand");
|
||||
newHand.SetPositionOffset(newHandOffset);
|
||||
newHand.rotation = newHandRotation;
|
||||
newHand.UpdateOffset();
|
||||
int handSlotIndex = skeleton.FindSlotIndex(handSlot);
|
||||
handTexture = newHand.GetRegion().ToTexture();
|
||||
newSkin.AddAttachment(handSlotIndex, handAttachmentName, newHand);
|
||||
|
||||
// Case 2: Create an attachment from a Unity Sprite (Sprite texture needs to be Read/Write Enabled in the inspector.
|
||||
RegionAttachment newWeapon = dagger.ToRegionAttachmentPMAClone(Shader.Find("Spine/Skeleton"));
|
||||
newWeapon.SetScale(1.5f, 1.5f);
|
||||
newWeapon.UpdateOffset();
|
||||
int weaponSlotIndex = skeleton.FindSlotIndex(weaponSlot);
|
||||
newSkin.AddAttachment(weaponSlotIndex, daggerName, newWeapon);
|
||||
|
||||
// Case 3: Change an existing attachment's backing region.
|
||||
if (applyHeadRegion) {
|
||||
AtlasRegion spineBoyHead = headSource.GetAtlas().FindRegion(headRegion);
|
||||
int headSlotIndex = skeleton.FindSlotIndex(headSlot);
|
||||
var newHead = newSkin.GetAttachment(headSlotIndex, headAttachmentName).GetClone(true);
|
||||
newHead.SetRegion(spineBoyHead);
|
||||
newSkin.AddAttachment(headSlotIndex, headAttachmentName, newHead);
|
||||
}
|
||||
|
||||
// Case 4: Repacking a mixed-and-matched skin to minimize draw calls.
|
||||
// Repacking requires that you set all source textures/sprites/atlases to be Read/Write enabled in the inspector.
|
||||
if (repack)
|
||||
newSkin = newSkin.GetRepackedSkin("repacked", repackedShader, out runtimeMaterial, out runtimeAtlas);
|
||||
|
||||
skeleton.SetSkin(newSkin);
|
||||
skeleton.SetToSetupPose();
|
||||
skeleton.SetAttachment(weaponSlot, daggerName);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
12
spine-unity/Assets/Examples/Scripts/MixAndMatch.cs.meta
Normal file
12
spine-unity/Assets/Examples/Scripts/MixAndMatch.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fdd7c8b428f700c438a6a14addca0346
|
||||
timeCreated: 1480089275
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -32,85 +32,76 @@ using UnityEngine;
|
||||
using System.Collections;
|
||||
using Spine.Unity;
|
||||
|
||||
public class RaggedySpineboy : MonoBehaviour {
|
||||
namespace Spine.Unity.Examples {
|
||||
public class RaggedySpineboy : MonoBehaviour {
|
||||
|
||||
public LayerMask groundMask;
|
||||
public float restoreDuration = 0.5f;
|
||||
public Vector2 launchVelocity = new Vector2(50,100);
|
||||
public LayerMask groundMask;
|
||||
public float restoreDuration = 0.5f;
|
||||
public Vector2 launchVelocity = new Vector2(50,100);
|
||||
|
||||
Spine.Unity.Modules.SkeletonRagdoll2D ragdoll;
|
||||
Collider2D naturalCollider;
|
||||
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>();
|
||||
#if UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 || UNITY_5_5
|
||||
rb.freezeRotation = true;
|
||||
#else
|
||||
rb.fixedAngle = true;
|
||||
#endif
|
||||
naturalCollider.enabled = true;
|
||||
}
|
||||
|
||||
void RemoveRigidbody () {
|
||||
Destroy(GetComponent<Rigidbody2D>());
|
||||
naturalCollider.enabled = false;
|
||||
}
|
||||
|
||||
void Update () {
|
||||
|
||||
}
|
||||
|
||||
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) {
|
||||
if (ragdoll.RootRigidbody.velocity.magnitude > 0.09f)
|
||||
t = 0;
|
||||
else
|
||||
t += Time.deltaTime;
|
||||
|
||||
yield return null;
|
||||
void Start () {
|
||||
ragdoll = GetComponent<Spine.Unity.Modules.SkeletonRagdoll2D>();
|
||||
naturalCollider = GetComponent<Collider2D>();
|
||||
}
|
||||
|
||||
StartCoroutine(Restore());
|
||||
void AddRigidbody () {
|
||||
var rb = gameObject.AddComponent<Rigidbody2D>();
|
||||
#if UNITY_5_1 || UNITY_5_2 || UNITY_5_3 || UNITY_5_4 || UNITY_5_5
|
||||
rb.freezeRotation = true;
|
||||
#else
|
||||
rb.fixedAngle = true;
|
||||
#endif
|
||||
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());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
12
spine-unity/Assets/Examples/Scripts/Rotator.cs
Normal file
12
spine-unity/Assets/Examples/Scripts/Rotator.cs
Normal file
@ -0,0 +1,12 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Spine.Unity.Examples {
|
||||
public class Rotator : MonoBehaviour {
|
||||
public Vector3 direction = new Vector3(0, 0, 1f);
|
||||
public float speed = 1f;
|
||||
|
||||
void Update () {
|
||||
transform.Rotate(direction * (speed * Time.deltaTime * 100f));
|
||||
}
|
||||
}
|
||||
}
|
||||
12
spine-unity/Assets/Examples/Scripts/Rotator.cs.meta
Normal file
12
spine-unity/Assets/Examples/Scripts/Rotator.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 12e291cb54756d04c9dd53ad6e00a126
|
||||
timeCreated: 1479532891
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -29,46 +29,47 @@
|
||||
*****************************************************************************/
|
||||
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using Spine.Unity;
|
||||
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SpineGauge : MonoBehaviour {
|
||||
namespace Spine.Unity.Examples {
|
||||
[ExecuteInEditMode]
|
||||
[RequireComponent(typeof(SkeletonRenderer))]
|
||||
public class SpineGauge : MonoBehaviour {
|
||||
|
||||
#region Inspector
|
||||
[Range(0,1)]
|
||||
public float fillPercent = 0;
|
||||
#region Inspector
|
||||
[Range(0,1)]
|
||||
public float fillPercent = 0;
|
||||
|
||||
[SpineAnimation]
|
||||
public string fillAnimationName;
|
||||
#endregion
|
||||
[SpineAnimation]
|
||||
public string fillAnimationName;
|
||||
#endregion
|
||||
|
||||
SkeletonRenderer skeletonRenderer;
|
||||
Spine.Animation fillAnimation;
|
||||
SkeletonRenderer skeletonRenderer;
|
||||
Spine.Animation fillAnimation;
|
||||
|
||||
void Awake () {
|
||||
skeletonRenderer = GetComponent<SkeletonRenderer>();
|
||||
|
||||
}
|
||||
|
||||
void Update () {
|
||||
SetGaugePercent(fillPercent);
|
||||
}
|
||||
|
||||
public void SetGaugePercent (float x) {
|
||||
if (skeletonRenderer == null) return;
|
||||
var skeleton = skeletonRenderer.skeleton; if (skeleton == null) return;
|
||||
|
||||
// Make super-sure that fillAnimation isn't null. Early exit if it is.
|
||||
if (fillAnimation == null) {
|
||||
fillAnimation = skeleton.Data.FindAnimation(fillAnimationName);
|
||||
if (fillAnimation == null) return;
|
||||
void Awake () {
|
||||
skeletonRenderer = GetComponent<SkeletonRenderer>();
|
||||
}
|
||||
|
||||
fillAnimation.Apply(skeleton, 0, x, false, null, 1f, true, false);
|
||||
|
||||
skeleton.Update(Time.deltaTime);
|
||||
skeleton.UpdateWorldTransform();
|
||||
void Update () {
|
||||
SetGaugePercent(fillPercent);
|
||||
}
|
||||
|
||||
public void SetGaugePercent (float percent) {
|
||||
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, true, false);
|
||||
|
||||
skeleton.Update(Time.deltaTime);
|
||||
skeleton.UpdateWorldTransform();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -33,25 +33,28 @@ using UnityEngine;
|
||||
using Spine;
|
||||
using Spine.Unity;
|
||||
|
||||
public class Spineboy : MonoBehaviour {
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
namespace Spine.Unity.Examples {
|
||||
public class Spineboy : MonoBehaviour {
|
||||
SkeletonAnimation skeletonAnimation;
|
||||
|
||||
public void Start () {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>(); // Get the SkeletonAnimation component for the GameObject this script is attached to.
|
||||
public void Start () {
|
||||
skeletonAnimation = GetComponent<SkeletonAnimation>(); // Get the SkeletonAnimation component for the GameObject this script is attached to.
|
||||
|
||||
skeletonAnimation.state.Event += HandleEvent;; // Call our method any time an animation fires an event.
|
||||
skeletonAnimation.state.End += (entry) => Debug.Log("start: " + entry.trackIndex); // A lambda can be used for the callback instead of a method.
|
||||
skeletonAnimation.state.Event += HandleEvent;; // Call our method any time an animation fires an event.
|
||||
skeletonAnimation.state.End += (entry) => Debug.Log("start: " + entry.trackIndex); // A lambda can be used for the callback instead of a method.
|
||||
|
||||
skeletonAnimation.state.AddAnimation(0, "jump", false, 2); // Queue jump to be played on track 0 two seconds after the starting animation.
|
||||
skeletonAnimation.state.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
|
||||
skeletonAnimation.state.AddAnimation(0, "jump", false, 2); // Queue jump to be played on track 0 two seconds after the starting animation.
|
||||
skeletonAnimation.state.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
|
||||
}
|
||||
|
||||
void HandleEvent (TrackEntry trackEntry, Spine.Event e) {
|
||||
Debug.Log(trackEntry.trackIndex + " " + trackEntry.animation.name + ": event " + e + ", " + e.Int);
|
||||
}
|
||||
|
||||
public void OnMouseDown () {
|
||||
skeletonAnimation.state.SetAnimation(0, "jump", false); // Set jump to be played on track 0 immediately.
|
||||
skeletonAnimation.state.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
|
||||
}
|
||||
}
|
||||
|
||||
void HandleEvent (TrackEntry trackEntry, Spine.Event e) {
|
||||
Debug.Log(trackEntry.trackIndex + " " + trackEntry.animation.name + ": event " + e + ", " + e.Int);
|
||||
}
|
||||
|
||||
public void OnMouseDown () {
|
||||
skeletonAnimation.state.SetAnimation(0, "jump", false); // Set jump to be played on track 0 immediately.
|
||||
skeletonAnimation.state.AddAnimation(0, "run", true, 0); // Queue walk to be looped on track 0 after the jump animation.
|
||||
}
|
||||
}
|
||||
|
||||
@ -34,48 +34,52 @@ using Spine.Unity;
|
||||
|
||||
using Spine.Unity.Modules;
|
||||
|
||||
public class SpineboyPole : MonoBehaviour {
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
public SkeletonRenderSeparator separator;
|
||||
namespace Spine.Unity.Examples {
|
||||
public class SpineboyPole : MonoBehaviour {
|
||||
public SkeletonAnimation skeletonAnimation;
|
||||
public SkeletonRenderSeparator separator;
|
||||
|
||||
[Space(18)]
|
||||
[SpineAnimation]
|
||||
public string run;
|
||||
[SpineAnimation]
|
||||
public string pole;
|
||||
public float startX;
|
||||
public float endX;
|
||||
[Space(18)]
|
||||
[SpineAnimation]
|
||||
public string run;
|
||||
[SpineAnimation]
|
||||
public string pole;
|
||||
public float startX;
|
||||
public float endX;
|
||||
|
||||
const float Speed = 18f;
|
||||
const float RunTimeScale = 1.5f;
|
||||
const float Speed = 18f;
|
||||
const float RunTimeScale = 1.5f;
|
||||
|
||||
IEnumerator Start () {
|
||||
var state = skeletonAnimation.state;
|
||||
IEnumerator Start () {
|
||||
var state = skeletonAnimation.state;
|
||||
|
||||
while (true) {
|
||||
// Run phase
|
||||
SetXPosition(startX);
|
||||
separator.enabled = false; // Disable Separator during run.
|
||||
state.SetAnimation(0, run, true);
|
||||
state.TimeScale = RunTimeScale;
|
||||
while (true) {
|
||||
// Run phase
|
||||
SetXPosition(startX);
|
||||
separator.enabled = false; // Disable Separator during run.
|
||||
state.SetAnimation(0, run, true);
|
||||
state.TimeScale = RunTimeScale;
|
||||
|
||||
while (transform.localPosition.x < endX) {
|
||||
transform.Translate(Vector3.right * Speed * Time.deltaTime);
|
||||
yield return null;
|
||||
while (transform.localPosition.x < endX) {
|
||||
transform.Translate(Vector3.right * Speed * Time.deltaTime);
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// Hit phase
|
||||
SetXPosition(endX);
|
||||
separator.enabled = true; // Enable Separator when hit
|
||||
var poleTrack = state.SetAnimation(0, pole, false);
|
||||
float duration = poleTrack.TrackEnd;
|
||||
poleTrack.TrackEnd = float.PositiveInfinity;
|
||||
yield return new WaitForSeconds(duration + 1f);
|
||||
}
|
||||
}
|
||||
|
||||
// Hit phase
|
||||
SetXPosition(endX);
|
||||
separator.enabled = true; // Enable Separator when hit
|
||||
var poleTrack = state.SetAnimation(0, pole, false);
|
||||
yield return new WaitForSpineAnimationComplete(poleTrack);
|
||||
yield return new WaitForSeconds(1f);
|
||||
void SetXPosition (float x) {
|
||||
var tp = transform.localPosition;
|
||||
tp.x = x;
|
||||
transform.localPosition = tp;
|
||||
}
|
||||
}
|
||||
|
||||
void SetXPosition (float x) {
|
||||
var tp = transform.localPosition;
|
||||
tp.x = x;
|
||||
transform.localPosition = tp;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,9 +1,30 @@
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|
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|
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|
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|
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||||
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@ -1,9 +1,28 @@
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
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@ -78,6 +78,7 @@ namespace Spine.Unity.Editor {
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GUIStyle activePlayButtonStyle, idlePlayButtonStyle;
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readonly GUIContent DefaultMixLabel = new GUIContent("Default Mix Duration", "Sets 'SkeletonDataAsset.defaultMix' in the asset and 'AnimationState.data.defaultMix' at runtime load time.");
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void OnEnable () {
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SpineEditorUtilities.ConfirmInitialization();
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@ -122,9 +123,9 @@ namespace Spine.Unity.Editor {
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}
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override public void OnInspectorGUI () {
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// Lazy initialization
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{
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// Accessing EditorStyles values in OnEnable during a recompile causes UnityEditor to throw null exceptions. (Unity 5.3.5)
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// Lazy initialization because accessing EditorStyles values in OnEnable during a recompile causes UnityEditor to throw null exceptions. (Unity 5.3.5)
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idlePlayButtonStyle = idlePlayButtonStyle ?? new GUIStyle(EditorStyles.miniButton);
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if (activePlayButtonStyle == null) {
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activePlayButtonStyle = new GUIStyle(idlePlayButtonStyle);
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@ -135,27 +136,33 @@ namespace Spine.Unity.Editor {
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serializedObject.Update();
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EditorGUILayout.LabelField(new GUIContent(target.name + " (SkeletonDataAsset)", SpineEditorUtilities.Icons.spine), EditorStyles.whiteLargeLabel);
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if (m_skeletonData != null) {
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EditorGUILayout.LabelField("(Drag and Drop to instantiate.)", EditorStyles.miniLabel);
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}
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EditorGUI.BeginChangeCheck();
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// SkeletonData
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using (new SpineInspectorUtility.BoxScope()) {
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EditorGUILayout.LabelField("SkeletonData", EditorStyles.boldLabel);
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using (new EditorGUILayout.HorizontalScope()) {
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EditorGUILayout.LabelField("SkeletonData", EditorStyles.boldLabel);
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// if (m_skeletonData != null) {
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// var sd = m_skeletonData;
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// string m = string.Format("{8} - {0} {1}\nBones: {2}\tConstraints: {5} IK + {6} Path + {7} Transform\nSlots: {3}\t\tSkins: {4}\n",
|
||||
// sd.Version, string.IsNullOrEmpty(sd.Version) ? "" : "export", sd.Bones.Count, sd.Slots.Count, sd.Skins.Count, sd.IkConstraints.Count, sd.PathConstraints.Count, sd.TransformConstraints.Count, skeletonJSON.objectReferenceValue.name);
|
||||
// EditorGUILayout.LabelField(new GUIContent("SkeletonData"), new GUIContent("+", m), EditorStyles.boldLabel);
|
||||
// }
|
||||
}
|
||||
|
||||
EditorGUILayout.PropertyField(skeletonJSON, new GUIContent(skeletonJSON.displayName, SpineEditorUtilities.Icons.spine));
|
||||
EditorGUILayout.PropertyField(scale);
|
||||
|
||||
// if (m_skeletonData != null) {
|
||||
// var sd = m_skeletonData;
|
||||
// using (new GUILayout.HorizontalScope()) {
|
||||
// GUILayout.Space(15f);
|
||||
// GUILayout.Label(
|
||||
// string.Format("{8} - {0} {1}\nBones: {2}\tConstraints: {5} IK + {6} Path + {7} Transform\nSlots: {3}\t\tSkins: {4}\n",
|
||||
// sd.Version, string.IsNullOrEmpty(sd.Version) ? "" : "export", sd.Bones.Count, sd.Slots.Count, sd.Skins.Count, sd.IkConstraints.Count, sd.PathConstraints.Count, sd.TransformConstraints.Count, skeletonJSON.objectReferenceValue.name),
|
||||
// SpineInspectorUtility.GrayMiniLabel);
|
||||
// }
|
||||
// }
|
||||
}
|
||||
|
||||
// if (m_skeletonData != null) {
|
||||
// if (SpineInspectorUtility.CenteredButton(new GUIContent("Instantiate", SpineEditorUtilities.Icons.spine, "Creates a new Spine GameObject in the active scene using this Skeleton Data.\nYou can also instantiate by dragging the SkeletonData asset from Project view into Scene View.")))
|
||||
// SpineEditorUtilities.ShowInstantiateContextMenu(this.m_skeletonDataAsset, Vector3.zero);
|
||||
// }
|
||||
|
||||
// Atlas
|
||||
using (new SpineInspectorUtility.BoxScope()) {
|
||||
EditorGUILayout.LabelField("Atlas", EditorStyles.boldLabel);
|
||||
@ -186,7 +193,8 @@ namespace Spine.Unity.Editor {
|
||||
// If m_skeletonAnimation is lazy-instantiated elsewhere, this can cause contents to change between Layout and Repaint events, causing GUILayout control count errors.
|
||||
InitPreview();
|
||||
if (m_skeletonData != null) {
|
||||
|
||||
GUILayout.Space(20f);
|
||||
|
||||
using (new SpineInspectorUtility.BoxScope()) {
|
||||
EditorGUILayout.LabelField("Mix Settings", EditorStyles.boldLabel);
|
||||
DrawAnimationStateInfo();
|
||||
|
||||
@ -322,17 +322,21 @@ namespace Spine.Unity.Editor {
|
||||
|
||||
[CustomPropertyDrawer(typeof(SpineAtlasRegion))]
|
||||
public class SpineAtlasRegionDrawer : PropertyDrawer {
|
||||
Component component;
|
||||
SerializedProperty atlasProp;
|
||||
|
||||
protected SpineAtlasRegion TargetAttribute { get { return (SpineAtlasRegion)attribute; } }
|
||||
|
||||
public override void OnGUI (Rect position, SerializedProperty property, GUIContent label) {
|
||||
if (property.propertyType != SerializedPropertyType.String) {
|
||||
EditorGUI.LabelField(position, "ERROR:", "May only apply to type string");
|
||||
return;
|
||||
}
|
||||
|
||||
string atlasAssetFieldName = TargetAttribute.atlasAssetField;
|
||||
if (string.IsNullOrEmpty(atlasAssetFieldName))
|
||||
atlasAssetFieldName = "atlasAsset";
|
||||
|
||||
component = (Component)property.serializedObject.targetObject;
|
||||
atlasProp = component != null ? property.serializedObject.FindProperty("atlasAsset") : null;
|
||||
atlasProp = property.serializedObject.FindProperty(atlasAssetFieldName);
|
||||
|
||||
if (atlasProp == null) {
|
||||
EditorGUI.LabelField(position, "ERROR:", "Must have AtlasAsset variable!");
|
||||
|
||||
@ -321,48 +321,51 @@ namespace Spine.Unity.Editor {
|
||||
Plane plane = (rectTransform == null) ? new Plane(Vector3.back, Vector3.zero) : new Plane(-rectTransform.forward, rectTransform.position);
|
||||
Vector3 spawnPoint = MousePointToWorldPoint2D(mousePos, sceneview.camera, plane);
|
||||
|
||||
var menu = new GenericMenu();
|
||||
// SkeletonAnimation
|
||||
menu.AddItem(new GUIContent("SkeletonAnimation"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
|
||||
skeletonDataAsset = skeletonDataAsset,
|
||||
spawnPoint = spawnPoint,
|
||||
instantiateDelegate = (data) => InstantiateSkeletonAnimation(data),
|
||||
isUI = false
|
||||
});
|
||||
|
||||
// SkeletonGraphic
|
||||
var skeletonGraphicInspectorType = System.Type.GetType("Spine.Unity.Editor.SkeletonGraphicInspector");
|
||||
if (skeletonGraphicInspectorType != null) {
|
||||
var graphicInstantiateDelegate = skeletonGraphicInspectorType.GetMethod("SpawnSkeletonGraphicFromDrop", BindingFlags.Static | BindingFlags.Public);
|
||||
if (graphicInstantiateDelegate != null)
|
||||
menu.AddItem(new GUIContent("SkeletonGraphic (UI)"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
|
||||
skeletonDataAsset = skeletonDataAsset,
|
||||
spawnPoint = spawnPoint,
|
||||
instantiateDelegate = System.Delegate.CreateDelegate(typeof(InstantiateDelegate), graphicInstantiateDelegate) as InstantiateDelegate,
|
||||
isUI = true
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
#if SPINE_SKELETONANIMATOR
|
||||
menu.AddSeparator("");
|
||||
// SkeletonAnimator
|
||||
menu.AddItem(new GUIContent("SkeletonAnimator"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
|
||||
skeletonDataAsset = skeletonDataAsset,
|
||||
spawnPoint = spawnPoint,
|
||||
instantiateDelegate = (data) => InstantiateSkeletonAnimator(data)
|
||||
});
|
||||
#endif
|
||||
|
||||
menu.ShowAsContext();
|
||||
ShowInstantiateContextMenu(skeletonDataAsset, spawnPoint);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public static void ShowInstantiateContextMenu (SkeletonDataAsset skeletonDataAsset, Vector3 spawnPoint) {
|
||||
var menu = new GenericMenu();
|
||||
|
||||
// SkeletonAnimation
|
||||
menu.AddItem(new GUIContent("SkeletonAnimation"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
|
||||
skeletonDataAsset = skeletonDataAsset,
|
||||
spawnPoint = spawnPoint,
|
||||
instantiateDelegate = (data) => InstantiateSkeletonAnimation(data),
|
||||
isUI = false
|
||||
});
|
||||
|
||||
// SkeletonGraphic
|
||||
var skeletonGraphicInspectorType = System.Type.GetType("Spine.Unity.Editor.SkeletonGraphicInspector");
|
||||
if (skeletonGraphicInspectorType != null) {
|
||||
var graphicInstantiateDelegate = skeletonGraphicInspectorType.GetMethod("SpawnSkeletonGraphicFromDrop", BindingFlags.Static | BindingFlags.Public);
|
||||
if (graphicInstantiateDelegate != null)
|
||||
menu.AddItem(new GUIContent("SkeletonGraphic (UI)"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
|
||||
skeletonDataAsset = skeletonDataAsset,
|
||||
spawnPoint = spawnPoint,
|
||||
instantiateDelegate = System.Delegate.CreateDelegate(typeof(InstantiateDelegate), graphicInstantiateDelegate) as InstantiateDelegate,
|
||||
isUI = true
|
||||
});
|
||||
}
|
||||
|
||||
#if SPINE_SKELETONANIMATOR
|
||||
menu.AddSeparator("");
|
||||
// SkeletonAnimator
|
||||
menu.AddItem(new GUIContent("SkeletonAnimator"), false, HandleSkeletonComponentDrop, new SpawnMenuData {
|
||||
skeletonDataAsset = skeletonDataAsset,
|
||||
spawnPoint = spawnPoint,
|
||||
instantiateDelegate = (data) => InstantiateSkeletonAnimator(data)
|
||||
});
|
||||
#endif
|
||||
|
||||
menu.ShowAsContext();
|
||||
}
|
||||
|
||||
public static void HandleSkeletonComponentDrop (object menuData) {
|
||||
var data = (SpawnMenuData)menuData;
|
||||
|
||||
@ -379,7 +382,7 @@ namespace Spine.Unity.Editor {
|
||||
var transform = newGameObject.transform;
|
||||
|
||||
var activeGameObject = Selection.activeGameObject;
|
||||
if (activeGameObject != null)
|
||||
if (isUI && activeGameObject != null)
|
||||
transform.SetParent(activeGameObject.transform, false);
|
||||
|
||||
newGameObject.transform.position = isUI ? data.spawnPoint : RoundVector(data.spawnPoint, 2);
|
||||
|
||||
@ -169,6 +169,21 @@ namespace Spine.Unity.Editor {
|
||||
return GUILayout.Button(content, GUILayout.MaxWidth(CenterButtonMaxWidth), GUILayout.Height(CenterButtonHeight));
|
||||
}
|
||||
}
|
||||
|
||||
public static bool CenteredButton (GUIContent content, float height = 20f, bool sideSpace = true) {
|
||||
if (sideSpace) {
|
||||
bool clicked;
|
||||
using (new EditorGUILayout.HorizontalScope()) {
|
||||
EditorGUILayout.Space();
|
||||
clicked = GUILayout.Button(content, GUILayout.MaxWidth(CenterButtonMaxWidth), GUILayout.Height(height));
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
EditorGUILayout.Space();
|
||||
return clicked;
|
||||
} else {
|
||||
return GUILayout.Button(content, GUILayout.MaxWidth(CenterButtonMaxWidth), GUILayout.Height(height));
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Multi-Editing Helpers
|
||||
|
||||
@ -1,80 +1,72 @@
|
||||
/******************************************************************************
|
||||
* 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;
|
||||
|
||||
namespace Spine.Unity.Modules {
|
||||
public class AtlasRegionAttacher : MonoBehaviour {
|
||||
|
||||
[System.Serializable]
|
||||
public class SlotRegionPair {
|
||||
[SpineSlot]
|
||||
public string slot;
|
||||
|
||||
[SpineAtlasRegion]
|
||||
public string region;
|
||||
}
|
||||
|
||||
public AtlasAsset atlasAsset;
|
||||
public SlotRegionPair[] attachments;
|
||||
|
||||
Atlas atlas;
|
||||
|
||||
void Awake () {
|
||||
GetComponent<SkeletonRenderer>().OnRebuild += Apply;
|
||||
}
|
||||
|
||||
|
||||
void Apply (SkeletonRenderer skeletonRenderer) {
|
||||
atlas = atlasAsset.GetAtlas();
|
||||
|
||||
AtlasAttachmentLoader loader = new AtlasAttachmentLoader(atlas);
|
||||
|
||||
float scaleMultiplier = skeletonRenderer.skeletonDataAsset.scale;
|
||||
|
||||
var enumerator = attachments.GetEnumerator();
|
||||
while (enumerator.MoveNext()) {
|
||||
var entry = (SlotRegionPair)enumerator.Current;
|
||||
var regionAttachment = loader.NewRegionAttachment(null, entry.region, entry.region);
|
||||
regionAttachment.Width = regionAttachment.RegionOriginalWidth * scaleMultiplier;
|
||||
regionAttachment.Height = regionAttachment.RegionOriginalHeight * scaleMultiplier;
|
||||
|
||||
regionAttachment.SetColor(new Color(1, 1, 1, 1));
|
||||
regionAttachment.UpdateOffset();
|
||||
|
||||
var slot = skeletonRenderer.skeleton.FindSlot(entry.slot);
|
||||
slot.Attachment = regionAttachment;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
/******************************************************************************
|
||||
* 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;
|
||||
using Spine.Unity.Modules.AttachmentTools;
|
||||
|
||||
namespace Spine.Unity.Modules {
|
||||
public class AtlasRegionAttacher : MonoBehaviour {
|
||||
|
||||
[System.Serializable]
|
||||
public class SlotRegionPair {
|
||||
[SpineSlot]
|
||||
public string slot;
|
||||
|
||||
[SpineAtlasRegion]
|
||||
public string region;
|
||||
}
|
||||
|
||||
public AtlasAsset atlasAsset;
|
||||
public SlotRegionPair[] attachments;
|
||||
|
||||
Atlas atlas;
|
||||
|
||||
void Awake () {
|
||||
GetComponent<SkeletonRenderer>().OnRebuild += Apply;
|
||||
}
|
||||
|
||||
void Apply (SkeletonRenderer skeletonRenderer) {
|
||||
atlas = atlasAsset.GetAtlas();
|
||||
float scale = skeletonRenderer.skeletonDataAsset.scale;
|
||||
|
||||
var enumerator = attachments.GetEnumerator();
|
||||
while (enumerator.MoveNext()) {
|
||||
var entry = (SlotRegionPair)enumerator.Current;
|
||||
|
||||
var slot = skeletonRenderer.skeleton.FindSlot(entry.slot);
|
||||
var region = atlas.FindRegion(entry.region);
|
||||
slot.Attachment = region.ToRegionAttachment(entry.region, scale);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@ -146,12 +146,6 @@ namespace Spine.Unity.Modules.AttachmentTools {
|
||||
// (AtlasAttachmentLoader.cs)
|
||||
var attachment = new RegionAttachment(attachmentName);
|
||||
|
||||
attachment.scaleX = 1;
|
||||
attachment.scaleY = 1;
|
||||
attachment.SetColor(Color.white);
|
||||
attachment.width = region.width * scale;
|
||||
attachment.height = region.height * scale;
|
||||
|
||||
attachment.RendererObject = region;
|
||||
attachment.SetUVs(region.u, region.v, region.u2, region.v2, region.rotate);
|
||||
attachment.regionOffsetX = region.offsetX;
|
||||
@ -161,9 +155,48 @@ namespace Spine.Unity.Modules.AttachmentTools {
|
||||
attachment.regionOriginalWidth = region.originalWidth;
|
||||
attachment.regionOriginalHeight = region.originalHeight;
|
||||
|
||||
attachment.Path = region.name;
|
||||
attachment.scaleX = 1;
|
||||
attachment.scaleY = 1;
|
||||
attachment.rotation = 0;
|
||||
|
||||
// pass OriginalWidth and OriginalHeight because UpdateOffset uses it in its calculation.
|
||||
attachment.width = attachment.regionOriginalWidth * scale;
|
||||
attachment.height = attachment.regionOriginalHeight * scale;
|
||||
|
||||
attachment.SetColor(Color.white);
|
||||
attachment.UpdateOffset();
|
||||
return attachment;
|
||||
}
|
||||
|
||||
/// <summary> Sets the scale. Call regionAttachment.UpdateOffset to apply the change.</summary>
|
||||
public static void SetScale (this RegionAttachment regionAttachment, Vector2 scale) {
|
||||
regionAttachment.scaleX = scale.x;
|
||||
regionAttachment.scaleY = scale.y;
|
||||
}
|
||||
|
||||
/// <summary> Sets the scale. Call regionAttachment.UpdateOffset to apply the change.</summary>
|
||||
public static void SetScale (this RegionAttachment regionAttachment, float x, float y) {
|
||||
regionAttachment.scaleX = x;
|
||||
regionAttachment.scaleY = y;
|
||||
}
|
||||
|
||||
/// <summary> Sets the position offset. Call regionAttachment.UpdateOffset to apply the change.</summary>
|
||||
public static void SetPositionOffset (this RegionAttachment regionAttachment, Vector2 offset) {
|
||||
regionAttachment.x = offset.x;
|
||||
regionAttachment.y = offset.y;
|
||||
}
|
||||
|
||||
/// <summary> Sets the position offset. Call regionAttachment.UpdateOffset to apply the change.</summary>
|
||||
public static void SetPositionOffset (this RegionAttachment regionAttachment, float x, float y) {
|
||||
regionAttachment.x = x;
|
||||
regionAttachment.y = y;
|
||||
}
|
||||
|
||||
/// <summary> Sets the rotation. Call regionAttachment.UpdateOffset to apply the change.</summary>
|
||||
public static void SetRotation (this RegionAttachment regionAttachment, float rotation) {
|
||||
regionAttachment.rotation = rotation;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
|
||||
@ -265,9 +298,9 @@ namespace Spine.Unity.Modules.AttachmentTools {
|
||||
/// <summary>
|
||||
/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas comprised of all the regions from the original skin.</summary>
|
||||
/// <remarks>No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
|
||||
public static Skin GetRepackedSkin (this Skin o, string skinName, Shader shader, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2) {
|
||||
public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, out Material m, out Texture2D t, int maxAtlasSize = 1024, int padding = 2) {
|
||||
var skinAttachments = o.Attachments;
|
||||
var newSkin = new Skin(skinName);
|
||||
var newSkin = new Skin(newName);
|
||||
|
||||
var repackedAttachments = new List<Attachment>();
|
||||
var texturesToPack = new List<Texture2D>();
|
||||
@ -282,14 +315,14 @@ namespace Spine.Unity.Modules.AttachmentTools {
|
||||
}
|
||||
|
||||
var newTexture = new Texture2D(maxAtlasSize, maxAtlasSize);
|
||||
newTexture.name = skinName;
|
||||
newTexture.name = newName;
|
||||
var rects = newTexture.PackTextures(texturesToPack.ToArray(), padding, maxAtlasSize);
|
||||
|
||||
var newMaterial = new Material(shader);
|
||||
newMaterial.name = skinName;
|
||||
newMaterial.name = newName;
|
||||
newMaterial.mainTexture = newTexture;
|
||||
var page = newMaterial.ToSpineAtlasPage();
|
||||
page.name = skinName;
|
||||
page.name = newName;
|
||||
|
||||
for (int i = 0, n = repackedAttachments.Count; i < n; i++) {
|
||||
var a = repackedAttachments[i];
|
||||
@ -308,13 +341,11 @@ namespace Spine.Unity.Modules.AttachmentTools {
|
||||
return Sprite.Create(ar.GetMainTexture(), ar.GetUnityRect(), new Vector2(0.5f, 0.5f), pixelsPerUnit);
|
||||
}
|
||||
|
||||
static Texture2D ToTexture (this AtlasRegion ar, bool applyImmediately = true) {
|
||||
internal static Texture2D ToTexture (this AtlasRegion ar, bool applyImmediately = true) {
|
||||
Texture2D sourceTexture = ar.GetMainTexture();
|
||||
|
||||
Texture2D output = new Texture2D(ar.width, ar.height);
|
||||
output.name = ar.name;
|
||||
|
||||
Rect r = ar.GetUnityRect(sourceTexture.height);
|
||||
Texture2D output = new Texture2D((int)r.width, (int)r.height);
|
||||
output.name = ar.name;
|
||||
Color[] pixelBuffer = sourceTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height);
|
||||
output.SetPixels(pixelBuffer);
|
||||
|
||||
@ -327,7 +358,7 @@ namespace Spine.Unity.Modules.AttachmentTools {
|
||||
static Texture2D ToTexture (this Sprite s, bool applyImmediately = true) {
|
||||
var spriteTexture = s.texture;
|
||||
var r = s.textureRect;
|
||||
var spritePixels = spriteTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height); // TODO: Test
|
||||
var spritePixels = spriteTexture.GetPixels((int)r.x, (int)r.y, (int)r.width, (int)r.height);
|
||||
var newTexture = new Texture2D((int)r.width, (int)r.height);
|
||||
newTexture.SetPixels(spritePixels);
|
||||
|
||||
@ -363,8 +394,11 @@ namespace Spine.Unity.Modules.AttachmentTools {
|
||||
|
||||
/// <summary>
|
||||
/// Returns a Rect of the AtlasRegion according to Spine texture coordinates. (x-right, y-down)</summary>
|
||||
static Rect GetSpineAtlasRect (this AtlasRegion region) {
|
||||
return new Rect(region.x, region.y, region.width, region.height);
|
||||
static Rect GetSpineAtlasRect (this AtlasRegion region, bool includeRotate = true) {
|
||||
if (includeRotate && region.rotate)
|
||||
return new Rect(region.x, region.y, region.height, region.width);
|
||||
else
|
||||
return new Rect(region.x, region.y, region.width, region.height);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -484,7 +518,9 @@ namespace Spine.Unity.Modules.AttachmentTools {
|
||||
|
||||
if (includeDefaultSkin)
|
||||
defaultSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
|
||||
activeSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
|
||||
|
||||
if (activeSkin != null)
|
||||
activeSkin.CopyTo(newSkin, true, cloneAttachments, cloneMeshesAsLinked);
|
||||
|
||||
return newSkin;
|
||||
}
|
||||
|
||||
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