SkeletonRenderer.Reset is now Initialize(bool overwrite). SkeletonGraphic. New sample scenes updated for Spine v3. Mesh Generation. Rearranged folders. Many small fixes.

This commit is contained in:
pharan 2016-02-15 11:05:09 +08:00
parent 777fb110e8
commit be38f3e1d3
221 changed files with 6192 additions and 603 deletions

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@ -86,6 +86,7 @@ public class BasicPlatformerController : MonoBehaviour {
//play some sound if footstep event fired
if (e.Data.Name == footstepEventName) {
footstepAudioSource.Stop();
footstepAudioSource.pitch = GetRandomPitch(0.2f);
footstepAudioSource.Play();
}
}
@ -107,8 +108,8 @@ public class BasicPlatformerController : MonoBehaviour {
velocity.y = jumpSpeed;
jumpEndTime = Time.time + jumpDuration;
} else if (Time.time < jumpEndTime && Input.GetButtonUp(JumpButton)) {
jumpInterrupt = true;
}
jumpInterrupt = true;
}
if (x != 0) {
@ -182,4 +183,10 @@ public class BasicPlatformerController : MonoBehaviour {
lastVelocity = velocity;
lastGrounded = controller.isGrounded;
}
#region Utility
static float GetRandomPitch (float maxOffset) {
return 1f + Random.Range(-maxOffset, maxOffset);
}
#endregion
}

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@ -14,12 +14,7 @@ public class ConstrainedCamera : MonoBehaviour {
public Vector3 min;
public Vector3 max;
public float smoothing = 5f;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void LateUpdate () {
Vector3 goalPoint = target.position + offset;

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@ -33,12 +33,53 @@ using UnityEngine;
using System.Collections;
public class Raptor : MonoBehaviour {
public void Start () {
// Get the SkeletonAnimation component for the GameObject this script is attached to.
SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
// Set an animation on track 1 that does nothing to be played first.
skeletonAnimation.state.SetAnimation(1, "empty", false);
// Queue gun grab to be played on track 1 two seconds later.
skeletonAnimation.state.AddAnimation(1, "gungrab", false, 2);
#region Inspector
[SpineAnimation]
public string walk = "walk";
[SpineAnimation]
public string gungrab = "gungrab";
[SpineAnimation]
public string gunkeep = "gunkeep";
[SpineEvent]
public string footstepEvent = "footstep";
public AudioSource footstepAudioSource;
#endregion
SkeletonAnimation skeletonAnimation;
void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>();
skeletonAnimation.state.Event += HandleEvent;
StartCoroutine(GunGrabRoutine());
}
void HandleEvent (Spine.AnimationState state, int trackIndex, Spine.Event e) {
if (e.Data.Name == footstepEvent) {
footstepAudioSource.pitch = 0.5f + Random.Range(-0.2f, 0.2f);
footstepAudioSource.Play();
}
}
IEnumerator GunGrabRoutine () {
// Play the walk animation on track 0.
skeletonAnimation.state.SetAnimation(0, walk, true);
// Repeatedly play the gungrab and gunkeep animation on track 1.
while (true) {
yield return new WaitForSeconds(Random.Range(0.5f, 3f));
skeletonAnimation.state.SetAnimation(1, gungrab, false);
yield return new WaitForSeconds(Random.Range(0.5f, 3f));
skeletonAnimation.state.SetAnimation(1, gunkeep, false);
}
}
}

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@ -0,0 +1,61 @@
using UnityEngine;
using System.Collections;
public class SpineBeginnerTwo : MonoBehaviour {
#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 walkAnimationName;
[SpineAnimation]
public string shootAnimationName;
#endregion
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;
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.
spineAnimationState.SetAnimation(0, walkAnimationName, true);
yield return new WaitForSeconds(1.5f);
// 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);
}
}
}

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@ -0,0 +1,34 @@
using UnityEngine;
using System.Collections;
public class SpineboyBeginnerInput : MonoBehaviour {
#region Inspector
public string horizontalAxis = "Horizontal";
public string attackButton = "Fire1";
public string jumpButton = "Jump";
public SpineboyBeginnerModel model;
void OnValidate () {
if (model == null)
model = GetComponent<SpineboyBeginnerModel>();
}
#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();
}
}

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@ -0,0 +1,65 @@
using UnityEngine;
using System.Collections;
[SelectionBase]
public class SpineboyBeginnerModel : MonoBehaviour {
#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
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;
}
}
#endregion
IEnumerator JumpRoutine () {
if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
// Fake jumping.
state = SpineBeginnerBodyState.Jumping;
yield return new WaitForSeconds(1.2f);
state = SpineBeginnerBodyState.Idle;
}
}
public enum SpineBeginnerBodyState {
Idle,
Running,
Jumping
}

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@ -0,0 +1,105 @@
using UnityEngine;
using System.Collections;
public class SpineboyBeginnerView : MonoBehaviour {
#region Inspector
[Header("Components")]
public SpineboyBeginnerModel model;
public SkeletonAnimation skeletonAnimation;
//public ParticleSystem gunParticles;
[SpineAnimation] public string run, idle, shoot, jump;
[SpineEvent] public string footstepEventName;
[Header("Audio")]
public float footstepPitchOffset = 0.2f;
public float gunsoundPitchOffset = 0.13f;
public AudioSource footstepSource, gunSource, jumpSource;
[Header("Effects")]
public ParticleSystem gunParticles;
#endregion
SpineBeginnerBodyState previousViewState;
void Start () {
if (skeletonAnimation == null) return;
model.ShootEvent += PlayShoot;
skeletonAnimation.state.Event += HandleEvent;
}
void HandleEvent (Spine.AnimationState state, int trackIndex, 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);
}
// 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();
}
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);
}
#region Transient Actions
public void PlayShoot () {
// Play the shoot animation on track 1.
skeletonAnimation.state.SetAnimation(1, shoot, false);
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
gunSource.Play();
gunParticles.Play();
}
public void Turn (bool facingLeft) {
skeletonAnimation.skeleton.FlipX = facingLeft;
// Maybe play a transient turning animation too, then call ChangeStableAnimation.
}
#endregion
#region Utility
public float GetRandomPitch (float maxPitchOffset) {
return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
}
#endregion
}

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@ -29,13 +29,17 @@ public class FootSoldierExample : MonoBehaviour {
[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 float moveSpeed = 3;
private SkeletonAnimation skeletonAnimation;
void Awake() {
skeletonAnimation = GetComponent<SkeletonAnimation>();
skeletonAnimation.OnReset += Apply;
skeletonAnimation.OnRebuild += Apply;
}
void Apply(SkeletonRenderer skeletonRenderer) {
@ -43,14 +47,14 @@ public class FootSoldierExample : MonoBehaviour {
}
void Update() {
if (Input.GetKey(KeyCode.Space)) {
if (Input.GetKey(attackKey)) {
skeletonAnimation.AnimationName = attackAnimation;
} else {
if (Input.GetKey(KeyCode.RightArrow)) {
if (Input.GetKey(rightKey)) {
skeletonAnimation.AnimationName = moveAnimation;
skeletonAnimation.skeleton.FlipX = false;
transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
} else if(Input.GetKey(KeyCode.LeftArrow)) {
} else if(Input.GetKey(leftKey)) {
skeletonAnimation.AnimationName = moveAnimation;
skeletonAnimation.skeleton.FlipX = true;
transform.Translate(-moveSpeed * Time.deltaTime, 0, 0);

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@ -45,7 +45,7 @@ public class Goblins : MonoBehaviour {
}
// This is called after the animation is applied to the skeleton and can be used to adjust the bones dynamically.
public void UpdateLocal (SkeletonRenderer skeletonRenderer) {
public void UpdateLocal (ISkeletonAnimation skeletonRenderer) {
headBone.Rotation += 15;
}

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@ -3,35 +3,40 @@ using System.Collections;
[ExecuteInEditMode]
[RequireComponent(typeof(SkeletonRenderer))]
public class SpineGauge : MonoBehaviour{
public class SpineGauge : MonoBehaviour {
#region Inspector
[Range(0,1)]
public float fill = 0;
public float fillPercent = 0;
[SpineAnimation]
public string fillAnimationName;
Spine.Animation fillAnimation;
#endregion
SkeletonRenderer skeletonRenderer;
Spine.Animation fillAnimation;
void Start () {
void Awake () {
skeletonRenderer = GetComponent<SkeletonRenderer>();
}
void Update () {
var skeleton = skeletonRenderer.skeleton;
SetGaugePercent(fillPercent);
}
if (skeleton == null)
return;
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;
if (fillAnimation == null) return;
}
fillAnimation.Apply(skeleton, 0, x, false, null);
fillAnimation.Apply(skeleton, 0, fill, false, null);
skeleton.Update(Time.deltaTime);
skeleton.UpdateWorldTransform();
}

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@ -1,82 +0,0 @@
/*****************************************************************************
* SpineboyController created by Mitch Thompson
* Full irrevocable rights and permissions granted to Esoteric Software
*****************************************************************************/
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(SkeletonAnimation), typeof(Rigidbody2D))]
public class SpineboyController : MonoBehaviour {
SkeletonAnimation skeletonAnimation;
[SpineAnimation] public string idleAnimation = "idle";
[SpineAnimation] public string walkAnimation = "walk";
[SpineAnimation] public string runAnimation = "run";
[SpineAnimation] public string hitAnimation = "hit";
[SpineAnimation] public string deathAnimation = "death";
public float walkVelocity = 1;
public float runVelocity = 3;
public int hp = 10;
string currentAnimation = "";
bool hit = false;
bool dead = false;
void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>();
}
void Update () {
if (!dead) {
float x = Input.GetAxis("Horizontal");
float absX = Mathf.Abs(x);
if (!hit) {
if (x > 0)
skeletonAnimation.skeleton.FlipX = false;
else if (x < 0)
skeletonAnimation.skeleton.FlipX = true;
if (absX > 0.7f) {
SetAnimation(runAnimation, true);
GetComponent<Rigidbody2D>().velocity = new Vector2(runVelocity * Mathf.Sign(x), GetComponent<Rigidbody2D>().velocity.y);
} else if (absX > 0) {
SetAnimation(walkAnimation, true);
GetComponent<Rigidbody2D>().velocity = new Vector2(walkVelocity * Mathf.Sign(x), GetComponent<Rigidbody2D>().velocity.y);
} else {
SetAnimation(idleAnimation, true);
GetComponent<Rigidbody2D>().velocity = new Vector2(0, GetComponent<Rigidbody2D>().velocity.y);
}
} else {
if (skeletonAnimation.state.GetCurrent(0).Animation.Name != hitAnimation)
hit = false;
}
}
}
void SetAnimation (string anim, bool loop) {
if (currentAnimation != anim) {
skeletonAnimation.state.SetAnimation(0, anim, loop);
currentAnimation = anim;
}
}
void OnMouseUp () {
if (hp > 0) {
hp--;
if (hp == 0) {
SetAnimation(deathAnimation, false);
dead = true;
} else {
skeletonAnimation.state.SetAnimation(0, hitAnimation, false);
skeletonAnimation.state.AddAnimation(0, currentAnimation, true, 0);
GetComponent<Rigidbody2D>().velocity = new Vector2(0, GetComponent<Rigidbody2D>().velocity.y);
hit = true;
}
}
}
}

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