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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-03-26 22:49:01 +08:00
SkeletonRenderer.Reset is now Initialize(bool overwrite). SkeletonGraphic. New sample scenes updated for Spine v3. Mesh Generation. Rearranged folders. Many small fixes.
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9
spine-unity/Assets/Examples/Getting Started.meta
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spine-unity/Assets/Examples/Getting Started.meta
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9
spine-unity/Assets/Examples/Getting Started/Scripts.meta
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9
spine-unity/Assets/Examples/Getting Started/Scripts.meta
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@ -86,6 +86,7 @@ public class BasicPlatformerController : MonoBehaviour {
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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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@ -107,8 +108,8 @@ public class BasicPlatformerController : MonoBehaviour {
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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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jumpInterrupt = true;
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}
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if (x != 0) {
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@ -182,4 +183,10 @@ public class BasicPlatformerController : MonoBehaviour {
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lastVelocity = velocity;
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lastGrounded = controller.isGrounded;
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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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@ -14,12 +14,7 @@ public class ConstrainedCamera : MonoBehaviour {
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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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// Use this for initialization
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void Start () {
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}
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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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@ -33,12 +33,53 @@ using UnityEngine;
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using System.Collections;
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public class Raptor : MonoBehaviour {
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public void Start () {
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// Get the SkeletonAnimation component for the GameObject this script is attached to.
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SkeletonAnimation skeletonAnimation = GetComponent<SkeletonAnimation>();
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// Set an animation on track 1 that does nothing to be played first.
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skeletonAnimation.state.SetAnimation(1, "empty", false);
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// Queue gun grab to be played on track 1 two seconds later.
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skeletonAnimation.state.AddAnimation(1, "gungrab", false, 2);
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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 gunkeep = "gunkeep";
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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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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.AnimationState state, int trackIndex, 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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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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// 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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@ -0,0 +1,61 @@
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using UnityEngine;
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using System.Collections;
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public class SpineBeginnerTwo : MonoBehaviour {
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#region Inspector
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// [SpineAnimation] attribute allows an Inspector dropdown of Spine animation names coming form SkeletonAnimation.
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[SpineAnimation]
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public string runAnimationName;
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[SpineAnimation]
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public string idleAnimationName;
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[SpineAnimation]
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public string walkAnimationName;
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[SpineAnimation]
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public string shootAnimationName;
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#endregion
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SkeletonAnimation skeletonAnimation;
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// Spine.AnimationState and Spine.Skeleton are not Unity-serialized objects. You will not see them as fields in the inspector.
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public Spine.AnimationState spineAnimationState;
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public Spine.Skeleton skeleton;
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void Start () {
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// 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.
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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spineAnimationState = skeletonAnimation.state;
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skeleton = skeletonAnimation.skeleton;
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StartCoroutine(DoDemoRoutine());
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}
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/// <summary>This is an infinitely repeating Unity Coroutine. Read the Unity documentation on Coroutines to learn more.</summary>
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IEnumerator DoDemoRoutine () {
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while (true) {
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// SetAnimation is the basic way to set an animation.
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// SetAnimation sets the animation and starts playing it from the beginning.
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// Common Mistake: If you keep calling it in Update, it will keep showing the first pose of the animation, do don't do that.
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spineAnimationState.SetAnimation(0, walkAnimationName, true);
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yield return new WaitForSeconds(1.5f);
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// skeletonAnimation.AnimationName = runAnimationName; // this line also works for quick testing/simple uses.
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spineAnimationState.SetAnimation(0, runAnimationName, true);
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yield return new WaitForSeconds(1.5f);
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spineAnimationState.SetAnimation(0, idleAnimationName, true);
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yield return new WaitForSeconds(1f);
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skeleton.FlipX = true; // skeleton allows you to flip the skeleton.
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yield return new WaitForSeconds(0.5f);
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skeleton.FlipX = false;
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yield return new WaitForSeconds(0.5f);
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}
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}
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}
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@ -1,5 +1,7 @@
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timeCreated: 1452593662
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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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@ -0,0 +1,34 @@
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using UnityEngine;
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using System.Collections;
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public class SpineboyBeginnerInput : MonoBehaviour {
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#region Inspector
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public string horizontalAxis = "Horizontal";
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public string attackButton = "Fire1";
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public string jumpButton = "Jump";
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public SpineboyBeginnerModel model;
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void OnValidate () {
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if (model == null)
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model = GetComponent<SpineboyBeginnerModel>();
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}
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#endregion
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void Update () {
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if (model == null) return;
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float currentHorizontal = Input.GetAxisRaw(horizontalAxis);
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model.TryMove(currentHorizontal);
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if (Input.GetButton(attackButton))
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model.TryShoot();
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if (Input.GetButtonDown(jumpButton))
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model.TryJump();
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}
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}
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@ -0,0 +1,12 @@
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||||
timeCreated: 1452595430
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||||
licenseType: Free
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||||
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||||
serializedVersion: 2
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defaultReferences: []
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@ -0,0 +1,65 @@
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using UnityEngine;
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using System.Collections;
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[SelectionBase]
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public class SpineboyBeginnerModel : MonoBehaviour {
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#region Inspector
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[Header("Current State")]
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public SpineBeginnerBodyState state;
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public bool facingLeft;
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[Range(-1f, 1f)]
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public float currentSpeed;
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[Header("Balance")]
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public float shootInterval = 0.12f;
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#endregion
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float lastShootTime;
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public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.
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#region API
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public void TryJump () {
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StartCoroutine(JumpRoutine());
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}
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public void TryShoot () {
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float currentTime = Time.time;
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if (currentTime - lastShootTime > shootInterval) {
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lastShootTime = currentTime;
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if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
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}
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}
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public void TryMove (float speed) {
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currentSpeed = speed; // show the "speed" in the Inspector.
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if (speed != 0) {
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bool speedIsNegative = (speed < 0f);
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facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
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}
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if (state != SpineBeginnerBodyState.Jumping) {
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state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
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}
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}
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#endregion
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IEnumerator JumpRoutine () {
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if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
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// Fake jumping.
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state = SpineBeginnerBodyState.Jumping;
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yield return new WaitForSeconds(1.2f);
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state = SpineBeginnerBodyState.Idle;
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}
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}
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public enum SpineBeginnerBodyState {
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Idle,
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Running,
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Jumping
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}
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@ -0,0 +1,12 @@
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timeCreated: 1452594812
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@ -0,0 +1,105 @@
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using UnityEngine;
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using System.Collections;
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public class SpineboyBeginnerView : MonoBehaviour {
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#region Inspector
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[Header("Components")]
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public SpineboyBeginnerModel model;
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public SkeletonAnimation skeletonAnimation;
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//public ParticleSystem gunParticles;
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[SpineAnimation] public string run, idle, shoot, jump;
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[SpineEvent] public string footstepEventName;
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[Header("Audio")]
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public float footstepPitchOffset = 0.2f;
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public float gunsoundPitchOffset = 0.13f;
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public AudioSource footstepSource, gunSource, jumpSource;
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[Header("Effects")]
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public ParticleSystem gunParticles;
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#endregion
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SpineBeginnerBodyState previousViewState;
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void Start () {
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if (skeletonAnimation == null) return;
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model.ShootEvent += PlayShoot;
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skeletonAnimation.state.Event += HandleEvent;
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}
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void HandleEvent (Spine.AnimationState state, int trackIndex, Spine.Event e) {
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if (e.Data.Name == footstepEventName) {
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PlayFootstepSound();
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}
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}
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void Update () {
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if (skeletonAnimation == null) return;
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if (model == null) return;
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if (skeletonAnimation.skeleton.FlipX != model.facingLeft) { // Detect changes in model.facingLeft
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Turn(model.facingLeft);
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}
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// Detect changes in model.state
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var currentModelState = model.state;
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if (previousViewState != currentModelState) {
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PlayNewStableAnimation();
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}
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previousViewState = currentModelState;
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}
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void PlayNewStableAnimation () {
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var newModelState = model.state;
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string nextAnimation;
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// Add conditionals to not interrupt transient animations.
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if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) {
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PlayFootstepSound();
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}
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if (newModelState == SpineBeginnerBodyState.Jumping) {
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jumpSource.Play();
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nextAnimation = jump;
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} else {
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if (newModelState == SpineBeginnerBodyState.Running) {
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nextAnimation = run;
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} else {
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nextAnimation = idle;
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}
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}
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skeletonAnimation.state.SetAnimation(0, nextAnimation, true);
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}
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void PlayFootstepSound () {
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footstepSource.Play();
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footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
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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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skeletonAnimation.state.SetAnimation(1, shoot, false);
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gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
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gunSource.Play();
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gunParticles.Play();
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}
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public void Turn (bool facingLeft) {
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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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}
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#endregion
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}
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spine-unity/Assets/Examples/Other Examples/Mix and Match.unity
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spine-unity/Assets/Examples/Other Examples/SpineGauge.unity
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spine-unity/Assets/Examples/Other Examples/SpineGauge.unity
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mipmaps:
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mipMapMode: 0
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enableMipMap: 1
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linearTexture: 1
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correctGamma: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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bumpmap:
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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);
|
||||
|
||||
@ -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;
|
||||
}
|
||||
|
||||
|
||||
@ -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();
|
||||
}
|
||||
|
||||
@ -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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Some files were not shown because too many files have changed in this diff Show More
Loading…
x
Reference in New Issue
Block a user