Merge branch '3.6' into 3.7-beta

# Conflicts:
#	examples/hero/export/hero-pro.json
#	examples/hero/export/hero-pro.skel
This commit is contained in:
pharan 2018-04-19 15:02:08 +08:00
commit d5e75febee
38 changed files with 7034 additions and 318 deletions

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@ -28,8 +28,6 @@
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
// Contributed by: Mitch Thompson
using UnityEngine;
using Spine.Unity;
@ -49,99 +47,98 @@ namespace Spine.Unity.Examples {
[Header("Jumping")]
public float jumpSpeed = 25;
public float jumpDuration = 0.5f;
public float jumpInterruptFactor = 100;
public float minimumJumpDuration = 0.5f;
public float jumpInterruptFactor = 0.5f;
public float forceCrouchVelocity = 25;
public float forceCrouchDuration = 0.5f;
[Header("Graphics")]
[Header("Visuals")]
public SkeletonAnimation skeletonAnimation;
[Header("Animation")]
[SpineAnimation(dataField: "skeletonAnimation")]
public string walkName = "Walk";
[SpineAnimation(dataField: "skeletonAnimation")]
public string runName = "Run";
[SpineAnimation(dataField: "skeletonAnimation")]
public string idleName = "Idle";
[SpineAnimation(dataField: "skeletonAnimation")]
public string jumpName = "Jump";
[SpineAnimation(dataField: "skeletonAnimation")]
public string fallName = "Fall";
[SpineAnimation(dataField: "skeletonAnimation")]
public string crouchName = "Crouch";
public AnimationReferenceAsset walk;
public AnimationReferenceAsset run;
public AnimationReferenceAsset idle;
public AnimationReferenceAsset jump;
public AnimationReferenceAsset fall;
public AnimationReferenceAsset crouch;
public AnimationReferenceAsset runFromFall;
[Header("Effects")]
public AudioSource jumpAudioSource;
public AudioSource hardfallAudioSource;
public AudioSource footstepAudioSource;
public ParticleSystem landParticles;
[SpineEvent]
public string footstepEventName = "Footstep";
public HandleEventWithAudioExample footstepHandler;
CharacterController controller;
Vector2 input = default(Vector2);
Vector3 velocity = default(Vector3);
float jumpEndTime = 0;
bool jumpInterrupt = false;
float minimumJumpEndTime = 0;
float forceCrouchEndTime;
Vector2 input;
bool wasGrounded = false;
AnimationReferenceAsset targetAnimation;
AnimationReferenceAsset previousTargetAnimation;
void Awake () {
controller = GetComponent<CharacterController>();
}
void Start () {
skeletonAnimation.AnimationState.Event += HandleEvent;
}
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
if (e.Data.Name == footstepEventName) {
footstepAudioSource.Stop();
footstepAudioSource.pitch = GetRandomPitch(0.2f);
footstepAudioSource.Play();
}
}
static float GetRandomPitch (float maxOffset) {
return 1f + Random.Range(-maxOffset, maxOffset);
}
void Update () {
float dt = Time.deltaTime;
bool isGrounded = controller.isGrounded;
bool landed = !wasGrounded && isGrounded;
// Dummy input.
input.x = Input.GetAxis(XAxis);
input.y = Input.GetAxis(YAxis);
bool crouching = (controller.isGrounded && input.y < -0.5f) || (forceCrouchEndTime > Time.time);
velocity.x = 0;
float dt = Time.deltaTime;
bool inputJumpStop = Input.GetButtonUp(JumpButton);
bool inputJumpStart = Input.GetButtonDown(JumpButton);
bool doCrouch = (isGrounded && input.y < -0.5f) || (forceCrouchEndTime > Time.time);
bool doJumpInterrupt = false;
bool doJump = false;
bool hardLand = false;
if (!crouching) {
if (Input.GetButtonDown(JumpButton) && controller.isGrounded) {
jumpAudioSource.Stop();
jumpAudioSource.Play();
velocity.y = jumpSpeed;
jumpEndTime = Time.time + jumpDuration;
} else {
jumpInterrupt |= Time.time < jumpEndTime && Input.GetButtonUp(JumpButton);
if (landed) {
if (-velocity.y > forceCrouchVelocity) {
hardLand = true;
doCrouch = true;
forceCrouchEndTime = Time.time + forceCrouchDuration;
}
}
if (!doCrouch) {
if (isGrounded) {
if (inputJumpStart) {
doJump = true;
}
} else {
doJumpInterrupt = inputJumpStop && Time.time < minimumJumpEndTime;
}
}
// Dummy physics and controller using UnityEngine.CharacterController.
Vector3 gravityDeltaVelocity = Physics.gravity * gravityScale * dt;
if (doJump) {
velocity.y = jumpSpeed;
minimumJumpEndTime = Time.time + minimumJumpDuration;
} else if (doJumpInterrupt) {
if (velocity.y > 0)
velocity.y *= jumpInterruptFactor;
}
velocity.x = 0;
if (!doCrouch) {
if (input.x != 0) {
velocity.x = Mathf.Abs(input.x) > 0.6f ? runSpeed : walkSpeed;
velocity.x *= Mathf.Sign(input.x);
}
if (jumpInterrupt) {
if (velocity.y > 0) {
velocity.y = Mathf.MoveTowards(velocity.y, 0, dt * jumpInterruptFactor);
} else {
jumpInterrupt = false;
}
}
}
var gravityDeltaVelocity = Physics.gravity * gravityScale * dt;
if (controller.isGrounded) {
jumpInterrupt = false;
} else {
if (!isGrounded) {
if (wasGrounded) {
if (velocity.y < 0)
velocity.y = 0;
@ -149,38 +146,55 @@ namespace Spine.Unity.Examples {
velocity += gravityDeltaVelocity;
}
}
wasGrounded = controller.isGrounded;
controller.Move(velocity * dt);
if (!wasGrounded && controller.isGrounded) {
if (-velocity.y > forceCrouchVelocity) {
forceCrouchEndTime = Time.time + forceCrouchDuration;
// Animation
if (isGrounded) {
if (doCrouch) {
targetAnimation = crouch;
} else {
if (input.x == 0)
targetAnimation = idle;
else
targetAnimation = Mathf.Abs(input.x) > 0.6f ? run : walk;
}
} else {
targetAnimation = velocity.y > 0 ? jump : fall;
}
if (previousTargetAnimation != targetAnimation) {
if (targetAnimation == run && previousTargetAnimation == fall) {
skeletonAnimation.AnimationState.SetAnimation(0, runFromFall, false);
skeletonAnimation.AnimationState.AddAnimation(0, run, true, 0f);
} else {
skeletonAnimation.AnimationState.SetAnimation(0, targetAnimation, true);
}
}
previousTargetAnimation = targetAnimation;
if (input.x != 0)
skeletonAnimation.Skeleton.FlipX = input.x < 0;
// Effects
if (doJump) {
jumpAudioSource.Stop();
jumpAudioSource.Play();
}
if (landed) {
if (hardLand) {
hardfallAudioSource.Play();
} else {
footstepAudioSource.Play();
footstepHandler.Play();
}
landParticles.Emit((int)(velocity.y / -9f) + 2);
}
if (controller.isGrounded) {
if (crouching) {
skeletonAnimation.AnimationName = crouchName;
} else {
if (input.x == 0)
skeletonAnimation.AnimationName = idleName;
else
skeletonAnimation.AnimationName = Mathf.Abs(input.x) > 0.6f ? runName : walkName;
}
} else {
skeletonAnimation.AnimationName = velocity.y > 0 ? jumpName : fallName;
wasGrounded = isGrounded;
}
if (input.x != 0)
skeletonAnimation.Skeleton.FlipX = input.x < 0;
}
}
}

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@ -70,11 +70,15 @@ namespace Spine.Unity.Examples {
//bool eventMatch = string.Equals(e.Data.Name, eventName, System.StringComparison.Ordinal); // Testing recommendation: String compare.
bool eventMatch = (eventData == e.Data); // Performance recommendation: Match cached reference instead of string.
if (eventMatch) {
Play();
}
}
public void Play () {
audioSource.pitch = basePitch + Random.Range(-randomPitchOffset, randomPitchOffset);
audioSource.clip = audioClip;
audioSource.Play();
}
}
}
}

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@ -290,7 +290,6 @@ namespace Spine.Unity.Editor {
setTextureImporterSettings = EditorGUILayout.Toggle(new GUIContent("Apply Atlas Texture Settings", "Apply the recommended settings for Texture Importers."), showHierarchyIcons);
if (EditorGUI.EndChangeCheck()) {
EditorPrefs.SetBool(SET_TEXTUREIMPORTER_SETTINGS_KEY, showHierarchyIcons);
SpineEditorHierarchyHandler.HierarchyIconsOnPlaymodeStateChanged();
}
EditorGUILayout.LabelField("Editor Instantiation", EditorStyles.boldLabel);