mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-10 00:58:43 +08:00
Merge branch '3.8' into 3.9-beta
This commit is contained in:
commit
d67b3a9ccb
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Try moving, jumping and shooting. (WASD+Spacebar+Left Click, or XBOX Controller)'
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Try moving, jumping, aiming and shooting. (WASD+Spacebar+Left&Right Click, or
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@ -35,6 +35,7 @@ namespace Spine.Unity.Examples {
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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 aimButton = "Fire2";
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public string jumpButton = "Jump";
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public SpineboyBeginnerModel model;
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@ -54,6 +55,11 @@ namespace Spine.Unity.Examples {
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if (Input.GetButton(attackButton))
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model.TryShoot();
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if (Input.GetButtonDown(aimButton))
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if (Input.GetButtonDown(jumpButton))
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model.TryJump();
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}
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@ -47,6 +47,8 @@ namespace Spine.Unity.Examples {
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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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public event System.Action StartAimEvent; // Lets other scripts know when Spineboy is aiming.
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public event System.Action StopAimEvent; // Lets other scripts know when Spineboy is no longer aiming.
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#region API
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public void TryJump () {
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@ -62,6 +64,14 @@ namespace Spine.Unity.Examples {
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}
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}
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public void StartAim () {
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if (StartAimEvent != null) StartAimEvent(); // Fire the "StartAimEvent" event.
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}
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public void StopAim () {
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if (StopAimEvent != null) StopAimEvent(); // Fire the "StopAimEvent" event.
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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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@ -39,7 +39,7 @@ namespace Spine.Unity.Examples {
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public SpineboyBeginnerModel model;
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public SkeletonAnimation skeletonAnimation;
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public AnimationReferenceAsset run, idle, shoot, jump;
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public AnimationReferenceAsset run, idle, aim, shoot, jump;
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public EventDataReferenceAsset footstepEvent;
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[Header("Audio")]
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@ -56,6 +56,8 @@ namespace Spine.Unity.Examples {
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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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model.StartAimEvent += StartPlayingAim;
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model.StopAimEvent += StopPlayingAim;
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skeletonAnimation.AnimationState.Event += HandleEvent;
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}
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@ -121,17 +123,37 @@ namespace Spine.Unity.Examples {
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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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track.AttachmentThreshold = 1f;
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track.MixDuration = 0f;
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shootTrack.MixDuration = 0f;
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empty1.AttachmentThreshold = 1f;
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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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public void StartPlayingAim () {
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// Play the aim animation on track 2 to aim at the mouse target.
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aimTrack.AttachmentThreshold = 1f;
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aimTrack.MixDuration = 0f;
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}
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empty2.AttachmentThreshold = 1f;
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}
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public void Turn (bool facingLeft) {
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skeletonAnimation.Skeleton.ScaleX = facingLeft ? -1f : 1f;
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// Maybe play a transient turning animation too, then call ChangeStableAnimation.
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Reference in New Issue
Block a user