diff --git a/spine-unity/Assets/Spine Examples/Getting Started/4 Object Oriented Sample.unity b/spine-unity/Assets/Spine Examples/Getting Started/4 Object Oriented Sample.unity index 5ae47ed95..919ac22f6 100644 --- a/spine-unity/Assets/Spine Examples/Getting Started/4 Object Oriented Sample.unity +++ b/spine-unity/Assets/Spine Examples/Getting Started/4 Object Oriented Sample.unity @@ -164,7 +164,7 @@ GameObject: - component: {fileID: 320097520} - component: {fileID: 320097519} m_Layer: 0 - m_Name: play mode + m_Name: Description play mode bottom m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 @@ -192,7 +192,8 @@ TextMesh: m_GameObject: {fileID: 320097517} m_Text: 'Enter PLAY MODE in Unity to see Spineboy animate. - Try moving, jumping and shooting. (WASD+Spacebar+Left Click, or XBOX Controller)' + Try moving, jumping, aiming and shooting. 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public string attackButton = "Fire1"; + public string aimButton = "Fire2"; public string jumpButton = "Jump"; public SpineboyBeginnerModel model; @@ -54,6 +55,11 @@ namespace Spine.Unity.Examples { if (Input.GetButton(attackButton)) model.TryShoot(); + if (Input.GetButtonDown(aimButton)) + model.StartAim(); + if (Input.GetButtonUp(aimButton)) + model.StopAim(); + if (Input.GetButtonDown(jumpButton)) model.TryJump(); } diff --git a/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerModel.cs b/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerModel.cs index a3b171a10..3737f9a8a 100644 --- a/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerModel.cs +++ b/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerModel.cs @@ -47,6 +47,8 @@ namespace Spine.Unity.Examples { 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. + public event System.Action StartAimEvent; // Lets other scripts know when Spineboy is aiming. + public event System.Action StopAimEvent; // Lets other scripts know when Spineboy is no longer aiming. #region API public void TryJump () { @@ -62,6 +64,14 @@ namespace Spine.Unity.Examples { } } + public void StartAim () { + if (StartAimEvent != null) StartAimEvent(); // Fire the "StartAimEvent" event. + } + + public void StopAim () { + if (StopAimEvent != null) StopAimEvent(); // Fire the "StopAimEvent" event. + } + public void TryMove (float speed) { currentSpeed = speed; // show the "speed" in the Inspector. diff --git a/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerView.cs b/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerView.cs index 48555ed04..dfb0ecebc 100644 --- a/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerView.cs +++ b/spine-unity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerView.cs @@ -39,7 +39,7 @@ namespace Spine.Unity.Examples { public SpineboyBeginnerModel model; public SkeletonAnimation skeletonAnimation; - public AnimationReferenceAsset run, idle, shoot, jump; + public AnimationReferenceAsset run, idle, aim, shoot, jump; public EventDataReferenceAsset footstepEvent; [Header("Audio")] @@ -56,6 +56,8 @@ namespace Spine.Unity.Examples { void Start () { if (skeletonAnimation == null) return; model.ShootEvent += PlayShoot; + model.StartAimEvent += StartPlayingAim; + model.StopAimEvent += StopPlayingAim; skeletonAnimation.AnimationState.Event += HandleEvent; } @@ -121,17 +123,37 @@ namespace Spine.Unity.Examples { #region Transient Actions public void PlayShoot () { // Play the shoot animation on track 1. - var track = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false); - track.AttachmentThreshold = 1f; - track.MixDuration = 0f; - var empty = skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f); - empty.AttachmentThreshold = 1f; + var shootTrack = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false); + shootTrack.AttachmentThreshold = 1f; + shootTrack.MixDuration = 0f; + var empty1 = skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f); + empty1.AttachmentThreshold = 1f; + + // Play the aim animation on track 2 to aim at the mouse target. + var aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, false); + aimTrack.AttachmentThreshold = 1f; + aimTrack.MixDuration = 0f; + var empty2 = skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f); + empty2.AttachmentThreshold = 1f; + gunSource.pitch = GetRandomPitch(gunsoundPitchOffset); gunSource.Play(); //gunParticles.randomSeed = (uint)Random.Range(0, 100); gunParticles.Play(); } + public void StartPlayingAim () { + // Play the aim animation on track 2 to aim at the mouse target. + var aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, true); + aimTrack.AttachmentThreshold = 1f; + aimTrack.MixDuration = 0f; + } + + public void StopPlayingAim () { + var empty2 = skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f); + empty2.AttachmentThreshold = 1f; + } + public void Turn (bool facingLeft) { skeletonAnimation.Skeleton.ScaleX = facingLeft ? -1f : 1f; // Maybe play a transient turning animation too, then call ChangeStableAnimation. diff --git a/spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-pro/ReferenceAssets.meta b/spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-pro/ReferenceAssets.meta new file mode 100644 index 000000000..07482587c --- /dev/null +++ b/spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-pro/ReferenceAssets.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 48916516246bd8a4dbaa0cc88eb9b64e +folderAsset: yes +timeCreated: 1583837494 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-pro/ReferenceAssets/aim.asset b/spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-pro/ReferenceAssets/aim.asset new file mode 100644 index 000000000..e8b8030ad --- /dev/null +++ b/spine-unity/Assets/Spine Examples/Spine Skeletons/spineboy-pro/ReferenceAssets/aim.asset @@ -0,0 +1,15 @@ +%YAML 1.1 +%TAG !u! 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