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https://github.com/EsotericSoftware/spine-runtimes.git
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[unity] Fixed Getting Started/4 Object Oriented Sample to no longer use Spineboy-unity asset but Spineboy-pro instead (which is included as a complete Spine example project on the editor side). See #1628.
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@ -164,7 +164,7 @@ GameObject:
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- component: {fileID: 320097520}
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- component: {fileID: 320097520}
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- component: {fileID: 320097519}
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- component: {fileID: 320097519}
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m_Name: play mode
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m_Name: Description play mode bottom
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@ -192,7 +192,8 @@ TextMesh:
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m_GameObject: {fileID: 320097517}
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m_GameObject: {fileID: 320097517}
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m_Text: 'Enter <b>PLAY MODE</b> in Unity to see Spineboy animate.
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m_Text: 'Enter <b>PLAY MODE</b> in Unity to see Spineboy animate.
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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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XBOX Controller)'
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@ -350,8 +351,8 @@ MonoBehaviour:
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@ -442,11 +443,12 @@ MonoBehaviour:
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model: {fileID: 299828574}
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skeletonAnimation: {fileID: 816033310}
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run: {fileID: 11400000, guid: 2d841d20c203ff24a859b8c73f9c3817, type: 2}
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run: {fileID: 11400000, guid: d1297f325bf69cc49a8bcea4220abfed, type: 2}
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idle: {fileID: 11400000, guid: 8a71ad90c9e356d4fa476a420aeb259d, type: 2}
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idle: {fileID: 11400000, guid: 1002b1f05d1a2f94ab4ed89c14969f2f, type: 2}
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shoot: {fileID: 11400000, guid: 6d4c548ed1818024bb6ed2ee16dbfc40, type: 2}
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aim: {fileID: 11400000, guid: 64d274c85f55c6446a74f25d5c7a2a7b, type: 2}
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jump: {fileID: 11400000, guid: 69a6ea3cadcdebb44a8c3b5fa43880e7, type: 2}
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shoot: {fileID: 11400000, guid: 29de7da3aa10f4047bb89d253e6cf3af, type: 2}
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footstepEvent: {fileID: 11400000, guid: 2657d9f265aa59446b055dc0c1018419, type: 2}
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jump: {fileID: 11400000, guid: 8bb8b27ff0842d64da0838b636c45e6b, type: 2}
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footstepEvent: {fileID: 11400000, guid: 910b84ab2bcf7cc428f4a27a81bbe44b, type: 2}
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footstepPitchOffset: 0.2
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footstepPitchOffset: 0.2
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gunsoundPitchOffset: 0.13
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gunsoundPitchOffset: 0.13
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footstepSource: {fileID: 1858851856}
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footstepSource: {fileID: 1858851856}
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@ -465,7 +467,7 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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skeletonAnimation: {fileID: 816033310}
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skeletonAnimation: {fileID: 816033310}
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boneName: shoot target
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boneName: crosshair
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cam: {fileID: 611702905}
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cam: {fileID: 611702905}
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--- !u!1 &1090490184
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--- !u!1 &1090490184
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GameObject:
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GameObject:
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@ -605,6 +607,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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horizontalAxis: Horizontal
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horizontalAxis: Horizontal
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attackButton: Fire1
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attackButton: Fire1
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aimButton: Fire2
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jumpButton: Jump
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jumpButton: Jump
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model: {fileID: 299828574}
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model: {fileID: 299828574}
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--- !u!4 &1147196157
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--- !u!4 &1147196157
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@ -740,7 +743,7 @@ GameObject:
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m_Name: Description top
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@ -843,7 +846,7 @@ GameObject:
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m_Component:
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@ -1062,9 +1065,9 @@ GameObject:
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serializedVersion: 5
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m_Component:
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m_Name: PARTICLES Gun
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@ -1079,7 +1082,7 @@ Transform:
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m_LocalPosition: {x: 2.917376, y: 3.743913, z: 0}
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m_LocalPosition: {x: 2.8367755, y: 2.7568526, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children: []
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m_Children: []
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m_Father: {fileID: 816033313}
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@ -1097,7 +1100,7 @@ MonoBehaviour:
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skeletonRenderer: {fileID: 816033310}
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skeletonRenderer: {fileID: 816033310}
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boneName: gunTip
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boneName: gun-tip
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followXYPosition: 1
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followXYPosition: 1
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followZPosition: 0
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followZPosition: 0
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followBoneRotation: 0
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followBoneRotation: 0
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@ -1203,7 +1206,7 @@ ParticleSystem:
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moveWithTransform: 1
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moveWithTransform: 1
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moveWithCustomTransform: {fileID: 0}
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moveWithCustomTransform: {fileID: 0}
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scalingMode: 1
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scalingMode: 1
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randomSeed: 255519693
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InitialModule:
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InitialModule:
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serializedVersion: 3
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serializedVersion: 3
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enabled: 1
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enabled: 1
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@ -4367,7 +4370,7 @@ GameObject:
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m_Layer: 0
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m_Layer: 0
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m_Name: New Sprite
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m_Name: Black bar
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m_TagString: Untagged
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m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -35,6 +35,7 @@ namespace Spine.Unity.Examples {
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#region Inspector
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#region Inspector
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public string horizontalAxis = "Horizontal";
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public string horizontalAxis = "Horizontal";
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public string attackButton = "Fire1";
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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 string jumpButton = "Jump";
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public SpineboyBeginnerModel model;
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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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if (Input.GetButton(attackButton))
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model.TryShoot();
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model.TryShoot();
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if (Input.GetButtonDown(aimButton))
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model.StartAim();
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if (Input.GetButtonUp(aimButton))
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model.StopAim();
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if (Input.GetButtonDown(jumpButton))
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if (Input.GetButtonDown(jumpButton))
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model.TryJump();
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model.TryJump();
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}
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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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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 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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#region API
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public void TryJump () {
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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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}
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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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public void TryMove (float speed) {
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currentSpeed = speed; // show the "speed" in the Inspector.
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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 SpineboyBeginnerModel model;
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public SkeletonAnimation skeletonAnimation;
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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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public EventDataReferenceAsset footstepEvent;
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[Header("Audio")]
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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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void Start () {
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if (skeletonAnimation == null) return;
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if (skeletonAnimation == null) return;
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model.ShootEvent += PlayShoot;
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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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skeletonAnimation.AnimationState.Event += HandleEvent;
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}
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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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#region Transient Actions
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public void PlayShoot () {
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public void PlayShoot () {
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// Play the shoot animation on track 1.
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// Play the shoot animation on track 1.
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var track = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
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var shootTrack = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
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track.AttachmentThreshold = 1f;
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shootTrack.AttachmentThreshold = 1f;
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track.MixDuration = 0f;
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shootTrack.MixDuration = 0f;
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var empty = skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
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var empty1 = skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
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empty.AttachmentThreshold = 1f;
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empty1.AttachmentThreshold = 1f;
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// Play the aim animation on track 2 to aim at the mouse target.
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var aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, false);
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aimTrack.AttachmentThreshold = 1f;
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aimTrack.MixDuration = 0f;
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var empty2 = skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
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empty2.AttachmentThreshold = 1f;
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gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
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gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
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gunSource.Play();
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gunSource.Play();
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//gunParticles.randomSeed = (uint)Random.Range(0, 100);
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//gunParticles.randomSeed = (uint)Random.Range(0, 100);
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gunParticles.Play();
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gunParticles.Play();
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}
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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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var aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, true);
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aimTrack.AttachmentThreshold = 1f;
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aimTrack.MixDuration = 0f;
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}
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public void StopPlayingAim () {
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var empty2 = skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
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empty2.AttachmentThreshold = 1f;
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}
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public void Turn (bool facingLeft) {
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public void Turn (bool facingLeft) {
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skeletonAnimation.Skeleton.ScaleX = facingLeft ? -1f : 1f;
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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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// Maybe play a transient turning animation too, then call ChangeStableAnimation.
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Reference in New Issue
Block a user