/****************************************************************************** * Spine Runtimes Software License * Version 2.1 * * Copyright (c) 2013, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to install, execute and perform the Spine Runtimes * Software (the "Software") solely for internal use. Without the written * permission of Esoteric Software (typically granted by licensing Spine), you * may not (a) modify, translate, adapt or otherwise create derivative works, * improvements of the Software or develop new applications using the Software * or (b) remove, delete, alter or obscure any trademarks or any copyright, * trademark, patent or other intellectual property or proprietary rights * notices on or in the Software, including any copy thereof. Redistributions * in binary or source form must include this license and terms. * * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *****************************************************************************/ /***************************************************************************** * 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; public string idleAnimation = "idle"; public string walkAnimation = "walk"; public string runAnimation = "run"; public string hitAnimation = "hit"; 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(); } 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().velocity = new Vector2(runVelocity * Mathf.Sign(x), GetComponent().velocity.y); } else if (absX > 0) { SetAnimation(walkAnimation, true); GetComponent().velocity = new Vector2(walkVelocity * Mathf.Sign(x), GetComponent().velocity.y); } else { SetAnimation(idleAnimation, true); GetComponent().velocity = new Vector2(0, GetComponent().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().velocity = new Vector2(0, GetComponent().velocity.y); hit = true; } } } }