/****************************************************************************** * Spine Runtimes Software License * Version 2.3 * * Copyright (c) 2013-2015, Esoteric Software * All rights reserved. * * You are granted a perpetual, non-exclusive, non-sublicensable and * non-transferable license to use, install, execute and perform the Spine * Runtimes Software (the "Software") and derivative works solely for personal * or internal use. Without the written permission of Esoteric Software (see * Section 2 of the Spine Software License Agreement), 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 SOFTWARE 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. *****************************************************************************/ using UnityEngine; using System.Collections; public class Raptor : MonoBehaviour { #region Inspector [SpineAnimation] public string walk = "walk"; [SpineAnimation] public string gungrab = "gungrab"; [SpineAnimation] public string gunkeep = "gunkeep"; [SpineEvent] public string footstepEvent = "footstep"; public AudioSource footstepAudioSource; #endregion SkeletonAnimation skeletonAnimation; void Start () { skeletonAnimation = GetComponent(); skeletonAnimation.state.Event += HandleEvent; StartCoroutine(GunGrabRoutine()); } void HandleEvent (Spine.AnimationState state, int trackIndex, Spine.Event e) { if (e.Data.Name == footstepEvent) { footstepAudioSource.pitch = 0.5f + Random.Range(-0.2f, 0.2f); footstepAudioSource.Play(); } } IEnumerator GunGrabRoutine () { // Play the walk animation on track 0. skeletonAnimation.state.SetAnimation(0, walk, true); // Repeatedly play the gungrab and gunkeep animation on track 1. while (true) { yield return new WaitForSeconds(Random.Range(0.5f, 3f)); skeletonAnimation.state.SetAnimation(1, gungrab, false); yield return new WaitForSeconds(Random.Range(0.5f, 3f)); skeletonAnimation.state.SetAnimation(1, gunkeep, false); } } }