/****************************************************************************** * 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. *****************************************************************************/ /***************************************************************************** * FootSoldierExample created by Mitch Thompson * Full irrevocable rights and permissions granted to Esoteric Software *****************************************************************************/ using UnityEngine; using System.Collections; public class FootSoldierExample : MonoBehaviour { [SpineAnimation("Idle")] public string idleAnimation; [SpineAnimation] public string attackAnimation; [SpineAnimation] public string moveAnimation; [SpineSlot] public string eyesSlot; [SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")] public string eyesOpenAttachment; [SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")] public string blinkAttachment; [Range(0, 0.2f)] public float blinkDuration = 0.05f; public float moveSpeed = 3; private SkeletonAnimation skeletonAnimation; void Awake() { skeletonAnimation = GetComponent(); skeletonAnimation.OnReset += Apply; } void Apply(SkeletonRenderer skeletonRenderer) { StartCoroutine("Blink"); } void Update() { if (Input.GetKey(KeyCode.Space)) { skeletonAnimation.AnimationName = attackAnimation; } else { if (Input.GetKey(KeyCode.RightArrow)) { skeletonAnimation.AnimationName = moveAnimation; skeletonAnimation.skeleton.FlipX = false; transform.Translate(moveSpeed * Time.deltaTime, 0, 0); } else if(Input.GetKey(KeyCode.LeftArrow)) { skeletonAnimation.AnimationName = moveAnimation; skeletonAnimation.skeleton.FlipX = true; transform.Translate(-moveSpeed * Time.deltaTime, 0, 0); } else { skeletonAnimation.AnimationName = idleAnimation; } } } IEnumerator Blink() { while (true) { yield return new WaitForSeconds(Random.Range(0.25f, 3f)); skeletonAnimation.skeleton.SetAttachment(eyesSlot, blinkAttachment); yield return new WaitForSeconds(blinkDuration); skeletonAnimation.skeleton.SetAttachment(eyesSlot, eyesOpenAttachment); } } }