/****************************************************************************** * 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; [SelectionBase] public class SpineboyBeginnerModel : MonoBehaviour { #region Inspector [Header("Current State")] public SpineBeginnerBodyState state; public bool facingLeft; [Range(-1f, 1f)] public float currentSpeed; [Header("Balance")] public float shootInterval = 0.12f; #endregion 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. #region API public void TryJump () { StartCoroutine(JumpRoutine()); } public void TryShoot () { float currentTime = Time.time; if (currentTime - lastShootTime > shootInterval) { lastShootTime = currentTime; if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event. } } public void TryMove (float speed) { currentSpeed = speed; // show the "speed" in the Inspector. if (speed != 0) { bool speedIsNegative = (speed < 0f); facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0. } if (state != SpineBeginnerBodyState.Jumping) { state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running; } } #endregion IEnumerator JumpRoutine () { if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping. state = SpineBeginnerBodyState.Jumping; // Terribly-coded Fake jumping. { var pos = transform.localPosition; const float jumpTime = 1.2f; const float half = jumpTime * 0.5f; const float jumpPower = 20f; for (float t = 0; t < half; t += Time.deltaTime) { float d = jumpPower * (half - t); transform.Translate((d * Time.deltaTime) * Vector3.up); yield return null; } for (float t = 0; t < half; t += Time.deltaTime) { float d = jumpPower * t; transform.Translate((d * Time.deltaTime) * Vector3.down); yield return null; } transform.localPosition = pos; } state = SpineBeginnerBodyState.Idle; } } public enum SpineBeginnerBodyState { Idle, Running, Jumping }