/****************************************************************************** * 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; using Spine.Unity; using Spine.Unity.Modules; public class SpineboyPole : MonoBehaviour { public SkeletonAnimation skeletonAnimation; public SkeletonRenderSeparator separator; [Space(18)] [SpineAnimation] public string run; [SpineAnimation] public string pole; public float startX; public float endX; const float Speed = 18f; const float RunTimeScale = 1.5f; IEnumerator Start () { var state = skeletonAnimation.state; while (true) { // Run phase SetXPosition(startX); separator.enabled = false; // Disable Separator during run. state.SetAnimation(0, run, true); state.TimeScale = RunTimeScale; while (transform.localPosition.x < endX) { transform.Translate(Vector3.right * Speed * Time.deltaTime); yield return null; } // Hit phase SetXPosition(endX); separator.enabled = true; // Enable Separator when hit var poleTrack = state.SetAnimation(0, pole, false); yield return new WaitForSpineAnimationComplete(poleTrack); yield return new WaitForSeconds(1f); } } void SetXPosition (float x) { var tp = transform.localPosition; tp.x = x; transform.localPosition = tp; } }