mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-21 17:56:04 +08:00
* [spine-csharp] Ported 3.3 changes of Animation and inner classes. Added MathUtils.Clamp
* [spine-csharp] Ported 3.3 changes of AnimationStateData. Updated .gitignore to exclude .meta files from spine-csharp
* [spine-csharp] Ported 3.3 changes of Bone
* [spine-csharp] Ported 3.3 changes of BoneData
* [spine-csharp] Ported 3.3 changes of Event
* [spine-csharp] Ported 3.3 changes to IKConstraint. Also got rid of the hideous labeled break. Replaced with while and sprinkled continues and break :D
* [spine-csharp] Mario is not good with labeled breaks. Fixed with goto
* [spine-csharp] Ported more 3.3 changes, only SkeletonJson and SkeletonBinary left. Unity runtime also needs updating with new changes
* [spine-csharp] fixed compilation errors initially not reported by Mono CS
* Minor clean up.
Every space has its place.™
* Match csharp 3.3 refactorings.
* [Unity] Minor cleanup in SkeletonBaker.
* Better exception messages.
* Removed extra usings. Matched whitespace style.
* Fixed Bone.cs method PascalCase and xml documentation.
* Fixed Exception ctor arguments.
* Fixed single bone IK mixing.
Matched libgdx commit:
e0ee18a088
* [spine-csharp] Port of 3.3 changes to SkeletonJson, incomplete
* [Unity] Ragdoll: account for shear and new constraints.
* [spine-csharp] Ported 3.3 changes to SkeletonJson
* [spine-csharp] Ported 3.3 changes to SkeletonBinary. Time for testing and debugging
* [spine-csharp] Fixed up XNA runtime
* Added simple example data in new exports/ folder
* [spine-csharp] Fixed bug in Slot construtor, wasn't assigning index. Fixed bug in CurveTimeline, argument guard was wrong. Fixed bugs in SkeletonJson, indexing to get duration of a timeline was wrong. Added simple example to spine-xna for easier debugging
* [spine-csharp] Fixed porting bug in ColorTimeline#apply, indexing was wrong
* [spine-csharp] Fixed SkeletonJson#ReadVertices, calling resize on temp lists was wrong. Updated goblin sample in spine-xna, fixed mesh attachment rendering in spine-xna.
* [spine-xna] Added binary exports, modified XNA game
* [spine-xna] Added tank example
* Some cleanup. Relabeled generic todos.
* Prevent SpineEditorUtilities from orphaning failed instantiations.
* Ignore PathAttachment when checking for required atlas regions.
* [spine-csharp] the great spaces to tabs battle
* [spine-csharp] Fixed inherit deform.
* [spine-csharp] Match Skeleton.java properties and stuff.
* [spine-csharp] Fixed enums, all upper cased now, using Enum.ParseType in case-insensitive mode
* [csharp] Ported 206e7f983c4df4d27fee6cac05d152eb2295c8b0 to csharp runtime. Fixes attachment keys on different tracks
* [csharp] Updated README.md
* [xna] [monogame] [unity] Updated README.md
* Revert "[csharp] Ported 206e7f983c4df4d27fee6cac05d152eb2295c8b0 to csharp runtime. Fixes attachment keys on different tracks"
This reverts commit 175216868dd00b4ae31cc717022242308c150f6a.
* [csharp] Fix to AttachmentTimeline#apply, fix for the fix for the fix for the revert for the fix
* [csharp] Matched and fixed more comments, summaries, exception messages and formatting.
* [csharp] Fix deformed weighted vertices condition + match libgdx closer.
* [csharp] Use internal ExposedList array for critical methods.
* [csharp] SkeletonJson and SkeletonBinary minor formatting and fixes.
* [unity] Match changes and fixes in spine-csharp 3.3 + better editor messages.
* [unity] Updated sample scenes and files.
* [csharp] Some formatting got left behind.
* [unity] New readme links + Removed redundant info.
* [exports] Remove dummy project.
83 lines
2.0 KiB
C#
83 lines
2.0 KiB
C#
using UnityEngine;
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using System.Collections;
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[SelectionBase]
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public class SpineboyBeginnerModel : MonoBehaviour {
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#region Inspector
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[Header("Current State")]
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public SpineBeginnerBodyState state;
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public bool facingLeft;
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[Range(-1f, 1f)]
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public float currentSpeed;
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[Header("Balance")]
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public float shootInterval = 0.12f;
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#endregion
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float lastShootTime;
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public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.
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#region API
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public void TryJump () {
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StartCoroutine(JumpRoutine());
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}
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public void TryShoot () {
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float currentTime = Time.time;
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if (currentTime - lastShootTime > shootInterval) {
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lastShootTime = currentTime;
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if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
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}
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}
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public void TryMove (float speed) {
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currentSpeed = speed; // show the "speed" in the Inspector.
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if (speed != 0) {
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bool speedIsNegative = (speed < 0f);
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facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
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}
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if (state != SpineBeginnerBodyState.Jumping) {
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state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
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}
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}
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#endregion
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IEnumerator JumpRoutine () {
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if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
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state = SpineBeginnerBodyState.Jumping;
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// Terribly-coded Fake jumping.
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{
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var pos = transform.localPosition;
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const float jumpTime = 1.2f;
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const float half = jumpTime * 0.5f;
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const float jumpPower = 20f;
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for (float t = 0; t < half; t += Time.deltaTime) {
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float d = jumpPower * (half - t);
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transform.Translate((d * Time.deltaTime) * Vector3.up);
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yield return null;
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}
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for (float t = 0; t < half; t += Time.deltaTime) {
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float d = jumpPower * t;
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transform.Translate((d * Time.deltaTime) * Vector3.down);
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yield return null;
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}
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transform.localPosition = pos;
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}
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state = SpineBeginnerBodyState.Idle;
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}
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}
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public enum SpineBeginnerBodyState {
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Idle,
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Running,
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Jumping
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} |