2013-09-29 22:51:08 +02:00

67 lines
2.6 KiB
C#

/******************************************************************************
* Spine Runtime Software License - Version 1.0
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* Redistribution and use in source and binary forms in whole or in part, with
* or without modification, are permitted provided that the following conditions
* are met:
*
* 1. A Spine Single User License or Spine Professional License must be
* purchased from Esoteric Software and the license must remain valid:
* http://esotericsoftware.com/
* 2. Redistributions of source code must retain this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer.
* 3. Redistributions in binary form must reproduce this license, which is the
* above copyright notice, this declaration of conditions and the following
* disclaimer, in the documentation and/or other materials provided with the
* distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "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 THE COPYRIGHT OWNER OR CONTRIBUTORS 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;
using System;
public class Spineboy : MonoBehaviour {
private SkeletonAnimation skeleton;
void Start() {
skeleton = GetComponent<SkeletonAnimation>();
skeleton.state.Event += new EventHandler<EventTriggeredArgs>(Event);
}
public void Event (object sender, EventTriggeredArgs e) {
Debug.Log(e.TrackIndex + " " + skeleton.state.GetCurrent(e.TrackIndex) + ": event " + e.Event + ", " + e.Event.Int);
}
void LateUpdate() {
if (skeleton.loop) return;
TrackEntry entry = skeleton.state.GetCurrent(0);
if (entry != null && entry.Time >= entry.Animation.Duration - 0.25) {
skeleton.animationName = "walk";
skeleton.loop = true;
}
}
void OnMouseDown() {
skeleton.animationName = "jump";
skeleton.loop = false;
}
}