John 1c19365325 [csharp][monogame][unity][xna] Updated to 3.3.x (#623)
* [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.
2016-06-30 04:29:33 +08:00

83 lines
2.0 KiB
C#

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
}