Fenrisul 7f700eeb93 SpineUnity Import process enhancements
scaled down examples to match standard Unity practices
added spineboy movement example
2014-07-23 03:34:18 -07:00

87 lines
1.9 KiB
C#

using UnityEngine;
using System.Collections;
[RequireComponent(typeof(SkeletonAnimation), typeof(Rigidbody2D))]
public class SpineboyController : MonoBehaviour {
SkeletonAnimation skeletonAnimation;
public string idleAnimation = "idle";
public string walkAnimation = "walk";
public string runAnimation = "run";
public string hitAnimation = "hit";
public string deathAnimation = "death";
public float walkVelocity = 1;
public float runVelocity = 3;
public int hp = 10;
string currentAnimation = "";
bool hit = false;
bool dead = false;
void Start () {
skeletonAnimation = GetComponent<SkeletonAnimation>();
}
void Update(){
if(!dead){
float x = Input.GetAxis("Horizontal");
float absX = Mathf.Abs(x);
if(!hit){
if(x > 0)
skeletonAnimation.skeleton.FlipX = false;
else if(x < 0)
skeletonAnimation.skeleton.FlipX = true;
if(absX > 0.7f){
SetAnimation(runAnimation, true);
rigidbody2D.velocity = new Vector2( runVelocity * Mathf.Sign(x), rigidbody2D.velocity.y);
}
else if(absX > 0){
SetAnimation(walkAnimation, true);
rigidbody2D.velocity = new Vector2( walkVelocity * Mathf.Sign(x), rigidbody2D.velocity.y);
}
else{
SetAnimation(idleAnimation, true);
rigidbody2D.velocity = new Vector2( 0, rigidbody2D.velocity.y);
}
}
else{
if(skeletonAnimation.state.GetCurrent(0).Animation.Name != hitAnimation)
hit = false;
}
}
}
void SetAnimation(string anim, bool loop){
if(currentAnimation != anim){
skeletonAnimation.state.SetAnimation(0, anim, loop);
currentAnimation = anim;
}
}
void OnMouseUp(){
if(hp > 0){
hp--;
if(hp == 0){
SetAnimation(deathAnimation, false);
dead = true;
}
else{
skeletonAnimation.state.SetAnimation(0, hitAnimation, false);
skeletonAnimation.state.AddAnimation(0, currentAnimation, true, 0);
rigidbody2D.velocity = new Vector2( 0, rigidbody2D.velocity.y);
hit = true;
}
}
}
}