Fenrisul 9c7b95ff30 SkeletonAnimator update
Unity5 compatibility pass
2015-02-17 18:22:51 -08:00

111 lines
4.1 KiB
C#

/******************************************************************************
* Spine Runtimes Software License
* Version 2.1
*
* Copyright (c) 2013, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable and
* non-transferable license to install, execute and perform the Spine Runtimes
* Software (the "Software") solely for internal use. Without the written
* permission of Esoteric Software (typically granted by licensing Spine), 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 SOFTARE 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.
*****************************************************************************/
/*****************************************************************************
* SpineboyController created by Mitch Thompson
* Full irrevocable rights and permissions granted to Esoteric Software
*****************************************************************************/
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);
GetComponent<Rigidbody2D>().velocity = new Vector2(runVelocity * Mathf.Sign(x), GetComponent<Rigidbody2D>().velocity.y);
} else if (absX > 0) {
SetAnimation(walkAnimation, true);
GetComponent<Rigidbody2D>().velocity = new Vector2(walkVelocity * Mathf.Sign(x), GetComponent<Rigidbody2D>().velocity.y);
} else {
SetAnimation(idleAnimation, true);
GetComponent<Rigidbody2D>().velocity = new Vector2(0, GetComponent<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);
GetComponent<Rigidbody2D>().velocity = new Vector2(0, GetComponent<Rigidbody2D>().velocity.y);
hit = true;
}
}
}
}