2017-06-15 12:40:06 +08:00

67 lines
2.7 KiB
C#

/******************************************************************************
* Spine Runtimes Software License v2.5
*
* Copyright (c) 2013-2016, Esoteric Software
* All rights reserved.
*
* You are granted a perpetual, non-exclusive, non-sublicensable, and
* non-transferable license to use, install, execute, and perform the Spine
* Runtimes software and derivative works solely for personal or internal
* use. Without the written permission of Esoteric Software (see Section 2 of
* the Spine Software License Agreement), you may not (a) modify, translate,
* adapt, or develop new applications using the Spine Runtimes or otherwise
* create derivative works or improvements of the Spine Runtimes 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 SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
* USE, DATA, OR PROFITS) 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 UnityEngine.UI;
namespace Spine.Unity.Examples {
public class AttackSpineboy : MonoBehaviour {
public SkeletonAnimation spineboy;
public SpineGauge gauge;
public Text healthText;
int currentHealth = 100;
const int maxHealth = 100;
public UnityEngine.Events.UnityEvent onAttack;
void Update () {
if (Input.GetKeyDown(KeyCode.Space)) {
currentHealth -= 10;
healthText.text = currentHealth + "/" + maxHealth;
if (currentHealth > 0) {
spineboy.AnimationState.SetAnimation(0, "hit", false);
spineboy.AnimationState.AddAnimation(0, "idle", true, 0);
gauge.fillPercent = (float)currentHealth/(float)maxHealth;
onAttack.Invoke();
} else {
if (currentHealth >= 0) {
gauge.fillPercent = 0;
spineboy.AnimationState.SetAnimation(0, "death", false).TrackEnd = float.PositiveInfinity;
}
}
}
}
}
}