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

186 lines
6.0 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.
*****************************************************************************/
// Contributed by: Mitch Thompson
using UnityEngine;
using Spine.Unity;
namespace Spine.Unity.Examples {
[RequireComponent(typeof(CharacterController))]
public class BasicPlatformerController : MonoBehaviour {
[Header("Controls")]
public string XAxis = "Horizontal";
public string YAxis = "Vertical";
public string JumpButton = "Jump";
[Header("Moving")]
public float walkSpeed = 1.5f;
public float runSpeed = 7f;
public float gravityScale = 6.6f;
[Header("Jumping")]
public float jumpSpeed = 25;
public float jumpDuration = 0.5f;
public float jumpInterruptFactor = 100;
public float forceCrouchVelocity = 25;
public float forceCrouchDuration = 0.5f;
[Header("Graphics")]
public SkeletonAnimation skeletonAnimation;
[Header("Animation")]
[SpineAnimation(dataField: "skeletonAnimation")]
public string walkName = "Walk";
[SpineAnimation(dataField: "skeletonAnimation")]
public string runName = "Run";
[SpineAnimation(dataField: "skeletonAnimation")]
public string idleName = "Idle";
[SpineAnimation(dataField: "skeletonAnimation")]
public string jumpName = "Jump";
[SpineAnimation(dataField: "skeletonAnimation")]
public string fallName = "Fall";
[SpineAnimation(dataField: "skeletonAnimation")]
public string crouchName = "Crouch";
[Header("Effects")]
public AudioSource jumpAudioSource;
public AudioSource hardfallAudioSource;
public AudioSource footstepAudioSource;
public ParticleSystem landParticles;
[SpineEvent]
public string footstepEventName = "Footstep";
CharacterController controller;
Vector3 velocity = default(Vector3);
float jumpEndTime = 0;
bool jumpInterrupt = false;
float forceCrouchEndTime;
Vector2 input;
bool wasGrounded = false;
void Awake () {
controller = GetComponent<CharacterController>();
}
void Start () {
skeletonAnimation.AnimationState.Event += HandleEvent;
}
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
if (e.Data.Name == footstepEventName) {
footstepAudioSource.Stop();
footstepAudioSource.pitch = GetRandomPitch(0.2f);
footstepAudioSource.Play();
}
}
static float GetRandomPitch (float maxOffset) {
return 1f + Random.Range(-maxOffset, maxOffset);
}
void Update () {
input.x = Input.GetAxis(XAxis);
input.y = Input.GetAxis(YAxis);
bool crouching = (controller.isGrounded && input.y < -0.5f) || (forceCrouchEndTime > Time.time);
velocity.x = 0;
float dt = Time.deltaTime;
if (!crouching) {
if (Input.GetButtonDown(JumpButton) && controller.isGrounded) {
jumpAudioSource.Stop();
jumpAudioSource.Play();
velocity.y = jumpSpeed;
jumpEndTime = Time.time + jumpDuration;
} else {
jumpInterrupt |= Time.time < jumpEndTime && Input.GetButtonUp(JumpButton);
}
if (input.x != 0) {
velocity.x = Mathf.Abs(input.x) > 0.6f ? runSpeed : walkSpeed;
velocity.x *= Mathf.Sign(input.x);
}
if (jumpInterrupt) {
if (velocity.y > 0) {
velocity.y = Mathf.MoveTowards(velocity.y, 0, dt * jumpInterruptFactor);
} else {
jumpInterrupt = false;
}
}
}
var gravityDeltaVelocity = Physics.gravity * gravityScale * dt;
if (controller.isGrounded) {
jumpInterrupt = false;
} else {
if (wasGrounded) {
if (velocity.y < 0)
velocity.y = 0;
} else {
velocity += gravityDeltaVelocity;
}
}
wasGrounded = controller.isGrounded;
controller.Move(velocity * dt);
if (!wasGrounded && controller.isGrounded) {
if (-velocity.y > forceCrouchVelocity) {
forceCrouchEndTime = Time.time + forceCrouchDuration;
hardfallAudioSource.Play();
} else {
footstepAudioSource.Play();
}
landParticles.Emit((int)(velocity.y / -9f) + 2);
}
if (controller.isGrounded) {
if (crouching) {
skeletonAnimation.AnimationName = crouchName;
} else {
if (input.x == 0)
skeletonAnimation.AnimationName = idleName;
else
skeletonAnimation.AnimationName = Mathf.Abs(input.x) > 0.6f ? runName : walkName;
}
} else {
skeletonAnimation.AnimationName = velocity.y > 0 ? jumpName : fallName;
}
if (input.x != 0)
skeletonAnimation.Skeleton.FlipX = input.x < 0;
}
}
}