106 lines
2.6 KiB
C#

using UnityEngine;
using System.Collections;
public class SpineboyBeginnerView : MonoBehaviour {
#region Inspector
[Header("Components")]
public SpineboyBeginnerModel model;
public SkeletonAnimation skeletonAnimation;
//public ParticleSystem gunParticles;
[SpineAnimation] public string run, idle, shoot, jump;
[SpineEvent] public string footstepEventName;
[Header("Audio")]
public float footstepPitchOffset = 0.2f;
public float gunsoundPitchOffset = 0.13f;
public AudioSource footstepSource, gunSource, jumpSource;
[Header("Effects")]
public ParticleSystem gunParticles;
#endregion
SpineBeginnerBodyState previousViewState;
void Start () {
if (skeletonAnimation == null) return;
model.ShootEvent += PlayShoot;
skeletonAnimation.state.Event += HandleEvent;
}
void HandleEvent (Spine.AnimationState state, int trackIndex, Spine.Event e) {
if (e.Data.Name == footstepEventName) {
PlayFootstepSound();
}
}
void Update () {
if (skeletonAnimation == null) return;
if (model == null) return;
if (skeletonAnimation.skeleton.FlipX != model.facingLeft) { // Detect changes in model.facingLeft
Turn(model.facingLeft);
}
// Detect changes in model.state
var currentModelState = model.state;
if (previousViewState != currentModelState) {
PlayNewStableAnimation();
}
previousViewState = currentModelState;
}
void PlayNewStableAnimation () {
var newModelState = model.state;
string nextAnimation;
// Add conditionals to not interrupt transient animations.
if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) {
PlayFootstepSound();
}
if (newModelState == SpineBeginnerBodyState.Jumping) {
jumpSource.Play();
nextAnimation = jump;
} else {
if (newModelState == SpineBeginnerBodyState.Running) {
nextAnimation = run;
} else {
nextAnimation = idle;
}
}
skeletonAnimation.state.SetAnimation(0, nextAnimation, true);
}
void PlayFootstepSound () {
footstepSource.Play();
footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
}
#region Transient Actions
public void PlayShoot () {
// Play the shoot animation on track 1.
skeletonAnimation.state.SetAnimation(1, shoot, false);
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
gunSource.Play();
gunParticles.Play();
}
public void Turn (bool facingLeft) {
skeletonAnimation.skeleton.FlipX = facingLeft;
// Maybe play a transient turning animation too, then call ChangeStableAnimation.
}
#endregion
#region Utility
public float GetRandomPitch (float maxPitchOffset) {
return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
}
#endregion
}