mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
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100 lines
3.7 KiB
C#
100 lines
3.7 KiB
C#
/******************************************************************************
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* Spine Runtimes Software License
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* Version 2.1
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*
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* Copyright (c) 2013, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable and
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* non-transferable license to install, execute and perform the Spine Runtimes
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* Software (the "Software") solely for internal use. Without the written
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* permission of Esoteric Software (typically granted by licensing Spine), you
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* may not (a) modify, translate, adapt or otherwise create derivative works,
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* improvements of the Software or develop new applications using the Software
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* or (b) remove, delete, alter or obscure any trademarks or any copyright,
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* trademark, patent or other intellectual property or proprietary rights
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* notices on or in the Software, including any copy thereof. Redistributions
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* in binary or source form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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/*****************************************************************************
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* FootSoldierExample created by Mitch Thompson
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* Full irrevocable rights and permissions granted to Esoteric Software
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*****************************************************************************/
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using UnityEngine;
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using System.Collections;
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public class FootSoldierExample : MonoBehaviour {
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[SpineAnimation("Idle")]
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public string idleAnimation;
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[SpineAnimation]
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public string attackAnimation;
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[SpineAnimation]
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public string moveAnimation;
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[SpineSlot]
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public string eyesSlot;
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[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
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public string eyesOpenAttachment;
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[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
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public string blinkAttachment;
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[Range(0, 0.2f)]
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public float blinkDuration = 0.05f;
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public float moveSpeed = 3;
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private SkeletonAnimation skeletonAnimation;
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void Awake() {
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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skeletonAnimation.OnReset += Apply;
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}
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void Apply(SkeletonRenderer skeletonRenderer) {
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StartCoroutine("Blink");
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}
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void Update() {
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if (Input.GetKey(KeyCode.Space)) {
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skeletonAnimation.AnimationName = attackAnimation;
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} else {
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if (Input.GetKey(KeyCode.RightArrow)) {
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skeletonAnimation.AnimationName = moveAnimation;
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skeletonAnimation.skeleton.FlipX = false;
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transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
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} else if(Input.GetKey(KeyCode.LeftArrow)) {
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skeletonAnimation.AnimationName = moveAnimation;
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skeletonAnimation.skeleton.FlipX = true;
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transform.Translate(-moveSpeed * Time.deltaTime, 0, 0);
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} else {
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skeletonAnimation.AnimationName = idleAnimation;
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}
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}
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}
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IEnumerator Blink() {
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while (true) {
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yield return new WaitForSeconds(Random.Range(0.25f, 3f));
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skeletonAnimation.skeleton.SetAttachment(eyesSlot, blinkAttachment);
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yield return new WaitForSeconds(blinkDuration);
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skeletonAnimation.skeleton.SetAttachment(eyesSlot, eyesOpenAttachment);
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}
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}
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}
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