2018-04-17 08:05:46 +08:00

83 lines
3.0 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.
*****************************************************************************/
using UnityEngine;
using System.Collections;
using Spine.Unity;
using Spine.Unity.Modules;
namespace Spine.Unity.Examples {
public class SpineboyPole : MonoBehaviour {
public SkeletonAnimation skeletonAnimation;
public SkeletonRenderSeparator separator;
[Space(18)]
public AnimationReferenceAsset run;
public AnimationReferenceAsset pole;
public float startX;
public float endX;
const float Speed = 18f;
const float RunTimeScale = 1.5f;
IEnumerator Start () {
var state = skeletonAnimation.state;
while (true) {
// Run phase
SetXPosition(startX);
separator.enabled = false; // Disable Separator during run.
state.SetAnimation(0, run, true);
state.TimeScale = RunTimeScale;
while (transform.localPosition.x < endX) {
transform.Translate(Vector3.right * Speed * Time.deltaTime);
yield return null;
}
// Hit phase
SetXPosition(endX);
separator.enabled = true; // Enable Separator when hit
var poleTrack = state.SetAnimation(0, pole, false);
yield return new WaitForSpineAnimationComplete(poleTrack);
yield return new WaitForSeconds(1f);
}
}
void SetXPosition (float x) {
var tp = transform.localPosition;
tp.x = x;
transform.localPosition = tp;
}
}
}