mirror of
https://github.com/EsotericSoftware/spine-runtimes.git
synced 2025-12-22 02:06:03 +08:00
115 lines
4.0 KiB
C#
115 lines
4.0 KiB
C#
/******************************************************************************
|
||
* Spine Runtimes Software License
|
||
* Version 2.3
|
||
*
|
||
* Copyright (c) 2013-2015, 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 (the "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 otherwise create derivative works, improvements of the
|
||
* Software or develop new applications using the Software 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; LOSS OF USE, DATA, OR PROFITS;
|
||
* OR BUSINESS INTERRUPTION) 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;
|
||
|
||
[SelectionBase]
|
||
public class SpineboyBeginnerModel : MonoBehaviour {
|
||
|
||
#region Inspector
|
||
[Header("Current State")]
|
||
public SpineBeginnerBodyState state;
|
||
public bool facingLeft;
|
||
[Range(-1f, 1f)]
|
||
public float currentSpeed;
|
||
|
||
[Header("Balance")]
|
||
public float shootInterval = 0.12f;
|
||
#endregion
|
||
|
||
float lastShootTime;
|
||
public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.
|
||
|
||
#region API
|
||
public void TryJump () {
|
||
StartCoroutine(JumpRoutine());
|
||
}
|
||
|
||
public void TryShoot () {
|
||
float currentTime = Time.time;
|
||
|
||
if (currentTime - lastShootTime > shootInterval) {
|
||
lastShootTime = currentTime;
|
||
if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
|
||
}
|
||
}
|
||
|
||
public void TryMove (float speed) {
|
||
currentSpeed = speed; // show the "speed" in the Inspector.
|
||
|
||
if (speed != 0) {
|
||
bool speedIsNegative = (speed < 0f);
|
||
facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
|
||
}
|
||
|
||
if (state != SpineBeginnerBodyState.Jumping) {
|
||
state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
|
||
}
|
||
|
||
}
|
||
#endregion
|
||
|
||
IEnumerator JumpRoutine () {
|
||
if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
|
||
|
||
state = SpineBeginnerBodyState.Jumping;
|
||
|
||
// Terribly-coded Fake jumping.
|
||
{
|
||
var pos = transform.localPosition;
|
||
const float jumpTime = 1.2f;
|
||
const float half = jumpTime * 0.5f;
|
||
const float jumpPower = 20f;
|
||
for (float t = 0; t < half; t += Time.deltaTime) {
|
||
float d = jumpPower * (half - t);
|
||
transform.Translate((d * Time.deltaTime) * Vector3.up);
|
||
yield return null;
|
||
}
|
||
for (float t = 0; t < half; t += Time.deltaTime) {
|
||
float d = jumpPower * t;
|
||
transform.Translate((d * Time.deltaTime) * Vector3.down);
|
||
yield return null;
|
||
}
|
||
transform.localPosition = pos;
|
||
}
|
||
|
||
state = SpineBeginnerBodyState.Idle;
|
||
}
|
||
|
||
}
|
||
|
||
public enum SpineBeginnerBodyState {
|
||
Idle,
|
||
Running,
|
||
Jumping
|
||
}
|