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[Unity] Added Basic Platformer scripts and Hero character

Fenrisul hace 11 años
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      spine-unity/Assets/Examples/Scripts/BasicPlatformerController.cs
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      spine-unity/Assets/Examples/Scripts/ConstrainedCamera.cs
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spine-unity/Assets/Examples/Scripts/BasicPlatformerController.cs

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+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.1
+ * 
+ * Copyright (c) 2013, Esoteric Software
+ * All rights reserved.
+ * 
+ * You are granted a perpetual, non-exclusive, non-sublicensable and
+ * non-transferable license to install, execute and perform the Spine Runtimes
+ * Software (the "Software") solely for internal use. Without the written
+ * permission of Esoteric Software (typically granted by licensing Spine), 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 SOFTARE 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.
+ *****************************************************************************/
+
+/*****************************************************************************
+ * Basic Platformer Controller created by Mitch Thompson
+ * Full irrevocable rights and permissions granted to Esoteric Software
+*****************************************************************************/
+
+using UnityEngine;
+using System.Collections;
+
+[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 = 4;
+    public float runSpeed = 10;
+    public float gravity = 65;
+
+    [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 Transform graphicsRoot;
+    public SkeletonAnimation skeletonAnimation;
+
+    [Header("Animation")]
+    public string walkName = "Walk";
+    public string runName = "Run";
+    public string idleName = "Idle";
+    public string jumpName = "Jump";
+    public string fallName = "Fall";
+    public string crouchName = "Crouch";
+
+	[Header("Audio")]
+	public AudioSource jumpAudioSource;
+	public AudioSource hardfallAudioSource;
+	public AudioSource footstepAudioSource;
+	public string footstepEventName = "Footstep";
+
+    
+    
+    CharacterController controller;
+    Vector2 velocity = Vector2.zero;
+    Vector2 lastVelocity = Vector2.zero;
+    bool lastGrounded = false;
+    float jumpEndTime = 0;
+    bool jumpInterrupt = false;
+    float forceCrouchEndTime;
+    
+
+    Quaternion flippedRotation = Quaternion.Euler(0, 180, 0);
+
+    void Awake() 
+    {
+        controller = GetComponent<CharacterController>();
+	}
+
+	void Start(){
+		//register a callback for Spine Events (in this case, Footstep)
+		skeletonAnimation.state.Event += HandleEvent;
+	}
+
+    void HandleEvent (Spine.AnimationState state, int trackIndex, Spine.Event e)
+    {
+		//play some sound if footstep event fired
+		if(e.Data.Name == footstepEventName){
+			footstepAudioSource.Stop();
+			footstepAudioSource.Play();
+		}
+    }
+
+    void Update()
+    {
+        //control inputs
+        float x = Input.GetAxis(XAxis);
+        float y = Input.GetAxis(YAxis);
+        //check for force crouch
+        bool crouching = (controller.isGrounded && y < -0.5f) || (forceCrouchEndTime > Time.time);
+        velocity.x = 0;
+
+        //Calculate control velocity
+        if (!crouching) { 
+            if (Input.GetButtonDown(JumpButton) && controller.isGrounded)
+            {
+                //jump
+				jumpAudioSource.Stop();
+				jumpAudioSource.Play();
+                velocity.y = jumpSpeed;
+                jumpEndTime = Time.time + jumpDuration;
+            }
+            else if (Time.time < jumpEndTime && Input.GetButtonUp(JumpButton))
+            {
+                jumpInterrupt = true;
+            }
+
+            
+            if (x != 0)
+            {
+                //walk or run
+                velocity.x = Mathf.Abs(x) > 0.6f ? runSpeed : walkSpeed;
+                velocity.x *= Mathf.Sign(x);
+            }
+
+            if (jumpInterrupt)
+            {
+                //interrupt jump and smoothly cut Y velocity
+                if (velocity.y > 0)
+                {
+                    velocity.y = Mathf.MoveTowards(velocity.y, 0, Time.deltaTime * 100);
+                }
+                else 
+                { 
+                    jumpInterrupt = false;
+                }
+            }
+        }
+
+        //apply gravity F = mA (Learn it, love it, live it)
+        velocity.y -= gravity * Time.deltaTime;
+
+        //move
+        controller.Move(new Vector3(velocity.x, velocity.y, 0) * Time.deltaTime);
+        
+        if (controller.isGrounded)
+        {
+            //cancel out Y velocity if on ground
+            velocity.y = -gravity * Time.deltaTime;
+            jumpInterrupt = false;
+        }
+
+        
+        Vector2 deltaVelocity = lastVelocity - velocity;
+
+        if (!lastGrounded && controller.isGrounded)
+        {
+            //detect hard fall
+            if ((gravity*Time.deltaTime) - deltaVelocity.y > forceCrouchVelocity)
+            {
+                forceCrouchEndTime = Time.time + forceCrouchDuration;
+				hardfallAudioSource.Play();
+            }
+			else{
+				//play footstep audio if light fall because why not
+				footstepAudioSource.Play();
+			}
+            
+        }
+
+        //graphics updates
+        if (controller.isGrounded)
+        {
+            if (crouching) //crouch
+            {
+                skeletonAnimation.AnimationName = crouchName;
+            }
+            else
+            {
+
+                if (x == 0) //idle
+                    skeletonAnimation.AnimationName = idleName;
+                else //move
+                    skeletonAnimation.AnimationName = Mathf.Abs(x) > 0.6f ? runName : walkName;
+            }
+        }
+        else
+        {
+            if (velocity.y > 0) //jump
+                skeletonAnimation.AnimationName = jumpName;
+            else //fall
+                skeletonAnimation.AnimationName = fallName;
+            
+        }
+
+        //flip left or right
+        if (x > 0)
+            graphicsRoot.localRotation = Quaternion.identity;
+        else if (x < 0)
+            graphicsRoot.localRotation = flippedRotation;
+
+
+        //store previous state
+        lastVelocity = velocity;
+        lastGrounded = controller.isGrounded;
+    }
+}

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spine-unity/Assets/Examples/Scripts/ConstrainedCamera.cs

@@ -0,0 +1,62 @@
+/******************************************************************************
+ * Spine Runtimes Software License
+ * Version 2.1
+ * 
+ * Copyright (c) 2013, Esoteric Software
+ * All rights reserved.
+ * 
+ * You are granted a perpetual, non-exclusive, non-sublicensable and
+ * non-transferable license to install, execute and perform the Spine Runtimes
+ * Software (the "Software") solely for internal use. Without the written
+ * permission of Esoteric Software (typically granted by licensing Spine), 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 SOFTARE 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.
+ *****************************************************************************/
+
+/*****************************************************************************
+ * Constrained Camera created by Mitch Thompson
+ * Full irrevocable rights and permissions granted to Esoteric Software
+*****************************************************************************/
+
+using UnityEngine;
+using System.Collections;
+
+public class ConstrainedCamera : MonoBehaviour {
+	public Transform target;
+	public Vector3 offset;
+
+	public Vector3 min;
+	public Vector3 max;
+
+	public float smoothing = 5f;
+	
+	// Use this for initialization
+	void Start () {
+	
+	}
+	
+	// Update is called once per frame
+	void LateUpdate () {
+		Vector3 goalPoint = target.position + offset;
+		goalPoint.x = Mathf.Clamp(goalPoint.x, min.x, max.x);
+		goalPoint.y = Mathf.Clamp(goalPoint.y, min.y, max.y);
+		goalPoint.z = Mathf.Clamp(goalPoint.z, min.z, max.z);
+
+		transform.position = Vector3.Lerp(transform.position, goalPoint, smoothing * Time.deltaTime);
+	}
+}

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