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+/******************************************************************************
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+ * Spine Runtimes License Agreement
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+ * Last updated September 24, 2021. Replaces all prior versions.
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+ *
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+ * Copyright (c) 2013-2023, Esoteric Software LLC
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+ *
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+ * Integration of the Spine Runtimes into software or otherwise creating
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+ * derivative works of the Spine Runtimes is permitted under the terms and
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+ * conditions of Section 2 of the Spine Editor License Agreement:
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+ * http://esotericsoftware.com/spine-editor-license
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+ *
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+ * Otherwise, it is permitted to integrate the Spine Runtimes into software
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+ * or otherwise create derivative works of the Spine Runtimes (collectively,
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+ * "Products"), provided that each user of the Products must obtain their own
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+ * Spine Editor license and redistribution of the Products in any form must
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+ * include this license and copyright notice.
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+ *
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+ * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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+ * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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+ * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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+ * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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+ *****************************************************************************/
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+
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+using Spine.Unity;
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+using System.Collections;
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+using UnityEngine;
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+
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+namespace Spine.Unity.Examples {
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+ public class SpineboyBeginnerViewGraphic : MonoBehaviour {
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+
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+ #region Inspector
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+ [Header("Components")]
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+ public SpineboyBeginnerModel model;
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+ public SkeletonGraphic skeletonGraphic;
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+
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+ public AnimationReferenceAsset run, idle, aim, shoot, jump;
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+ public EventDataReferenceAsset footstepEvent;
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+
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+ [Header("Audio")]
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+ public float footstepPitchOffset = 0.2f;
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+ public float gunsoundPitchOffset = 0.13f;
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+ public AudioSource footstepSource, gunSource, jumpSource;
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+
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+ [Header("Effects")]
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+ public ParticleSystem gunParticles;
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+ #endregion
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+
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+ SpineBeginnerBodyState previousViewState;
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+
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+ void Start () {
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+ if (skeletonGraphic == null) return;
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+ model.ShootEvent += PlayShoot;
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+ model.StartAimEvent += StartPlayingAim;
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+ model.StopAimEvent += StopPlayingAim;
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+ skeletonGraphic.AnimationState.Event += HandleEvent;
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+ }
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+
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+ void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
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+ if (e.Data == footstepEvent.EventData)
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+ PlayFootstepSound();
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+ }
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+
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+ void Update () {
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+ if (skeletonGraphic == null) return;
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+ if (model == null) return;
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+
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+ if ((skeletonGraphic.Skeleton.ScaleX < 0) != model.facingLeft) { // Detect changes in model.facingLeft
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+ Turn(model.facingLeft);
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+ }
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+
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+ // Detect changes in model.state
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+ SpineBeginnerBodyState currentModelState = model.state;
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+
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+ if (previousViewState != currentModelState) {
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+ PlayNewStableAnimation();
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+ }
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+
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+ previousViewState = currentModelState;
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+ }
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+
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+ void PlayNewStableAnimation () {
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+ SpineBeginnerBodyState newModelState = model.state;
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+ Animation nextAnimation;
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+
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+ // Add conditionals to not interrupt transient animations.
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+
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+ if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) {
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+ PlayFootstepSound();
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+ }
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+
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+ if (newModelState == SpineBeginnerBodyState.Jumping) {
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+ jumpSource.Play();
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+ nextAnimation = jump;
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+ } else {
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+ if (newModelState == SpineBeginnerBodyState.Running) {
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+ nextAnimation = run;
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+ } else {
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+ nextAnimation = idle;
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+ }
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+ }
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+
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+ skeletonGraphic.AnimationState.SetAnimation(0, nextAnimation, true);
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+ }
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+
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+ void PlayFootstepSound () {
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+ footstepSource.Play();
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+ footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
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+ }
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+
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+ [ContextMenu("Check Tracks")]
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+ void CheckTracks () {
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+ AnimationState state = skeletonGraphic.AnimationState;
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+ Debug.Log(state.GetCurrent(0));
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+ Debug.Log(state.GetCurrent(1));
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+ }
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+
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+ #region Transient Actions
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+ public void PlayShoot () {
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+ // Play the shoot animation on track 1.
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+ TrackEntry shootTrack = skeletonGraphic.AnimationState.SetAnimation(1, shoot, false);
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+ shootTrack.AttachmentThreshold = 1f;
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+ shootTrack.MixDuration = 0f;
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+ skeletonGraphic.AnimationState.AddEmptyAnimation(1, 0.5f, 0.1f);
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+
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+ // Play the aim animation on track 2 to aim at the mouse target.
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+ TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, false);
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+ aimTrack.AttachmentThreshold = 1f;
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+ aimTrack.MixDuration = 0f;
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+ skeletonGraphic.AnimationState.AddEmptyAnimation(2, 0.5f, 0.1f);
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+
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+ gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
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+ gunSource.Play();
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+ //gunParticles.randomSeed = (uint)Random.Range(0, 100);
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+ gunParticles.Play();
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+ }
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+
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+ public void StartPlayingAim () {
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+ // Play the aim animation on track 2 to aim at the mouse target.
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+ TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, true);
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+ aimTrack.AttachmentThreshold = 1f;
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+ aimTrack.MixDuration = 0f;
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+ }
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+
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+ public void StopPlayingAim () {
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+ skeletonGraphic.AnimationState.AddEmptyAnimation(2, 0.5f, 0.1f);
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+ }
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+
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+ public void Turn (bool facingLeft) {
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+ skeletonGraphic.Skeleton.ScaleX = facingLeft ? -1f : 1f;
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+ // Maybe play a transient turning animation too, then call ChangeStableAnimation.
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+ }
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+ #endregion
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+
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+ #region Utility
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+ public float GetRandomPitch (float maxPitchOffset) {
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+ return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
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+ }
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+ #endregion
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+ }
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+
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+}
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