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- /******************************************************************************
- * 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.
- *****************************************************************************/
- // Contributed by: Mitch Thompson
- using UnityEngine;
- using Spine.Unity;
- namespace Spine.Unity.Examples {
- [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 = 1.5f;
- public float runSpeed = 7f;
- public float gravityScale = 6.6f;
- [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 SkeletonAnimation skeletonAnimation;
- [Header("Animation")]
- [SpineAnimation(dataField: "skeletonAnimation")]
- public string walkName = "Walk";
- [SpineAnimation(dataField: "skeletonAnimation")]
- public string runName = "Run";
- [SpineAnimation(dataField: "skeletonAnimation")]
- public string idleName = "Idle";
- [SpineAnimation(dataField: "skeletonAnimation")]
- public string jumpName = "Jump";
- [SpineAnimation(dataField: "skeletonAnimation")]
- public string fallName = "Fall";
- [SpineAnimation(dataField: "skeletonAnimation")]
- public string crouchName = "Crouch";
- [Header("Effects")]
- public AudioSource jumpAudioSource;
- public AudioSource hardfallAudioSource;
- public AudioSource footstepAudioSource;
- public ParticleSystem landParticles;
- [SpineEvent]
- public string footstepEventName = "Footstep";
- CharacterController controller;
- Vector3 velocity = default(Vector3);
- float jumpEndTime = 0;
- bool jumpInterrupt = false;
- float forceCrouchEndTime;
- Vector2 input;
- bool wasGrounded = false;
- void Awake () {
- controller = GetComponent<CharacterController>();
- }
- void Start () {
- skeletonAnimation.AnimationState.Event += HandleEvent;
- }
- void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
- if (e.Data.Name == footstepEventName) {
- footstepAudioSource.Stop();
- footstepAudioSource.pitch = GetRandomPitch(0.2f);
- footstepAudioSource.Play();
- }
- }
- static float GetRandomPitch (float maxOffset) {
- return 1f + Random.Range(-maxOffset, maxOffset);
- }
- void Update () {
- input.x = Input.GetAxis(XAxis);
- input.y = Input.GetAxis(YAxis);
- bool crouching = (controller.isGrounded && input.y < -0.5f) || (forceCrouchEndTime > Time.time);
- velocity.x = 0;
- float dt = Time.deltaTime;
- if (!crouching) {
- if (Input.GetButtonDown(JumpButton) && controller.isGrounded) {
- jumpAudioSource.Stop();
- jumpAudioSource.Play();
- velocity.y = jumpSpeed;
- jumpEndTime = Time.time + jumpDuration;
- } else {
- jumpInterrupt |= Time.time < jumpEndTime && Input.GetButtonUp(JumpButton);
- }
- if (input.x != 0) {
- velocity.x = Mathf.Abs(input.x) > 0.6f ? runSpeed : walkSpeed;
- velocity.x *= Mathf.Sign(input.x);
- }
- if (jumpInterrupt) {
- if (velocity.y > 0) {
- velocity.y = Mathf.MoveTowards(velocity.y, 0, dt * jumpInterruptFactor);
- } else {
- jumpInterrupt = false;
- }
- }
- }
- var gravityDeltaVelocity = Physics.gravity * gravityScale * dt;
- if (controller.isGrounded) {
- jumpInterrupt = false;
- } else {
- if (wasGrounded) {
- if (velocity.y < 0)
- velocity.y = 0;
- } else {
- velocity += gravityDeltaVelocity;
- }
- }
- wasGrounded = controller.isGrounded;
- controller.Move(velocity * dt);
- if (!wasGrounded && controller.isGrounded) {
- if (-velocity.y > forceCrouchVelocity) {
- forceCrouchEndTime = Time.time + forceCrouchDuration;
- hardfallAudioSource.Play();
- } else {
- footstepAudioSource.Play();
- }
-
- landParticles.Emit((int)(velocity.y / -9f) + 2);
- }
- if (controller.isGrounded) {
- if (crouching) {
- skeletonAnimation.AnimationName = crouchName;
- } else {
- if (input.x == 0)
- skeletonAnimation.AnimationName = idleName;
- else
- skeletonAnimation.AnimationName = Mathf.Abs(input.x) > 0.6f ? runName : walkName;
- }
- } else {
- skeletonAnimation.AnimationName = velocity.y > 0 ? jumpName : fallName;
- }
- if (input.x != 0)
- skeletonAnimation.Skeleton.FlipX = input.x < 0;
-
- }
- }
- }
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