SpineboyBeginnerModel.cs 3.9 KB

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  1. /******************************************************************************
  2. * Spine Runtimes Software License v2.5
  3. *
  4. * Copyright (c) 2013-2016, Esoteric Software
  5. * All rights reserved.
  6. *
  7. * You are granted a perpetual, non-exclusive, non-sublicensable, and
  8. * non-transferable license to use, install, execute, and perform the Spine
  9. * Runtimes software and derivative works solely for personal or internal
  10. * use. Without the written permission of Esoteric Software (see Section 2 of
  11. * the Spine Software License Agreement), you may not (a) modify, translate,
  12. * adapt, or develop new applications using the Spine Runtimes or otherwise
  13. * create derivative works or improvements of the Spine Runtimes or (b) remove,
  14. * delete, alter, or obscure any trademarks or any copyright, trademark, patent,
  15. * or other intellectual property or proprietary rights notices on or in the
  16. * Software, including any copy thereof. Redistributions in binary or source
  17. * form must include this license and terms.
  18. *
  19. * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
  20. * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
  21. * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
  22. * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  23. * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
  24. * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
  25. * USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
  26. * IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
  27. * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
  28. * POSSIBILITY OF SUCH DAMAGE.
  29. *****************************************************************************/
  30. using UnityEngine;
  31. using System.Collections;
  32. namespace Spine.Unity.Examples {
  33. [SelectionBase]
  34. public class SpineboyBeginnerModel : MonoBehaviour {
  35. #region Inspector
  36. [Header("Current State")]
  37. public SpineBeginnerBodyState state;
  38. public bool facingLeft;
  39. [Range(-1f, 1f)]
  40. public float currentSpeed;
  41. [Header("Balance")]
  42. public float shootInterval = 0.12f;
  43. #endregion
  44. float lastShootTime;
  45. public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.
  46. #region API
  47. public void TryJump () {
  48. StartCoroutine(JumpRoutine());
  49. }
  50. public void TryShoot () {
  51. float currentTime = Time.time;
  52. if (currentTime - lastShootTime > shootInterval) {
  53. lastShootTime = currentTime;
  54. if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
  55. }
  56. }
  57. public void TryMove (float speed) {
  58. currentSpeed = speed; // show the "speed" in the Inspector.
  59. if (speed != 0) {
  60. bool speedIsNegative = (speed < 0f);
  61. facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
  62. }
  63. if (state != SpineBeginnerBodyState.Jumping) {
  64. state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
  65. }
  66. }
  67. #endregion
  68. IEnumerator JumpRoutine () {
  69. if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
  70. state = SpineBeginnerBodyState.Jumping;
  71. // Fake jumping.
  72. {
  73. var pos = transform.localPosition;
  74. const float jumpTime = 1.2f;
  75. const float half = jumpTime * 0.5f;
  76. const float jumpPower = 20f;
  77. for (float t = 0; t < half; t += Time.deltaTime) {
  78. float d = jumpPower * (half - t);
  79. transform.Translate((d * Time.deltaTime) * Vector3.up);
  80. yield return null;
  81. }
  82. for (float t = 0; t < half; t += Time.deltaTime) {
  83. float d = jumpPower * t;
  84. transform.Translate((d * Time.deltaTime) * Vector3.down);
  85. yield return null;
  86. }
  87. transform.localPosition = pos;
  88. }
  89. state = SpineBeginnerBodyState.Idle;
  90. }
  91. }
  92. public enum SpineBeginnerBodyState {
  93. Idle,
  94. Running,
  95. Jumping
  96. }
  97. }