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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.
- *****************************************************************************/
- using UnityEngine;
- using System.Collections;
- namespace Spine.Unity.Examples {
- [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;
- // 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
- }
- }
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