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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 {
- #if UNITY_4_5
- [Header("Controls")]
- #endif
- public string XAxis = "Horizontal";
- public string YAxis = "Vertical";
- public string JumpButton = "Jump";
- #if UNITY_4_5
- [Header("Moving")]
- #endif
- public float walkSpeed = 4;
- public float runSpeed = 10;
- public float gravity = 65;
- #if UNITY_4_5
- [Header("Jumping")]
- #endif
- public float jumpSpeed = 25;
- public float jumpDuration = 0.5f;
- public float jumpInterruptFactor = 100;
- public float forceCrouchVelocity = 25;
- public float forceCrouchDuration = 0.5f;
- #if UNITY_4_5
- [Header("Graphics")]
- #endif
- public Transform graphicsRoot;
- public SkeletonAnimation skeletonAnimation;
- #if UNITY_4_5
- [Header("Animation")]
- #endif
- public string walkName = "Walk";
- public string runName = "Run";
- public string idleName = "Idle";
- public string jumpName = "Jump";
- public string fallName = "Fall";
- public string crouchName = "Crouch";
- #if UNITY_4_5
- [Header("Audio")]
- #endif
- 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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