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. [SelectionBase]
  33. public class SpineboyBeginnerModel : MonoBehaviour {
  34. #region Inspector
  35. [Header("Current State")]
  36. public SpineBeginnerBodyState state;
  37. public bool facingLeft;
  38. [Range(-1f, 1f)]
  39. public float currentSpeed;
  40. [Header("Balance")]
  41. public float shootInterval = 0.12f;
  42. #endregion
  43. float lastShootTime;
  44. public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.
  45. #region API
  46. public void TryJump () {
  47. StartCoroutine(JumpRoutine());
  48. }
  49. public void TryShoot () {
  50. float currentTime = Time.time;
  51. if (currentTime - lastShootTime > shootInterval) {
  52. lastShootTime = currentTime;
  53. if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
  54. }
  55. }
  56. public void TryMove (float speed) {
  57. currentSpeed = speed; // show the "speed" in the Inspector.
  58. if (speed != 0) {
  59. bool speedIsNegative = (speed < 0f);
  60. facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
  61. }
  62. if (state != SpineBeginnerBodyState.Jumping) {
  63. state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
  64. }
  65. }
  66. #endregion
  67. IEnumerator JumpRoutine () {
  68. if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
  69. state = SpineBeginnerBodyState.Jumping;
  70. // Terribly-coded Fake jumping.
  71. {
  72. var pos = transform.localPosition;
  73. const float jumpTime = 1.2f;
  74. const float half = jumpTime * 0.5f;
  75. const float jumpPower = 20f;
  76. for (float t = 0; t < half; t += Time.deltaTime) {
  77. float d = jumpPower * (half - t);
  78. transform.Translate((d * Time.deltaTime) * Vector3.up);
  79. yield return null;
  80. }
  81. for (float t = 0; t < half; t += Time.deltaTime) {
  82. float d = jumpPower * t;
  83. transform.Translate((d * Time.deltaTime) * Vector3.down);
  84. yield return null;
  85. }
  86. transform.localPosition = pos;
  87. }
  88. state = SpineBeginnerBodyState.Idle;
  89. }
  90. }
  91. public enum SpineBeginnerBodyState {
  92. Idle,
  93. Running,
  94. Jumping
  95. }