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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 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 minimumJumpDuration = 0.5f;
- public float jumpInterruptFactor = 0.5f;
- public float forceCrouchVelocity = 25;
- public float forceCrouchDuration = 0.5f;
- [Header("Visuals")]
- public SkeletonAnimation skeletonAnimation;
- [Header("Animation")]
- public TransitionDictionaryExample transitions;
- public AnimationReferenceAsset walk;
- public AnimationReferenceAsset run;
- public AnimationReferenceAsset idle;
- public AnimationReferenceAsset jump;
- public AnimationReferenceAsset fall;
- public AnimationReferenceAsset crouch;
- public AnimationReferenceAsset runFromFall;
- [Header("Effects")]
- public AudioSource jumpAudioSource;
- public AudioSource hardfallAudioSource;
- public ParticleSystem landParticles;
- public HandleEventWithAudioExample footstepHandler;
- CharacterController controller;
- Vector2 input = default(Vector2);
- Vector3 velocity = default(Vector3);
- float minimumJumpEndTime = 0;
- float forceCrouchEndTime;
- bool wasGrounded = false;
- AnimationReferenceAsset targetAnimation;
- AnimationReferenceAsset previousTargetAnimation;
- void Awake () {
- controller = GetComponent<CharacterController>();
- }
- void Update () {
- float dt = Time.deltaTime;
- bool isGrounded = controller.isGrounded;
- bool landed = !wasGrounded && isGrounded;
- // Dummy input.
- input.x = Input.GetAxis(XAxis);
- input.y = Input.GetAxis(YAxis);
- bool inputJumpStop = Input.GetButtonUp(JumpButton);
- bool inputJumpStart = Input.GetButtonDown(JumpButton);
- bool doCrouch = (isGrounded && input.y < -0.5f) || (forceCrouchEndTime > Time.time);
- bool doJumpInterrupt = false;
- bool doJump = false;
- bool hardLand = false;
- if (landed) {
- if (-velocity.y > forceCrouchVelocity) {
- hardLand = true;
- doCrouch = true;
- forceCrouchEndTime = Time.time + forceCrouchDuration;
- }
- }
- if (!doCrouch) {
- if (isGrounded) {
- if (inputJumpStart) {
- doJump = true;
- }
- } else {
- doJumpInterrupt = inputJumpStop && Time.time < minimumJumpEndTime;
- }
- }
- // Dummy physics and controller using UnityEngine.CharacterController.
- Vector3 gravityDeltaVelocity = Physics.gravity * gravityScale * dt;
-
- if (doJump) {
- velocity.y = jumpSpeed;
- minimumJumpEndTime = Time.time + minimumJumpDuration;
- } else if (doJumpInterrupt) {
- if (velocity.y > 0)
- velocity.y *= jumpInterruptFactor;
- }
- velocity.x = 0;
- if (!doCrouch) {
- if (input.x != 0) {
- velocity.x = Mathf.Abs(input.x) > 0.6f ? runSpeed : walkSpeed;
- velocity.x *= Mathf.Sign(input.x);
- }
- }
-
-
- if (!isGrounded) {
- if (wasGrounded) {
- if (velocity.y < 0)
- velocity.y = 0;
- } else {
- velocity += gravityDeltaVelocity;
- }
- }
- controller.Move(velocity * dt);
- // Animation
- // Determine target animation.
- if (isGrounded) {
- if (doCrouch) {
- targetAnimation = crouch;
- } else {
- if (input.x == 0)
- targetAnimation = idle;
- else
- targetAnimation = Mathf.Abs(input.x) > 0.6f ? run : walk;
- }
- } else {
- targetAnimation = velocity.y > 0 ? jump : fall;
- }
- // Handle change in target animation.
- if (previousTargetAnimation != targetAnimation) {
- Animation transition = null;
- if (transitions != null && previousTargetAnimation != null) {
- transition = transitions.GetTransition(previousTargetAnimation, targetAnimation);
- }
- if (transition != null) {
- skeletonAnimation.AnimationState.SetAnimation(0, transition, false).MixDuration = 0.05f;
- skeletonAnimation.AnimationState.AddAnimation(0, targetAnimation, true, 0f);
- } else {
- skeletonAnimation.AnimationState.SetAnimation(0, targetAnimation, true);
- }
- }
- previousTargetAnimation = targetAnimation;
- // Face intended direction.
- if (input.x != 0)
- skeletonAnimation.Skeleton.FlipX = input.x < 0;
- // Effects
- if (doJump) {
- jumpAudioSource.Stop();
- jumpAudioSource.Play();
- }
- if (landed) {
- if (hardLand) {
- hardfallAudioSource.Play();
- } else {
- footstepHandler.Play();
- }
- landParticles.Emit((int)(velocity.y / -9f) + 2);
- }
- wasGrounded = isGrounded;
- }
- }
- }
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