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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.
- *****************************************************************************/
- // Contributed by: Mitch Thompson
- using UnityEngine;
- using System.Collections;
- using Spine.Unity;
- namespace Spine.Unity.Examples {
- public class FootSoldierExample : MonoBehaviour {
- [SpineAnimation("Idle")]
- public string idleAnimation;
- [SpineAnimation]
- public string attackAnimation;
- [SpineAnimation]
- public string moveAnimation;
- [SpineSlot]
- public string eyesSlot;
- [SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
- public string eyesOpenAttachment;
- [SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
- public string blinkAttachment;
- [Range(0, 0.2f)]
- public float blinkDuration = 0.05f;
- public KeyCode attackKey = KeyCode.Mouse0;
- public KeyCode rightKey = KeyCode.D;
- public KeyCode leftKey = KeyCode.A;
- public float moveSpeed = 3;
- SkeletonAnimation skeletonAnimation;
- void Awake () {
- skeletonAnimation = GetComponent<SkeletonAnimation>();
- skeletonAnimation.OnRebuild += Apply;
- }
- void Apply (SkeletonRenderer skeletonRenderer) {
- StartCoroutine("Blink");
- }
- void Update () {
- if (Input.GetKey(attackKey)) {
- skeletonAnimation.AnimationName = attackAnimation;
- } else {
- if (Input.GetKey(rightKey)) {
- skeletonAnimation.AnimationName = moveAnimation;
- skeletonAnimation.Skeleton.ScaleX = 1;
- transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
- } else if(Input.GetKey(leftKey)) {
- skeletonAnimation.AnimationName = moveAnimation;
- skeletonAnimation.Skeleton.ScaleX = -1;
- transform.Translate(-moveSpeed * Time.deltaTime, 0, 0);
- } else {
- skeletonAnimation.AnimationName = idleAnimation;
- }
- }
- }
- IEnumerator Blink() {
- while (true) {
- yield return new WaitForSeconds(Random.Range(0.25f, 3f));
- skeletonAnimation.Skeleton.SetAttachment(eyesSlot, blinkAttachment);
- yield return new WaitForSeconds(blinkDuration);
- skeletonAnimation.Skeleton.SetAttachment(eyesSlot, eyesOpenAttachment);
- }
- }
- }
- }
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