FootSoldierExample.cs 3.7 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. // Contributed by: Mitch Thompson
  31. using UnityEngine;
  32. using System.Collections;
  33. using Spine.Unity;
  34. namespace Spine.Unity.Examples {
  35. public class FootSoldierExample : MonoBehaviour {
  36. [SpineAnimation("Idle")]
  37. public string idleAnimation;
  38. [SpineAnimation]
  39. public string attackAnimation;
  40. [SpineAnimation]
  41. public string moveAnimation;
  42. [SpineSlot]
  43. public string eyesSlot;
  44. [SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
  45. public string eyesOpenAttachment;
  46. [SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
  47. public string blinkAttachment;
  48. [Range(0, 0.2f)]
  49. public float blinkDuration = 0.05f;
  50. public KeyCode attackKey = KeyCode.Mouse0;
  51. public KeyCode rightKey = KeyCode.D;
  52. public KeyCode leftKey = KeyCode.A;
  53. public float moveSpeed = 3;
  54. SkeletonAnimation skeletonAnimation;
  55. void Awake () {
  56. skeletonAnimation = GetComponent<SkeletonAnimation>();
  57. skeletonAnimation.OnRebuild += Apply;
  58. }
  59. void Apply (SkeletonRenderer skeletonRenderer) {
  60. StartCoroutine("Blink");
  61. }
  62. void Update () {
  63. if (Input.GetKey(attackKey)) {
  64. skeletonAnimation.AnimationName = attackAnimation;
  65. } else {
  66. if (Input.GetKey(rightKey)) {
  67. skeletonAnimation.AnimationName = moveAnimation;
  68. skeletonAnimation.Skeleton.ScaleX = 1;
  69. transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
  70. } else if(Input.GetKey(leftKey)) {
  71. skeletonAnimation.AnimationName = moveAnimation;
  72. skeletonAnimation.Skeleton.ScaleX = -1;
  73. transform.Translate(-moveSpeed * Time.deltaTime, 0, 0);
  74. } else {
  75. skeletonAnimation.AnimationName = idleAnimation;
  76. }
  77. }
  78. }
  79. IEnumerator Blink() {
  80. while (true) {
  81. yield return new WaitForSeconds(Random.Range(0.25f, 3f));
  82. skeletonAnimation.Skeleton.SetAttachment(eyesSlot, blinkAttachment);
  83. yield return new WaitForSeconds(blinkDuration);
  84. skeletonAnimation.Skeleton.SetAttachment(eyesSlot, eyesOpenAttachment);
  85. }
  86. }
  87. }
  88. }