WXMC/.svn/pristine/20/20dad9c2120d8dc0347645602b155080cc98dc94.svn-base

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2024-12-04 16:18:46 +08:00
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated January 1, 2020. Replaces all prior versions.
*
* Copyright (c) 2013-2020, Esoteric Software LLC
*
* Integration of the Spine Runtimes into software or otherwise creating
* derivative works of the Spine Runtimes is permitted under the terms and
* conditions of Section 2 of the Spine Editor License Agreement:
* http://esotericsoftware.com/spine-editor-license
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software
* or otherwise create derivative works of the Spine Runtimes (collectively,
* "Products"), provided that each user of the Products must obtain their own
* Spine Editor license and redistribution of the Products in any form must
* include this license and copyright notice.
*
* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "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 LLC 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
* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
using UnityEngine;
using UnityEngine.UI;
namespace Spine.Unity.Examples {
public class AttackSpineboy : MonoBehaviour {
public SkeletonAnimation spineboy;
public SkeletonAnimation attackerSpineboy;
public SpineGauge gauge;
public Text healthText;
int currentHealth = 100;
const int maxHealth = 100;
public AnimationReferenceAsset shoot, hit, idle, death;
public UnityEngine.Events.UnityEvent onAttack;
void Update () {
if (Input.GetKeyDown(KeyCode.Space)) {
currentHealth -= 10;
healthText.text = currentHealth + "/" + maxHealth;
attackerSpineboy.AnimationState.SetAnimation(1, shoot, false);
attackerSpineboy.AnimationState.AddEmptyAnimation(1, 0.5f, 2f);
if (currentHealth > 0) {
spineboy.AnimationState.SetAnimation(0, hit, false);
spineboy.AnimationState.AddAnimation(0, idle, true, 0);
gauge.fillPercent = (float)currentHealth/(float)maxHealth;
onAttack.Invoke();
} else {
if (currentHealth >= 0) {
gauge.fillPercent = 0;
spineboy.AnimationState.SetAnimation(0, death, false).TrackEnd = float.PositiveInfinity;
}
}
}
}
}
}