/****************************************************************************** * 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 System.Collections; using Spine.Unity; using Spine.Unity.Examples; namespace Spine.Unity.Examples { public class SpineboyPoleGraphic : MonoBehaviour { public SkeletonGraphic skeletonGraphic; [Space(18)] public AnimationReferenceAsset run; public AnimationReferenceAsset pole; public float startX; public float endX; const float Speed = 18f; const float RunTimeScale = 1.5f; IEnumerator Start () { var state = skeletonGraphic.AnimationState; while (true) { // Run phase SetXPosition(startX); skeletonGraphic.enableSeparatorSlots = false; // Disable Separator during run. state.SetAnimation(0, run, true); state.TimeScale = RunTimeScale; while (transform.localPosition.x < endX) { transform.Translate(Vector3.right * Speed * Time.deltaTime); yield return null; } // Hit phase SetXPosition(endX); skeletonGraphic.enableSeparatorSlots = true; // Enable Separator when hit var poleTrack = state.SetAnimation(0, pole, false); yield return new WaitForSpineAnimationComplete(poleTrack); yield return new WaitForSeconds(1f); } } void SetXPosition (float x) { var tp = transform.localPosition; tp.x = x; transform.localPosition = tp; } } }