171 lines
5.6 KiB
Plaintext
171 lines
5.6 KiB
Plaintext
/******************************************************************************
|
|
* 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;
|
|
|
|
namespace Spine.Unity.Examples {
|
|
public class SpineboyBeginnerView : MonoBehaviour {
|
|
|
|
#region Inspector
|
|
[Header("Components")]
|
|
public SpineboyBeginnerModel model;
|
|
public SkeletonAnimation skeletonAnimation;
|
|
|
|
public AnimationReferenceAsset run, idle, aim, shoot, jump;
|
|
public EventDataReferenceAsset footstepEvent;
|
|
|
|
[Header("Audio")]
|
|
public float footstepPitchOffset = 0.2f;
|
|
public float gunsoundPitchOffset = 0.13f;
|
|
public AudioSource footstepSource, gunSource, jumpSource;
|
|
|
|
[Header("Effects")]
|
|
public ParticleSystem gunParticles;
|
|
#endregion
|
|
|
|
SpineBeginnerBodyState previousViewState;
|
|
|
|
void Start () {
|
|
if (skeletonAnimation == null) return;
|
|
model.ShootEvent += PlayShoot;
|
|
model.StartAimEvent += StartPlayingAim;
|
|
model.StopAimEvent += StopPlayingAim;
|
|
skeletonAnimation.AnimationState.Event += HandleEvent;
|
|
}
|
|
|
|
void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
|
|
if (e.Data == footstepEvent.EventData)
|
|
PlayFootstepSound();
|
|
}
|
|
|
|
void Update () {
|
|
if (skeletonAnimation == null) return;
|
|
if (model == null) return;
|
|
|
|
if ((skeletonAnimation.skeleton.ScaleX < 0) != model.facingLeft) { // Detect changes in model.facingLeft
|
|
Turn(model.facingLeft);
|
|
}
|
|
|
|
// Detect changes in model.state
|
|
var currentModelState = model.state;
|
|
|
|
if (previousViewState != currentModelState) {
|
|
PlayNewStableAnimation();
|
|
}
|
|
|
|
previousViewState = currentModelState;
|
|
}
|
|
|
|
void PlayNewStableAnimation () {
|
|
var newModelState = model.state;
|
|
Animation nextAnimation;
|
|
|
|
// Add conditionals to not interrupt transient animations.
|
|
|
|
if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) {
|
|
PlayFootstepSound();
|
|
}
|
|
|
|
if (newModelState == SpineBeginnerBodyState.Jumping) {
|
|
jumpSource.Play();
|
|
nextAnimation = jump;
|
|
} else {
|
|
if (newModelState == SpineBeginnerBodyState.Running) {
|
|
nextAnimation = run;
|
|
} else {
|
|
nextAnimation = idle;
|
|
}
|
|
}
|
|
|
|
skeletonAnimation.AnimationState.SetAnimation(0, nextAnimation, true);
|
|
}
|
|
|
|
void PlayFootstepSound () {
|
|
footstepSource.Play();
|
|
footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
|
|
}
|
|
|
|
[ContextMenu("Check Tracks")]
|
|
void CheckTracks () {
|
|
var state = skeletonAnimation.AnimationState;
|
|
Debug.Log(state.GetCurrent(0));
|
|
Debug.Log(state.GetCurrent(1));
|
|
}
|
|
|
|
#region Transient Actions
|
|
public void PlayShoot () {
|
|
// Play the shoot animation on track 1.
|
|
var shootTrack = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
|
|
shootTrack.AttachmentThreshold = 1f;
|
|
shootTrack.MixDuration = 0f;
|
|
var empty1 = skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
|
|
empty1.AttachmentThreshold = 1f;
|
|
|
|
// Play the aim animation on track 2 to aim at the mouse target.
|
|
var aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, false);
|
|
aimTrack.AttachmentThreshold = 1f;
|
|
aimTrack.MixDuration = 0f;
|
|
var empty2 = skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
|
|
empty2.AttachmentThreshold = 1f;
|
|
|
|
gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
|
|
gunSource.Play();
|
|
//gunParticles.randomSeed = (uint)Random.Range(0, 100);
|
|
gunParticles.Play();
|
|
}
|
|
|
|
public void StartPlayingAim () {
|
|
// Play the aim animation on track 2 to aim at the mouse target.
|
|
var aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, true);
|
|
aimTrack.AttachmentThreshold = 1f;
|
|
aimTrack.MixDuration = 0f;
|
|
}
|
|
|
|
public void StopPlayingAim () {
|
|
var empty2 = skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
|
|
empty2.AttachmentThreshold = 1f;
|
|
}
|
|
|
|
public void Turn (bool facingLeft) {
|
|
skeletonAnimation.Skeleton.ScaleX = facingLeft ? -1f : 1f;
|
|
// Maybe play a transient turning animation too, then call ChangeStableAnimation.
|
|
}
|
|
#endregion
|
|
|
|
#region Utility
|
|
public float GetRandomPitch (float maxPitchOffset) {
|
|
return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
|
|
}
|
|
#endregion
|
|
}
|
|
|
|
}
|