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...nity/Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerViewGraphic.cs
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/****************************************************************************** | ||
* Spine Runtimes License Agreement | ||
* Last updated September 24, 2021. Replaces all prior versions. | ||
* | ||
* Copyright (c) 2013-2023, 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 Spine.Unity; | ||
using System.Collections; | ||
using UnityEngine; | ||
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namespace Spine.Unity.Examples { | ||
public class SpineboyBeginnerViewGraphic : MonoBehaviour { | ||
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#region Inspector | ||
[Header("Components")] | ||
public SpineboyBeginnerModel model; | ||
public SkeletonGraphic skeletonGraphic; | ||
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public AnimationReferenceAsset run, idle, aim, shoot, jump; | ||
public EventDataReferenceAsset footstepEvent; | ||
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[Header("Audio")] | ||
public float footstepPitchOffset = 0.2f; | ||
public float gunsoundPitchOffset = 0.13f; | ||
public AudioSource footstepSource, gunSource, jumpSource; | ||
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[Header("Effects")] | ||
public ParticleSystem gunParticles; | ||
#endregion | ||
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SpineBeginnerBodyState previousViewState; | ||
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void Start () { | ||
if (skeletonGraphic == null) return; | ||
model.ShootEvent += PlayShoot; | ||
model.StartAimEvent += StartPlayingAim; | ||
model.StopAimEvent += StopPlayingAim; | ||
skeletonGraphic.AnimationState.Event += HandleEvent; | ||
} | ||
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void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) { | ||
if (e.Data == footstepEvent.EventData) | ||
PlayFootstepSound(); | ||
} | ||
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void Update () { | ||
if (skeletonGraphic == null) return; | ||
if (model == null) return; | ||
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if ((skeletonGraphic.Skeleton.ScaleX < 0) != model.facingLeft) { // Detect changes in model.facingLeft | ||
Turn(model.facingLeft); | ||
} | ||
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// Detect changes in model.state | ||
SpineBeginnerBodyState currentModelState = model.state; | ||
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if (previousViewState != currentModelState) { | ||
PlayNewStableAnimation(); | ||
} | ||
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previousViewState = currentModelState; | ||
} | ||
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void PlayNewStableAnimation () { | ||
SpineBeginnerBodyState newModelState = model.state; | ||
Animation nextAnimation; | ||
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// Add conditionals to not interrupt transient animations. | ||
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if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) { | ||
PlayFootstepSound(); | ||
} | ||
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if (newModelState == SpineBeginnerBodyState.Jumping) { | ||
jumpSource.Play(); | ||
nextAnimation = jump; | ||
} else { | ||
if (newModelState == SpineBeginnerBodyState.Running) { | ||
nextAnimation = run; | ||
} else { | ||
nextAnimation = idle; | ||
} | ||
} | ||
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skeletonGraphic.AnimationState.SetAnimation(0, nextAnimation, true); | ||
} | ||
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void PlayFootstepSound () { | ||
footstepSource.Play(); | ||
footstepSource.pitch = GetRandomPitch(footstepPitchOffset); | ||
} | ||
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[ContextMenu("Check Tracks")] | ||
void CheckTracks () { | ||
AnimationState state = skeletonGraphic.AnimationState; | ||
Debug.Log(state.GetCurrent(0)); | ||
Debug.Log(state.GetCurrent(1)); | ||
} | ||
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#region Transient Actions | ||
public void PlayShoot () { | ||
// Play the shoot animation on track 1. | ||
TrackEntry shootTrack = skeletonGraphic.AnimationState.SetAnimation(1, shoot, false); | ||
shootTrack.AttachmentThreshold = 1f; | ||
shootTrack.MixDuration = 0f; | ||
skeletonGraphic.AnimationState.AddEmptyAnimation(1, 0.5f, 0.1f); | ||
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// Play the aim animation on track 2 to aim at the mouse target. | ||
TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, false); | ||
aimTrack.AttachmentThreshold = 1f; | ||
aimTrack.MixDuration = 0f; | ||
skeletonGraphic.AnimationState.AddEmptyAnimation(2, 0.5f, 0.1f); | ||
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gunSource.pitch = GetRandomPitch(gunsoundPitchOffset); | ||
gunSource.Play(); | ||
//gunParticles.randomSeed = (uint)Random.Range(0, 100); | ||
gunParticles.Play(); | ||
} | ||
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public void StartPlayingAim () { | ||
// Play the aim animation on track 2 to aim at the mouse target. | ||
TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, true); | ||
aimTrack.AttachmentThreshold = 1f; | ||
aimTrack.MixDuration = 0f; | ||
} | ||
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public void StopPlayingAim () { | ||
skeletonGraphic.AnimationState.AddEmptyAnimation(2, 0.5f, 0.1f); | ||
} | ||
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public void Turn (bool facingLeft) { | ||
skeletonGraphic.Skeleton.ScaleX = facingLeft ? -1f : 1f; | ||
// Maybe play a transient turning animation too, then call ChangeStableAnimation. | ||
} | ||
#endregion | ||
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#region Utility | ||
public float GetRandomPitch (float maxPitchOffset) { | ||
return 1f + Random.Range(-maxPitchOffset, maxPitchOffset); | ||
} | ||
#endregion | ||
} | ||
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} |
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...Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyBeginnerViewGraphic.cs.meta
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64
.../Assets/Spine Examples/Scripts/Getting Started Scripts/SpineboyTargetControllerGraphic.cs
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Original file line number | Diff line number | Diff line change |
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/****************************************************************************** | ||
* Spine Runtimes License Agreement | ||
* Last updated September 24, 2021. Replaces all prior versions. | ||
* | ||
* Copyright (c) 2013-2023, 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. | ||
*****************************************************************************/ | ||
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using UnityEngine; | ||
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namespace Spine.Unity.Examples { | ||
public class SpineboyTargetControllerGraphic : MonoBehaviour { | ||
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public SkeletonGraphic skeletonGraphic; | ||
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[SpineBone(dataField: "skeletonGraphic")] | ||
public string boneName; | ||
public Camera cam; | ||
public Canvas canvas; | ||
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Bone bone; | ||
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void OnValidate () { | ||
if (skeletonGraphic == null) skeletonGraphic = GetComponent<SkeletonGraphic>(); | ||
} | ||
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void Start () { | ||
bone = skeletonGraphic.Skeleton.FindBone(boneName); | ||
} | ||
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void Update () { | ||
Vector3 mousePosition = Input.mousePosition; | ||
Vector2 localRectPosition; | ||
RectTransformUtility.ScreenPointToLocalPointInRectangle( | ||
skeletonGraphic.rectTransform, mousePosition, null, out localRectPosition); | ||
Vector3 skeletonSpacePoint = localRectPosition / canvas.referencePixelsPerUnit; | ||
skeletonSpacePoint.x *= skeletonGraphic.Skeleton.ScaleX; | ||
skeletonSpacePoint.y *= skeletonGraphic.Skeleton.ScaleY; | ||
bone.SetLocalPosition(skeletonSpacePoint); | ||
} | ||
} | ||
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} |
11 changes: 11 additions & 0 deletions
11
...ts/Spine Examples/Scripts/Getting Started Scripts/SpineboyTargetControllerGraphic.cs.meta
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