三国卡牌客户端基础资源仓库
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2025-09-15 ea3ad185fcbccce1bd49d467de7186ac08edab24
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/******************************************************************************
 * Spine Runtimes License Agreement
 * Last updated July 28, 2023. 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;
 
namespace Spine.Unity.Examples {
    public class SpineboyBeginnerViewGraphic : MonoBehaviour {
 
        #region Inspector
        [Header("Components")]
        public SpineboyBeginnerModel model;
        public SkeletonGraphic skeletonGraphic;
 
        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 (skeletonGraphic == null) return;
            model.ShootEvent += PlayShoot;
            model.StartAimEvent += StartPlayingAim;
            model.StopAimEvent += StopPlayingAim;
            skeletonGraphic.AnimationState.Event += HandleEvent;
        }
 
        void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
            if (e.Data == footstepEvent.EventData)
                PlayFootstepSound();
        }
 
        void Update () {
            if (skeletonGraphic == null) return;
            if (model == null) return;
 
            if ((skeletonGraphic.Skeleton.ScaleX < 0) != model.facingLeft) {  // Detect changes in model.facingLeft
                Turn(model.facingLeft);
            }
 
            // Detect changes in model.state
            SpineBeginnerBodyState currentModelState = model.state;
 
            if (previousViewState != currentModelState) {
                PlayNewStableAnimation();
            }
 
            previousViewState = currentModelState;
        }
 
        void PlayNewStableAnimation () {
            SpineBeginnerBodyState 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;
                }
            }
 
            skeletonGraphic.AnimationState.SetAnimation(0, nextAnimation, true);
        }
 
        void PlayFootstepSound () {
            footstepSource.Play();
            footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
        }
 
        [ContextMenu("Check Tracks")]
        void CheckTracks () {
            AnimationState state = skeletonGraphic.AnimationState;
            Debug.Log(state.GetCurrent(0));
            Debug.Log(state.GetCurrent(1));
        }
 
        #region Transient Actions
        public void PlayShoot () {
            // Play the shoot animation on track 1.
            TrackEntry shootTrack = skeletonGraphic.AnimationState.SetAnimation(1, shoot, false);
            shootTrack.MixAttachmentThreshold = 1f;
            shootTrack.SetMixDuration(0f, 0f);
            skeletonGraphic.AnimationState.AddEmptyAnimation(1, 0.5f, 0.1f);
 
            // Play the aim animation on track 2 to aim at the mouse target.
            TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, false);
            aimTrack.MixAttachmentThreshold = 1f;
            aimTrack.SetMixDuration(0f, 0f);
            skeletonGraphic.AnimationState.AddEmptyAnimation(2, 0.5f, 0.1f);
 
            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.
            TrackEntry aimTrack = skeletonGraphic.AnimationState.SetAnimation(2, aim, true);
            aimTrack.MixAttachmentThreshold = 1f;
            aimTrack.SetMixDuration(0f, 0f); // use SetMixDuration(mixDuration, delay) to update delay correctly
        }
 
        public void StopPlayingAim () {
            skeletonGraphic.AnimationState.AddEmptyAnimation(2, 0.5f, 0.1f);
        }
 
        public void Turn (bool facingLeft) {
            skeletonGraphic.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
    }
 
}