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5 小时以前 ad92163f252143e711ca99ae1cc214bfef20615d
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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 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;
                    }
                }
            }
        }
    }
 
}