/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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// Contributed by: Mitch Thompson
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using UnityEngine;
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using Spine.Unity;
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namespace Spine.Unity.Examples {
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[RequireComponent(typeof(CharacterController))]
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public class BasicPlatformerController : MonoBehaviour {
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[Header("Controls")]
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public string XAxis = "Horizontal";
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public string YAxis = "Vertical";
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public string JumpButton = "Jump";
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[Header("Moving")]
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public float walkSpeed = 4;
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public float runSpeed = 10;
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public float gravity = 65;
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[Header("Jumping")]
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public float jumpSpeed = 25;
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public float jumpDuration = 0.5f;
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public float jumpInterruptFactor = 100;
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public float forceCrouchVelocity = 25;
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public float forceCrouchDuration = 0.5f;
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[Header("Graphics")]
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public Transform graphicsRoot;
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public SkeletonAnimation skeletonAnimation;
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[Header("Animation")]
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string walkName = "Walk";
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string runName = "Run";
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string idleName = "Idle";
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string jumpName = "Jump";
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string fallName = "Fall";
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[SpineAnimation(dataField: "skeletonAnimation")]
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public string crouchName = "Crouch";
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[Header("Audio")]
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public AudioSource jumpAudioSource;
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public AudioSource hardfallAudioSource;
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public AudioSource footstepAudioSource;
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[SpineEvent]
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public string footstepEventName = "Footstep";
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CharacterController controller;
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Vector2 velocity = Vector2.zero;
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Vector2 lastVelocity = Vector2.zero;
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bool lastGrounded = false;
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float jumpEndTime = 0;
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bool jumpInterrupt = false;
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float forceCrouchEndTime;
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Quaternion flippedRotation = Quaternion.Euler(0, 180, 0);
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void Awake () {
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controller = GetComponent<CharacterController>();
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}
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void Start () {
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// Register a callback for Spine Events (in this case, Footstep)
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skeletonAnimation.state.Event += HandleEvent;
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}
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void HandleEvent (Spine.TrackEntry trackEntry, Spine.Event e) {
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// Play some sound if footstep event fired
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if (e.Data.Name == footstepEventName) {
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footstepAudioSource.Stop();
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footstepAudioSource.pitch = GetRandomPitch(0.2f);
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footstepAudioSource.Play();
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}
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}
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void Update () {
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//control inputs
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float x = Input.GetAxis(XAxis);
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float y = Input.GetAxis(YAxis);
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//check for force crouch
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bool crouching = (controller.isGrounded && y < -0.5f) || (forceCrouchEndTime > Time.time);
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velocity.x = 0;
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//Calculate control velocity
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if (!crouching) {
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if (Input.GetButtonDown(JumpButton) && controller.isGrounded) {
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//jump
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jumpAudioSource.Stop();
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jumpAudioSource.Play();
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velocity.y = jumpSpeed;
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jumpEndTime = Time.time + jumpDuration;
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} else if (Time.time < jumpEndTime && Input.GetButtonUp(JumpButton)) {
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jumpInterrupt = true;
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}
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if (x != 0) {
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//walk or run
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velocity.x = Mathf.Abs(x) > 0.6f ? runSpeed : walkSpeed;
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velocity.x *= Mathf.Sign(x);
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}
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if (jumpInterrupt) {
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//interrupt jump and smoothly cut Y velocity
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if (velocity.y > 0) {
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velocity.y = Mathf.MoveTowards(velocity.y, 0, Time.deltaTime * 100);
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} else {
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jumpInterrupt = false;
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}
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}
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}
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//apply gravity F = mA (Learn it, love it, live it)
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velocity.y -= gravity * Time.deltaTime;
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//move
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controller.Move(new Vector3(velocity.x, velocity.y, 0) * Time.deltaTime);
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if (controller.isGrounded) {
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//cancel out Y velocity if on ground
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velocity.y = -gravity * Time.deltaTime;
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jumpInterrupt = false;
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}
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Vector2 deltaVelocity = lastVelocity - velocity;
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if (!lastGrounded && controller.isGrounded) {
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//detect hard fall
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if ((gravity * Time.deltaTime) - deltaVelocity.y > forceCrouchVelocity) {
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forceCrouchEndTime = Time.time + forceCrouchDuration;
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hardfallAudioSource.Play();
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} else {
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//play footstep audio if light fall because why not
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footstepAudioSource.Play();
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}
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}
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//graphics updates
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if (controller.isGrounded) {
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if (crouching) { //crouch
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skeletonAnimation.AnimationName = crouchName;
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} else {
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if (x == 0) //idle
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skeletonAnimation.AnimationName = idleName;
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else //move
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skeletonAnimation.AnimationName = Mathf.Abs(x) > 0.6f ? runName : walkName;
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}
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} else {
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if (velocity.y > 0) //jump
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skeletonAnimation.AnimationName = jumpName;
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else //fall
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skeletonAnimation.AnimationName = fallName;
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}
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//flip left or right
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if (x > 0)
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graphicsRoot.localRotation = Quaternion.identity;
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else if (x < 0)
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graphicsRoot.localRotation = flippedRotation;
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//store previous state
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lastVelocity = velocity;
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lastGrounded = controller.isGrounded;
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}
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static float GetRandomPitch (float maxOffset) {
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return 1f + Random.Range(-maxOffset, maxOffset);
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}
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}
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}
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