/******************************************************************************
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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 System.Collections;
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using Spine.Unity;
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namespace Spine.Unity.Examples {
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public class FootSoldierExample : MonoBehaviour {
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[SpineAnimation("Idle")]
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public string idleAnimation;
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[SpineAnimation]
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public string attackAnimation;
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[SpineAnimation]
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public string moveAnimation;
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[SpineSlot]
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public string eyesSlot;
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[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
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public string eyesOpenAttachment;
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[SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")]
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public string blinkAttachment;
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[Range(0, 0.2f)]
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public float blinkDuration = 0.05f;
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public KeyCode attackKey = KeyCode.Mouse0;
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public KeyCode rightKey = KeyCode.D;
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public KeyCode leftKey = KeyCode.A;
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public float moveSpeed = 3;
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SkeletonAnimation skeletonAnimation;
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void Awake () {
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skeletonAnimation = GetComponent<SkeletonAnimation>();
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skeletonAnimation.OnRebuild += Apply;
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}
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void Apply (SkeletonRenderer skeletonRenderer) {
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StartCoroutine("Blink");
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}
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void Update () {
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if (Input.GetKey(attackKey)) {
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skeletonAnimation.AnimationName = attackAnimation;
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} else {
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if (Input.GetKey(rightKey)) {
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skeletonAnimation.AnimationName = moveAnimation;
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skeletonAnimation.skeleton.FlipX = false;
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transform.Translate(moveSpeed * Time.deltaTime, 0, 0);
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} else if(Input.GetKey(leftKey)) {
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skeletonAnimation.AnimationName = moveAnimation;
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skeletonAnimation.skeleton.FlipX = true;
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transform.Translate(-moveSpeed * Time.deltaTime, 0, 0);
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} else {
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skeletonAnimation.AnimationName = idleAnimation;
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}
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}
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}
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IEnumerator Blink() {
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while (true) {
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yield return new WaitForSeconds(Random.Range(0.25f, 3f));
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skeletonAnimation.skeleton.SetAttachment(eyesSlot, blinkAttachment);
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yield return new WaitForSeconds(blinkDuration);
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skeletonAnimation.skeleton.SetAttachment(eyesSlot, eyesOpenAttachment);
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}
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}
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}
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}
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