/******************************************************************************
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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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using UnityEngine;
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using System.Collections;
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namespace Spine.Unity.Examples {
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[SelectionBase]
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public class SpineboyBeginnerModel : MonoBehaviour {
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#region Inspector
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[Header("Current State")]
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public SpineBeginnerBodyState state;
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public bool facingLeft;
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[Range(-1f, 1f)]
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public float currentSpeed;
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[Header("Balance")]
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public float shootInterval = 0.12f;
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#endregion
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float lastShootTime;
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public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.
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#region API
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public void TryJump () {
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StartCoroutine(JumpRoutine());
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}
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public void TryShoot () {
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float currentTime = Time.time;
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if (currentTime - lastShootTime > shootInterval) {
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lastShootTime = currentTime;
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if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
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}
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}
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public void TryMove (float speed) {
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currentSpeed = speed; // show the "speed" in the Inspector.
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if (speed != 0) {
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bool speedIsNegative = (speed < 0f);
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facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
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}
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if (state != SpineBeginnerBodyState.Jumping) {
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state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
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}
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}
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#endregion
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IEnumerator JumpRoutine () {
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if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
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state = SpineBeginnerBodyState.Jumping;
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// Fake jumping.
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{
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var pos = transform.localPosition;
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const float jumpTime = 1.2f;
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const float half = jumpTime * 0.5f;
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const float jumpPower = 20f;
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for (float t = 0; t < half; t += Time.deltaTime) {
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float d = jumpPower * (half - t);
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transform.Translate((d * Time.deltaTime) * Vector3.up);
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yield return null;
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}
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for (float t = 0; t < half; t += Time.deltaTime) {
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float d = jumpPower * t;
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transform.Translate((d * Time.deltaTime) * Vector3.down);
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yield return null;
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}
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transform.localPosition = pos;
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}
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state = SpineBeginnerBodyState.Idle;
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}
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}
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public enum SpineBeginnerBodyState {
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Idle,
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Running,
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Jumping
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}
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}
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