/******************************************************************************
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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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using Spine.Unity;
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namespace Spine.Unity.Examples {
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public class SpineboyBeginnerView : MonoBehaviour {
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#region Inspector
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[Header("Components")]
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public SpineboyBeginnerModel model;
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public SkeletonAnimation skeletonAnimation;
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[SpineAnimation] public string run, idle, shoot, jump;
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[SpineEvent] public string footstepEventName;
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[Header("Audio")]
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public float footstepPitchOffset = 0.2f;
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public float gunsoundPitchOffset = 0.13f;
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public AudioSource footstepSource, gunSource, jumpSource;
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[Header("Effects")]
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public ParticleSystem gunParticles;
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#endregion
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SpineBeginnerBodyState previousViewState;
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void Start () {
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if (skeletonAnimation == null) return;
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model.ShootEvent += PlayShoot;
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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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if (e.Data.Name == footstepEventName)
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PlayFootstepSound();
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}
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void Update () {
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if (skeletonAnimation == null) return;
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if (model == null) return;
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if (skeletonAnimation.skeleton.FlipX != model.facingLeft) { // Detect changes in model.facingLeft
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Turn(model.facingLeft);
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}
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// Detect changes in model.state
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var currentModelState = model.state;
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if (previousViewState != currentModelState) {
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PlayNewStableAnimation();
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}
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previousViewState = currentModelState;
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}
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void PlayNewStableAnimation () {
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var newModelState = model.state;
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string nextAnimation;
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// Add conditionals to not interrupt transient animations.
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if (previousViewState == SpineBeginnerBodyState.Jumping && newModelState != SpineBeginnerBodyState.Jumping) {
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PlayFootstepSound();
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}
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if (newModelState == SpineBeginnerBodyState.Jumping) {
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jumpSource.Play();
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nextAnimation = jump;
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} else {
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if (newModelState == SpineBeginnerBodyState.Running) {
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nextAnimation = run;
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} else {
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nextAnimation = idle;
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}
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}
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skeletonAnimation.state.SetAnimation(0, nextAnimation, true);
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}
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void PlayFootstepSound () {
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footstepSource.Play();
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footstepSource.pitch = GetRandomPitch(footstepPitchOffset);
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}
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[ContextMenu("Check Tracks")]
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void CheckTracks () {
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var state = skeletonAnimation.state;
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Debug.Log(state.GetCurrent(0));
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Debug.Log(state.GetCurrent(1));
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}
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#region Transient Actions
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public void PlayShoot () {
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// Play the shoot animation on track 1.
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skeletonAnimation.state.SetAnimation(1, shoot, false);
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//skeletonAnimation.state.AddEmptyAnimation(1, 0.1f, 0f);
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gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
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gunSource.Play();
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gunParticles.randomSeed = (uint)Random.Range(0, 100);
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gunParticles.Play();
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}
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public void Turn (bool facingLeft) {
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skeletonAnimation.skeleton.FlipX = facingLeft;
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// Maybe play a transient turning animation too, then call ChangeStableAnimation.
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}
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#endregion
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#region Utility
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public float GetRandomPitch (float maxPitchOffset) {
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return 1f + Random.Range(-maxPitchOffset, maxPitchOffset);
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}
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#endregion
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}
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}
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