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/******************************************************************************
* Spine Runtimes License Agreement
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* Last updated July 28, 2023. Replaces all prior versions.
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*
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* Copyright (c) 2013-2023, Esoteric Software LLC
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*
* 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
*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
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* "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
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* (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.
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*****************************************************************************/
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using Spine.Unity;
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using UnityEngine;
using UnityEngine.Events;
namespace Spine.Unity.Examples {
[RequireComponent(typeof(CharacterController))]
public class BasicPlatformerController : MonoBehaviour {
public enum CharacterState {
None,
Idle,
Walk,
Run,
Crouch,
Rise,
Fall,
Attack
}
[Header("Components")]
public CharacterController controller;
[Header("Controls")]
public string XAxis = "Horizontal";
public string YAxis = "Vertical";
public string JumpButton = "Jump";
[Header("Moving")]
public float walkSpeed = 1.5f;
public float runSpeed = 7f;
public float gravityScale = 6.6f;
[Header("Jumping")]
public float jumpSpeed = 25;
public float minimumJumpDuration = 0.5f;
public float jumpInterruptFactor = 0.5f;
public float forceCrouchVelocity = 25;
public float forceCrouchDuration = 0.5f;
[Header("Animation")]
public SkeletonAnimationHandleExample animationHandle;
// Events
public event UnityAction OnJump, OnLand, OnHardLand;
Vector2 input = default(Vector2);
Vector3 velocity = default(Vector3);
float minimumJumpEndTime = 0;
float forceCrouchEndTime;
bool wasGrounded = false;
CharacterState previousState, currentState;
void Update () {
float dt = Time.deltaTime;
bool isGrounded = controller.isGrounded;
bool landed = !wasGrounded && isGrounded;
// Dummy input.
input.x = Input.GetAxis(XAxis);
input.y = Input.GetAxis(YAxis);
bool inputJumpStop = Input.GetButtonUp(JumpButton);
bool inputJumpStart = Input.GetButtonDown(JumpButton);
bool doCrouch = (isGrounded && input.y < -0.5f) || (forceCrouchEndTime > Time.time);
bool doJumpInterrupt = false;
bool doJump = false;
bool hardLand = false;
if (landed) {
if (-velocity.y > forceCrouchVelocity) {
hardLand = true;
doCrouch = true;
forceCrouchEndTime = Time.time + forceCrouchDuration;
}
}
if (!doCrouch) {
if (isGrounded) {
if (inputJumpStart) {
doJump = true;
}
} else {
doJumpInterrupt = inputJumpStop && Time.time < minimumJumpEndTime;
}
}
// Dummy physics and controller using UnityEngine.CharacterController.
Vector3 gravityDeltaVelocity = Physics.gravity * gravityScale * dt;
if (doJump) {
velocity.y = jumpSpeed;
minimumJumpEndTime = Time.time + minimumJumpDuration;
} else if (doJumpInterrupt) {
if (velocity.y > 0)
velocity.y *= jumpInterruptFactor;
}
velocity.x = 0;
if (!doCrouch) {
if (input.x != 0) {
velocity.x = Mathf.Abs(input.x) > 0.6f ? runSpeed : walkSpeed;
velocity.x *= Mathf.Sign(input.x);
}
}
if (!isGrounded) {
if (wasGrounded) {
if (velocity.y < 0)
velocity.y = 0;
} else {
velocity += gravityDeltaVelocity;
}
}
controller.Move(velocity * dt);
wasGrounded = isGrounded;
// Determine and store character state
if (isGrounded) {
if (doCrouch) {
currentState = CharacterState.Crouch;
} else {
if (input.x == 0)
currentState = CharacterState.Idle;
else
currentState = Mathf.Abs(input.x) > 0.6f ? CharacterState.Run : CharacterState.Walk;
}
} else {
currentState = velocity.y > 0 ? CharacterState.Rise : CharacterState.Fall;
}
bool stateChanged = previousState != currentState;
previousState = currentState;
// Animation
// Do not modify character parameters or state in this phase. Just read them.
// Detect changes in state, and communicate with animation handle if it changes.
if (stateChanged)
HandleStateChanged();
if (input.x != 0)
animationHandle.SetFlip(input.x);
// Fire events.
if (doJump) {
OnJump.Invoke();
}
if (landed) {
if (hardLand) {
OnHardLand.Invoke();
} else {
OnLand.Invoke();
}
}
}
void HandleStateChanged () {
// When the state changes, notify the animation handle of the new state.
string stateName = null;
switch (currentState) {
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case CharacterState.Idle:
stateName = "idle";
break;
case CharacterState.Walk:
stateName = "walk";
break;
case CharacterState.Run:
stateName = "run";
break;
case CharacterState.Crouch:
stateName = "crouch";
break;
case CharacterState.Rise:
stateName = "rise";
break;
case CharacterState.Fall:
stateName = "fall";
break;
case CharacterState.Attack:
stateName = "attack";
break;
default:
break;
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}
animationHandle.PlayAnimationForState(stateName, 0);
}
}
}