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2024-10-23 09:14:01 +08:00
/******************************************************************************
* Spine Runtimes License Agreement
* Last updated July 28, 2023. Replaces all prior versions.
*
* Copyright (c) 2013-2023, Esoteric Software LLC
*
* 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
*
* Otherwise, it is permitted to integrate the Spine Runtimes into software or
* otherwise create derivative works of the Spine Runtimes (collectively,
* "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
* (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.
*****************************************************************************/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class SpineboyFreeze : MonoBehaviour {
public SkeletonAnimation skeletonAnimation;
public AnimationReferenceAsset freeze;
public AnimationReferenceAsset idle;
public Color freezeColor;
public Color freezeBlackColor;
public ParticleSystem particles;
public float freezePoint = 0.5f;
public string colorProperty = "_Color";
public string blackTintProperty = "_Black";
MaterialPropertyBlock block;
MeshRenderer meshRenderer;
IEnumerator Start () {
block = new MaterialPropertyBlock();
meshRenderer = GetComponent<MeshRenderer>();
particles.Stop();
particles.Clear();
ParticleSystem.MainModule main = particles.main;
main.loop = false;
AnimationState state = skeletonAnimation.AnimationState;
while (true) {
yield return new WaitForSeconds(1f);
// Play freeze animation
state.SetAnimation(0, freeze, false);
yield return new WaitForSeconds(freezePoint);
// Freeze effects
particles.Play();
block.SetColor(colorProperty, freezeColor);
block.SetColor(blackTintProperty, freezeBlackColor);
meshRenderer.SetPropertyBlock(block);
yield return new WaitForSeconds(2f);
// Return to Idle
state.SetAnimation(0, idle, true);
block.SetColor(colorProperty, Color.white);
block.SetColor(blackTintProperty, Color.black);
meshRenderer.SetPropertyBlock(block);
yield return null;
}
}
}
}