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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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*****************************************************************************/
using Spine.Unity;
using Spine.Unity.Examples;
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using System.Collections;
using UnityEngine;
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namespace Spine.Unity.Examples {
public class SpineboyPole : MonoBehaviour {
public SkeletonAnimation skeletonAnimation;
public SkeletonRenderSeparator separator;
[Space(18)]
public AnimationReferenceAsset run;
public AnimationReferenceAsset pole;
public float startX;
public float endX;
const float Speed = 18f;
const float RunTimeScale = 1.5f;
IEnumerator Start () {
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AnimationState state = skeletonAnimation.state;
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while (true) {
// Run phase
SetXPosition(startX);
separator.enabled = false; // Disable Separator during run.
state.SetAnimation(0, run, true);
state.TimeScale = RunTimeScale;
while (transform.localPosition.x < endX) {
transform.Translate(Vector3.right * Speed * Time.deltaTime);
yield return null;
}
// Hit phase
SetXPosition(endX);
separator.enabled = true; // Enable Separator when hit
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TrackEntry poleTrack = state.SetAnimation(0, pole, false);
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yield return new WaitForSpineAnimationComplete(poleTrack);
yield return new WaitForSeconds(1f);
}
}
void SetXPosition (float x) {
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Vector3 tp = transform.localPosition;
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tp.x = x;
transform.localPosition = tp;
}
}
}