/****************************************************************************** * 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. *****************************************************************************/ // Contributed by: Mitch Thompson using Spine.Unity; using System.Collections; using UnityEngine; namespace Spine.Unity.Examples { public class FootSoldierExample : MonoBehaviour { [SpineAnimation("Idle")] public string idleAnimation; [SpineAnimation] public string attackAnimation; [SpineAnimation] public string moveAnimation; [SpineSlot] public string eyesSlot; [SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")] public string eyesOpenAttachment; [SpineAttachment(currentSkinOnly: true, slotField: "eyesSlot")] public string blinkAttachment; [Range(0, 0.2f)] public float blinkDuration = 0.05f; public KeyCode attackKey = KeyCode.Mouse0; public KeyCode rightKey = KeyCode.D; public KeyCode leftKey = KeyCode.A; public float moveSpeed = 3; SkeletonAnimation skeletonAnimation; void Awake () { skeletonAnimation = GetComponent(); skeletonAnimation.OnRebuild += Apply; } void Apply (SkeletonRenderer skeletonRenderer) { StartCoroutine(Blink()); } void Update () { if (Input.GetKey(attackKey)) { skeletonAnimation.AnimationName = attackAnimation; } else { if (Input.GetKey(rightKey)) { skeletonAnimation.AnimationName = moveAnimation; skeletonAnimation.Skeleton.ScaleX = 1; transform.Translate(moveSpeed * Time.deltaTime, 0, 0); } else if (Input.GetKey(leftKey)) { skeletonAnimation.AnimationName = moveAnimation; skeletonAnimation.Skeleton.ScaleX = -1; transform.Translate(-moveSpeed * Time.deltaTime, 0, 0); } else { skeletonAnimation.AnimationName = idleAnimation; } } } IEnumerator Blink () { while (true) { yield return new WaitForSeconds(Random.Range(0.25f, 3f)); skeletonAnimation.Skeleton.SetAttachment(eyesSlot, blinkAttachment); yield return new WaitForSeconds(blinkDuration); skeletonAnimation.Skeleton.SetAttachment(eyesSlot, eyesOpenAttachment); } } } }