/****************************************************************************** * 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(); 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; } } } }