/****************************************************************************** * 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 UnityEngine; namespace Spine.Unity.Examples { public class SpineboyBeginnerInput : MonoBehaviour { #region Inspector public string horizontalAxis = "Horizontal"; public string attackButton = "Fire1"; public string aimButton = "Fire2"; public string jumpButton = "Jump"; public SpineboyBeginnerModel model; void OnValidate () { if (model == null) model = GetComponent(); } #endregion void Update () { if (model == null) return; float currentHorizontal = Input.GetAxisRaw(horizontalAxis); model.TryMove(currentHorizontal); if (Input.GetButton(attackButton)) model.TryShoot(); if (Input.GetButtonDown(aimButton)) model.StartAim(); if (Input.GetButtonUp(aimButton)) model.StopAim(); if (Input.GetButtonDown(jumpButton)) model.TryJump(); } } }