/****************************************************************************** * Spine Runtimes License Agreement * Last updated January 1, 2020. Replaces all prior versions. * * Copyright (c) 2013-2020, 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 UnityEngine; using UnityEngine.UI; namespace Spine.Unity.Examples { public class AttackSpineboy : MonoBehaviour { public SkeletonAnimation spineboy; public SkeletonAnimation attackerSpineboy; public SpineGauge gauge; public Text healthText; int currentHealth = 100; const int maxHealth = 100; public AnimationReferenceAsset shoot, hit, idle, death; public UnityEngine.Events.UnityEvent onAttack; void Update () { if (Input.GetKeyDown(KeyCode.Space)) { currentHealth -= 10; healthText.text = currentHealth + "/" + maxHealth; attackerSpineboy.AnimationState.SetAnimation(1, shoot, false); attackerSpineboy.AnimationState.AddEmptyAnimation(1, 0.5f, 2f); if (currentHealth > 0) { spineboy.AnimationState.SetAnimation(0, hit, false); spineboy.AnimationState.AddAnimation(0, idle, true, 0); gauge.fillPercent = (float)currentHealth/(float)maxHealth; onAttack.Invoke(); } else { if (currentHealth >= 0) { gauge.fillPercent = 0; spineboy.AnimationState.SetAnimation(0, death, false).TrackEnd = float.PositiveInfinity; } } } } } }