WXGame/box1/Assets/Spine Examples/Scripts/SpineboyFacialExpression.cs
2024-10-29 15:22:32 +08:00

90 lines
3.3 KiB
C#

/******************************************************************************
* 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 System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Spine.Unity.Examples {
public class SpineboyFacialExpression : MonoBehaviour {
public SpineboyFootplanter footPlanter;
[SpineSlot]
public string eyeSlotName, mouthSlotName;
[SpineAttachment(slotField:"eyeSlotName")]
public string shockEyeName, normalEyeName;
[SpineAttachment(slotField: "mouthSlotName")]
public string shockMouthName, normalMouthName;
public Slot eyeSlot, mouthSlot;
public Attachment shockEye, normalEye, shockMouth, normalMouth;
public float balanceThreshold = 2.5f;
public float shockDuration = 1f;
[Header("Debug")]
public float shockTimer = 0f;
void Start () {
var skeletonAnimation = GetComponent<SkeletonAnimation>();
var skeleton = skeletonAnimation.Skeleton;
eyeSlot = skeleton.FindSlot(eyeSlotName);
mouthSlot = skeleton.FindSlot(mouthSlotName);
int eyeSlotIndex = skeleton.FindSlotIndex(eyeSlotName);
shockEye = skeleton.GetAttachment(eyeSlotIndex, shockEyeName);
normalEye = skeleton.GetAttachment(eyeSlotIndex, normalEyeName);
int mouthSlotIndex = skeleton.FindSlotIndex(mouthSlotName);
shockMouth = skeleton.GetAttachment(mouthSlotIndex, shockMouthName);
normalMouth = skeleton.GetAttachment(mouthSlotIndex, normalMouthName);
}
void Update () {
if (Mathf.Abs(footPlanter.Balance) > balanceThreshold)
shockTimer = shockDuration;
if (shockTimer > 0)
shockTimer -= Time.deltaTime;
if (shockTimer > 0) {
eyeSlot.Attachment = shockEye;
mouthSlot.Attachment = shockMouth;
} else {
eyeSlot.Attachment = normalEye;
mouthSlot.Attachment = normalMouth;
}
}
}
}