/
SpineboyBeginnerModel.cs
124 lines (104 loc) · 4.22 KB
/
SpineboyBeginnerModel.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
/******************************************************************************
* 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 UnityEngine;
namespace Spine.Unity.Examples {
[SelectionBase]
public class SpineboyBeginnerModel : MonoBehaviour {
#region Inspector
[Header("Current State")]
public SpineBeginnerBodyState state;
public bool facingLeft;
[Range(-1f, 1f)]
public float currentSpeed;
[Header("Balance")]
public float shootInterval = 0.12f;
#endregion
float lastShootTime;
public event System.Action ShootEvent; // Lets other scripts know when Spineboy is shooting. Check C# Documentation to learn more about events and delegates.
public event System.Action StartAimEvent; // Lets other scripts know when Spineboy is aiming.
public event System.Action StopAimEvent; // Lets other scripts know when Spineboy is no longer aiming.
#region API
public void TryJump () {
StartCoroutine(JumpRoutine());
}
public void TryShoot () {
float currentTime = Time.time;
if (currentTime - lastShootTime > shootInterval) {
lastShootTime = currentTime;
if (ShootEvent != null) ShootEvent(); // Fire the "ShootEvent" event.
}
}
public void StartAim () {
if (StartAimEvent != null) StartAimEvent(); // Fire the "StartAimEvent" event.
}
public void StopAim () {
if (StopAimEvent != null) StopAimEvent(); // Fire the "StopAimEvent" event.
}
public void TryMove (float speed) {
currentSpeed = speed; // show the "speed" in the Inspector.
if (speed != 0) {
bool speedIsNegative = (speed < 0f);
facingLeft = speedIsNegative; // Change facing direction whenever speed is not 0.
}
if (state != SpineBeginnerBodyState.Jumping) {
state = (speed == 0) ? SpineBeginnerBodyState.Idle : SpineBeginnerBodyState.Running;
}
}
#endregion
IEnumerator JumpRoutine () {
if (state == SpineBeginnerBodyState.Jumping) yield break; // Don't jump when already jumping.
state = SpineBeginnerBodyState.Jumping;
// Fake jumping.
{
var pos = transform.localPosition;
const float jumpTime = 1.2f;
const float half = jumpTime * 0.5f;
const float jumpPower = 20f;
for (float t = 0; t < half; t += Time.deltaTime) {
float d = jumpPower * (half - t);
transform.Translate((d * Time.deltaTime) * Vector3.up);
yield return null;
}
for (float t = 0; t < half; t += Time.deltaTime) {
float d = jumpPower * t;
transform.Translate((d * Time.deltaTime) * Vector3.down);
yield return null;
}
transform.localPosition = pos;
}
state = SpineBeginnerBodyState.Idle;
}
}
public enum SpineBeginnerBodyState {
Idle,
Running,
Jumping
}
}