Inheritance: SkeletonComponent
Ejemplo n.º 1
0
	void Start () 
    {                
        gmc = GameObject.FindGameObjectWithTag("GameController").GetComponent<Spawner>();
        print(gmc.sprites[gmc.num]);
		/*anim = GameObject.FindGameObjectsWithTag("animation");
		anim.SetActive(false);*/
		skeletonAnimation = GameObject.FindGameObjectWithTag("animation").GetComponent<SkeletonAnimation>();
		skeletonAnimation.enabled = true;
		gmv = GameObject.FindGameObjectWithTag("GameOver");
		cnt = GameObject.FindGameObjectWithTag("animation");
		//gmv.SetActive(false);
		gameOv =GameObject.FindGameObjectWithTag("GameOver").GetComponent<SkeletonAnimation>();
		if(this.gameObject.GetComponent<TapCounter>().enabled){
			skeletonAnimation.state.SetAnimation(0, "tap_amount_in", false);
			skeletonAnimation.state.AddAnimation(0, "tap_amount_loop", true, 0.3f);
		}
		gmv.SetActive(false);
		cnt.SetActive(true);

		/*gmv = GameObject.FindGameObjectWithTag("GameOver");
		cnt = GameObject.FindGameObjectWithTag("animation");
		gmv.SetActive(false);*/
        AudioSource[] sources = GetComponents<AudioSource>();
        tap = sources[0];
        bad = sources[1];
        good = sources[2];

		spw = GameObject.FindGameObjectWithTag("GameController").GetComponent<Spawner>();
		sc = GameObject.FindGameObjectWithTag("Score").GetComponent<ScoreController>();
		scoreCounter.text = "";

	}
Ejemplo n.º 2
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    public void Start()
    {
        skeletonAnimation = GetComponent<SkeletonAnimation>();
        skeletonAnimation.state.SetAnimation(0, "walk", true);

        skeletonAnimation.state.Event += new EventHandler<EventTriggeredArgs>(Event);
    }
 void Start()
 {
     skeletonAnimation = GetComponent<SkeletonAnimation>();
     ColiderScript cs = GetComponentInChildren<ColiderScript>();
     cs.TriggerEnter += OnTriggerEnter;
     cs.CollisionEnter += OnCollisionEnter;
 }
    void Start()
    {
        Anim = GetComponent<SkeletonAnimation>();

        Anim.state.SetAnimation(0, "boywalk", true);
        transform.DOMove(endPositon, timeMove).OnComplete(turnOffAnim);
    }
Ejemplo n.º 5
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 // Use this for initialization
 void Start()
 {
     tweenOrthoSize = GetComponent<TweenOrthoSize>();
     tweenPosition = GetComponent<TweenPosition>();
     TouchUI = GameObject.Find("TouchUI");
     skeletonAnimation = GameObject.Find("title").GetComponent<SkeletonAnimation>();
 }
Ejemplo n.º 6
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 void Start()
 {
     m_anim = GetComponent< SkeletonAnimation > ();
     m_anim.state.Event += HandleEvent;
     m_anim.state.End += EndEvent;
     SetAnimation (PLAYER_IDLE_ANIN, true);
 }
Ejemplo n.º 7
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	// Use this for initialization
	void Start () {
		skeletonAnimation = GameObject.FindGameObjectWithTag("animation").GetComponent<SkeletonAnimation>();
		//Invoke("BeginUI", 0);
		//Invoke("UImenu", 0.4f);
		skeletonAnimation.state.SetAnimation(0, "menu_in", false);
		skeletonAnimation.state.AddAnimation(0, "menu_loop", true, 0);
	}
    void Start()
    {
        mama_Anim = mama.GetComponent<SkeletonAnimation>();

        Mama_ChangeAnimaton(AnimationNames.lv_finish_mama_walk, true);
        house_door.transform.DOMove(endCua.position, 1).OnComplete(change_isMove);
        Inst = this;
    }
Ejemplo n.º 9
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 // Use this for initialization
 void Start()
 {
     m_transform = this.transform;
     m_animation = this.GetComponent<SkeletonAnimation>();
     m_animation.timeScale = Random.Range(0.8f, 1.2f);
     m_animation.state.Event += state_Event;
     m_animation.state.End += state_End;
 }
Ejemplo n.º 10
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	void Start () 
	{
		originalPosition = transform.position;
		originalScale = transform.localScale;

		audioSource = GetComponent<AudioSource>();
		spine = GetComponent<SkeletonAnimation>();
	}
Ejemplo n.º 11
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	void Start () {
		// Make sure you get these AnimationState and Skeleton references in Start or Later. Getting and using them in Awake is not guaranteed by default execution order.
		skeletonAnimation = GetComponent<SkeletonAnimation>();
		spineAnimationState = skeletonAnimation.state;
		skeleton = skeletonAnimation.skeleton;

		StartCoroutine(DoDemoRoutine());
	}
Ejemplo n.º 12
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 void Start()
 {
     transform.parent = null;
     controller = GetComponent<Controller2D>();
     gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2);
     jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex;
     spineAnim = GetComponent<SkeletonAnimation>();
     randomMeow = Random.Range (1.5f, 3f);
 }
Ejemplo n.º 13
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	void Start() {
		if (speedReference == null)
			speedReference = transform;

		skeletonAnimation = GetComponent<SkeletonAnimation>();
		bone = SpineBone.GetBone(boneName, skeletonAnimation);
		skeletonAnimation.UpdateLocal += UpdateLocal;
		lastPosition = speedReference.position;
	}
Ejemplo n.º 14
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    void Awake()
    {
        _equipment = GetComponent<EquipmentComponent>();
        _movement = GetComponent<MovementComponent>();
        _health = GetComponent<HealthComponent>();
        _skelAnim = GetComponent<SkeletonAnimation>();

        _health.armorValue = _equipment.GetArmor();
    }
Ejemplo n.º 15
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	void Start() {
		// Get the SkeletonAnimation component for the GameObject this script is attached to.
		skeletonAnimation = GetComponent<SkeletonAnimation>();
		// Call our method any time an animation fires an event.
		skeletonAnimation.state.Event += Event;
		// Queue jump to be played on track 0 two seconds after the starting animation.
		skeletonAnimation.state.AddAnimation(0, "jump", false, 2);
		// Queue walk to be looped on track 0 after the jump animation.
		skeletonAnimation.state.AddAnimation(0, "run", true, 0);
	}
Ejemplo n.º 16
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 // Use this for initialization
 void Start()
 {
     sktAnimator = GetComponent<SkeletonAnimator>();
     if (sktAnimator == null)
     {
         Debug.LogError("sktAnimator == null");
     }
     else
     {
         sktAnimator.GetSkeleton().flipX = true;
         sktAnimator.GetSkeleton().SetColor(new Color(1.0f, 0.0f, 0.0f));
     }
     sktAnimation = GetComponent<SkeletonAnimation>();
     if (sktAnimation == null)
     {
         Debug.LogError("sktAnimation == null");
     }
     else
     {
         Debug.Log("animation : " + sktAnimation.state.GetCurrent(0));
     }
     animator = GetComponent<Animator>();
     if (animator == null)
     {
         Debug.LogError("animator == null");
     }
     else
     {
         AnimatorClipInfo[] items = animator.GetCurrentAnimatorClipInfo(0);
         Debug.Log("items length : " + items.Length);
         foreach (AnimatorClipInfo item in items)
         {
             Debug.Log("" + item.clip.name);
         }
         Debug.Log("ok");
         //  Debug.Log ("animator : " + animator.GetComponent<UnityEngine.Animation>().name);
     }
     sktUtility = GetComponent<SkeletonUtility>();
     if (sktUtility == null)
     {
         Debug.LogError ("sktUtility == null");
     }
     else
     {
         Debug.Log ("123123" + sktUtility.skeletonAnimation.Skeleton.Slots);
         //  foreach (Slot item in sktUtility.skeletonAnimation.Skeleton.Slots)
         //  {
         //      Debug.Log ("item : " + item.ToString());
         //      if (item.ToString().Equals("front_bracer"))
         //      {
         //          item.SetColor(new Color(0.0f, 1.0f, 0.0f));
         //      }
         //  }
     }
 }
Ejemplo n.º 17
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	void Start(){
		controller = GetComponent<Controller2D>();
		velocity = new Vector3();

		gravity = -2 * jumpHeight / Mathf.Pow(timeToJumpApex, 2);
		jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex;
		print ("gravity: " + gravity + " jump velocity:" + jumpVelocity + " deltaTime:" + Time.deltaTime);

		//Spine Stuff
		skeletonAnimation = GetComponent<SkeletonAnimation>();
	}
Ejemplo n.º 18
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    // Use this for initialization
    void Start()
    {
        m_tansform = this.transform;
        m_animation = this.GetComponent<SkeletonAnimation>();
        playerObj = GameObject.Find("Hero");
        m_playerScript = playerObj.GetComponent<PlayerActions>();

        //m_animation.state.Event += state_Event;
        m_animation.state.End += state_End;

        m_audioManager = GameObject.Find("Audios").GetComponent<AudioManager>();
    }
Ejemplo n.º 19
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    // Use this for initialization
    void Start()
    {
        m_camera = this.GetComponent<Camera>();
        origSize = m_camera.orthographicSize;
        m_camera.orthographicSize = origSize * largeRatio;
        //UIObj = GameObject.Find("UI");
        //UIChangeScript = UIObj.GetComponent<UIchange>();

        bgAnimationObj = GameObject.Find("bgAnimation");
        bgAnimationScript = bgAnimationObj.GetComponent<SkeletonAnimation>();

        bgAnimationScript.state.End += state_End;
    }
Ejemplo n.º 20
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 void Start()
 {
     clock = GetComponent<SkeletonAnimation>();
     clockState = clock.state;
     clockState.TimeScale = 1.0f;
     clockState.SetAnimation(0, "loop", true);
     armLong = clock.skeleton.FindBone ("arm-long");
     armShort = clock.skeleton.FindBone ("arm-short");
     needle = clock.skeleton.FindBone ("needle");
     Debug.Log (armLong);
     Debug.Log (armShort);
     Debug.Log (needle);
 }
Ejemplo n.º 21
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	public void Start () {
		// Get the SkeletonAnimation component for the GameObject this script is attached to.
		skeletonAnimation = GetComponent<SkeletonAnimation>();
		// Call our method any time an animation fires an event.
		skeletonAnimation.state.Event += Event;
		// A lambda can be used for the callback instead of a method.
		skeletonAnimation.state.End += (state, trackIndex) => {
			Debug.Log("start: " + state.GetCurrent(trackIndex));
		};
		// Queue jump to be played on track 0 two seconds after the starting animation.
		skeletonAnimation.state.AddAnimation(0, "jump", false, 2);
		// Queue walk to be looped on track 0 after the jump animation.
		skeletonAnimation.state.AddAnimation(0, "run", true, 0);
	}
Ejemplo n.º 22
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    // Use this for initialization
    void Start()
    {
        m_camera = this.GetComponent<Camera>();
        origSize = m_camera.orthographicSize;
        m_camera.orthographicSize = origSize * largeRatio;
        //UIObj = GameObject.Find("UI");
        //UIChangeScript = UIObj.GetComponent<UIchange>();

        bgAnimationObj = GameObject.Find("bgAnimation");
        bgAnimationScript = bgAnimationObj.GetComponent<SkeletonAnimation>();

        bgAnimationScript.state.End += state_End;

        scoreManagerScript = GameObject.Find("Kill").GetComponent<ScoreManager>();
        m_TouchController = GameObject.Find("TouchController").GetComponent<MyTouchController>();
    }
	public void SetDevice( PlayerDevice device )
	{
		this.device = device;
		unitstats = gameObject.GetComponent<UnitStats>();
		movement = gameObject.GetComponent<Movement>();
		skeletonAnimation = gameObject.GetComponentInChildren<SkeletonAnimation>();
		skeletonAnimation.state.Event += Event;
		skeletonAnimation.UpdateBones += UpdateBones;
		skeletonAnimation.state.End += End;
		head = gameObject.GetComponentInChildren<SkeletonAnimation>().skeleton.FindBone("head");
		hip = gameObject.GetComponentInChildren<SkeletonAnimation>().skeleton.FindBone("body");
		weaponmanager = gameObject.GetComponentInChildren<WeaponManager>();
		meleemanager = gameObject.GetComponentInChildren<MeleeManager>(); 
		GameObject gameGameObject = GameObject.FindGameObjectWithTag( "Level" );
		level = gameGameObject.GetComponent<LevelInfo>(); 
	}
Ejemplo n.º 24
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    protected virtual void Awake()
    {
        if (!sr)
            sr = GetComponent<SpriteRenderer>();
        if (!cp)
            cp = GetComponent<CircleCollider2D>();
        if (!a)
            a = GetComponent<Animator>();
        if (!ri)
            ri = GetComponent<Rigidbody2D>();
        if (!SA)
            SA = GetComponentInChildren<SkeletonAnimation>();


        if (SA)
            OriginalTimeScale = SA.timeScale;
    }
Ejemplo n.º 25
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    // Start is called before the first frame update
    void Start()
    {
        runtimeAtlasAsset        = AtlasAsset.CreateRuntimeInstance(atlasText, textures, materialPropertySource, true);
        runtimeSkeletonDataAsset = SkeletonDataAsset.CreateRuntimeInstance(skeletonJson, runtimeAtlasAsset, true);

        runtimeSkeletonDataAsset.GetSkeletonData(false); // preload.


        runtimeSkeletonAnimation = SkeletonAnimation.NewSkeletonAnimationGameObject(runtimeSkeletonDataAsset);

        // Extra Stuff
        runtimeSkeletonAnimation.Initialize(false);
        runtimeSkeletonAnimation.Skeleton.SetSkin("base");
        runtimeSkeletonAnimation.Skeleton.SetSlotsToSetupPose();
        runtimeSkeletonAnimation.AnimationState.SetAnimation(0, "run", true);
        runtimeSkeletonAnimation.GetComponent <MeshRenderer>().sortingOrder = 10;
        runtimeSkeletonAnimation.transform.Translate(Vector3.down * 2);
    }
Ejemplo n.º 26
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    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        SkeletonAnimation anim = animator.GetComponent <SkeletonAnimation>();

        if (anim != null)
        {
            TrackEntry te = anim.state.SetAnimation(0, animationName, loop);
            te.timeScale = speed;
        }

        SkeletonGraphic sg = animator.GetComponent <SkeletonGraphic>();

        if (sg != null)
        {
            TrackEntry te = sg.AnimationState.SetAnimation(0, animationName, loop);
            te.timeScale = speed;
        }
    }
Ejemplo n.º 27
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    public void SetPerformerSkillAnimationOverriden(SkillArtInfo skillInfo, string mode, bool activate)
    {
        SkeletonAnimation skillAnimation = unitAnimator.Effects.Find(item => item.name == skillInfo.ArtId);

        if (skillAnimation != null)
        {
            skillAnimation.gameObject.layer = CurrentState.gameObject.layer;
            skillAnimation.gameObject.SetActive(activate);
            if (activate)
            {
                skillAnimation.Reset();
                skillAnimation.state.SetAnimation(0, skillInfo.ArtId + "_" + mode, false).Time = 0;
                skillAnimation.Update(0);
                skillAnimation.AnimationName = skillInfo.ArtId + "_" + mode;
            }
        }
        unitAnimator.Animator.SetBool(skillInfo.AnimationId + "_" + mode, activate);
    }
Ejemplo n.º 28
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        private SkeletonAnimation CreateSpineAnimation(SkeletonAnimation spinePrefab, Vector2 pos, int sortOrder, string AniName, int aniCount = 1, bool IsLoop = false)
        {
            SpineAnimationData data = new SpineAnimationData();

            data.ID = IDConter++;

            SkeletonAnimation copySpine = Instantiate(spinePrefab);

            data.Drawer = copySpine.gameObject;
            data.Drawer.transform.position = pos;
            data.playerAnim = data.Drawer.GetComponent <SkeletonAnimation>();
            data.playerAnim.SetSortingOrder(sortOrder);
            playList.Add(data.ID, data);

            SetAnmation(data.ID, AniName, aniCount, IsLoop);

            return(data.playerAnim);
        }
        public override void OnEnter()
        {
            var go = Fsm.GetOwnerDefaultTarget(gameObject);

            _skeletonAnimation = go.GetComponent <SkeletonAnimation>();

            if (go == null)
            {
                Finish();
            }

            DoSpineChange();

            if (!everyframe.Value)
            {
                Finish();
            }
        }
Ejemplo n.º 30
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    // Use this for initialization
    void Start()
    {
        AudioSource[] audioSources = GetComponents <AudioSource>();

        eldaAudioSource      = audioSources[0];
        presidentAudioSource = audioSources[1];
        spaceAudioSource     = audioSources[2];
        sunAudioSource       = audioSources[3];
        typingAudioSource    = audioSources[4];
        shutDownAudioSource  = audioSources[5];

        spaceAudioSource.Play();

        sunHeroSkeleton   = sunHero.GetComponent <SkeletonAnimation>();
        presidentSkeleton = president.GetComponent <SkeletonAnimation>();
        startText.SetTextTo("Yesterday...", timeBetweenLettersStartText, secBeforeFadeInSun, true);
        StartCoroutine(ShowCamerasAtTheSun(2.5f, 2f));
    }
Ejemplo n.º 31
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    public void ReloadSpineSync(string spineName, string fullZipPath)
    {
        if (CurSpineName == spineName)
        {
            return;
        }

        if (SkeletonAnim)
        {
            Destroy(SkeletonAnim.gameObject);
        }

        SkeletonAnim                  = SpineZipReader.CreateSkeAnimFromZip(fullZipPath);
        SkeletonAnim.name             = spineName;
        SkeletonAnim.loop             = true;
        SkeletonAnim.transform.parent = SpineRoot;
        SkeletonAnim.AnimationName    = ToolManager.Instance.DefaultAnim;
    }
Ejemplo n.º 32
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    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}


    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        SkeletonAnimation anim = animator.GetComponent <SkeletonAnimation>();

        anim.state.TimeScale = 0;

        Debug.Log("ShowLevelNow");


        for (int i = 0; i < animator.gameObject.GetComponent <CanvasElementsReference> ().ElementsToSetActive.Length; i++)

        {
            //animator.gameObject.GetComponent<CanvasElementsReference> ().ElementsToSetActive [i].SetActive (true);
        }

        LoadingAnimator.SetTrigger("Loaded");
        Destroy(animator.gameObject);
    }
Ejemplo n.º 33
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    public void BindToTargetUnit(FormationUnit unit, SkeletonAnimation animation, string boneName)
    {
        followUnit     = unit;
        followBoneName = boneName;

        gameObject.SetActive(true);
        follower.SkeletonRenderer = animation;
        currentTransform.SetParent(unit.RectTransform, false);

        follower.followBoneRotation = false;
        follower.followZPosition    = true;
        follower.bone = animation.Skeleton.FindBone(boneName);
        follower.DoUpdate();
        follower.enabled = false;
        Destroy(follower);

        skeletonAnimation.MeshRenderer.sortingOrder = animation.MeshRenderer.sortingOrder + 1;
    }
Ejemplo n.º 34
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 // Token: 0x0600BE84 RID: 48772 RVA: 0x00353830 File Offset: 0x00351A30
 public void PlayAnimation(SkeletonAnimation skeletonAnimation, string animationName, bool isLoop)
 {
     if (!BJLuaObjHelper.IsSkipLuaHotfix && this.TryInitHotFix("") && this.m_PlayAnimationSkeletonAnimationStringBoolean_hotfix != null)
     {
         this.m_PlayAnimationSkeletonAnimationStringBoolean_hotfix.call(new object[]
         {
             this,
             skeletonAnimation,
             animationName,
             isLoop
         });
         return;
     }
     BJLuaObjHelper.IsSkipLuaHotfix  = false;
     skeletonAnimation.AnimationName = string.Empty;
     skeletonAnimation.loop          = isLoop;
     skeletonAnimation.AnimationName = animationName;
 }
Ejemplo n.º 35
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    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        LoadingAnimator = GameObject.FindGameObjectWithTag("LoadingText").GetComponent <Animator> ();
        SkeletonAnimation anim = animator.GetComponent <SkeletonAnimation>();
        int y = Random.Range(0, 7);

        if (y == 0)
        {
            animationName = "Apple";
        }
        if (y == 1)
        {
            animationName = "Pomegranate";
        }
        if (y == 2)
        {
            animationName = "Strawberry";
        }
        if (y == 3)
        {
            animationName = "Pear";
        }
        if (y == 4)
        {
            animationName = "Papaya";
        }
        if (y == 5)
        {
            animationName = "Papaya";
        }
        if (y == 6)
        {
            animationName = "Kiwi";
        }
        if (y == 7)
        {
            animationName = "Grapes";
        }

        anim.state.SetAnimation(0, animationName, true).timeScale = speed;
        float x = anim.state.GetCurrent(0).AnimationEnd;

        Debug.Log(x.ToString());
    }
Ejemplo n.º 36
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    // Update is called once per frame
    void Update()
    {
        if (action.Walk && !status.IsFreezing && !status.IsAttacking)
        {
            transform.Translate(new Vector3(-data.MoveSpeed * Time.deltaTime * 0.006f, 0, 0));
        }

        if (status.IsFreezing)
        {
            if (isSpineAnim)
            {
                if (anim == null)
                {
                    anim = transform.GetComponent <SkeletonAnimation> ();
                }
                anim.timeScale = 0f;
            }
            else
            {
                animator.speed = 0;
            }
        }
        //else
        //{
        //    animator.speed = 1;
        //}

        if (action.Dead)
        {
            if (isSpineAnim)
            {
                if (anim == null)
                {
                    anim = transform.GetComponent <SkeletonAnimation> ();
                }
                anim.timeScale = 1;
            }
            else
            {
                animator.speed = 1;
            }
        }
        OnUpdate();
    }
Ejemplo n.º 37
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        /// <summary>
        ///  换装备并且合并材质球
        /// </summary>
        /// <param name="skeletonAnimation">spine 组件</param>
        /// <param name="atlasAsset"> 图片+atlas 生成的图集文件 </param>
        /// <param name="regionName">  图集文件中的具体的一张图片 最好一个图片一个图集  </param>
        /// <param name="e"> 装备类型 </param>
        public void ExchangeEquipmentAndMerge(SkeletonAnimation skeletonAnimation, List <EquipmentItem> infos)
        {
            for (int i = 0; i < infos.Count; i++)
            {
                EquipmentItem      info               = infos[i];
                string             regionName         = info.equipmentImageName;
                string             defaultSkinName    = info.defaultSkinName;
                string             spineEquipmentType = info.spineEquipmentTypeName;
                AssetBundlePackage assetbundle        = HFResourceManager.Instance.LoadAssetBundleFromFile(info.equipmentAssetbundleName);
                AtlasAsset         atlasAsset         = assetbundle.LoadAssetWithCache <AtlasAsset>(info.equipmentAtlasAssetName);
                float       scale              = skeletonAnimation.skeletonDataAsset.scale;
                Atlas       atlas              = atlasAsset.GetAtlas();
                AtlasRegion region             = atlas.FindRegion(regionName);
                Slot        slot               = skeletonAnimation.skeleton.FindSlot(info.slotName);
                Attachment  originalAttachment = slot.Attachment;
                if (region == null)
                {
                    slot.Attachment = null;
                }
                else if (originalAttachment != null)
                {
                    slot.Attachment = originalAttachment.GetRemappedClone(region, true, true, 1);
                }
                else
                {
                    var newRegionAttachment = region.ToRegionAttachment(region.name, scale);
                    slot.Attachment = newRegionAttachment;
                }
                slot.Skeleton.Skin.SetAttachment(slot.Data.Index, info.slotPlaceholderName, slot.Attachment);
            }

            Skin repackedSkin = new Skin(RepackConst);

            repackedSkin.Append(skeletonAnimation.Skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
            repackedSkin.Append(skeletonAnimation.Skeleton.Skin);             // Include your new custom skin.
            Texture2D runtimeAtlas    = null;
            Material  runtimeMaterial = null;

            repackedSkin = repackedSkin.GetRepackedSkin(RepackConst, skeletonAnimation.SkeletonDataAsset.atlasAssets[0].materials[0], out runtimeMaterial, out runtimeAtlas); // Pack all the items in the skin.
            skeletonAnimation.Skeleton.SetSkin(repackedSkin);                                                                                                                 // Assign the repacked skin to your Skeleton.
            skeletonAnimation.skeleton.SetSlotsToSetupPose();                                                                                                                 // Use the pose from setup pose.
            skeletonAnimation.Update(0);                                                                                                                                      // Use the pose in the currently active animation.
        }
Ejemplo n.º 38
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 public void PlayAnimation(string animationClipName, System.Action onAnimationComplete = null)
 {
     if (isSpineAnim)
     {
         if (anim == null)
         {
             anim = transform.GetComponent <SkeletonAnimation> ();
         }
         playAnimSpine(animationClipName, onAnimationComplete);
     }
     else
     {
         CreateBullet();
         animator.Play(animationClipName, 0, 0);
         Master.WaitAndDo(0.01f, () => {
             StartCoroutine(DetectAnimationOnComplete(onAnimationComplete));
         }, this);
     }
 }
Ejemplo n.º 39
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    //void OnEnable()
    //{
    //    skeletonAnimation.UpdateComplete += ApplyRootMotion;
    //    skeletonAnimation.UpdateLocal += UpdateBones;
    //    skeletonAnimation.state.Start += HandleStart;
    //    //skeletonAnimation.state.End += HandleEnd;
    //}
    //void OnDisable()
    //{
    //    skeletonAnimation.UpdateComplete -= ApplyRootMotion;
    //    skeletonAnimation.UpdateLocal -= UpdateBones;
    //    skeletonAnimation.state.Start -= HandleStart;
    //    //skeletonAnimation.state.End -= HandleEnd;
    //}

    void Awake()
    {
        if (!skeletonAnimation)
        {
            skeletonAnimation = GetComponentInChildren <SkeletonAnimation>();
        }

        if (!skeletonAnimation)
        {
            Debug.LogError("skeletonAnimation is null");
        }

        if (!skeletonAnimation)
        {
            return;
        }

        rootBoneIndex = skeletonAnimation.Skeleton.FindBoneIndex(skeletonAnimation.skeleton.RootBone.Data.Name);
    }
Ejemplo n.º 40
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    public void OnMouseDown()
    {
        SkeletonAnimation skeletonAnimation = GetComponent <SkeletonAnimation>();

        skeletonAnimation.skeleton.SetSkin(girlSkin ? "goblin" : "goblingirl");
        skeletonAnimation.skeleton.SetSlotsToSetupPose();

        girlSkin = !girlSkin;

        if (girlSkin)
        {
            skeletonAnimation.skeleton.SetAttachment("right hand item", null);
            skeletonAnimation.skeleton.SetAttachment("left hand item", "spear");
        }
        else
        {
            skeletonAnimation.skeleton.SetAttachment("left hand item", "dagger");
        }
    }
    public void Initialize(CharacterBattleMode mode, Hero hero, TapBattleController controller = null)
    {
        this.mode       = mode;
        this.hero       = hero;
        this.controller = controller;

        Character_Spine_Animator = GetComponent <SkeletonAnimation>();
        animator = GetComponent <Animator>();

        /*
         * GetWeaponBone weaponBone = GetComponent<GetWeaponBone>();
         *
         * if (weaponBone != null) {
         *  Sprite weaponSprite = Resources.Load<Sprite>("Items/Weapon/" + hero.EquipedItems[EquipmentType.Weapon].data.Sprite);
         *  weaponBone.Initialize(weaponSprite);
         * }
         */
        initialized = true;
    }
Ejemplo n.º 42
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    void UpdateLocal(SkeletonAnimation anim)
    {
        if (needToReprocessBones)
        {
            CollectBones();
        }

        if (utilityBones == null)
        {
            return;
        }

        foreach (SkeletonUtilityBone b in utilityBones)
        {
            b.transformLerpComplete = false;
        }

        UpdateAllBones();
    }
Ejemplo n.º 43
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    public void Initialize(Hero hero)
    {
        this.hero = hero;

        Character_Spine_Animator = GetComponent <SkeletonAnimation>();
        animator = GetComponent <Animator>();

        /*
         * GetWeaponBone weaponBone = GetComponent<GetWeaponBone>();
         * if (weaponBone != null) {
         *  Sprite weaponSprite = Resources.Load<Sprite>("Items/Weapon/" + hero.EquipedItems[EquipmentType.Weapon].data.Sprite);
         *  weaponBone.Initialize(weaponSprite);
         * }
         */
        SkillChargingEffect = Instantiate(Resources.Load <GameObject>("Effects/skill-charge"));
        SkillChargingEffect.transform.SetParent(this.transform);
        SkillChargingEffect.transform.localPosition = new Vector3(0f, 0.25f, 0f);
        SkillChargingEffect.SetActive(false);
    }
Ejemplo n.º 44
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    // Use this for initialization
    void Start()
    {
        controller = GetComponent <Controller2D>();
        audio      = GetComponent <AudioSource> ();
        scale      = transform.localScale;

        // Ok we should get gravity and jumpVelocity from jumpHeight and timeToJumpApex
        // For gravity we will use the motion equation: delta(Movement) = v0 * time + (acceleration * time^2) / 2
        // in our case v0 = 0, time = timeToJumpApex, and delta(Movement) = jumpHeight...
        // so gravity = 2 * jumpHeight / timeToJumpApex^2
        gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2);     // we added a "-" because we want it to be negative
        // Now we should get jump velocity from: velocity = v0 + acceleration * time
        jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex;
        // Debug.Log("gravity: " + gravity + "; jumpVelocity: " + jumpVelocity);
        spineAnim = GetComponent <SkeletonAnimation>();
        spineAnim.Reset();
        spineAnim.state.SetAnimation(0, "idle", true);
        curr_anim = "idle";
    }
Ejemplo n.º 45
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	public void SetSkin(int type,int power = -1)
	{
		render = transform.GetChild (0).GetComponent<SkeletonAnimation> ();
		render.enabled = true;

		string skinName = "item" + (type + 1).ToString ();

		if (power != -1)
			skinName = SetSkin_Power (power, skinName);

		if (render.skeleton.data.FindSkin (skinName) != null) {
			render.skeleton.SetSkin (skinName);
		} else {
			render.skeleton.SetSkin ("item8"); //if invalid skin name, fall to this skin
		}
	
		render.gameObject.transform.localScale = Vector3.one;
		render.enabled = false;
	}
        IEnumerator Start()
        {
            if (skeletonDataAsset == null)
            {
                yield break;
            }
            skeletonDataAsset.GetSkeletonData(false);        // Preload SkeletonDataAsset.
            yield return(new WaitForSeconds(1f));            // Pretend stuff is happening.

            var spineAnimation = skeletonDataAsset.GetSkeletonData(false).FindAnimation(startingAnimation);

            for (int i = 0; i < count; i++)
            {
                var sa = SkeletonAnimation.NewSkeletonAnimationGameObject(skeletonDataAsset); // Spawn a new SkeletonAnimation GameObject.
                DoExtraStuff(sa, spineAnimation);                                             // optional stuff for fun.
                sa.gameObject.name = i.ToString();
                yield return(new WaitForSeconds(1f / 8f));
            }
        }
Ejemplo n.º 47
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                public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)
                {
                    ScriptPlayable <SpineAnimatorPlayableBehaviour> playable = ScriptPlayable <SpineAnimatorPlayableBehaviour> .Create(graph, new SpineAnimatorPlayableBehaviour());

                    SpineAnimatorPlayableBehaviour clone = playable.GetBehaviour();

                    SpineAnimatorTrackMixer trackMixer = TimelineUtils.GetTrackMixer <SpineAnimatorTrackMixer>(graph, _parentAnimatorTrack);

                    clone._clipAsset = this;

                    if (trackMixer != null && trackMixer.GetTrackBinding() != null && !string.IsNullOrEmpty(_animationId))
                    {
                        SkeletonAnimation skeletonAnimation = trackMixer.GetTrackBinding();
                        clone._animation      = skeletonAnimation.skeletonDataAsset.GetAnimationStateData().SkeletonData.FindAnimation(_animationId);
                        clone._animationSpeed = _animationSpeed;
                    }

                    return(playable);
                }
Ejemplo n.º 48
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    void Start()
    {
        body = GetComponent <Rigidbody>();

        footCollider.enabled = false;

        skeletonFish.gameObject.SetActive(false);
        skeletonBird.gameObject.SetActive(false);

        skeletonActive = skeletonCat;
        skeletonActive.AnimationState.SetAnimation(0, "run", true);

        timerController = FindObjectOfType <TimerController>();

        transform.position = new Vector3(0, groundHeight, 0);
        body.velocity      = Vector3.right * horizontalSpeed;

        fixedHeight = groundHeight;
    }
Ejemplo n.º 49
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        public void SetAnimation(string anim, bool loop = true, SkeletonAnimation skelAnim = null, int layer = 0)
        {
            if (skelAnim == null)
            {
                skelAnim = CharSpine.skeletonAnimation;
            }

            var track = skelAnim.state.GetCurrent(0);

            if (track != null)
            {
                if (track.Animation.Name == anim)
                {
                    return;
                }
            }

            skelAnim.state.SetAnimation(layer, anim, loop);
        }
Ejemplo n.º 50
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    // ========================================================================== //

    /* public - [Do] Function
     * 외부 객체가 호출(For External class call)*/

    public void DoSetAlphaRenderer(float fAlpha)
    {
        if (_pSkeleton == null)
        {
            if (_pAnimation == null)
            {
                _pAnimation = GetComponentInChildren <SkeletonAnimation>();
            }

            _pSkeleton = _pAnimation.skeleton;
        }

        if (_pSkeleton != null)
        {
            Color pColor = _pSkeleton.GetColor();
            pColor.a = fAlpha;
            _pSkeleton.SetColor(pColor);
        }
    }
Ejemplo n.º 51
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    public void ReloadSpine(string curSpineName, string fullZipPath)
    {
        if (SkeletonAnim)
        {
            Destroy(SkeletonAnim.gameObject);
        }

        foreach (Transform child in SpineRoot.transform)
        {
            Destroy(child.gameObject);
        }

        CurSpineName                  = curSpineName;
        SkeletonAnim                  = SpineZipReader.CreateSkeAnimFromZip(fullZipPath);
        SkeletonAnim.name             = curSpineName;
        SkeletonAnim.loop             = true;
        SkeletonAnim.transform.parent = SpineRoot;
        SkeletonAnim.AnimationName    = ToolManager.Instance.DefaultAnim;
    }
        void CreatePreviewInstances()
        {
            this.DestroyPreviewInstances();

            if (warnings.Count > 0)
            {
                m_skeletonDataAsset.Clear();
                return;
            }

            var skeletonDataAsset = (SkeletonDataAsset)target;

            if (skeletonDataAsset.GetSkeletonData(false) == null)
            {
                return;
            }

            if (this.m_previewInstance == null)
            {
                string skinName = EditorPrefs.GetString(m_skeletonDataAssetGUID + "_lastSkin", "");

                try {
                    m_previewInstance = SpineEditorUtilities.InstantiateSkeletonAnimation(skeletonDataAsset, skinName).gameObject;

                    if (m_previewInstance != null)
                    {
                        m_previewInstance.hideFlags         = HideFlags.HideAndDontSave;
                        m_previewInstance.layer             = 0x1f;
                        m_skeletonAnimation                 = m_previewInstance.GetComponent <SkeletonAnimation>();
                        m_skeletonAnimation.initialSkinName = skinName;
                        m_skeletonAnimation.LateUpdate();
                        m_skeletonData = m_skeletonAnimation.skeletonDataAsset.GetSkeletonData(true);
                        m_previewInstance.GetComponent <Renderer>().enabled = false;
                        m_initialized = true;
                    }

                    AdjustCameraGoals(true);
                } catch {
                    DestroyPreviewInstances();
                }
            }
        }
Ejemplo n.º 53
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 // Token: 0x0600BE81 RID: 48769 RVA: 0x0035367C File Offset: 0x0035187C
 public void SummonHeroTeamShow()
 {
     if (!BJLuaObjHelper.IsSkipLuaHotfix && this.TryInitHotFix("") && this.m_SummonHeroTeamShow_hotfix != null)
     {
         this.m_SummonHeroTeamShow_hotfix.call(new object[]
         {
             this
         });
         return;
     }
     BJLuaObjHelper.IsSkipLuaHotfix = false;
     this.m_task.CustomLoadAsset(delegate
     {
         foreach (BusinessCardHeroSet businessCardHeroSet in this.m_playerContext.BusinessCard.SetInfo.Heroes)
         {
             Hero hero = this.m_playerContext.GetHero(businessCardHeroSet.HeroId);
             string heroModelAssetPath = UIUtility.GetHeroModelAssetPath(hero);
             this.m_task.CollectAssetWrap(heroModelAssetPath);
         }
     }, delegate
     {
         int num = 0;
         while (num < this.m_playerContext.BusinessCard.SetInfo.Heroes.Count && num < this.m_charGroupNode.transform.childCount)
         {
             BusinessCardHeroSet businessCardHeroSet = this.m_playerContext.BusinessCard.SetInfo.Heroes[num];
             Hero hero = this.m_playerContext.GetHero(businessCardHeroSet.HeroId);
             string heroModelAssetPath = UIUtility.GetHeroModelAssetPath(hero);
             GameObject asset          = AssetUtility.Instance.GetAsset <GameObject>(heroModelAssetPath);
             Transform child           = this.m_charGroupNode.transform.GetChild(num);
             GameObject gameObject     = GameObjectUtility.CloneGameObject(asset, child);
             EventTriggerListener eventTriggerListener = gameObject.AddComponent <EventTriggerListener>();
             eventTriggerListener.onClick = (EventTriggerListener.VoidDelegate)Delegate.Combine(eventTriggerListener.onClick, new EventTriggerListener.VoidDelegate(this.OnCharClick));
             SkeletonAnimation component  = gameObject.GetComponent <SkeletonAnimation>();
             this.PlayAnimation(component, businessCardHeroSet.Action, true);
             this.SetCharDirection(child.gameObject, businessCardHeroSet.Direction == HeroDirectionType.Right);
             this.m_roleSkeletonList.Add(gameObject.GetComponent <SkeletonAnimation>());
             num++;
         }
         this.m_charGroupNode.transform.position = this.arPlaneTrace.centerPos;
         this.m_charGroupNode.transform.rotation = this.arPlaneTrace.centerRotation;
     });
 }
Ejemplo n.º 54
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    public static SkeletonAnimation SpawnAnimatedSkeleton(SkeletonDataAsset skeletonDataAsset, Skin skin = null)
    {
        GameObject        go   = new GameObject(skeletonDataAsset.name.Replace("_SkeletonData", ""), typeof(MeshFilter), typeof(MeshRenderer), typeof(SkeletonAnimation));
        SkeletonAnimation anim = go.GetComponent <SkeletonAnimation>();

        anim.skeletonDataAsset = skeletonDataAsset;

        bool requiresNormals = false;

        foreach (Material m in anim.skeletonDataAsset.atlasAsset.materials)
        {
            if (m.shader.name.Contains("Lit"))
            {
                requiresNormals = true;
                break;
            }
        }

        anim.calculateNormals = requiresNormals;

        if (skin == null)
        {
            skin = skeletonDataAsset.GetSkeletonData(true).DefaultSkin;
        }

        if (skin == null)
        {
            skin = skeletonDataAsset.GetSkeletonData(true).Skins[0];
        }

        anim.Reset();

        anim.skeleton.SetSkin(skin);
        anim.initialSkinName = skin.Name;

        anim.skeleton.Update(1);
        anim.state.Update(1);
        anim.state.Apply(anim.skeleton);
        anim.skeleton.UpdateWorldTransform();

        return(anim);
    }
Ejemplo n.º 55
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        /// <summary>
        ///
        /// </summary>
        /// <param name="asset"></param>
        /// <param name="width"></param>
        /// <param name="height"></param>
        /// <param name="anchor"></param>
        /// <param name="cloneMaterial"></param>
        public void SetSpine(SkeletonDataAsset asset, int width, int height, Vector2 anchor, bool cloneMaterial)
        {
            if (_spineAnimation != null)
            {
                FreeSpine();
            }

            _spineAnimation = SkeletonRenderer.NewSpineGameObject <SkeletonAnimation>(asset);
            _spineAnimation.gameObject.name = asset.name;
            Spine.SkeletonData dat = asset.GetSkeletonData(false);
            _spineAnimation.gameObject.transform.localScale    = new Vector3(1 / asset.scale, 1 / asset.scale, 1);
            _spineAnimation.gameObject.transform.localPosition = new Vector3(anchor.x, -anchor.y, 0);
            SetWrapTarget(_spineAnimation.gameObject, cloneMaterial, width, height);

            _spineAnimation.skeleton.R = _color.r;
            _spineAnimation.skeleton.G = _color.g;
            _spineAnimation.skeleton.B = _color.b;

            OnChangeSpine(null);
        }
Ejemplo n.º 56
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	void OnEnable(){
		if(skeletonRenderer == null){
			skeletonRenderer = GetComponent<SkeletonRenderer>();
		}

		if(skeletonAnimation == null){
			skeletonAnimation = GetComponent<SkeletonAnimation>();
		}

		skeletonRenderer.OnReset -= HandleRendererReset;
		skeletonRenderer.OnReset += HandleRendererReset;

		if(skeletonAnimation != null){
			skeletonAnimation.UpdateLocal -= UpdateLocal;
			skeletonAnimation.UpdateLocal += UpdateLocal;
		}


		CollectBones();
	}
Ejemplo n.º 57
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    void Start()
    {
        GameManager.instance.onPauseGame += Instance_onPauseGame;

        if (!ani)
            ani = GetComponent<SkeletonAnimation>();

        if (!ani)
            ani = GetComponentInChildren<SkeletonAnimation>();

        if (!ani)
        {
            enabled = false;
            return;
        }

        startingTimeScale = ani.timeScale;

        
    }
Ejemplo n.º 58
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	void Start () 
    {
        GameObject.FindGameObjectWithTag("Audio").transform.GetComponent<AudioSource>().mute = true;
        sprites = new int[setSize];
        SetZero();
        tpc = GameObject.FindGameObjectWithTag("TapCounter");
        imageSet = new GameObject[setSize];        
        Set(setSize);
        num = (int)Random.Range(0, imageSet.Length);
        print(num);
        InvokeRepeating("Flash", 0, time);
        //num = (int)Random.Range(0, images.Length);

		skeletonAnimation = GameObject.FindGameObjectWithTag("animation").GetComponent<SkeletonAnimation>();
		skeletonAnimation.enabled = false;

		gameOv = GameObject.FindGameObjectWithTag("GameOver").GetComponent<SkeletonAnimation>();
		gameOv.enabled = false;

		gmv = GameObject.FindGameObjectWithTag("GameOver");
		skla = GameObject.FindGameObjectWithTag("animation");
	}
Ejemplo n.º 59
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    public void ChangeFacingDirection(FaceDirection direction)
    {
        animState = AnimationState.Turn;
        _unit._facingDirection = direction;

        if (direction == FaceDirection.Up)
        {
            _anim = backSkelAnim;
            _anim.gameObject.transform.localScale = new Vector3(1, 1, 1);
            frontSkelAnim.gameObject.SetActive(false);
            backSkelAnim.gameObject.SetActive(true);
            //print("Up");
        }
        else if (direction == FaceDirection.Right)
        {
            _anim = frontSkelAnim;
            _anim.gameObject.transform.localScale = new Vector3(-1, 1, 1);
            frontSkelAnim.gameObject.SetActive(true);
            backSkelAnim.gameObject.SetActive(false);
           // print("Right");
        }
        else if(direction == FaceDirection.Down)
        {
            _anim = frontSkelAnim;
            _anim.gameObject.transform.localScale = new Vector3(1, 1, 1);
            frontSkelAnim.gameObject.SetActive(true);
            backSkelAnim.gameObject.SetActive(false);
           // print("Down");
        }
        else if (direction == FaceDirection.Left)
        {
            _anim = backSkelAnim;
            _anim.gameObject.transform.localScale = new Vector3(-1, 1, 1);
            frontSkelAnim.gameObject.SetActive(false);
            backSkelAnim.gameObject.SetActive(true);
           // print("Left");
        }
    }
Ejemplo n.º 60
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    void Start () {
		game = GameObject.Find ("Gui").GetComponent<GameHandler> ();
		boxCollider = GetComponent<BoxCollider2D> ();
		character = GetComponent<MeshRenderer> ();
		controller = GetComponent<Controller2D> ();
		anim = GetComponent<SkeletonAnimation> ();
		skeleton = anim.skeleton;
		arm = skeleton.FindBone ("RShoulder");
		backArm = skeleton.FindBone ("LShoulder");

		weap = skeleton.FindBone ("Weapon");
		skelRend = GetComponent<SkeletonRenderer> ();
		skeleton.FindSlot ("WeaponImage").Attachment = null;
		anim.state.ClearTrack(1);
		controller.CatchPlayer (this);
		crouchTap = new TapInfo (.6f, int.MaxValue);
		dashTap = new TapInfo (.6f, int.MaxValue);

        //Initiate the width of the HP bar, this may need to be placed in the Update portion if window scaling is changed.
        width = healthbar.GetComponent<RectTransform>().rect.width;
		startMaxXPos = healthbar.GetComponent<RectTransform>().offsetMax.x;

        UpdateGravity();
	}