Open-sourced some code

This commit is contained in:
2019-03-08 09:54:14 +11:00
commit 645272872c
142 changed files with 3028 additions and 0 deletions
@@ -0,0 +1,158 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//Must include Spriter Namespace
using SpriterDotNetUnity;
enum animationMode
{
lookUp,
lookDown,
move,
straightJump,
rollingJump,
}
public class EmberAnimationCycle : MonoBehaviour
{
/*
* Instead of putting the script on Spriter's automatically generated prefab, which will cause it to be unset every
* time Evan tweaks the damn animations, we put the control scripts on a seperate gameobject which becomes a parent
* of the Spriter prefab and take a reference to the Spriter object so we can manipulate it.
*/
public GameObject Ember;
// This is the actual thing we use to animate the character.
UnityAnimator anim;
void Start()
{
}
bool slash = false;
animationMode mode = animationMode.lookUp;
void Update()
{
if (Ember == null)
{
foreach (Transform child in transform)
{
if (child.name == "Ember") { Ember = child.gameObject; break;}
}
}
if (anim == null)
{
anim = Ember.GetComponent<SpriterDotNetBehaviour>().Animator;
//This event is fired whenever an animation ends.
anim.AnimationFinished += animationTransitions;
}
if (Input.anyKeyDown)
{
//Advance the animation.
if (anim.CurrentAnimation.Name == "Statue") anim.Play("Statue to Idle");
else if (anim.CurrentAnimation.Name == "Idle")
{
switch (mode)
{
case animationMode.move:
anim.Play("Idle to Walk");
mode = animationMode.straightJump;
break;
case animationMode.straightJump:
anim.Play("Begin Straight Jump");
mode = animationMode.rollingJump;
break;
case animationMode.rollingJump:
anim.Play("Begin Rolling Jump");
mode = animationMode.lookUp;
break;
case animationMode.lookUp:
if (!slash)
{
anim.Play("Grounded Forward Slash");
slash = true;
}
else
{
slash = false;
anim.Play("Idle to Lookup");
mode = animationMode.lookDown;
}
break;
case animationMode.lookDown:
anim.Play("Idle to Crouch");
mode = animationMode.move;
break;
}
}
else if (anim.CurrentAnimation.Name == "Walk") anim.Play("Run");
else if (anim.CurrentAnimation.Name == "Run") anim.Play("Idle");
else if (anim.CurrentAnimation.Name == "Straight Jump Rising")
{
if (!slash)
{
anim.Play("Airborn Upward Slash");
slash = true;
}
else
{
anim.Play("Straight Jump Crest");
slash = false;
}
}
else if (anim.CurrentAnimation.Name == "Straight Jump Falling"
|| anim.CurrentAnimation.Name == "Rolling Jump")
{
if (!slash)
{
if (anim.CurrentAnimation.Name == "Straight Jump Falling") anim.Play("Airborn Forward Slash");
else anim.Play("Airborn Downward Slash");
slash = true;
}
else
{
anim.Play("Straight Jump Landing");
slash = false;
}
}
else if (anim.CurrentAnimation.Name == "Crouch") anim.Play("Crouch to Idle");
else if (anim.CurrentAnimation.Name == "Lookup")
{
if (!slash)
{
anim.Play("Grounded Upward Slash");
slash = true;
}
else
{
anim.Play("Lookup to Idle");
slash = false;
}
}
}
}
void animationTransitions(string name)
{
//We check to see if it's one of our transition animations and if so advance to the animation
// we are transitioning to.
if (name == "Statue to Idle") anim.Play("Idle");
else if (name == "Idle to Walk") anim.Play("Walk");
else if (name == "Begin Straight Jump") anim.Play("Straight Jump Rising");
else if (name == "Straight Jump Crest") anim.Play("Straight Jump Falling");
else if (name == "Begin Rolling Jump") anim.Play("Rolling Jump");
else if (name == "Straight Jump Landing") anim.Play("Idle");
else if (name == "Idle to Crouch") anim.Play("Crouch");
else if (name == "Crouch to Idle") anim.Play("Idle");
else if (name == "Idle to Lookup") anim.Play("Lookup");
else if (name == "Lookup to Idle") anim.Play("Idle");
else if (name == "Grounded Forward Slash") anim.Play("Idle");
else if (name == "Grounded Upward Slash") anim.Play("Lookup");
else if (name == "Airborn Upward Slash") anim.Play("Straight Jump Rising");
else if (name == "Airborn Forward Slash") anim.Play("Straight Jump Falling");
else if (name == "Airborn Downward Slash") anim.Play("Rolling Jump");
}
}