Super Knight : Enter the Dungeon
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/******************************************************************************
* 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
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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using UnityEngine;
using System.Collections.Generic;
using Spine.Unity.AnimationTools;
namespace Spine.Unity {
/// <summary>
/// Add this component to a SkeletonAnimation or SkeletonGraphic GameObject
/// to turn motion of a selected root bone into Transform or RigidBody motion.
/// Local bone translation movement is used as motion.
/// All top-level bones of the skeleton are moved to compensate the root
/// motion bone location, keeping the distance relationship between bones intact.
/// </summary>
/// <remarks>
/// Only compatible with SkeletonAnimation (or other components that implement
/// ISkeletonComponent, ISkeletonAnimation and IAnimationStateComponent).
/// For <c>SkeletonMecanim</c> please use
/// <see cref="SkeletonMecanimRootMotion">SkeletonMecanimRootMotion</see> instead.
/// </remarks>
[HelpURL("http://esotericsoftware.com/spine-unity#SkeletonRootMotion")]
public class SkeletonRootMotion : SkeletonRootMotionBase {
#region Inspector
const int DefaultAnimationTrackFlags = -1;
public int animationTrackFlags = DefaultAnimationTrackFlags;
#endregion
AnimationState animationState;
Canvas canvas;
public override Vector2 GetRemainingRootMotion (int trackIndex) {
TrackEntry track = animationState.GetCurrent(trackIndex);
if (track == null)
return Vector2.zero;
var animation = track.Animation;
float start = track.AnimationTime;
float end = animation.duration;
return GetAnimationRootMotion(start, end, animation);
}
protected override float AdditionalScale {
get {
return canvas ? canvas.referencePixelsPerUnit: 1.0f;
}
}
protected override void Reset () {
base.Reset();
animationTrackFlags = DefaultAnimationTrackFlags;
}
protected override void Start () {
base.Start();
var animstateComponent = skeletonComponent as IAnimationStateComponent;
this.animationState = (animstateComponent != null) ? animstateComponent.AnimationState : null;
if (this.GetComponent<CanvasRenderer>() != null) {
canvas = this.GetComponentInParent<Canvas>();
}
}
protected override Vector2 CalculateAnimationsMovementDelta () {
Vector2 localDelta = Vector2.zero;
int trackCount = animationState.Tracks.Count;
for (int trackIndex = 0; trackIndex < trackCount; ++trackIndex) {
// note: animationTrackFlags != -1 below covers trackIndex >= 32,
// with -1 corresponding to entry "everything" of the dropdown list.
if (animationTrackFlags != -1 && (animationTrackFlags & 1 << trackIndex) == 0)
continue;
TrackEntry track = animationState.GetCurrent(trackIndex);
TrackEntry next = null;
while (track != null) {
var animation = track.Animation;
float start = track.animationLast;
float end = track.AnimationTime;
var currentDelta = GetAnimationRootMotion(start, end, animation);
if (currentDelta != Vector2.zero) {
ApplyMixAlphaToDelta(ref currentDelta, next, track);
localDelta += currentDelta;
}
// Traverse mixingFrom chain.
next = track;
track = track.mixingFrom;
}
}
return localDelta;
}
void ApplyMixAlphaToDelta (ref Vector2 currentDelta, TrackEntry next, TrackEntry track) {
// Apply mix alpha to the delta position (based on AnimationState.cs).
float mix;
if (next != null) {
if (next.mixDuration == 0) { // Single frame mix to undo mixingFrom changes.
mix = 1;
}
else {
mix = next.mixTime / next.mixDuration;
if (mix > 1) mix = 1;
}
float mixAndAlpha = track.alpha * next.interruptAlpha * (1 - mix);
currentDelta *= mixAndAlpha;
}
else {
if (track.mixDuration == 0) {
mix = 1;
}
else {
mix = track.alpha * (track.mixTime / track.mixDuration);
if (mix > 1) mix = 1;
}
currentDelta *= mix;
}
}
}
}