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215 lines
7.5 KiB
215 lines
7.5 KiB
3 years ago
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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using UnityEngine;
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using System.Collections.Generic;
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using Spine.Unity.AnimationTools;
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namespace Spine.Unity {
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/// <summary>
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/// Base class for skeleton root motion components.
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/// </summary>
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abstract public class SkeletonRootMotionBase : MonoBehaviour {
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#region Inspector
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[SpineBone]
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[SerializeField]
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protected string rootMotionBoneName = "root";
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public bool transformPositionX = true;
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public bool transformPositionY = true;
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public float rootMotionScaleX = 1;
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public float rootMotionScaleY = 1;
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[Header("Optional")]
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public Rigidbody2D rigidBody2D;
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public Rigidbody rigidBody;
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public bool UsesRigidbody {
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get { return rigidBody != null || rigidBody2D != null; }
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}
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#endregion
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protected ISkeletonComponent skeletonComponent;
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protected Bone rootMotionBone;
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protected int rootMotionBoneIndex;
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protected List<Bone> topLevelBones = new List<Bone>();
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protected Vector2 rigidbodyDisplacement;
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protected virtual void Reset () {
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FindRigidbodyComponent();
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}
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protected virtual void Start () {
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skeletonComponent = GetComponent<ISkeletonComponent>();
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GatherTopLevelBones();
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SetRootMotionBone(rootMotionBoneName);
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var skeletonAnimation = skeletonComponent as ISkeletonAnimation;
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if (skeletonAnimation != null)
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skeletonAnimation.UpdateLocal += HandleUpdateLocal;
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}
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protected virtual void FixedUpdate () {
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if (!this.isActiveAndEnabled)
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return; // Root motion is only applied when component is enabled.
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if (rigidBody2D != null) {
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rigidBody2D.MovePosition(new Vector2(transform.position.x, transform.position.y)
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+ rigidbodyDisplacement);
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}
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if (rigidBody != null) {
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rigidBody.MovePosition(transform.position
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+ new Vector3(rigidbodyDisplacement.x, rigidbodyDisplacement.y, 0));
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}
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rigidbodyDisplacement = Vector2.zero;
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}
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protected virtual void OnDisable () {
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rigidbodyDisplacement = Vector2.zero;
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}
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protected void FindRigidbodyComponent () {
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rigidBody2D = this.GetComponent<Rigidbody2D>();
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if (!rigidBody2D)
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rigidBody = this.GetComponent<Rigidbody>();
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if (!rigidBody2D && !rigidBody) {
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rigidBody2D = this.GetComponentInParent<Rigidbody2D>();
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if (!rigidBody2D)
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rigidBody = this.GetComponentInParent<Rigidbody>();
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}
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}
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protected virtual float AdditionalScale { get { return 1.0f; } }
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abstract protected Vector2 CalculateAnimationsMovementDelta ();
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abstract public Vector2 GetRemainingRootMotion (int trackIndex = 0);
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public void SetRootMotionBone (string name) {
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var skeleton = skeletonComponent.Skeleton;
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int index = skeleton.FindBoneIndex(name);
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if (index >= 0) {
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this.rootMotionBoneIndex = index;
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this.rootMotionBone = skeleton.bones.Items[index];
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}
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else {
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Debug.Log("Bone named \"" + name + "\" could not be found.");
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this.rootMotionBoneIndex = 0;
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this.rootMotionBone = skeleton.RootBone;
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}
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}
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public void AdjustRootMotionToDistance (Vector2 distanceToTarget, int trackIndex = 0) {
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Vector2 remainingRootMotion = GetRemainingRootMotion(trackIndex);
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if (remainingRootMotion.x == 0)
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remainingRootMotion.x = 0.0001f;
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if (remainingRootMotion.y == 0)
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remainingRootMotion.y = 0.0001f;
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rootMotionScaleX = distanceToTarget.x / remainingRootMotion.x;
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rootMotionScaleY = distanceToTarget.y / remainingRootMotion.y;
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}
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public Vector2 GetAnimationRootMotion (Animation animation) {
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return GetAnimationRootMotion(0, animation.duration, animation);
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}
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public Vector2 GetAnimationRootMotion (float startTime, float endTime,
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Animation animation) {
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var timeline = animation.FindTranslateTimelineForBone(rootMotionBoneIndex);
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if (timeline != null) {
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return GetTimelineMovementDelta(startTime, endTime, timeline, animation);
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}
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return Vector2.zero;
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}
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Vector2 GetTimelineMovementDelta (float startTime, float endTime,
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TranslateTimeline timeline, Animation animation) {
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Vector2 currentDelta;
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if (startTime > endTime) // Looped
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currentDelta = (timeline.Evaluate(animation.duration) - timeline.Evaluate(startTime))
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+ (timeline.Evaluate(endTime) - timeline.Evaluate(0));
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else if (startTime != endTime) // Non-looped
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currentDelta = timeline.Evaluate(endTime) - timeline.Evaluate(startTime);
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else
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currentDelta = Vector2.zero;
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return currentDelta;
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}
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void GatherTopLevelBones () {
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topLevelBones.Clear();
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var skeleton = skeletonComponent.Skeleton;
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foreach (var bone in skeleton.Bones) {
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if (bone.Parent == null)
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topLevelBones.Add(bone);
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}
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}
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void HandleUpdateLocal (ISkeletonAnimation animatedSkeletonComponent) {
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if (!this.isActiveAndEnabled)
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return; // Root motion is only applied when component is enabled.
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var movementDelta = CalculateAnimationsMovementDelta();
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AdjustMovementDeltaToConfiguration(ref movementDelta, animatedSkeletonComponent.Skeleton);
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ApplyRootMotion(movementDelta);
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}
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void AdjustMovementDeltaToConfiguration (ref Vector2 localDelta, Skeleton skeleton) {
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if (skeleton.ScaleX < 0) localDelta.x = -localDelta.x;
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if (skeleton.ScaleY < 0) localDelta.y = -localDelta.y;
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if (!transformPositionX) localDelta.x = 0f;
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if (!transformPositionY) localDelta.y = 0f;
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}
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void ApplyRootMotion (Vector2 localDelta) {
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localDelta *= AdditionalScale;
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localDelta.x *= rootMotionScaleX;
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localDelta.y *= rootMotionScaleY;
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// Apply root motion to Transform or RigidBody;
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if (UsesRigidbody) {
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rigidbodyDisplacement += (Vector2)transform.TransformVector(localDelta);
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// Accumulated displacement is applied on the next Physics update (FixedUpdate)
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}
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else {
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transform.position += transform.TransformVector(localDelta);
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}
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// Move top level bones in opposite direction of the root motion bone
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foreach (var topLevelBone in topLevelBones) {
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if (transformPositionX) topLevelBone.x -= rootMotionBone.x;
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if (transformPositionY) topLevelBone.y -= rootMotionBone.y;
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}
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}
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}
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}
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