/****************************************************************************** * 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 UnityEngine; using System.Collections.Generic; using Spine.Unity.AnimationTools; namespace Spine.Unity { /// /// Base class for skeleton root motion components. /// abstract public class SkeletonRootMotionBase : MonoBehaviour { #region Inspector [SpineBone] [SerializeField] protected string rootMotionBoneName = "root"; public bool transformPositionX = true; public bool transformPositionY = true; public float rootMotionScaleX = 1; public float rootMotionScaleY = 1; [Header("Optional")] public Rigidbody2D rigidBody2D; public Rigidbody rigidBody; public bool UsesRigidbody { get { return rigidBody != null || rigidBody2D != null; } } #endregion protected ISkeletonComponent skeletonComponent; protected Bone rootMotionBone; protected int rootMotionBoneIndex; protected List topLevelBones = new List(); protected Vector2 rigidbodyDisplacement; protected virtual void Reset () { FindRigidbodyComponent(); } protected virtual void Start () { skeletonComponent = GetComponent(); GatherTopLevelBones(); SetRootMotionBone(rootMotionBoneName); var skeletonAnimation = skeletonComponent as ISkeletonAnimation; if (skeletonAnimation != null) skeletonAnimation.UpdateLocal += HandleUpdateLocal; } protected virtual void FixedUpdate () { if (!this.isActiveAndEnabled) return; // Root motion is only applied when component is enabled. if (rigidBody2D != null) { rigidBody2D.MovePosition(new Vector2(transform.position.x, transform.position.y) + rigidbodyDisplacement); } if (rigidBody != null) { rigidBody.MovePosition(transform.position + new Vector3(rigidbodyDisplacement.x, rigidbodyDisplacement.y, 0)); } rigidbodyDisplacement = Vector2.zero; } protected virtual void OnDisable () { rigidbodyDisplacement = Vector2.zero; } protected void FindRigidbodyComponent () { rigidBody2D = this.GetComponent(); if (!rigidBody2D) rigidBody = this.GetComponent(); if (!rigidBody2D && !rigidBody) { rigidBody2D = this.GetComponentInParent(); if (!rigidBody2D) rigidBody = this.GetComponentInParent(); } } protected virtual float AdditionalScale { get { return 1.0f; } } abstract protected Vector2 CalculateAnimationsMovementDelta (); abstract public Vector2 GetRemainingRootMotion (int trackIndex = 0); public void SetRootMotionBone (string name) { var skeleton = skeletonComponent.Skeleton; int index = skeleton.FindBoneIndex(name); if (index >= 0) { this.rootMotionBoneIndex = index; this.rootMotionBone = skeleton.bones.Items[index]; } else { Debug.Log("Bone named \"" + name + "\" could not be found."); this.rootMotionBoneIndex = 0; this.rootMotionBone = skeleton.RootBone; } } public void AdjustRootMotionToDistance (Vector2 distanceToTarget, int trackIndex = 0) { Vector2 remainingRootMotion = GetRemainingRootMotion(trackIndex); if (remainingRootMotion.x == 0) remainingRootMotion.x = 0.0001f; if (remainingRootMotion.y == 0) remainingRootMotion.y = 0.0001f; rootMotionScaleX = distanceToTarget.x / remainingRootMotion.x; rootMotionScaleY = distanceToTarget.y / remainingRootMotion.y; } public Vector2 GetAnimationRootMotion (Animation animation) { return GetAnimationRootMotion(0, animation.duration, animation); } public Vector2 GetAnimationRootMotion (float startTime, float endTime, Animation animation) { var timeline = animation.FindTranslateTimelineForBone(rootMotionBoneIndex); if (timeline != null) { return GetTimelineMovementDelta(startTime, endTime, timeline, animation); } return Vector2.zero; } Vector2 GetTimelineMovementDelta (float startTime, float endTime, TranslateTimeline timeline, Animation animation) { Vector2 currentDelta; if (startTime > endTime) // Looped currentDelta = (timeline.Evaluate(animation.duration) - timeline.Evaluate(startTime)) + (timeline.Evaluate(endTime) - timeline.Evaluate(0)); else if (startTime != endTime) // Non-looped currentDelta = timeline.Evaluate(endTime) - timeline.Evaluate(startTime); else currentDelta = Vector2.zero; return currentDelta; } void GatherTopLevelBones () { topLevelBones.Clear(); var skeleton = skeletonComponent.Skeleton; foreach (var bone in skeleton.Bones) { if (bone.Parent == null) topLevelBones.Add(bone); } } void HandleUpdateLocal (ISkeletonAnimation animatedSkeletonComponent) { if (!this.isActiveAndEnabled) return; // Root motion is only applied when component is enabled. var movementDelta = CalculateAnimationsMovementDelta(); AdjustMovementDeltaToConfiguration(ref movementDelta, animatedSkeletonComponent.Skeleton); ApplyRootMotion(movementDelta); } void AdjustMovementDeltaToConfiguration (ref Vector2 localDelta, Skeleton skeleton) { if (skeleton.ScaleX < 0) localDelta.x = -localDelta.x; if (skeleton.ScaleY < 0) localDelta.y = -localDelta.y; if (!transformPositionX) localDelta.x = 0f; if (!transformPositionY) localDelta.y = 0f; } void ApplyRootMotion (Vector2 localDelta) { localDelta *= AdditionalScale; localDelta.x *= rootMotionScaleX; localDelta.y *= rootMotionScaleY; // Apply root motion to Transform or RigidBody; if (UsesRigidbody) { rigidbodyDisplacement += (Vector2)transform.TransformVector(localDelta); // Accumulated displacement is applied on the next Physics update (FixedUpdate) } else { transform.position += transform.TransformVector(localDelta); } // Move top level bones in opposite direction of the root motion bone foreach (var topLevelBone in topLevelBones) { if (transformPositionX) topLevelBone.x -= rootMotionBone.x; if (transformPositionY) topLevelBone.y -= rootMotionBone.y; } } } }